Exmirai Posted January 6, 2016 Posted January 6, 2016 Could you guys make ui imports available to cgame? things like LAN_GetServerInfo() LAN_GetPing() etc...would be great, because we could assimilate ui module and cgame module without breaking compatibility
ensiform Posted January 6, 2016 Posted January 6, 2016 CGame module isn't supposed to be ui and cgame >.<
Exmirai Posted January 7, 2016 Author Posted January 7, 2016 is it hard? -.- no. And it'll allow to create much more functional mods :>
Raz0r Posted January 7, 2016 Posted January 7, 2016 Rather than approaching it from the "make cgame and UI more similar", this suggestion/request is really about exposing more engine functionality to each module, which I think is a good idea. Exmirai and eezstreet like this
eezstreet Posted January 8, 2016 Posted January 8, 2016 As long as you include the new imports at the end of the structure, it might not break compatibility with base.However, I think that some CGame imports have no business being in UI (trap->R_RegisterShader, for instance. You should only be using trap->R_RegisterShaderNoMip in UI)
ensiform Posted January 8, 2016 Posted January 8, 2016 What if you're registering shaders ahead of time, or for player models. The only issue you would have adding new traps is that they would not function when running without ojk engine since not hooked up to any syscall. But I still see little use adding the server browser features to CGame. The purpose of cgame is control over currently connected server. The UI is handled separately regardless if the CGame shares the rendering portions of the ui, its still not the same ! Even the HUD drawing isn't really using the UI code, it just asks the menu files for the location of specific objects and renders by hand.
eezstreet Posted January 8, 2016 Posted January 8, 2016 What if you're registering shaders ahead of time, or for player models. The only issue you would have adding new traps is that they would not function when running without ojk engine since not hooked up to any syscall. But I still see little use adding the server browser features to CGame. The purpose of cgame is control over currently connected server. The UI is handled separately regardless if the CGame shares the rendering portions of the ui, its still not the same ! Even the HUD drawing isn't really using the UI code, it just asks the menu files for the location of specific objects and renders by hand.Why would you register shaders prior to cgame loading?
Raz0r Posted January 8, 2016 Posted January 8, 2016 Why would you register shaders prior to cgame loading?Model preview for character customisation. Why would you have to enforce no picmip then?
eezstreet Posted January 8, 2016 Posted January 8, 2016 Model preview for character customisation. Why would you have to enforce no picmip then?Shaders get registered when you init a Ghoul instance, or do any kind of precaching.
Raz0r Posted January 8, 2016 Posted January 8, 2016 Yes, which is why it would be registered prior to CGame loading.
eezstreet Posted January 9, 2016 Posted January 9, 2016 Yes, which is why it would be registered prior to CGame loading.You are misreading what I am saying.If you can precache the model so it can be viewed, the shaders for it also get precached internally in the same call. There is no need to register that model's shaders in a separate interrupt.Although now that I think about it, a point can be made that one could use a shader remap/override on the display object, which would require a shader to be registered. So the import makes sense now that I think about it.
ensiform Posted January 9, 2016 Posted January 9, 2016 The nomip call is only required for registering images or shaders which do not already have the flag on it of course. If the shader already has that option set, it will still be nomip etc.
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