I can always revisit this and do dynamic allocation, but I don't want to do this now because other things on my list that interest me more. I don't disagree that eventually I should use dynamic memory allocation, but I can do that in the future.mh wrote:it's a cop-out, it's saying "I can't be bothered fixing this right, you deal with it"
Yet I'm rather convinced what I have done above is a user-transparent solution that will work for 100% of the single player releases at Quaddicted and any Quake mod that works with GLQuake.
I have a list of things I want to get done. I can always come back and do the optimal solution later. But keep in mind that the optimal solution like DarkPlaces/FTEQW/DirectQ do may have an advantage of 0.000000% over this solution in the actual real-world usage that someone is going to do with FitzQuake.
The really exotic mods that actually exist that are capable of causing problems don't target GLQuake, they'd be DarkPlaces/FTEQW mods and I don't think someone is going to FitzQuake with them (if any of them even work with FitzQuake). And if someone actually found something that broke my scheme, everyone knows where to find me.
I am for the ideal solutions. I only have so much time, so will I take what is likely a real-world 100% solution that isn't actually perfect from a design standpoint? For now, yes!