At least basic understanding of how the Quake gamecode works should be there when tinkering with QuakeC

If you ever wondered what those dprint messages in the source code mean, they are there to help you.
Especially in situations like these.
So, enable the developer console messages and you will see what happens.
And yes, it has something to do with the small changes Nightfright made.
The original source reminds you that Items should load last in order.
Nightfright made them load too early and that is why things like this happen.
Most probably other maps are affected as well.
Your options to fix this:
1.) Either remove the delay again
2.) Or add an even higher delay to items
Both ways will fix your issue.
If mappers would be more sensible in placing / positioning stuff, things could be avoided.
But they sometimes are in a rush and trust on original gamecode behaviour.
DarkPlaces for example has several dedicated cvars to fix these things.
Means, issues like this would not happen in DP. As it saves entities from falling out of the map.
But QS and the like doesnt; so the gamecode must remain how it was when these maps have been build.
Best wishes and have fun with QuakeC,
Seven
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