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Would be nice to see the Compiler Signatures left behind by some compilers
This can provide us with useful information about a .bsp's specific quirks
Being able to sign our own edits would also be useful
All the signatures I have seen are placed immediately after lump headers
Implementation would have to be per BspClass._preload method
Capturing other hidden information placed between lumps would be nice
Ties into #15, since we capture more of the raw bytes to save back into the new copy
Might also be relevant to XBSP extensions to QuakeBsp which include extra lumps on the tail of the .bsp
BspClasses with signature capture:
id_software.QuakeBsp
id_software.ReMakeQuakeBsp
id_software.IdTechBsp
id_software.D3DBsp
ritual.RitualBsp
valve.ValveBsp
respawn.RespawnBsp
The text was updated successfully, but these errors were encountered:
Capturing IdTechBsp signatures revealed a header for LUMP_ADVERTISMENTS1
This appears to be a Quake Live (IBSP v47) feature2, but appears in tests/maps/Quake 3 Arena/mp_lobby.bsp (v46)
Would be nice to see the Compiler Signatures left behind by some compilers
This can provide us with useful information about a
.bsp
's specific quirksBeing able to sign our own edits would also be useful
All the signatures I have seen are placed immediately after lump headers
Implementation would have to be per
BspClass._preload
methodCapturing other hidden information placed between lumps would be nice
Ties into #15, since we capture more of the raw bytes to save back into the new copy
Might also be relevant to
XBSP
extensions toQuakeBsp
which include extra lumps on the tail of the.bsp
BspClasses with signature capture:
id_software.QuakeBsp
id_software.ReMakeQuakeBsp
id_software.IdTechBsp
id_software.D3DBsp
ritual.RitualBsp
valve.ValveBsp
respawn.RespawnBsp
The text was updated successfully, but these errors were encountered: