Tr!Force wrote:but think isnt a good idea for an "engine-mod" like jk2mv because u will touch the main functionallity of every version...
By fixing bugs in the engine, adding HTTP downloads, etc. jk2mv already touches the main functionallity of every version. Adding fixes etc. to cgame, game and ui is not going to be that much of a different. It's not like we're going to change the gameplay or fix bugs that are important for the gameplay.
Tr!Force wrote:what u will do? fix things? or allow/unlock unsupported things? there are so much players who liked jk2mv because doesnt touch the main functionallity (bugs, tricks, etc...).
We are going to increase the fov limit, add an aspect ratio fix for the HUD, etc. As well as fixing memory bugs and such in the game/cgame/ui modules. Maybe more.
Tr!Force wrote:i think a game/cgame modification will destroy the main idea... that is my point of view :?
I don't see how it is going to destroy the main idea of jk2mv. The main idea of jk2mv is to "unite all versions" and to provide fixes and improvements. And the multiversion-qvms are going to bring us one step closer to reaching this goal.
At the moment jk2mv tries to load the correct qvms for 1.02/1.03/1.04 from either the original assets or custom files with the prefixes "dl_", "o102_", "o103_" or "o104_". If a 1.04 qvm happens to be in a file prefixed as "o102_" jk2mv is going to try to load it in 1.02 mode and the game will simply crash. When people make mods with custom clientsides (catz clientside, KaMod clientside, VvV clientside, ...) those mods are only for one version (catz clientside for 1.04, kamod and VvV clientside for 1.02, ...). You can't properly use those mods in another version of the game (1.04 mods can be loaded in 1.03 and vice versa, but the gameplay predicition is lagging, so it's not really a good idea; 1.02 mods in 1.03/1.04 and vice versa is going to crash). With the new "mvsdk" we're planing to release a set of qvms that work in any version. And we hope that new mods are using the "mvsdk" as codebase instaed of the basejk code. That way those mods would work in 1.02, 1.03 and 1.04 and have lots of basejk fixes included.