Vruki Salet Posted January 2, 2006 Share Posted January 2, 2006 I tried to add a new int variable to the forcedata struct and it makes the game quit at spawn time with a complaint about BG_EvaluateTrajectory. Any ideas about this? Where is the number of members of this struct set? Link to comment Share on other sites More sharing options...
ensiform Posted January 3, 2006 Share Posted January 3, 2006 because it is used in the playerState_t struct which you cannot modify it especially the size of it. its best to not modif anything in q_shared.c / h Link to comment Share on other sites More sharing options...
Vruki Salet Posted January 3, 2006 Author Share Posted January 3, 2006 The playerState_t struct is exactly what I wanted to add some things to. Am I out of luck there? Link to comment Share on other sites More sharing options...
Tinny Posted January 3, 2006 Share Posted January 3, 2006 Yeah, unless your doing some compiler stuff you can't really add things to q_shared.c or q_shared.h. This is why, you know when you edit b_pmove.c it changes for both the server and client projects? q_shared.h is a file not just for those two but also unreleased code for the rendering and network code and other engine stuff. So if server and client runs one version of q_shared.h and the renderer and network code runs another it really messes stuff up. Link to comment Share on other sites More sharing options...
razorace Posted January 3, 2006 Share Posted January 3, 2006 Well, there are a couple of options.... 1. you can use some of the unused/rarely used data slots in the playerstate. namely, some of the slots in the stats array aren't used that can be used. 2. use ext_data/mp/*_overrides.txt files to change the size of the entitystate/ playerstate to include the user floats/ints. Please note that is will make your mod incompatible with basejka servers and such, since it changes the size of the game packets. Link to comment Share on other sites More sharing options...
Vruki Salet Posted January 3, 2006 Author Share Posted January 3, 2006 Quoth Tinny: "...but also unreleased code f..." Ah there's my answer. I forgot about that aspect of things. & Quoth Razorace: "...use some of the unused/rarely used data slots..." Yeah that's what I'll do if I really think it's worth it but I'll probly hold off since there're are only so many slots. Thanks for the overerides tip. I never thought of using those and they could come in handy someday. Link to comment Share on other sites More sharing options...
razorace Posted January 4, 2006 Share Posted January 4, 2006 Yeah, I know. I was partially responsible for asking Raven to do that for us. Link to comment Share on other sites More sharing options...
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