frag.machine wrote:Can't this be entirely handled in the QuakeC side ?
Let's say I want to coop --
1) Soul of Evil
2) Marcher Fortress
3) Nehahra
4) Quoth
5) Hellsmash
6) A Roman Wilderness of Pain
7) Arcane Dimensions
![Cool 8)](./images/smilies/icon_cool.gif)
[Insert hundreds of other names here]
What good does QuakeC support get me when all of those have a custom progs.dat, most of which are closed source?
The ability to do this in QuakeC gets me nothing to coop existing works that have their own progs.dat
So my engine doesn't need to person X, Y or Z to recompile their mod to support it.
My engine just "makes it happen" by examining the progs.dat at load time and intercepting player spawning and such and adding some extra logic to the mix --- with incredible finesse I might add
![Laughing :lol:](./images/smilies/icon_laughing.gif)
The night is young. How else can I annoy the world before sunsrise?
![Cool 8)](./images/smilies/icon_cool.gif)
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..