razorace Posted November 28, 2004 Posted November 28, 2004 Well, our repository server was down yesterday. I suggest you try again today.
ensiform Posted December 5, 2004 Author Posted December 5, 2004 dang thats too much work just too get the sdk for ojp
razorace Posted December 5, 2004 Posted December 5, 2004 You only have to do it once and after that updates are a two click process. OJP's SDK changes about daily.
ASk Posted December 15, 2004 Posted December 15, 2004 The warning is: warning C4204: nonstandard extension used : non-constant aggregate initializer 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.
ensiform Posted December 17, 2004 Author Posted December 17, 2004 yes but that was a lucas/raven bug not one of mine
GangsterAngel Posted December 19, 2004 Posted December 19, 2004 not sure if this is a 'bug' , but vehicles do not open shields, FIX: 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); } }
GangsterAngel Posted December 19, 2004 Posted December 19, 2004 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 )
razorace Posted December 19, 2004 Posted December 19, 2004 By shields you mean the deployable shield item?
razorace Posted March 1, 2005 Posted March 1, 2005 (Bump Question) Say, what does "remapShader" do anyway?
Wudan Posted March 4, 2005 Posted March 4, 2005 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.
ensiform Posted July 9, 2005 Author Posted July 9, 2005 the actual fix for #4 of mine at the top should be: if ( !isBot && g_needpass.integer && (strcmp(Info_ValueForKey ( userinfo, "ip" ), "localhost") != 0)) {
ensiform Posted July 9, 2005 Author Posted July 9, 2005 gloat really should only work when saber is out because it shows sparks even when weapon is not saber... 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; } }
razorace Posted July 9, 2005 Posted July 9, 2005 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.
ensiform Posted July 9, 2005 Author Posted July 9, 2005 Originally posted by razorace 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. never noticed wrong team colors... i would like that but siege doesnt work for rs or my basejka :/
ensiform Posted July 10, 2005 Author Posted July 10, 2005 no, siege gives max cvars error... actually base works for me now, for some reason all my rs cvars n **** were in base's config... but i found a bug in cmd_kill_f with siege... if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) { return; } shouldnt it be this, i was playing around and when i was specing when i could move, and pressed kill and i actually died again... if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR || ent->client->tempSpectate > level.time ) { return; }
razorace Posted July 10, 2005 Posted July 10, 2005 Well, it probably means that RS has simply added too much cvars to the game. I've heard once that it's possible to increase the limit but I've never confirmed that.
ensiform Posted July 10, 2005 Author Posted July 10, 2005 not without the engine :/ whats weird is even when i dont make any of them stored in the config either, usually that is what causes it. i suppose u could probably get away with creating another cvartable...
ensiform Posted July 13, 2005 Author Posted July 13, 2005 havent been able to fix this yet but: bot_nochat doesnt really work. ima look into it but im not sure if it is even fixable in mod. Edit: no i really dont think it is possible without making my own cvar.
razorace Posted July 13, 2005 Posted July 13, 2005 Couldn't you just alter the bot chat function so it just disables if the cvar is set.
ensiform Posted July 14, 2005 Author Posted July 14, 2005 maybe but the cvar doesnt exist in the game code. i got it working using bot_nochat2. in ai_util.c find the function BotDoChat just below the gentity_t *cobject; line add: if (bot_nochat2.integer) { return 0; } you will of course need to make the cvar in g_local.h and g_main.c.
ensiform Posted July 14, 2005 Author Posted July 14, 2005 cause it doesnt exist and it may do something else in the engine and i dont want to **** it up.
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