razorace Posted July 14, 2005 Share Posted July 14, 2005 Well, if it's not in the code, it's not in the code. I wouldn't worry about it. Link to comment Share on other sites More sharing options...
ensiform Posted September 5, 2005 Author Share Posted September 5, 2005 grr... only send 20 clients wtf ? comment this out in g_cmds.c DeathmatchScoreboardMessage if (numSorted > MAX_CLIENT_SCORE_SEND) { numSorted = MAX_CLIENT_SCORE_SEND; } (MAX_CLIENT_SCORE_SEND=20) Link to comment Share on other sites More sharing options...
razorace Posted September 5, 2005 Share Posted September 5, 2005 It's probably because the scoreboard are only hold 20 client's stats at once. (guessing) Link to comment Share on other sites More sharing options...
ensiform Posted September 6, 2005 Author Share Posted September 6, 2005 should be able to hold more, i know the one in red slushie / ensimod can. Link to comment Share on other sites More sharing options...
razorace Posted September 7, 2005 Share Posted September 7, 2005 *shrug* well, it was probably also done for bandwidth reasons as well but it's worth a shot. Link to comment Share on other sites More sharing options...
zERoCooL2479 Posted September 30, 2005 Share Posted September 30, 2005 more of an annoyance than a bug, but here goes: In g_ICARUScb.c static void Q3_LCARSText ( const char *id) { G_DebugPrint( WL_WARNING, "Q3_ScrollText: NOT SUPPORTED IN MP\n"); //trap_SendServerCommand( -1, va("lt \"%s\"", id)); return; } should be: static void Q3_LCARSText ( const char *id) { // MJN - fix: typo in warning message. G_DebugPrint( WL_WARNING, "Q3_LCARSText: NOT SUPPORTED IN MP\n"); //trap_SendServerCommand( -1, va("lt \"%s\"", id)); return; } Link to comment Share on other sites More sharing options...
razorace Posted September 30, 2005 Share Posted September 30, 2005 Is that scripting used anyway? Link to comment Share on other sites More sharing options...
zERoCooL2479 Posted September 30, 2005 Share Posted September 30, 2005 Yeah, it is part of the ICARUS scripting engine for map events. Link to comment Share on other sites More sharing options...
razorace Posted September 30, 2005 Share Posted September 30, 2005 But is it ever used? Link to comment Share on other sites More sharing options...
ensiform Posted March 5, 2006 Author Share Posted March 5, 2006 Client bug: when using graphical hud, armor value doesnt show > 100 even if u have more than 100. so open up cg_draw.c. we want CG_DrawArmor. add int realArmor; add the realArmor line: armor = ps->stats[sTAT_ARMOR]; realArmor = ps->stats[sTAT_ARMOR]; // add this line below the above line below this section: if (armor> maxArmor) { armor = maxArmor; } add: if (realArmor > 200) { realArmor = 200; } now where its drawing the numfield, change it from armor to realArmor. CG_DrawNumField ( focusItem->window.rect.x, focusItem->window.rect.y, 3, realArmor, //armor, focusItem->window.rect.w, focusItem->window.rect.h, NUM_FONT_SMALL, qfalse); Link to comment Share on other sites More sharing options...
razorace Posted March 5, 2006 Share Posted March 5, 2006 When do you ever have more than max armor? Link to comment Share on other sites More sharing options...
ensiform Posted March 5, 2006 Author Share Posted March 5, 2006 ? if u pick up a large shield you go over 100. Link to comment Share on other sites More sharing options...
razorace Posted March 5, 2006 Share Posted March 5, 2006 Oh, ok. See I thought you were supposed to go up to 200 and stop there. Maybe that's just the older Jedi Knight games. Link to comment Share on other sites More sharing options...
ensiform Posted March 6, 2006 Author Share Posted March 6, 2006 well you really dont need to put a limit on it like it did, i put it there just for safety though. Link to comment Share on other sites More sharing options...
dumbledore Posted March 6, 2006 Share Posted March 6, 2006 never noticed wrong team colors... i would like that but siege doesnt work for rs or my basejka :/ im pretty sure by hoth bridge expoit he meant the ctf hoth one, not siege. :/ Link to comment Share on other sites More sharing options...
ensiform Posted March 6, 2006 Author Share Posted March 6, 2006 ctf hoth exploit? the ctf bridge exploit is where u can get in the bridge on the team sides. the one where u can stack above ppl and jump into the void above it is on JA+ Official Server only. Slider said it had something to do with the pk3s his provider has. Link to comment Share on other sites More sharing options...
Kurgan Posted March 8, 2006 Share Posted March 8, 2006 Oh, ok. See I thought you were supposed to go up to 200 and stop there. Maybe that's just the older Jedi Knight games. In Jedi Outcast you can have a max of 200 armor (even though the max is 100). If you are at 100 and grab a 100 pickup then it is at 200, but counts down until you're back at 100. In JA, I didn't think that even applied. you could simply never go over 100, at least not in basejka. The most common place you saw this occur in JK2 was on Bespin FFA, as it had two large shield boosts sitting around within easy reach. JK1 and MotS both had 200 as your shield max IIRC (though MotS Personalities had different maximums, from 175-250). In JA Siege each class has a different shield maximum (ranging from 0-100). As to the "Hoth bridge exploit" that's commonly being referred to as the one in Siege wherein you can cause an explosion as the objective bridge is being extended, causing it to retract back into the wall and never come out again (this was fixed). The same thing was possible with the "switch based" bridges on Korriban Siege (but you could always re-extend those by force pushing the switch). That other exploit is interesting. You're not supposed to be able to player stack in JA since you slide off their heads, but if you're well coordinated enough you can stay on, and the bots have a real talent for it sometimes... heh Link to comment Share on other sites More sharing options...
razorace Posted March 8, 2006 Share Posted March 8, 2006 BTW, I should diserve some real props for fixing both the invisible driver bug AND the locked door det pack bugs in the same week. Link to comment Share on other sites More sharing options...
Kurgan Posted March 8, 2006 Share Posted March 8, 2006 Locked door detpack bug? I guess I forgot about that one... how did it work? Link to comment Share on other sites More sharing options...
razorace Posted March 8, 2006 Share Posted March 8, 2006 Basically, if you're able to physically block a "locked" door (like the team doors on Siege Hoth), it would unlock the door perminately. This was an issue in siege is attacker could be a big advantage by using their enemy's doors. Link to comment Share on other sites More sharing options...
Kurgan Posted March 8, 2006 Share Posted March 8, 2006 Ah, I see. So all those people sneaking into Hoth base or past the Rancor gate weren't necessarily relying on "traitors" on the other team to let them through! Good catch, then! Link to comment Share on other sites More sharing options...
razorace Posted March 8, 2006 Share Posted March 8, 2006 Well, I can;t take the credit for the discovery, Enisform found it. I just fixed it. Link to comment Share on other sites More sharing options...
Tinny Posted March 8, 2006 Share Posted March 8, 2006 Teehee, I would mindtrick people and follow them as they're going through a door. Link to comment Share on other sites More sharing options...
dumbledore Posted March 8, 2006 Share Posted March 8, 2006 In Jedi Outcast you can have a max of 200 armor (even though the max is 100). If you are at 100 and grab a 100 pickup then it is at 200, but counts down until you're back at 100. In JA, I didn't think that even applied. you could simply never go over 100, at least not in basejka. The most common place you saw this occur in JK2 was on Bespin FFA, as it had two large shield boosts sitting around within easy reach. it works in basejka too, only thing is that you have to have less than 100 shields before picking up the large one (ie, 99 shields). its easiest to do this on ffa1 at the top where there's a lsb. to see it though you need to use cg_hudfiles 1 Link to comment Share on other sites More sharing options...
slider Posted March 9, 2006 Share Posted March 9, 2006 i Just fixed a few things one week ago for JA+ mod... here is my code for the fixes... invisibility vehicle driver bug FIX It allows a player riding a vehicle inside (like atst) to become invisible by reconnecting the server while beeing inside. add this at the end of ClientSpawn(gentity_t *ent) in g_client.c //MODIFICATION => FIX the basejka bug when players are invisible after having reconnecting when beeing inside a vehicle with hideRider 1 ent->r.svFlags &= ~SVF_NOCLIENT; ent->s.eFlags &= ~EF_NODRAW; if ( ent->client ) { ent->client->ps.eFlags &= ~EF_NODRAW; } unlock door exploit FIX I only fixed it for siege gametype. i don't know if it usefull for other gametype at the moment. Moreover this things seen as a bug in siege mod could be usefull in other gametype for mappers. we need to prevent a blocked door to be unlock because it might screw up siege objectives in g_mover.c change this /* ================ Blocked_Door ================ */ void Blocked_Door( gentity_t *ent, gentity_t *other ) { if ( ent->damage ) { G_Damage( other, ent, ent, NULL, NULL, ent->damage, 0, MOD_CRUSH ); } if ( ent->spawnflags & MOVER_CRUSHER ) { return; // crushers don't reverse } // reverse direction Use_BinaryMover( ent, ent, other ); } with this /* ================ MODIFICATION added this special function for blocked door to prevent unlock in siege. I didn't want tthis fix to work in other gametype than siege at the moment. Use_BinaryMover_blockedDoor ================ */ void Use_BinaryMover_blockedDoor( gentity_t *ent, gentity_t *other, gentity_t *activator ) { if ( !ent->use ) {//I cannot be used anymore, must be a door with a wait of -1 that's opened. return; } // only the master should be used if ( ent->flags & FL_TEAMSLAVE ) { Use_BinaryMover_blockedDoor( ent->teammaster, other, activator ); return; } if ( ent->flags & FL_INACTIVE ) { return; } if ( ent->spawnflags & MOVER_LOCKED ) {//a locked door return; } G_ActivateBehavior(ent,BSET_USE); ent->enemy = other; ent->activator = activator; if(ent->delay) { ent->think = Use_BinaryMover_Go; ent->nextthink = level.time + ent->delay; } else { Use_BinaryMover_Go(ent); } } /* ================ Blocked_Door ================ */ void Blocked_Door( gentity_t *ent, gentity_t *other ) { if ( ent->damage ) { G_Damage( other, ent, ent, NULL, NULL, ent->damage, 0, MOD_CRUSH ); } if ( ent->spawnflags & MOVER_CRUSHER ) { return; // crushers don't reverse } //MODIFICATION FIX only for SIEGE => each time there is something under a door like a player, or det pack ... the door will reopen and will be unlocked // so player can lame siege gametype where some doors are locked and unlocked only if some objectives are completed. //Use_BinaryMover will unlock the MOVER entity like a doors or teammaster (for group mover items) ==> it needs to be prevent. // we need to prevent a blocked door to be unlock but only in siege at the moment. i don't know if it usefull for other gametype at the moment. Moreover this things seen as a bug in siege mod could be usefull in other gametype for mappers. if(g_gametype.integer == GT_SIEGE){ Use_BinaryMover_blockedDoor( ent, ent, other ); return; } // reverse direction Use_BinaryMover( ent, ent, other ); } DetPAck exploit FIX This exploit allows player to kill teamates or destroy siege team objectives that they should protect from the other teams. To use this exploit you have to fire some det packs and then going to spectator or disconnecting the server while the detpack are not exploding yet... DOing that all the det pack will explode and kill teamates or team objectives...etc... in g_combat.c add in G_Damage after if (targ->flags & FL_BBRUSH) { if (mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT || mod == MOD_BRYAR_PISTOL || mod == MOD_BRYAR_PISTOL_ALT || mod == MOD_MELEE) { //these don't damage bbrushes.. ever if ( mod != MOD_MELEE || !G_HeavyMelee( attacker ) ) { //let classes with heavy melee ability damage breakable brushes with fists return; } } } add this //MODIFICATION FIX : to prevent detpack to blow teamate members and teamate siege objectives when the attacker is switching to spectator or disconnect the server if(mod == MOD_DET_PACK_SPLASH && ! (attacker && attacker->inuse && attacker->client && attacker->client->pers.connected == CON_CONNECTED ) ) return; if(mod == MOD_DET_PACK_SPLASH && attacker && attacker->inuse && attacker->client && attacker->client->pers.connected == CON_CONNECTED && ( attacker->client->sess.sessionTeam == TEAM_SPECTATOR || ( g_gametype.integer == GT_SIEGE && attacker->client->sess.siegeDesiredTeam == TEAM_SPECTATOR) ) ) return; Link to comment Share on other sites More sharing options...
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