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11-13-2004, 12:53 PM
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#1
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The Stig
Join Date: Nov 2004
Location: Sawtooth Cauldron
Posts: 1,242
Current Game: Borderlands 2
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Q3 Engine Game Bugs / JA bugs
1. (g_cmds.c) cmd_where_f should use
vtos( ent->r.currentOrigin ) in the print too show current location.
2. bot_minplayers removerandom bot bug where it kicks spectators watching them instead of the bot:
change the following in g_bot.c:
trap_SendConsoleCommand( EXEC_INSERT, va("kick \"%s\"\n", netname) );
to
trap_SendConsoleCommand( EXEC_INSERT, va("clientkick \"%d\"\n", cl->ps.clientNum));
3. Something i found in ET mod-source so credit them and me...
in g_client.c below the check for invaild pw put:
// Gordon: porting q3f flag bug fix
// If a player reconnects quickly after a disconnect, the client disconnect may never be called, thus flag can get lost in the ether
if( ent->inuse ) {
G_LogPrintf( "Forcing disconnect on active client: %i\n", ent-g_entities );
// so lets just fix up anything that should happen on a disconnect
ClientDisconnect( ent-g_entities );
}
4. bug in password checking if statement also in g_client.c:
SVF_BOT isnt set till below so change it to !isBot
5. remapShader in cg_servercmds.c is bugged, just comment out old and replace with the following if u plan on having a client also:
if ( Q_strncmp (cmd, "remapShader", 11) == 0 ) {
if (trap_Argc() == 4) {
char shader1[MAX_QPATH];
char shader2[MAX_QPATH];
Q_strncpyz(shader1, CG_Argv(1), sizeof(shader1));
Q_strncpyz(shader2, CG_Argv(2), sizeof(shader2));
trap_R_RemapShader(shader1, shader2, CG_Argv(3));
return;
}
}
6. for now from my other post Tinny showed me how too fix player sliding:
in bg_pmove.c u will find:
// If on a client then there is no friction
else if ( pm->ps->groundEntityNum < MAX_CLIENTS )
{
drop = 0;
}
comment that out and compile cgame and game i think for this too work.
Finally, if you would like me too share my /dropflag cmd drop me a pm. it should be pretty much exploit proof. i have trace in it so that if u toss it next to a wall it does not go out of level.
i also did fix the connection screen bug but i feel that i didnt need to show this now
also i may suggest disabling the debug cmds in g_cmds.c or u could fix em up and disable use of -1 for setsabermove  and make a cvar too allow/disallow them.
(debugThrow, debugDropSaber, debugSetSaberMove, debugKnockMeDown, debugSetBodyAnim, debugDismemberment, and debugSaberSwitch)
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11-13-2004, 06:08 PM
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#2
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Impressive, Terran!
Join Date: May 2002
Posts: 9,153
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Just compiling your code with the "Final" Compile configuration removes the issue with the debug commands being availible to players.
---Jedi Guardian of the Newbie Questions
---Masters of the Force Team Leader / Creator
---Open Jedi Project Lead Moderator / Co-Founder

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11-13-2004, 06:32 PM
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#3
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The Stig
Join Date: Nov 2004
Location: Sawtooth Cauldron
Posts: 1,242
Current Game: Borderlands 2
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exactly but my mod allows them with a cvar but some mods dont notice the ifndef final_build around them.
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11-14-2004, 02:41 PM
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#4
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Join Date: Apr 2002
Posts: 1,188
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Thanks a lot for those Ensiform, btw what exactly is /dropflag?
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11-15-2004, 04:09 AM
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#5
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The Stig
Join Date: Nov 2004
Location: Sawtooth Cauldron
Posts: 1,242
Current Game: Borderlands 2
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heh its to toss the flag in ctf 
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11-15-2004, 12:31 PM
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#6
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The Stig
Join Date: Nov 2004
Location: Sawtooth Cauldron
Posts: 1,242
Current Game: Borderlands 2
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Anybody know how to fix the warning that comes up from this line of code in cg_players.c:
const unsigned char savRGBA[3] = {legs.shaderRGBA[0],legs.shaderRGBA[1],legs.shaderRGBA[2]};
The warning is: warning C4204: nonstandard extension used : non-constant aggregate initializer
um ppl feel free too post your bugfixes here  . can we get this to be an announcement or sticky ?
Last edited by ensiform; 11-15-2004 at 03:48 PM.
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11-15-2004, 09:12 PM
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#7
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Impressive, Terran!
Join Date: May 2002
Posts: 9,153
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The error is due to C not liking you initizing your vec3_ts and similar data thingys when you define them. Do the following to fix this:
cg_players.c, CG_Player()
Quote:
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const unsigned char savRGBA[3] = {legs.shaderRGBA[0],legs.shaderRGBA[1],legs.shaderRGBA[2]};
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=>
Quote:
unsigned char savRGBA[3];
savRGBA[0] = legs.shaderRGBA[0];
savRGBA[1] = legs.shaderRGBA[1];
savRGBA[2] = legs.shaderRGBA[2];
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---Jedi Guardian of the Newbie Questions
---Masters of the Force Team Leader / Creator
---Open Jedi Project Lead Moderator / Co-Founder

Last edited by razorace; 09-13-2006 at 01:39 AM.
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11-16-2004, 02:55 PM
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#8
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The Stig
Join Date: Nov 2004
Location: Sawtooth Cauldron
Posts: 1,242
Current Game: Borderlands 2
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that code gives this
warning C4132: 'savRGBA' : const object should be initialized
error C2166: l-value specifies const object
error C2166: l-value specifies const object
error C2166: l-value specifies const object
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11-16-2004, 03:29 PM
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#9
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Impressive, Terran!
Join Date: May 2002
Posts: 9,153
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My bad. Remove the "const" from the define.
EDIT: The code in the above post has been fixed to remove that problem.
---Jedi Guardian of the Newbie Questions
---Masters of the Force Team Leader / Creator
---Open Jedi Project Lead Moderator / Co-Founder

Last edited by razorace; 09-13-2006 at 01:41 AM.
Reason: letting people know that I've updated the above code so this doesn't happen anymore.
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11-17-2004, 11:01 AM
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#10
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The Stig
Join Date: Nov 2004
Location: Sawtooth Cauldron
Posts: 1,242
Current Game: Borderlands 2
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ah, ty  trying to fix all the bugs and warnings to have a bug-free JA for RS 
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11-17-2004, 02:27 PM
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#11
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The Stig
Join Date: Nov 2004
Location: Sawtooth Cauldron
Posts: 1,242
Current Game: Borderlands 2
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Here are some sound bugfixes:
when you use meditate/bow and saber is not out, usually with staff or dual sabers the saber off sound still plays fix:
meditate:
where it says
{//turn off second saber
just above the G_Sound add
if (ent->client->ps.weapon == WP_SABER)
same for {//turn off first
if (ent->client->ps.weapon == WP_SABER)
do the same with bow.
in g_cmds.c find the Cmd_SaberAttackCycle_f command
and look for the G_Sound 's in it and just add above them:
if (ent->client->ps.weapon == WP_SABER)
i suppose you could just have a return towards the top of the function like:
if (ent->client->ps.weapon == WP_SABER) {
return;
}
hope that helps 
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11-20-2004, 05:37 AM
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#12
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The Stig
Join Date: Nov 2004
Location: Sawtooth Cauldron
Posts: 1,242
Current Game: Borderlands 2
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CopyToBodyQue has a bug where your custom rgb is used even when in team game. to fix:
Code:
body->s.customRGBA[0] = ent->client->ps.customRGBA[0];
body->s.customRGBA[1] = ent->client->ps.customRGBA[1];
body->s.customRGBA[2] = ent->client->ps.customRGBA[2];
body->s.customRGBA[3] = ent->client->ps.customRGBA[3];
should be:
Code:
if (g_gametype.integer >= GT_TEAM) {
switch(ent->client->sess.sessionTeam)
{
case TEAM_RED:
body->s.customRGBA[0] = 255;
body->s.customRGBA[1] = 50;
body->s.customRGBA[2] = 50;
break;
case TEAM_BLUE:
body->s.customRGBA[0] = 75;
body->s.customRGBA[1] = 75;
body->s.customRGBA[2] = 255;
break;
default:
body->s.customRGBA[0] = ent->client->ps.customRGBA[0];
body->s.customRGBA[1] = ent->client->ps.customRGBA[1];
body->s.customRGBA[2] = ent->client->ps.customRGBA[2];
body->s.customRGBA[3] = ent->client->ps.customRGBA[3];
break;
}
} else {
body->s.customRGBA[0] = ent->client->ps.customRGBA[0];
body->s.customRGBA[1] = ent->client->ps.customRGBA[1];
body->s.customRGBA[2] = ent->client->ps.customRGBA[2];
body->s.customRGBA[3] = ent->client->ps.customRGBA[3];
}
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11-20-2004, 07:33 AM
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#13
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Impressive, Terran!
Join Date: May 2002
Posts: 9,153
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Ahh, I've actually noticed that bug. Thanks for the fix!
---Jedi Guardian of the Newbie Questions
---Masters of the Force Team Leader / Creator
---Open Jedi Project Lead Moderator / Co-Founder

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11-20-2004, 08:38 AM
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#14
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The Stig
Join Date: Nov 2004
Location: Sawtooth Cauldron
Posts: 1,242
Current Game: Borderlands 2
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hehe, i doubt im gonna get a reply from masterhex about the sound tracker thing though.
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11-20-2004, 05:50 PM
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#15
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Impressive, Terran!
Join Date: May 2002
Posts: 9,153
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Exactly what was the sound tracker problem again? I thought the solution was to use SoundOnEnt instead of G_Sound.
---Jedi Guardian of the Newbie Questions
---Masters of the Force Team Leader / Creator
---Open Jedi Project Lead Moderator / Co-Founder

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11-20-2004, 06:25 PM
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#16
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The Stig
Join Date: Nov 2004
Location: Sawtooth Cauldron
Posts: 1,242
Current Game: Borderlands 2
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um according too hex's original post it's in CG_UpdateSoundTrackers which is in cg_view.c.
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11-20-2004, 07:08 PM
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#17
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Impressive, Terran!
Join Date: May 2002
Posts: 9,153
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What's the symptoms of the bug again?
---Jedi Guardian of the Newbie Questions
---Masters of the Force Team Leader / Creator
---Open Jedi Project Lead Moderator / Co-Founder

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11-21-2004, 12:20 PM
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#18
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The Stig
Join Date: Nov 2004
Location: Sawtooth Cauldron
Posts: 1,242
Current Game: Borderlands 2
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um the sounds do not always play when flag taken/return/captures some other sounds too i believe. set your thread cutoff too show all and look back at hex's old thread.
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11-23-2004, 07:19 PM
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#19
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The Stig
Join Date: Nov 2004
Location: Sawtooth Cauldron
Posts: 1,242
Current Game: Borderlands 2
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has anyone fixed ICARUS with NPC's for MP like SP ? so that u can use scripts with npc's too be smart  ?
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11-23-2004, 09:06 PM
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#20
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Impressive, Terran!
Join Date: May 2002
Posts: 9,153
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I have. I'm working on getting the SP maps to run as well as possible in MP. I've made great progress so far.
---Jedi Guardian of the Newbie Questions
---Masters of the Force Team Leader / Creator
---Open Jedi Project Lead Moderator / Co-Founder

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11-24-2004, 05:11 AM
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#21
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The Stig
Join Date: Nov 2004
Location: Sawtooth Cauldron
Posts: 1,242
Current Game: Borderlands 2
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care too share this fixed code ? 
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11-24-2004, 09:49 AM
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#22
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Impressive, Terran!
Join Date: May 2002
Posts: 9,153
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It's all availible on the OJP repository. The various fixes require a lot of code addtions/changes thruout the SDK so I can't just post the changes.
---Jedi Guardian of the Newbie Questions
---Masters of the Force Team Leader / Creator
---Open Jedi Project Lead Moderator / Co-Founder

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11-24-2004, 10:03 AM
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#23
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The Stig
Join Date: Nov 2004
Location: Sawtooth Cauldron
Posts: 1,242
Current Game: Borderlands 2
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got a link to the ojp sdk ?
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11-27-2004, 08:58 AM
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#24
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Join Date: Apr 2002
Posts: 1,188
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You have to use TortoiseCVS, check out How to access the OJP source in the OJP forum which is located in the Hosted forums.
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11-27-2004, 07:16 PM
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#25
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The Stig
Join Date: Nov 2004
Location: Sawtooth Cauldron
Posts: 1,242
Current Game: Borderlands 2
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did but it aint working right.
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11-27-2004, 09:51 PM
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#26
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Impressive, Terran!
Join Date: May 2002
Posts: 9,153
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Well, our repository server was down yesterday. I suggest you try again today.
---Jedi Guardian of the Newbie Questions
---Masters of the Force Team Leader / Creator
---Open Jedi Project Lead Moderator / Co-Founder

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12-05-2004, 11:57 AM
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#27
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The Stig
Join Date: Nov 2004
Location: Sawtooth Cauldron
Posts: 1,242
Current Game: Borderlands 2
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dang thats too much work just too get the sdk for ojp 
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12-05-2004, 12:07 PM
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#28
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Impressive, Terran!
Join Date: May 2002
Posts: 9,153
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You only have to do it once and after that updates are a two click process. OJP's SDK changes about daily.
---Jedi Guardian of the Newbie Questions
---Masters of the Force Team Leader / Creator
---Open Jedi Project Lead Moderator / Co-Founder

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12-15-2004, 08:04 AM
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#29
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No purchase necessary!
Join Date: Mar 2002
Location: Israel
Posts: 525
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Quote:
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The warning is: warning C4204: nonstandard extension used : non-constant aggregate initializer
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Just a little clarification - you may only initialize a const with a constant expression (i.e a number). The reason for this is simple - when the compiler compiles your code, the const variable is replaced by its value everywhere it appears. Initializing it with the value of another variable can't be resolved until run-time, therefore it's not an acceptable behavior.
Since the const variable must be resolved during compile time and not run-time, you get that error.
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12-17-2004, 04:00 PM
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#30
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The Stig
Join Date: Nov 2004
Location: Sawtooth Cauldron
Posts: 1,242
Current Game: Borderlands 2
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yes but that was a lucas/raven bug not one of mine 
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12-19-2004, 01:15 PM
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#31
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Rookie
Join Date: May 2004
Posts: 139
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not sure if this is a 'bug' ,
but vehicles do not open shields,
FIX:
Code:
void ShieldTouch(gentity_t *self, gentity_t *other, trace_t *trace)
{
gentity_t *owner;
owner=self->parent;
//Vehicle open shield's too! - GA
if(other->s.NPC_class == CLASS_VEHICLE) {
if(other->m_pVehicle->GA_LastRider==NULL)return;
else {
other = other->m_pVehicle->GA_LastRider;
if(!other->inuse || !other->client)return;
}
}
if (g_gametype.integer >= GT_TEAM)
{ // let teammates through
// compare the parent's team to the "other's" team
if (self->parent && ( self->parent->client) && (other->client))
{
if (OnSameTeam(self->parent, other))
{
ShieldGoNotSolid(self);
}
}
}
else
{//let the person who dropped the shield through
if (self->parent && self->parent->s.number == other->s.number)
{
ShieldGoNotSolid(self);
}
else if(InSameGang(owner,other)) ShieldGoNotSolid(self);
else if(self->genericValue13!=0 && self->genericValue13 <= other->client->pers.ShieldRank)ShieldGoNotSolid(self);//Rank based shiels
}
//NPC's who leader owns the shield
if (other && other->inuse && other->s.eType==ET_NPC){
//if(other->client->leader==owner)ShieldGoNotSolid(self);
///Not going to use the above way ,, just going to call ShieldTouch on the owner
ShieldTouch(self,other->client->leader,NULL);
}
}
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12-19-2004, 01:18 PM
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#32
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Rookie
Join Date: May 2004
Posts: 139
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forgot to add. that function has GA_Lastrider in it ,
witch is a value set when someone gets on a vehicle.
so the vehicle remembers the last person on it,
also. it has my "Rank shields" in it , that have to be removed,
( Basicly u just need the top bit added too yours )
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12-19-2004, 04:45 PM
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#33
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Impressive, Terran!
Join Date: May 2002
Posts: 9,153
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By shields you mean the deployable shield item?
---Jedi Guardian of the Newbie Questions
---Masters of the Force Team Leader / Creator
---Open Jedi Project Lead Moderator / Co-Founder

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12-19-2004, 04:48 PM
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#34
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Rookie
Join Date: May 2004
Posts: 139
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yes i do.
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03-01-2005, 02:00 PM
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#35
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Impressive, Terran!
Join Date: May 2002
Posts: 9,153
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(Bump Question) Say, what does "remapShader" do anyway?
---Jedi Guardian of the Newbie Questions
---Masters of the Force Team Leader / Creator
---Open Jedi Project Lead Moderator / Co-Founder

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03-04-2005, 12:13 PM
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#36
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Got Balance?
Join Date: Oct 2002
Location: Salt Lake, UT
Posts: 1,442
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If I recall it tells the engine and replace all instances of shader 'a' with shader 'b', and gets cleared when a map is loaded.
Mt-Wudan.com
I made a silly little program called Dragon, which is an animation tool for the GLA format, used in Jedi Outcast, Jedi Academy and Krakatoa.
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03-04-2005, 02:05 PM
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#37
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Impressive, Terran!
Join Date: May 2002
Posts: 9,153
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so, what uses it?
---Jedi Guardian of the Newbie Questions
---Masters of the Force Team Leader / Creator
---Open Jedi Project Lead Moderator / Co-Founder

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07-08-2005, 08:28 PM
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#38
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The Stig
Join Date: Nov 2004
Location: Sawtooth Cauldron
Posts: 1,242
Current Game: Borderlands 2
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the actual fix for #4 of mine at the top should be:
Code:
if ( !isBot && g_needpass.integer && (strcmp(Info_ValueForKey ( userinfo, "ip" ), "localhost") != 0)) {
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07-08-2005, 08:29 PM
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#39
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The Stig
Join Date: Nov 2004
Location: Sawtooth Cauldron
Posts: 1,242
Current Game: Borderlands 2
|
gloat really should only work when saber is out because it shows sparks even when weapon is not saber...
Code:
if ( ent->client->ps.weapon == WP_SABER )
{
if ( ent->client->saber[0].gloatAnim != -1 )
{
anim = ent->client->saber[0].gloatAnim;
}
else if ( ent->client->saber[1].model
&& ent->client->saber[1].model[0]
&& ent->client->saber[1].gloatAnim != -1 )
{
anim = ent->client->saber[1].gloatAnim;
}
else
{
switch ( ent->client->ps.fd.saberAnimLevel )
{
case SS_FAST:
case SS_TAVION:
anim = BOTH_VICTORY_FAST;
break;
case SS_MEDIUM:
anim = BOTH_VICTORY_MEDIUM;
break;
case SS_STRONG:
case SS_DESANN:
if ( ent->client->ps.saberHolstered )
{//turn on first
G_Sound( ent, CHAN_WEAPON, ent->client->saber[0].soundOn );
}
ent->client->ps.saberHolstered = 0;
anim = BOTH_VICTORY_STRONG;
break;
case SS_DUAL:
if ( ent->client->ps.saberHolstered == 1
&& ent->client->saber[1].model
&& ent->client->saber[1].model[0] )
{//turn on second saber
G_Sound( ent, CHAN_WEAPON, ent->client->saber[1].soundOn );
}
else if ( ent->client->ps.saberHolstered == 2 )
{//turn on first
G_Sound( ent, CHAN_WEAPON, ent->client->saber[0].soundOn );
}
ent->client->ps.saberHolstered = 0;
anim = BOTH_VICTORY_DUAL;
break;
case SS_STAFF:
if ( ent->client->ps.saberHolstered )
{//turn on first
G_Sound( ent, CHAN_WEAPON, ent->client->saber[0].soundOn );
}
ent->client->ps.saberHolstered = 0;
anim = BOTH_VICTORY_STAFF;
break;
}
}
break;
}
}
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07-09-2005, 01:48 AM
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#40
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Impressive, Terran!
Join Date: May 2002
Posts: 9,153
|
While on the subject, has anyone else noticed bots wearing the wrong teams in team games?
Also, I have finally fixed the Hoth Bridge exploit if anyone is interested.
---Jedi Guardian of the Newbie Questions
---Masters of the Force Team Leader / Creator
---Open Jedi Project Lead Moderator / Co-Founder

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