Con_Printf("No level loaded!\n");
return;
}
- FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
- strlcat(locfilename, ".loc", sizeof(locfilename));
CL_Locs_Clear_f();
+ // try maps/something.loc first (LordHavoc: where I think they should be)
+ FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
+ strlcat(locfilename, ".loc", sizeof(locfilename));
filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
if (!filedata)
- return;
+ {
+ // try proquake name as well (LordHavoc: I hate path mangling)
+ FS_StripExtension(va("locs/%s", FS_FileWithoutPath(cl.worldmodel->name)), locfilename, sizeof(locfilename));
+ strlcat(locfilename, ".loc", sizeof(locfilename));
+ filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
+ if (!filedata)
+ return;
+ }
text = filedata;
textend = filedata + filesize;
for (linenumber = 1;text < textend;linenumber++)
0 change hmap2: qbsp should do tjunc fixing on leaky maps
0 change revelation: change the wabbit kill message to " was hunting wabbit but shot " " instead"
0 change zmodel: include the example script in the build zips, not just in the files directory
-0 feature darkplaces client: add .loc file support and say macros
0 feature darkplaces client: add .mvd demo support
0 feature darkplaces client: add .qwd demo support
0 feature darkplaces client: add DP_GFX_EFFECTINFO_TXT to extensions and document it, the feature has been in for a long time, also update wiki.quakesrc.org accordingly
d dpzoo.map: skybox
d dpzoo.map: snow
d dpzoo.map: transparent glass bmodels (DP_ENT_ALPHA)
+d feature darkplaces client: add .loc file support and say macros
d feature darkplaces client: add BX_WAL_SUPPORT to extensions and document it, the feature has been in for a long time, also update wiki.quakesrc.org accordingly
d feature darkplaces client: add a sv_fixedframeratesingleplayer cvar (default off), to allow fixed framerate singleplayer mods, mainly useful for physics (Urre)
d feature darkplaces client: add showbrand cvar which would show gfx/brand.tga in the left/right top/bottom corner (depending on value of scr_showbrand) all the time, this would be useful for screenshots (Spirit_of_85)