Author Topic: "Critical" flag for func_model  (Read 3739 times)

sk89q

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"Critical" flag for func_model
« on: July 14, 2008, 07:38:38 PM »
Can there be a "critical" flag for models that will prevent a map from being loaded/played if there is a missing model? That way, you can't delete all the models and essentially have a wall hack (or a "tree hack," "forest hack," etc.).

jitspoe

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Re: "Critical" flag for func_model
« Reply #1 on: July 15, 2008, 08:30:12 AM »
http://dplogin.com/dplogin/featurevote/feature.php?id=10159

Ultimately, I think a new map format where the models actually get compiled into the map's geometry is the better approach for this.  I'm not sure if it's possible to implement this in a way that will require the models on current/older clients.

KnacK

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Re: "Critical" flag for func_model
« Reply #2 on: July 15, 2008, 10:07:30 AM »
-1 for backward compatibility ;D

Eiii

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Re: "Critical" flag for func_model
« Reply #3 on: July 15, 2008, 07:06:16 PM »
I agree with Knack. :D Woud a minbuild key in a map be a reasonable workaround?

jitspoe

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Re: "Critical" flag for func_model
« Reply #4 on: July 17, 2008, 02:09:17 PM »
I agree with Knack. :D Woud a minbuild key in a map be a reasonable workaround?
Already there.  Good call.

Zorchenhimer

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Re: "Critical" flag for func_model
« Reply #5 on: July 17, 2008, 02:15:21 PM »
There is a minbuild key for the map?  I thought there was only the server setting.

jitspoe

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Re: "Critical" flag for func_model
« Reply #6 on: July 17, 2008, 02:53:36 PM »
There is a minbuild key for the map?  I thought there was only the server setting.
Yeah.  You can put it in the worldspawn.  I don't remember what it is offhand.

RiMiNi

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Re: "Critical" flag for func_model
« Reply #7 on: July 17, 2008, 03:27:01 PM »
i believe it is minclientbuild and then the build #