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Core Assets Aliasing #87

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dGr8LookinSparky opened this issue May 26, 2018 · 1 comment
Open

Core Assets Aliasing #87

dGr8LookinSparky opened this issue May 26, 2018 · 1 comment

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@dGr8LookinSparky
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@Chomenor , this is a feature request for the new file system.

The proposal is to support hard-coded aliasing for select hard-coded core assets. The hash(es) of a core assets pk3 or group of core assets would be mapped to (an)other hash(es) of (an)other core assets pk3 or group of core assets. This is to allow the new client to use updated core assets on servers that require older assets. The new servers would broadcast the "older part of the alias mapping" for the older clients.

A long time issue has been that the data-1.1.0.pk3 contains sound files that have "fuzzy licensing", and those sounds need to be replaced so that we can include all default assets with the releases 100% with unquestionable licensing.

Another application would be to retexture the default maps (including one of the ugliest trem maps ever, which happens to be the most overplayed map, atcs) for the new renderer (new textures, normal mapping, specular mapping, etc). A large number of old third party trem maps used the textures from the default maps, so the re-texturing would apply to those maps as well. Same could be done for the player models, buildable models, weapons, etc...

@Chomenor
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This kind of thing shouldn't be too hard. You could remap certain hashes when the pure list is parsed from the server. For other situations you can just put the "updated" hashes in the normal default pak hash lists.

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