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OJPBasic Src Code questions


Cohsty243

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Okay Here is what i got in the console log for when I was the 2nd paired duelist booted.

*******************
ERROR: Unknown event: 192
********************

And also Unkown event: 192 would appear in the middle of the screen

 

Here is the console log when i saw one of the bots booted

NET_CompareAdr: bad address type
NET_CompareAdr: bad address type
NET_CompareAdr: bad address type
NET_CompareAdr: bad address type
NET_CompareAdr: bad address type
NET_CompareAdr: bad address type
NET_CompareAdr: bad address type
NET_CompareAdr: bad address type
NET_CompareAdr: bad address type
NET_CompareAdr: bad address type
NET_CompareAdr: bad address type
NET_CompareAdr: bad address type
NET_CompareAdr: bad address type
NET_CompareAdr: bad address type
NET_CompareAdr: bad address type
NET_CompareAdr: bad address type
NET_CompareAdr: bad address type
NET_CompareAdr: bad address type
NET_CompareAdr: bad address type
NET_CompareAdr: bad address type
NET_CompareAdr: bad address type
Alora entered the game
Alora Server command overflow
Loading dll file jampgame.
------- Game Initialization -------
gamename: Warmonger
gamedate: Apr  8 2007
G_LoadBanIP - ERROR: can't open banip.txt
Padawan entered the game
Alora entered the game
]\condump here2.txt
Dumped console text to here2.txt.

There was more NET_CompareAdr: bad address type but i didnt copy them all :p

Hope this helps

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The NET_ message is a q3 engine bug with bots.

 

This has been fixed in Icculus Quake 3 (ioq3)

 

Edit: @teh hes showing a log of restart, from what i remember about it in q3 is that it only occurs when you map_restart.

 

The other one sounds like your not actually loading the correct client.

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Well I got the Code on this date: 1:36:20 PM, Thursday, March 22, 2007.

 

What I have done to have bots have issues with powerduel well.. I do create game, add 2 bots through menu, make it non-dedicated, then start it . When I entered the game I was the second paired duelist so I got booted with this message:

*******************
ERROR: Unknown event: 192
********************

So I did the same thing over, but this time i was placed as single, and the bots were paired, then the second paired dualist got booted with Server Command Overflow in the middle of the fight. Hmm.. I think I can make a video of it with fraps. I'll do that because it will probably make more sense :p

 

BTW: Are there any plans for fixing SP? Or Can I somehow disable coop?

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Did the "ERROR: Unknown event: 192" happen every time?

 

Basically, that error means that you're receiving one of OJP's added events, which shouldn't happen if you're not actually running the OJP client. If this happens again, it should be bug ticketed on the OJP bug tracker.

 

The "Server Command Overflow" is probably due to the bots not joining the proper teams.

 

As for the CoOp issue, it's a known issue that some maps cause the game to crash. If this issue isn't already bug ticketed for the affected map, it should be bug ticketed. Which map were you trying?

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Okay, It used to be that I could see bots get server command overflow, Now I just get Error: Unknown event: 192 every time lol. (And I havent changed anything lately)

 

Here is the video:

http://files.filefront.com/PowerDuelErrorwmv/;7287394;/fileinfo.html

(Streaming & DL)

 

-I'm using a jampgamex86.dll and uix86.dll (both in pk3), not using the client currently.

-The SP Map I was using was Hoth2

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Well your gonna need client and the assets for updated menus... Rofl.

 

That is the reason you see that message, and it is the ONLY reason why. You need client to play Enhanced or somethings break. BASIC needs it too now i think because of the extra events sent. Look in bg_public.h with intellisense for what event is 192 I suppose.

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Ok, you're not suppose to need the client to be able to play in server side only mod.

 

However, it's possible that a player's client plugin detection gets screwed up if the player runs it in Solo mode instead of as a dedicated client. If you're going for a server side only mod, you should run the game code as a dedicated server and then connect into the game using basejka. Give that a shot and see what happens.

 

Secondly, if you're making your changes directly to the OJP SVN folder, you can perform a SVN Update without risking damage to your code. That's part of the advantage of SVN. :)

 

Finally, great job on the bug video. :)

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