necros wrote:thanks, baker
i managed to get a spprogs working earlier by using the qwprogs as a base and just pluging in the missing SP parts.
it's very annoying because particle and TE_EXPLOSION2 tempentity was removed. :\
Some things I leanred about Quakeworld and single player, particularly some of the surprises I discovered. None of are related to QuakeC -- they have to do with the Quakeworld protocol or how the engines are setup presently to handle things.
1. Existing "creative" maps sometimes have items fall out of the map, like Coagula style maps with armor suspended in the air, as one example. Kinda of a big problem if it's the gold or silver key
![Big Grin :D](./images/smilies/icon_biggrin.gif)
This can also happen in DarkPlaces as Lardarse discovered (the secret Yellow armor on SM82 falls out of the map, for instance).
Fairly infrequent. An engine author could probably explain why this happens.
2. Host_Error: sv.num_signon_buffers == max_signon_buffers - 1
Seems to affect maps with high entity counts. Spike explained it (
link), but I don't claim to understand it. But the end result, is certain maps simply won't load (trincasp2, Hangover Devastation).
The next version of EZQuake has a fix in it that solves this issue, but older versions (pretty much all QW users presently) and all FuhQuake users will have the problem.
3. Spike explained another issue that I had with FuhQuake/EZQuake that led to invisible monsters, healthboxes, etc. Quakeworld's protocol is limited to "64 entities, items, monsters, or doors" in view at the same time. This doesn't seem to hardly ever happen with old Quake maps, but seemed to happen on a few especially with large open areas (ananke was one map with the problem, so was a void map named oblivion). Spike seemed to imply that this could be changed/fixed in EZQuake.
Just mentioning these things because I know you make a lot of gigantic maps with 200 monsters, heheh
![Big Grin :D](./images/smilies/icon_biggrin.gif)