ZeroX2 Posted November 6, 2005 Share Posted November 6, 2005 When I try to use OJP, I find that dead bodies never disappear - g_corpseremovaltime doesn't seem to do anything. This of course results in terrible frame rates, so I just have to close the game. Any ideas to fix this? Link to comment Share on other sites More sharing options...
razorace Posted November 6, 2005 Share Posted November 6, 2005 Ive never heard of this issue before. What is your g_corpseremovaltime set to? And which distro are you using? Link to comment Share on other sites More sharing options...
ZeroX2 Posted November 7, 2005 Author Share Posted November 7, 2005 Basic. I tried setting g_corpseremovaltime to different values (0, 5, 50, 100, -100, etc.). It didn't seem to have any effect at all. Link to comment Share on other sites More sharing options...
razorace Posted November 7, 2005 Share Posted November 7, 2005 Which version of Basic? And I assume we're talking in multiplayer games right? Ah, I think I see the problem. The body removal time is set by the setting of the cvar @ the time of the player's death. Dynamically changing that value only affects players that die after that point. My suggestion is that you have a reasonable setting for the removal time that best works for your setup. Personally, my system has no problem at all running with no corpse removal. Link to comment Share on other sites More sharing options...
ZeroX2 Posted November 8, 2005 Author Share Posted November 8, 2005 I'm using 7b9, which I believe is the latest version. And yes, multiplayer games. So you mean the new setting only applies to corpses that appear after the value is set? It doesn't seem to work even then, though. These bodies quickly decrease my FPS (to the 1-10 range), which is annoying. =/ While I'm posting this, I might as well say that OJP would be the perfect mod for me if A) you could disable 'features' such as the saber colouring system (so that I wouldn't have to look at what I consider are ugly RGB sabers, and so I could use my own saber texture modification), True View, etc. and B) the bots didn't use a kata so often (they appear to be required to use the kata when they have enough force, as it is). With those small additions (or even just the first), I'd very much love it. Thanks for your help. Link to comment Share on other sites More sharing options...
razorace Posted November 9, 2005 Share Posted November 9, 2005 Try setting it to a very low value, like g_corpseRemovalTime = 1. Wait, hold on, is this a problem while you're playing on your own server or on other people's servers? This is a server cvar so it's gotta be set by the server. A) I honestly haven't seen anyone online that's using the RGB sabers with weird colors. And you should be able to use your own saber texture modifications, it's just an issue with the shader files possibly conflicting with OJP's saber shaders. I plan on making it much harder to have conflicts in the next release. B) Yeah, the kata code is an automatic trigger. Any suggestions on what sort of conditions I should add to it to make the bots use it more realistically? Link to comment Share on other sites More sharing options...
ZeroX2 Posted November 9, 2005 Author Share Posted November 9, 2005 I have tried a very low value, and this is on my own server. A) Still, I'd love to be able to disable certain features. B) Anything would be better than having them use them all the time. Perhaps if they had a 5-10% chance of performing a kata instead of a standard strike, or something? Or if they're low on health? Link to comment Share on other sites More sharing options...
razorace Posted November 9, 2005 Share Posted November 9, 2005 A) Well, it would be a balancing/cvar mess. Just don't use the features you don't want. It's not going to kill you by having them be in the mod. B) The TABBots are intended to be as competive as possible and katas get kills. Link to comment Share on other sites More sharing options...
ZeroX2 Posted November 9, 2005 Author Share Posted November 9, 2005 A) It certainly would. B) No. No, they do not. Link to comment Share on other sites More sharing options...
Lathain Valtiel Posted November 9, 2005 Share Posted November 9, 2005 They do actually... Some humans are dumber than the bots. Link to comment Share on other sites More sharing options...
ZeroX2 Posted November 10, 2005 Author Share Posted November 10, 2005 So, is there any way for me to fix this? Link to comment Share on other sites More sharing options...
razorace Posted November 10, 2005 Share Posted November 10, 2005 As I stated earlier, you gotta set this value before you kill players as their bodies decay based on the cvar's value at the time of their death. I suggest you restart your server at that point or simply destroy the bodies that aren't decaying at the new value. Link to comment Share on other sites More sharing options...
ZeroX2 Posted November 10, 2005 Author Share Posted November 10, 2005 But that still doesn't change anything - the bodies never vanish. Link to comment Share on other sites More sharing options...
razorace Posted November 10, 2005 Share Posted November 10, 2005 Are you sure you're using the right cvar? "g_corpseRemovalTime" is the right name. By default this cvar is set to 30 (IE 30 seconds before disappearing). Link to comment Share on other sites More sharing options...
ZeroX2 Posted November 10, 2005 Author Share Posted November 10, 2005 Yeah, I'm definately using the right one. Link to comment Share on other sites More sharing options...
razorace Posted November 10, 2005 Share Posted November 10, 2005 Are you sure that it's being properly set at the beginning of the rounds? Since this defaults to 30 seconds, I can't really see how this would have been changed to infinite. Maybe a .cfg file or something? Link to comment Share on other sites More sharing options...
ZeroX2 Posted November 11, 2005 Author Share Posted November 11, 2005 It'd definately being set correctly, and it works fine in normal gameplay - the problem only seems to appear when using OJP. =/ Link to comment Share on other sites More sharing options...
razorace Posted November 11, 2005 Share Posted November 11, 2005 I'm out of ideas at this point. I'll have to think about it for a while. Link to comment Share on other sites More sharing options...
ZeroX2 Posted November 11, 2005 Author Share Posted November 11, 2005 Okay - thanks. Link to comment Share on other sites More sharing options...
Vruki Salet Posted January 10, 2006 Share Posted January 10, 2006 I find I'm having the same problem with corpses not disappearing. It's not bots but NPCs who won't disappear, and in fact they seem to never 'die.' They're just in a coma or something haha cause I can do 'kill all' all day long and even as they lie there the console still says it's killing those NPCs again and again. & the bodies never go away. Link to comment Share on other sites More sharing options...
razorace Posted January 10, 2006 Share Posted January 10, 2006 hmmm, it might be because the bodies still have hit points. Also, I've never used kill all so I don't know if it's supposed to work on NPCs or not. I assume that you've already tried changing the g_removecorpsetime? Remember that the g_removecorpsetime only effects NPCs that die after the change of the cvar value. Link to comment Share on other sites More sharing options...
Vruki Salet Posted January 10, 2006 Share Posted January 10, 2006 I think it might be a hp problem too. If so, fix it sure but save the code because something that makes one act 'dead' while still 'alive' could be a key to both that thing where someone wanted players to just be unconscious awhile, and to dismemberment without death. Although I have noticed that these lingering NPC corpses are not dismemberable. Ha I didn't know 'kill all' worked on anything *but* NPCs. It works on bots? Yes I've changed g_removecorpsetime plenty & properly and in any case they don't leave after the default time is up either. *UPDATE* They *do* dismember - not after they die but in the death blow itself. The part not attached to the main part (hips or stupidtriangleoff or whatever) disappears quickly. The rest of it actually *does* disappear eventually but after a long, long while at the default removal time setting. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.