GangsterAngel Posted August 11, 2005 Share Posted August 11, 2005 after compiling a client side DLL , with just 1 more event in cg_event.c . when i tried the game the game just froze, with the Spawn beam frozen there. so i then un-commented out the new event, so the client side is realy UNEDITED, but i still have the same crash!? somthing to do with BG? Link to comment Share on other sites More sharing options...
razorace Posted August 11, 2005 Share Posted August 11, 2005 What do you mean by "freeze" Does the game actually crash or is it just getting stuck? Link to comment Share on other sites More sharing options...
GangsterAngel Posted August 11, 2005 Author Share Posted August 11, 2005 Getting stuck ( no error dialog box ) EDIT BTW, this is as soon as the client spawns. Link to comment Share on other sites More sharing options...
ensiform Posted August 11, 2005 Share Posted August 11, 2005 i hope you added this event to bg_public.h and g_active.c. if not g_active.c just bg_public.h Link to comment Share on other sites More sharing options...
GangsterAngel Posted August 11, 2005 Author Share Posted August 11, 2005 i hope you added this event to bg_public.h and g_active.c. if not g_active.c just bg_public.h cg_event.c [color=Blue]case[/color] EV_ROLL: DEBUGNAME("EV_ROLL"); if (es->number == cg.snap->ps.clientNum && cg.snap->ps.fallingToDeath) { [color=Blue]break;[/color] } if (es->eventParm) { [color=lime]//fall-roll-in-one event[/color] DoFall(cent, es, clientNum); } trap_S_StartSound (NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*jump1.wav" ) ); trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.rollSound ); [color=lime] //FIXME: need some sort of body impact on ground sound and maybe kick up some dust?[/color] [color=Blue] break;[/color] [color=lime]//================================================================= //RPG MOD ( HOMES )[/color] [color=Blue]case [/color]EV_HOMEMENU: if (es->groundEntityNum >= MAX_CLIENTS) { //don't ever use this unless it is being used on a real client [color=Blue]break;[/color] } if(es->groundEntityNum !=cg.clientNum) { [color=Blue] return;[/color] } trap_OpenUIMenu(UIMENU_HOUSESETTINGS); [color=Blue]break;[/color] [color=lime]//=================================================================[/color] bg_public.h EV_WEAPON_CHARGE, EV_WEAPON_CHARGE_ALT, EV_SHIELD_HIT, EV_HOMEMENU,[color=lime]//RPG MOD ( HOME MENU )[/color] EV_DEBUG_LINE, EV_TESTLINE, EV_STOPLOOPINGSOUND, EV_STARTLOOPINGSOUND, EV_TAUNT, it all compiles fine. and it has nothing to do with the 'event'. because like i said. it dosent work with a clean ( un edited ) client side compile. it works with the baseline client DLL though. so it must be somthing in BG ? and also somthing i just descoverd. i can spawn a bot fine. but soon as i try to spawn it crashes. Link to comment Share on other sites More sharing options...
ensiform Posted August 11, 2005 Share Posted August 11, 2005 whats the point of using an event to open a menu? also - if ur only loading the client dll thats your problem it wont know the event if u dont load the game side. wouldnt something more like this be more useful: void CG_HouseSettings_f( void ) { if( cgs.clientinfo[ cg.clientNum ].team == TEAM_SPECTATOR ) { return; } CG_EventHandling( CGAME_EVENT_NONE); trap_OpenUIMenu(UIMENU_HOUSESETTINGS); } ... { "houseset", CG_HouseSettings_f }, Link to comment Share on other sites More sharing options...
GangsterAngel Posted August 11, 2005 Author Share Posted August 11, 2005 obviously i know the EVENT would not work with the default client side DLL . im not retarded lol . but the GAME auctually WORKS with it. and dosent work with the a un modded client dll WHICH leads to the conclusion that its somthing to do with BG_ and absaloutly nothing to do with the Home menu event. ================== If i compile the client side code ( with nothing edited ) . the game FREEZES when the user spawns if i run the game with the default Client DLL , the game dose not freeze and the default client DLL should be the same as the un edited client compile APART from the stuff in BG_ so , the problem must be in BG_ Link to comment Share on other sites More sharing options...
GangsterAngel Posted August 11, 2005 Author Share Posted August 11, 2005 whats the point of using an event to open a menu? also - if ur only loading the client dll thats your problem it wont know the event if u dont load the game side. wouldnt something more like this be more useful: void CG_HouseSettings_f( void ) { if( cgs.clientinfo[ cg.clientNum ].team == TEAM_SPECTATOR ) { return; } CG_EventHandling( CGAME_EVENT_NONE); trap_OpenUIMenu(UIMENU_HOUSESETTINGS); } ... { "houseset", CG_HouseSettings_f }, abd how exactly dose the { "houseset", CG_HouseSettings_f }, work? ive never done anything with client side. im predicting that the server sends the string "houseset" to the client? and that function is called? where do i place the { "houseset", CG_HouseSettings_f }, and how do i call it from the server? Link to comment Share on other sites More sharing options...
razorace Posted August 11, 2005 Share Posted August 11, 2005 Eh, it's only crashing when you use the compiled client side? Link to comment Share on other sites More sharing options...
GangsterAngel Posted August 11, 2005 Author Share Posted August 11, 2005 Eh, it's only crashing when you use the compiled client side? correct. eaven a un-eddited compile. Link to comment Share on other sites More sharing options...
ensiform Posted August 11, 2005 Share Posted August 11, 2005 you NEED to compile both sides and use both of the dlls not one or the other. Link to comment Share on other sites More sharing options...
MDN14 Posted August 11, 2005 Share Posted August 11, 2005 I had this problem when I first started playing around with the code. I had the game, client, and ui .dll files and it would freeze up on e right when I tried to spawn. With no error message or anything, it would just freeze. But when I had only the game .dll file in my pk3, it worked fine. Link to comment Share on other sites More sharing options...
GangsterAngel Posted August 11, 2005 Author Share Posted August 11, 2005 you NEED to compile both sides and use both of the dlls not one or the other. eh , i know this. i just used ONE to see which one was naffed basicly, and as i keep saying, it looks like a propblem in BG_ anyway , im TRYING to settup debugging, with help from u ensform on msn , my hero Link to comment Share on other sites More sharing options...
GangsterAngel Posted August 11, 2005 Author Share Posted August 11, 2005 The program 'C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\jamp.exe' has exited with code 0 (0x0). ??? Link to comment Share on other sites More sharing options...
ensiform Posted August 12, 2005 Share Posted August 12, 2005 ignore that, you probably exited without going to build-> stop debug or whatever. Link to comment Share on other sites More sharing options...
GangsterAngel Posted August 12, 2005 Author Share Posted August 12, 2005 i exited cuz it froze lol. Link to comment Share on other sites More sharing options...
stubert Posted August 12, 2005 Share Posted August 12, 2005 i assume that your using the "universal source" it's actually bugged.. you have to rename a function in the client side that deals with calculating one of the angles in third person view, this is because it's name conflicts with an existing name of a microsoft C standard library function in cg_view.c line 88 or so overwrite it with this float FIXEDpowf ( float x, int y ) Link to comment Share on other sites More sharing options...
stubert Posted August 12, 2005 Share Posted August 12, 2005 oh, and you have to find the one and only call to powf in that file and overwrite it with the changed name Link to comment Share on other sites More sharing options...
stubert Posted August 12, 2005 Share Posted August 12, 2005 you where on the right track, but if you change your compile type to final it'll force out the error that says powf is a redeclaration i'm 90% sure this will fix your problem Link to comment Share on other sites More sharing options...
stubert Posted August 12, 2005 Share Posted August 12, 2005 scratch that it's on line 488 and 575 Link to comment Share on other sites More sharing options...
GangsterAngel Posted August 12, 2005 Author Share Posted August 12, 2005 diddent show error on the Final compile. yes i am using univursal powf function is in q_math.c but is only called by the c_view.c in two places. and it still crashes now i replaced "powf" with "FIXEDpowf" Link to comment Share on other sites More sharing options...
GangsterAngel Posted August 12, 2005 Author Share Posted August 12, 2005 ok, after talking to ensiform . he said to take the function out of q_math and into c_view. that seems to of worked!. thanx alot both of u guys! , ur my heros seriously lol . thanx alot ! Link to comment Share on other sites More sharing options...
razorace Posted August 12, 2005 Share Posted August 12, 2005 Meh, this is exactly why I didn't use the "Universal Source" Link to comment Share on other sites More sharing options...
zERoCooL2479 Posted November 9, 2005 Share Posted November 9, 2005 What happens if I do not comment out the powf() function and compile it in Linux? Using the icc compiler, everything seems to work okay. Link to comment Share on other sites More sharing options...
razorace Posted November 9, 2005 Share Posted November 9, 2005 hold on, I think you only get the powf() redefinition error if you have conflicting compiler defines. See this thread for an example of that happening. Link to comment Share on other sites More sharing options...
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