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Allow save / load from other game modules #150

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TobiasKarnat opened this issue Oct 1, 2021 · 0 comments · Fixed by #157
Closed

Allow save / load from other game modules #150

TobiasKarnat opened this issue Oct 1, 2021 · 0 comments · Fixed by #157

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@TobiasKarnat
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Using other game modules like from Yamagi Quake II for e.g. the expansion modules work fine, but save / load is disabled.

This patch enables save (even autosave on map start) / load again. I did not experience any problems.

--- a/src/server/save.c	2021-09-29 10:09:30.000000000 +0200
+++ b/src/server/save.c	2021-10-01 13:19:24.961544602 +0200
@@ -381,8 +381,8 @@
     SV_InitGame(MVD_SPAWN_DISABLED);
 
     // error out immediately if game doesn't support safe savegames
-    if (!(g_features->integer & GMF_ENHANCED_SAVEGAMES))
-        Com_Error(ERR_DROP, "Game does not support enhanced savegames");
+/*    if (!(g_features->integer & GMF_ENHANCED_SAVEGAMES))
+        Com_Error(ERR_DROP, "Game does not support enhanced savegames");*/
 
     // read game state
     len = Q_snprintf(name, MAX_OSPATH,
@@ -462,8 +462,8 @@
 	if (dedicated->integer && !Cvar_VariableInteger("coop"))
         return 1;
 
-    if (!(g_features->integer & GMF_ENHANCED_SAVEGAMES))
-        return 1;
+/*    if (!(g_features->integer & GMF_ENHANCED_SAVEGAMES))
+        return 1;*/
 
     if (Cvar_VariableInteger("deathmatch"))
         return 1;
@@ -642,10 +642,10 @@
     }
 
     // don't bother saving if we can't read them back!
-    if (!(g_features->integer & GMF_ENHANCED_SAVEGAMES)) {
+/*    if (!(g_features->integer & GMF_ENHANCED_SAVEGAMES)) {
         Com_Printf("Game does not support enhanced savegames.\n");
         return;
-    }
+    }*/
 
     if (Cvar_VariableInteger("deathmatch")) {
         Com_Printf("Can't savegame in a deathmatch.\n");
res2k added a commit to res2k/Q2RTX that referenced this issue Oct 17, 2021
Seems to work fine... (also confirmed in NVIDIA#150)
QuakeMM added a commit to QuakeMM/LKQ2RTX-Forked that referenced this issue Dec 2, 2021
commit 7de9c81
Author: Quake Mod Museum <puffy@quakemm.org>
Date:   Sun Oct 24 15:55:50 2021 +0800

    Update readme.md

commit 22beb61
Merge: 4db8313 4d07b38
Author: Quake Mod Museum <puffy@quakemm.org>
Date:   Sun Oct 24 14:34:51 2021 +0800

    Merge remote-tracking branch 'upstream/master' into spooky

commit 4d07b38
Author: Alexey Panteleev <alpanteleev@nvidia.com>
Date:   Thu Oct 21 18:32:59 2021 -0700

    Added support for smooth normals on the world mesh.
    The normals and tangents are coming from a new BSPX lump called "FACENORMALS", see inc/format/bsp.h for the description.

commit 4ca0260
Merge: cd9c5c7 f5bc135
Author: Alexey Panteleev <alpanteleev@nvidia.com>
Date:   Mon Oct 18 16:29:39 2021 -0700

    Merged pull request "By default, disable GMF_ENHANCED_SAVEGAMES checks": NVIDIA#157

commit cd9c5c7
Author: Alexey Panteleev <alpanteleev@nvidia.com>
Date:   Mon Oct 18 16:21:37 2021 -0700

    Fixed the background blur behavior when the menu is opened on a system with over 24 days of uptime, and a few related type-casts.
    In case of such uptime, Sys_Milliseconds() returns a value over 2^31, which is cast to a negative int.

commit f5a7dbf
Merge: be978b3 d99a5d4
Author: Alexey Panteleev <alpanteleev@nvidia.com>
Date:   Mon Oct 18 15:54:49 2021 -0700

    Merged pull request "Improve DRS behaviour": NVIDIA#155

commit f5bc135
Author: Frank Richter <frank.richter@gmail.com>
Date:   Sat Apr 10 17:46:17 2021 +0200

    By default, disable GMF_ENHANCED_SAVEGAMES checks

    Seems to work fine... (also confirmed in NVIDIA#150)

commit d99a5d4
Author: Frank Richter <frank.richter@gmail.com>
Date:   Mon Oct 11 11:53:30 2021 +0200

    Persist DRS scale between runs

commit a10555d
Author: Frank Richter <frank.richter@gmail.com>
Date:   Mon Oct 11 10:10:14 2021 +0200

    Only adjust DRS if world was rendered in previous frame

commit be978b3
Author: Alexey Panteleev <alpanteleev@nvidia.com>
Date:   Thu Oct 7 18:20:52 2021 -0700

    Added a setting to enable the use of texture and model overrides in the GL renderer, gl_use_hd_assets.
    Requested in NVIDIA#151

commit 52598e4
Merge: 0f9f98c 8c67184
Author: Alexey Panteleev <alpanteleev@nvidia.com>
Date:   Thu Oct 7 11:32:33 2021 -0700

    Merged pull request "Qbsp": NVIDIA#154

commit 0f9f98c
Author: Alexey Panteleev <alpanteleev@nvidia.com>
Date:   Thu Oct 7 10:02:32 2021 -0700

    Fixed the collection of light polys from models when the entire light texture is emissive.

commit 8c67184
Author: Jonathan <jonno.5000@gmail.com>
Date:   Thu Oct 7 10:26:48 2021 -0400

    Fix load bug for QBSP

commit b8e3be8
Merge: b611dca 4abb98f
Author: Alexey Panteleev <alpanteleev@nvidia.com>
Date:   Wed Sep 29 11:13:30 2021 -0700

    Merged pull request "Fix validation checks": NVIDIA#149

commit b611dca
Author: Alexey Panteleev <alpanteleev@nvidia.com>
Date:   Wed Sep 29 11:11:18 2021 -0700

    Fixed a few Clang warnings.

commit 23920ff
Author: Alexey Panteleev <alpanteleev@nvidia.com>
Date:   Wed Sep 29 11:04:42 2021 -0700

    Added support for unlit fog volumes. See the comment in fog.c for more information.
    (Squashed from a feature branch)

commit 4abb98f
Author: Johan Mattsson <johan.mattsson@hotmail.se>
Date:   Sat Sep 25 15:27:42 2021 +0200

    Fix validation checks

commit 107c669
Merge: 39c6366 8a2ea3f
Author: Alexey Panteleev <alpanteleev@nvidia.com>
Date:   Thu Sep 16 21:25:26 2021 -0700

    Merged a branch that replaces the inline processing of transparent effects in geometry rays with a separate ray using a separate TLAS and removes the shadow ray type.

commit 8a2ea3f
Author: Alexey Panteleev <alpanteleev@nvidia.com>
Date:   Thu Sep 16 21:24:48 2021 -0700

    Fixed the debug build.

commit 29a3d59
Author: Alexey Panteleev <alpanteleev@nvidia.com>
Date:   Tue Sep 14 14:26:58 2021 -0700

    Reduced the effects payload to get back the performance lost in ray pipeline mode, and because the split near/far tracking is no longer necessary.

commit d4039bb
Author: Alexey Panteleev <alpanteleev@nvidia.com>
Date:   Tue Sep 14 12:10:46 2021 -0700

    Moved the effects into their own TLAS.

commit 36902b1
Author: Alexey Panteleev <alpanteleev@nvidia.com>
Date:   Tue Sep 14 11:30:48 2021 -0700

    Handle the TLAS using the same matching structures as those used for BLAS. This is done in preparation to add more TLAS.

commit 1f2f236
Author: Alexey Panteleev <alpanteleev@nvidia.com>
Date:   Tue Sep 14 11:01:54 2021 -0700

    Removed the special "shadow" ray payload.

commit 283acc9
Author: Alexey Panteleev <alpanteleev@nvidia.com>
Date:   Tue Sep 14 10:42:40 2021 -0700

    Separated the transparent effects like explosions into their own ray payload, always with a dedicated ray to accumulate them.

commit 60bcea3
Author: Alexey Panteleev <alpanteleev@nvidia.com>
Date:   Fri Sep 10 17:57:13 2021 -0700

    Moved the calls to update_payload_transparency out of the transparency logic functions to avoid code duplication, especially in ray query mode.

commit 39c6366
Merge: 8e73b63 fe6e074
Author: Alexey Panteleev <alpanteleev@nvidia.com>
Date:   Thu Sep 16 10:30:18 2021 -0700

    Merged pull request "Add support for FidelityFX super resolution": NVIDIA#145

commit fe6e074
Author: Frank Richter <frank.richter@gmail.com>
Date:   Thu Sep 16 13:15:37 2021 +0200

    Wording tweaks

commit d76cd64
Author: Frank Richter <frank.richter@gmail.com>
Date:   Thu Sep 16 13:00:54 2021 +0200

    Add FSR cvars to client.md

commit 60942a5
Author: Frank Richter <frank.richter@gmail.com>
Date:   Thu Sep 16 12:49:44 2021 +0200

    Add a number of comments throughout the FSR implementation

commit c3f7ac7
Author: Frank Richter <frank.richter@gmail.com>
Date:   Thu Sep 16 11:56:52 2021 +0200

    Update 3rd party notices to list FSR code and include license text

commit 28ce2bb
Author: Frank Richter <frank.richter@gmail.com>
Date:   Thu Sep 16 11:48:57 2021 +0200

    Update copyright on new FSR-related files

commit 82a88c7
Author: Frank Richter <frank.richter@gmail.com>
Date:   Thu Sep 9 15:21:52 2021 +0200

    Change FSR menu entry to a toggle

commit 70cafd5
Author: Frank Richter <frank.richter@gmail.com>
Date:   Thu Sep 9 13:04:25 2021 +0200

    Use FP16 variants of FSR shader programs, if supported

commit 63713ab
Author: Frank Richter <frank.richter@gmail.com>
Date:   Thu Sep 9 12:55:11 2021 +0200

    Make use of VkPhysicalDeviceVulkan12Features

commit 227495c
Author: Frank Richter <frank.richter@gmail.com>
Date:   Thu Sep 9 12:52:51 2021 +0200

    Prefer VK_TRUE/VK_FALSE in VkPhysicalDeviceFeatures2 definition

commit bef2c7b
Author: Frank Richter <frank.richter@gmail.com>
Date:   Wed Sep 1 23:18:46 2021 +0200

    Adjust menu entries according to recommendation

commit faa05e7
Author: Frank Richter <frank.richter@gmail.com>
Date:   Wed Sep 1 23:08:23 2021 +0200

    Default FSR to an 'upscale only' option

commit d75dfc1
Author: Frank Richter <frank.richter@gmail.com>
Date:   Wed Sep 1 22:45:18 2021 +0200

    Add ability to disable FSR EASU

commit cd33370
Author: Frank Richter <frank.richter@gmail.com>
Date:   Wed Sep 1 22:31:31 2021 +0200

    FSR sharpness menu setting

commit 9dc7935
Author: Frank Richter <frank.richter@gmail.com>
Date:   Mon Aug 23 12:15:07 2021 +0200

    Add initial FSR support

commit b068eee
Author: Frank Richter <frank.richter@gmail.com>
Date:   Wed Sep 1 12:48:09 2021 +0200

    Add image, extent arguments to vkpt_final_blit_simple()

commit 0d52171
Author: Frank Richter <frank.richter@gmail.com>
Date:   Mon Aug 23 12:24:00 2021 +0200

    Add INCLUDES arg to compile_shaders cmake command

commit 71a0991
Author: Frank Richter <frank.richter@gmail.com>
Date:   Thu Jul 15 16:55:00 2021 +0200

    Minimally less hardcoding of image binding indices

commit 8e73b63
Author: Alexey Panteleev <alpanteleev@nvidia.com>
Date:   Wed Sep 15 11:18:14 2021 -0700

    Include the new materials folder into the media package.

commit 3449805
Merge: 17e6615 3ff4047
Author: Alexey Panteleev <alpanteleev@nvidia.com>
Date:   Mon Sep 13 11:14:08 2021 -0700

    Merged pull request "Create buf_accel_scratch with VK_BUFFER_USAGE_STORAGE_BUFFER_BIT": NVIDIA#142

commit 17e6615
Merge: ff41dc3 74c0632
Author: Alexey Panteleev <alpanteleev@nvidia.com>
Date:   Mon Sep 13 11:13:29 2021 -0700

    Merged pull request "Fix typo in MZ_IONRIPPER sound": NVIDIA#143

commit ff41dc3
Merge: c5834ea 50e80f3
Author: Alexey Panteleev <alpanteleev@nvidia.com>
Date:   Mon Sep 13 11:07:17 2021 -0700

    Merged pull request "Fix apparent pipeline layout mismatch in asvgf.c": NVIDIA#140

commit 74c0632
Author: Frank Richter <frank.richter@gmail.com>
Date:   Thu Sep 9 11:33:06 2021 +0200

    Fix typo in MZ_IONRIPPER sound (NVIDIA#141)

commit 3ff4047
Author: Frank Richter <frank.richter@gmail.com>
Date:   Thu Sep 9 11:28:53 2021 +0200

    Create buf_accel_scratch with VK_BUFFER_USAGE_STORAGE_BUFFER_BIT

    Silences validation error VUID-vkCmdBuildAccelerationStructuresKHR-pInfos-03674

commit c5834ea
Merge: 06cdf99 8404266
Author: Alexey Panteleev <alpanteleev@nvidia.com>
Date:   Tue Sep 7 15:16:18 2021 -0700

    Merged a branch that replaces the material BRDF with a more physically correct one and removes the non-linear albedo correction function.
    This change required adding two material parameters, base_factor and specular_factor, and tweaking the materials to make the game look similar to the way it did before. Additionally, the specular denoiser was improved to reduce blurring that became more visible with the new materials.

commit 8404266
Author: Alexey Panteleev <alpanteleev@nvidia.com>
Date:   Tue Sep 7 15:06:09 2021 -0700

    Added a heuristic component to the temporal filter to reduce its smearing of specular reflections.
    With the new materials and BRDF, specular channel often becomes more pronounced, and the temporal filter blurs it by redistributing the energy between the bilinear taps from the previous frame. Shortening the effective history when the surfaces are moving helps reduce that effect.

commit 17cad10
Author: Alexey Panteleev <alpanteleev@nvidia.com>
Date:   Tue Sep 7 12:57:34 2021 -0700

    A few more material tweaks.

commit c33e385
Author: Alexey Panteleev <alpanteleev@nvidia.com>
Date:   Tue Sep 7 12:25:29 2021 -0700

    Automatically enable "diffuse mode" for old materials.

commit 3b7e123
Author: Alexey Panteleev <alpanteleev@nvidia.com>
Date:   Tue Sep 7 12:18:04 2021 -0700

    Material and sky clusters tweaks for baseq2.

commit fb8f14a
Author: Alexey Panteleev <alpanteleev@nvidia.com>
Date:   Tue Sep 7 08:03:23 2021 -0700

    Fixed the dark outlines on some md2 models.

commit 14469ac
Author: Alexey Panteleev <alpanteleev@nvidia.com>
Date:   Tue Sep 7 07:45:36 2021 -0700

    Removed the pt_correct_albedo setting.

commit f1dd4c3
Author: Alexey Panteleev <alpanteleev@nvidia.com>
Date:   Tue Sep 7 07:45:27 2021 -0700

    Material updates: base_factor instead of correct_albedo, specular_factor added on some materials.

commit 921bce6
Author: Alexey Panteleev <alpanteleev@nvidia.com>
Date:   Tue Sep 7 07:32:03 2021 -0700

    Replaced the correct_albedo flag with base_factor.

commit d26aa36
Author: Alexey Panteleev <alpanteleev@nvidia.com>
Date:   Sat Sep 4 11:58:39 2021 -0700

    Added the "specular_factor" material parameter, following the glTF "KHR_materials_specular" extension spec.

commit 144b402
Author: Alexey Panteleev <alpanteleev@nvidia.com>
Date:   Sat Sep 4 11:16:19 2021 -0700

    More BRDF improvements: energy conservative (1-F) scaling for the diffuse term, separable Smith shadowing-masking function.

commit bebcee7
Author: Alexey Panteleev <alpanteleev@nvidia.com>
Date:   Fri Sep 3 20:24:34 2021 -0700

    Added a toggle for the correct_albedo behavior.

commit a476da8
Author: Alexey Panteleev <alpanteleev@nvidia.com>
Date:   Fri Sep 3 20:18:52 2021 -0700

    Switched to a more physically correct evaluation of the Fresnel term in the GGX function, removed the "specular" G-buffer channel and the hacks related to it.

commit 06cdf99
Author: Alexey Panteleev <alpanteleev@nvidia.com>
Date:   Wed Sep 1 10:57:53 2021 -0700

    Added support for converting sky surfaces into poly-lights based on their flags. See the "pt_bsp_sky_lights" cvar.

commit 50e80f3
Author: Frank Richter <frank.richter@gmail.com>
Date:   Wed Sep 1 11:47:17 2021 +0200

    Fix apparent pipeline layout mismatch between vkpt_asvgf_create_pipelines() and vkpt_taa()

commit ab4d470
Author: Alexey Panteleev <alpanteleev@nvidia.com>
Date:   Tue Aug 31 12:52:14 2021 -0700

    Fixed light styles on poly-lights coming from models.

commit da7a2e6
Author: Jonathan <jonno.5000@gmail.com>
Date:   Sun Aug 29 16:50:11 2021 -0400

    Fix cluster nums

commit 95e84a4
Author: Alexey Panteleev <alpanteleev@nvidia.com>
Date:   Thu Aug 26 09:50:04 2021 -0700

    Extended the supported light style range to 200% to fix over-bright lighting.
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