ensiform Posted November 13, 2004 Share Posted November 13, 2004 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) Link to comment Share on other sites More sharing options...
razorace Posted November 13, 2004 Share Posted November 13, 2004 Just compiling your code with the "Final" Compile configuration removes the issue with the debug commands being availible to players. Link to comment Share on other sites More sharing options...
ensiform Posted November 13, 2004 Author Share Posted November 13, 2004 exactly but my mod allows them with a cvar but some mods dont notice the ifndef final_build around them. Link to comment Share on other sites More sharing options...
Tinny Posted November 14, 2004 Share Posted November 14, 2004 Thanks a lot for those Ensiform, btw what exactly is /dropflag? Link to comment Share on other sites More sharing options...
ensiform Posted November 15, 2004 Author Share Posted November 15, 2004 heh its to toss the flag in ctf Link to comment Share on other sites More sharing options...
ensiform Posted November 15, 2004 Author Share Posted November 15, 2004 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 ? Link to comment Share on other sites More sharing options...
razorace Posted November 16, 2004 Share Posted November 16, 2004 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() const unsigned char savRGBA[3] = {legs.shaderRGBA[0],legs.shaderRGBA[1],legs.shaderRGBA[2]}; => unsigned char savRGBA[3]; savRGBA[0] = legs.shaderRGBA[0]; savRGBA[1] = legs.shaderRGBA[1]; savRGBA[2] = legs.shaderRGBA[2]; Link to comment Share on other sites More sharing options...
ensiform Posted November 16, 2004 Author Share Posted November 16, 2004 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 Link to comment Share on other sites More sharing options...
razorace Posted November 16, 2004 Share Posted November 16, 2004 My bad. Remove the "const" from the define. EDIT: The code in the above post has been fixed to remove that problem. Link to comment Share on other sites More sharing options...
ensiform Posted November 17, 2004 Author Share Posted November 17, 2004 ah, ty trying to fix all the bugs and warnings to have a bug-free JA for RS Link to comment Share on other sites More sharing options...
ensiform Posted November 17, 2004 Author Share Posted November 17, 2004 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 Link to comment Share on other sites More sharing options...
ensiform Posted November 20, 2004 Author Share Posted November 20, 2004 CopyToBodyQue has a bug where your custom rgb is used even when in team game. to fix: 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: 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]; } Link to comment Share on other sites More sharing options...
razorace Posted November 20, 2004 Share Posted November 20, 2004 Ahh, I've actually noticed that bug. Thanks for the fix! Link to comment Share on other sites More sharing options...
ensiform Posted November 20, 2004 Author Share Posted November 20, 2004 hehe, i doubt im gonna get a reply from masterhex about the sound tracker thing though. Link to comment Share on other sites More sharing options...
razorace Posted November 20, 2004 Share Posted November 20, 2004 Exactly what was the sound tracker problem again? I thought the solution was to use SoundOnEnt instead of G_Sound. Link to comment Share on other sites More sharing options...
ensiform Posted November 20, 2004 Author Share Posted November 20, 2004 um according too hex's original post it's in CG_UpdateSoundTrackers which is in cg_view.c. Link to comment Share on other sites More sharing options...
razorace Posted November 21, 2004 Share Posted November 21, 2004 What's the symptoms of the bug again? Link to comment Share on other sites More sharing options...
ensiform Posted November 21, 2004 Author Share Posted November 21, 2004 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. Link to comment Share on other sites More sharing options...
ensiform Posted November 24, 2004 Author Share Posted November 24, 2004 has anyone fixed ICARUS with NPC's for MP like SP ? so that u can use scripts with npc's too be smart ? Link to comment Share on other sites More sharing options...
razorace Posted November 24, 2004 Share Posted November 24, 2004 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. Link to comment Share on other sites More sharing options...
ensiform Posted November 24, 2004 Author Share Posted November 24, 2004 care too share this fixed code ? Link to comment Share on other sites More sharing options...
razorace Posted November 24, 2004 Share Posted November 24, 2004 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. Link to comment Share on other sites More sharing options...
ensiform Posted November 24, 2004 Author Share Posted November 24, 2004 got a link to the ojp sdk ? Link to comment Share on other sites More sharing options...
Tinny Posted November 27, 2004 Share Posted November 27, 2004 You have to use TortoiseCVS, check out How to access the OJP source in the OJP forum which is located in the Hosted forums. Link to comment Share on other sites More sharing options...
ensiform Posted November 28, 2004 Author Share Posted November 28, 2004 did but it aint working right. Link to comment Share on other sites More sharing options...
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