Hello Tei,

About the parameters, ioquake3 is fully backwards compatible with Id's Quake 3.

About being exploitable, I don't know how secure the ioquake3 code is
(it probably isn't terrible), but the Quake 3 mod code runs in a
virtual machine and doesn't have access to normal system calls.

Ram disks are still around.  I'm pretty sure they are available in
Windows and are certainly available in Linux.  With SSDs and fast hard
drives, they are perhaps not as useful as they used to be (for games
anyway).

Have fun,
eviljoel


On Fri, Nov 16, 2012 at 3:27 AM, . <oscar.vi...@gmail.com> wrote:
> I lurk on this mail list. And I don't know much about ioQuake3. But
> generally you don't have to move files around with a quake engine.
> Quake support different command line options, like -data or similar,
> that allow the engine to search for his *.pak files in a particular
> folder.  I don't know how this command parameter is called in ioQuake.
>
>
> --Tei
>
> postdata:
> Quake build a "virtual disc" by mounting all the files he find in that
> folder, and other similarily added folders.
> This is usefull for modern OS's, where you want your programs to
> reside in a different place your data...  not so much for OS's like
> Windows, where data and programs often reside in the same place.
> This "virtual disc" allow easily to replace files that appear in older
> paks by files that appear in newer packs, in a way similar to how
> cascade styles (CSS) overwrote older styles. And this make Quake
> highly modable (exploitable?).
>
> postdata:
> A fun setup would be to copy all the files in a virtual ram disc. This
> would give near instant load speed for levels and stuff.  I have not
> seen virtual ram disc since windows 3.1..  do people have stopped to
> create that capability on os's ?
>
> postdata:
> Another fun setup is to unpack all files, and put them in a USB
> pendrive.  Since a USB is a solid memory state device, access times
> are fast. This is good wen you access small files. Hard-disk are slow
> to access files, because must physically move the read head. But are
> fast as hell to read the data once is located.
>
> postdata:
> I think engines like Quake discard all data wen a level is reloaded.
> So must be loaded again from disc. It would be helpfull if there where
> something like 2 caches level, where data is discared from memory
> (first cache), but is still cached in the second cache, so if the
> player reload the level, he get instantaneous times (not the longer
> time he get wen he first load the level).   I don't know if ioQuake3
> already have this optimization, and maybe is not needed since Quake
> don't really work with large files, I think.
>
>
> On 15 November 2012 16:53, Ingo Jaeckel <ingo.jaec...@gmail.com> wrote:
>> Awesome! Thanks for the quick response!
>>
>>
>> On Thu, Nov 15, 2012 at 10:38 AM, Patrick Baggett
>> <baggett.patr...@gmail.com> wrote:
>>>
>>> The pak files are completely OS and CPU architecture neutral. You can
>>> freely copy them around and they should work.
>>>
>>> On Thu, Nov 15, 2012 at 8:54 AM, Ingo Jaeckel <ingo.jaec...@gmail.com>
>>> wrote:
>>>>
>>>> Hi,
>>>>
>>>> First of all, thanks for all the great docs and downloads! I want to buy
>>>> Q3A on Steam and extract the pak0.pk3 files from there to play it on MacOS
>>>> and Linux. Steam only sells the Windows version of Q3A. Can I use the
>>>> pak0.pk3 files of the Windows version to play on MacOS/Linux using your
>>>> installers? Or are the pak0.pk3 files OS-specific?
>>>>
>>>> Thanks!
>>>> Ingo
>>>>
>
> --
> --
> ℱin del ℳensaje.
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