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OPstack error ????


scoobz

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I keep getting an OPstack error whenever I try and enable dismemberments and it crashes my game :(

 

I read somewhere that it happens when dismemberment is enabled on version 1.02a

 

Are there anyupdates I get get to correct this????

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Will it work fine with a lower number? Eg. g_dismember 10 or is it just the code.

 

I had it weird last night. I was hosting a game with a m8 and I had g_dismember 20 and cg_dismember 1.

 

My m8 said he saw a couple of dismemberments before it crashed with the OPstack error, but I still couldn't see them. He even pointed it out with a light saber, but all I saw was the full body intact.

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g_dismember says how often dismemberment takes place.

When you set it to 100 it happens almost on every kill with a light saber (it seems to work like a frequency percentage).

 

The error doesn't always occur on the first dismemberment.

Once I could play 2 minutes with a lot of limbs lying around until the error showed his ugly head.

So this error only occurs in certain or various situations, but it normaly gets you after some light saber kills :(

 

Let's hope that Raven will fix this in an upcoming patch.

 

Maddes

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Related to Raven's .plan updates the problem is fixed for dedicated servers in 1.02b, so there is "A New Hope" to get it fixed in the next and first patch :)

Maybe you can even use some files from the dedicated server package to fix it for non-dedicated server.

 

Maddes

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Originally posted by Maddes

Related to Raven's .plan updates the problem is fixed for dedicated servers in 1.02b, so there is "A New Hope" to get it fixed in the next and first patch :)

Maybe you can even use some files from the dedicated server package to fix it for non-dedicated server.

 

Maddes

 

I just saw it at madonion. heh.

 

http://gamershq.madonion.com/news/?newsarticle=200204/2002040906#200204/2002040906

 

Raven Software's James Monroe has updated his .plan with word that they have released a new dedicated server (v1.02b) for their rockin' Quake3 engine powered Action title, Jedi Knight II: Jedi Outcast. Here's what's new:

fixed a uninitialized variable in the glm model loader which *may* have been causing a crash after a player joins. (this was a dedicated only bug)

fixed a bug in the code which runs the VMs that was causing the "opStack corrupted in compiled code" (this was the normal executable as well as the dedicated-only binaries.) Thanks to Rick for fixing this nasty little bugger!

You can grab them over at JediKnightII.net. 8)

 

Update: Also, Ferrago sends word that they have posted a review on JK2. They end up giving the game a score of 92%. w00t!

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Cheers for that Maddes!

 

I saw the patch update earlier on today at jediknightii.net but the only prob I have is I run a non-ded server and play on it all the time :)

 

I downloaded the patch at work (like i was really busy working :D) just to check it out, and its only a binary to load up a ded server - no files incl. :(

 

Still - lets hope they release another one!

 

I'm still waiting to be able to configure force powers on my server too.... i only want force jump/saber throw nd the rest disabled - but because of some stupid bug which disabes those exact two whenever you conifgure available force powers, i can't :(

 

Although I read that someone has played on a server when they only have force jump/saber throw and they are looking for the admin to find out how - I'm still waiting.

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I'm still on a GFII MX400 :(

 

When i get the cash, I'll probably get the new(ish) Radion 8500... but then I saw the selling gimmick on the new GF4 about the ability to animate fur, grass, hair etc.. etc..

 

All help welcome - please deposit any donations in my Swiss account 555-4891-05872 :D

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