FileFront Forums

FileFront Forums (http://forums.filefront.com/)
-   SW:JK3 Modding, Mapping and Editing (http://forums.filefront.com/sw-jk3-modding-mapping-editing-528/)
-   -   [Alpha Mod] Gunslinger's Academy (http://forums.filefront.com/sw-jk3-modding-mapping-editing/413004-gunslingers-academy.html)

Distortedcoder December 5th, 2009 02:52 PM

Re: Gunslinger's Academy
 
Oh balls, i forgot to update it after my reinstalls.... I guess ill do that now and tell you if it works

Distortedcoder December 5th, 2009 02:57 PM

Re: Gunslinger's Academy
 
Its working but i have some Texture issues. Like with the blood... and all the bots still have their lightsabers.

Raz0r December 5th, 2009 02:58 PM

Re: Gunslinger's Academy
 
Another issue it might be is they might need the C++ Runtime Redistribution/libraries. Certain build configurations can cause issues too.
As I said, I'll peek at it in about a week - leaving in 10 minutes.

As for SVN, I'll look around (I use openSVN, but they're not accepting new projects)
For restructuring the code, it's best to just see what I mean rather than trying to explain it.
Could also implement some new data types like using 'unsigned char' for 'bool' (Yes it's possible to do this in C)

eezstreet December 5th, 2009 03:04 PM

Re: Gunslinger's Academy
 
Quote:

Originally Posted by Distortedcoder (Post 5159476)
Its working but i have some Texture issues. Like with the blood... and all the bots still have their lightsabers.

If you have the weapon config to be "Sabers Only", then there will be sabers only. Try it with "All On" and Force Mastery to Initiate

Distortedcoder December 5th, 2009 03:09 PM

Re: Gunslinger's Academy
 
They still have sabers
Even though there are still issues with the blood texture and lightsabers.... I CANT STOP PLAYING! There needs to be a total remodel for the bowcaster. Right now im using boba fetts rifle.... O.o

eezstreet December 5th, 2009 03:20 PM

Re: Gunslinger's Academy
 
I think I have made a cult classic.

GlitchMasterShmit December 5th, 2009 04:06 PM

Re: Gunslinger's Academy
 
Quote:

Originally Posted by eezstreet (Post 5159512)
I think I have made a cult classic.

not even close.

Distortedcoder December 6th, 2009 09:05 AM

Re: Gunslinger's Academy
 
Yeah... I have a video that i want to have you look at eezstreet. and also a list of things that are still problematic/ better if they were changed around. Only issue is my video is in demo format.... So as soon as i find a way to upload it ill get it to ya!



Yay goodie! i was able to upload it and now i have the link!
http://www.filefront.com/15073607/demo0001.dm_26
Just add this to your demo folder if you already have one, if not, well put one in you JA base folder, open MP and click play demo. it should come up... The map says i use cheats, but i needed to reload the map fast and have no NPCs so i had to hit my Devmapall hotkey... but the whole match is all from gunslinger. use your 3rd/1st person view key to chance the viewpoint obviously.


Disclaimer:
THIS IS NOT FOR ENTERTAINMENT, IF YOU POST ABOUT HOW BORING IT WAS ILL KILL YOU MYSELF! ITS FOR THE MOD MAKER TO GET A BETTER IDEA OF HOW HIS MOD WORKS FOR OTHER PEOPLE!!!

Thanks! Ill let you know anything else as ive played more.... im sure theres things to change and modify for a better Gunslinger experence.


Make sure the demo is in your GA demos, or else you get an error.... :( just found this out as i was testing the download


Off to play assassins creed II :D :D :D

eezstreet December 6th, 2009 11:14 AM

Re: Gunslinger's Academy
 
If you turn force powers to "All On" and force power mastery to "Initiate", then the bots and you won't have sabers, but if you turn off force powers altogether, you'll have a lightsaber. Buggy, but still.

I've been working on saving IPs to a file, which is going pretty smoothly. In order to efficiently test it, I need a server (or a homehosted .bat script). All I need to do is check whether the player is a bot/localhost and that -should- be done. It attempts to read the IP file every time you die.

Distortedcoder December 6th, 2009 11:32 AM

Re: Gunslinger's Academy
 
Ill check out that saber issue here in a bit... Im just having too much fun playing assassins creed.... aww hell but i wanna help with getting this thing fully functional.... OH one thng i wanted to see changed is that while the idea of having the duel maps in FFA is interesting (trying to expand the map list so you can play in different places) some of the maps are just too small, and have no other weapons. so its kinda pointless to have 32 bots spawning on top of eachother... I think enough ppl have maps they've downloaded, and if they havent i can give them a list of maps to DL which are very nice to use. If any maps should be in place of the duel ones i think the CTF maps are good, nice in size, and they also are nice in weapon variation. Oh and having a pistol as a side arm when your bowcaster runs out of ammo would be very nice. I keep finding myself using that 100 rounds VERY fast.... Too fast. and can you set the default shoot effect for the heavy repeater, and e11-blaster rifel the same as the bowcaster? I like the bowcasters effect alot and it would look very nice on thoes 2 weapons... or at least on the weapon mods i have... Thats just the tip of the iceberg for now :) let me know if you need to see anything, or test anything for the game, i would be more than willing.


Oh did my video work? or did you not even look at it?

eezstreet December 6th, 2009 11:40 AM

Re: Gunslinger's Academy
 
Quote:

Originally Posted by Distortedcoder (Post 5160361)
Ill check out that saber issue here in a bit... Im just having too much fun playing assassins creed.... aww hell but i wanna help with getting this thing fully functional.... OH one thng i wanted to see changed is that while the idea of having the duel maps in FFA is interesting (trying to expand the map list so you can play in different places) some of the maps are just too small, and have no other weapons. so its kinda pointless to have 32 bots spawning on top of eachother... I think enough ppl have maps they've downloaded, and if they havent i can give them a list of maps to DL which are very nice to use. If any maps should be in place of the duel ones i think the CTF maps are good, nice in size, and they also are nice in weapon variation. Oh and having a pistol as a side arm when your bowcaster runs out of ammo would be very nice. I keep finding myself using that 100 rounds VERY fast.... Too fast. and can you set the default shoot effect for the heavy repeater, and e11-blaster rifel the same as the bowcaster? I like the bowcasters effect alot and it would look very nice on thoes 2 weapons... or at least on the weapon mods i have... Thats just the tip of the iceberg for now :) let me know if you need to see anything, or test anything for the game, i would be more than willing.


Oh did my video work? or did you not even look at it?

Duel maps are part of OJP, though I can get rid of them with ease. CTF maps aren't made for anything but CTF, they have one spawn point.
I have a pk3 with ported weapon sounds (:deal:) for personal use, this includes all the gun effects fixed (though the efx aren't ported, I can just carry them over)

Distortedcoder December 6th, 2009 11:56 AM

Re: Gunslinger's Academy
 
OKay the force level and force power thing works. a bit annoying at first when i didnt know what i was supposed to do about the lightsabers, but you clarfied everything for me. :)

Distortedcoder December 6th, 2009 12:55 PM

Re: Gunslinger's Academy
 
Any estimated time when you think this can go online? I can try test it for ya if you want... idk how many ppl have it but. hey i know you do... (You made it so why wouldnt you have it!?) Send me a PM or reply Whatever works for you :)

eezstreet December 6th, 2009 01:12 PM

Re: Gunslinger's Academy
 
I'm not sure, but here are some new features I have done:

- Removed Force Boon, Force Enlightenment Light and Force Enlightenment Dark
- Greyed out the Wookiee Bowcaster pickups

I'll post more when I make more.

Distortedcoder December 6th, 2009 01:16 PM

Re: Gunslinger's Academy
 
Nice. Now my ass wont get toasted by the stupid reborns... :) no weapon effect overrides yet? :( Dont need the sounds, just the fire/bullet trails.

eezstreet December 6th, 2009 01:27 PM

Re: Gunslinger's Academy
 
Yes, weapon effect overrides included. Also reduced the jump height and no "Force Mastery Level" / "No Force powers" in loading screens.

Distortedcoder December 6th, 2009 01:32 PM

Re: Gunslinger's Academy
 
NIIIICCCCE dude this is really comming along nicely. Not perfect, there are still lots of thing to be done which you are aware of but really, When this is all said and done i think this will be a big hitter for JA players

Link to the new version so i can test it for ya? or have you not gotten that far yet? :O

eezstreet December 6th, 2009 01:45 PM

Re: Gunslinger's Academy
 
In a little bit I'll have a new version.
Here's a new and unique feature:
Levelshots can now be based on gametype, through making your levelshots have names such as this:
Code:

ffa_bespin.tga (Default)
ffa_bespin_ffa.tga
ffa_bespin_tffa.tga
ffa_bespin_holocron.tga
ffa_bespin_jedimaster.tga
ffa_bespin_coop.tga
ffa_bespin_duel.tga
ffa_bespin_powerduel.tga
ffa_bespin_siege.tga
ffa_bespin_ctf.tga
ffa_bespin_cty.tga

Making your map have multiple levelshots is purely optional, as it will use the default if you haven't made one (And if a default doesn't exist, it will use the "No Levelshot" shader)

Distortedcoder December 6th, 2009 01:47 PM

Re: Gunslinger's Academy
 
Allright. Ill continue raping your current version of GA. :)

eezstreet December 6th, 2009 02:20 PM

Re: Gunslinger's Academy
 
This was a severe pain to code in:

Code:

    //[Levelshot]
    if(gsa_classiclevelshots.integer == 0){
        if(cgs.gametype == GT_FFA){
            levelshot = trap_R_RegisterShaderNoMip( va( "levelshots/%s_ffa", s ));
            if(!levelshot){//This is a cheap and dity way to check for no levelshots, I know, but it gets the job done.
                levelshot = trap_R_RegisterShaderNoMip( va( "levelshots/%s", s));
                if(!levelshot){
                    levelshot = trap_R_RegisterShaderNoMip( "menu/art/unknownmap_mp" );
                }
            }
        }

        else if(cgs.gametype == GT_HOLOCRON){
            levelshot = trap_R_RegisterShaderNoMip( va( "levelshots/%s_holocron", s ));
            if(!levelshot){
                levelshot = trap_R_RegisterShaderNoMip( va( "levelshots/%s", s));
                if(!levelshot){
                    levelshot = trap_R_RegisterShaderNoMip( "menu/art/unknownmap_mp" );
                }
            }
        }

        else if(cgs.gametype == GT_JEDIMASTER){
            levelshot = trap_R_RegisterShaderNoMip( va( "levelshots/%s_jedimaster", s ));
            if(!levelshot){
                levelshot = trap_R_RegisterShaderNoMip( va( "levelshots/%s", s ));
                if(!levelshot){
                    levelshot = trap_R_RegisterShaderNoMip( "menu/art/unknownmap_mp");
                }
            }
        }

        else if(cgs.gametype == GT_DUEL){
            levelshot = trap_R_RegisterShaderNoMip( va( "levelshots/%s_duel", s));
            if(!levelshot){
                levelshot = trap_R_RegisterShaderNoMip( va( "levelshots/%s", s));
                if(!levelshot){
                    levelshot = trap_R_RegisterShaderNoMip("menu/art/unknownmap_mp");
                }
            }
        }

        else if(cgs.gametype == GT_POWERDUEL){
            levelshot = trap_R_RegisterShaderNoMip( va( "levelshots/%s_powerduel", s));
            if(!levelshot){
                levelshot = trap_R_RegisterShaderNoMip( va( "levelshots/%s_duel", s));
                if(!levelshot){
                    levelshot = trap_R_RegisterShaderNoMip( va( "levelshots/%s", s));
                    if(!levelshot){
                        levelshot = trap_R_RegisterShaderNoMip("menu/art/unknownmap_mp");
                    }
                }
            }
        }

        else if(cgs.gametype == GT_SINGLE_PLAYER){
            levelshot = trap_R_RegisterShaderNoMip( va("levelshots/%s_coop", s));
            if(!levelshot){
                levelshot = trap_R_RegisterShaderNoMip( va("levelshots/%s", s));
                if(!levelshot){
                    levelshot = trap_R_RegisterShaderNoMip("menu/art/unknownmap_mp");
                }
            }
        }

        else if(cgs.gametype == GT_TEAM){
            levelshot = trap_R_RegisterShaderNoMip( va("levelshots/%s_tffa", s));
            if(!levelshot){
                levelshot = trap_R_RegisterShaderNoMip( va("levelshots/%s_ffa", s));
                if(!levelshot){
                    levelshot = trap_R_RegisterShaderNoMip( va("levelshots/%s", s));
                    if(!levelshot){
                        levelshot = trap_R_RegisterShaderNoMip("menu/art/unknownmap_mp");
                    }
                }
            }
        }

        else if(cgs.gametype == GT_SIEGE){
            levelshot trap_R_RegisterShaderNoMip( va("levelshots/%s_siege", s));
            if(!levelshot){
                levelshot = trap_R_RegisterShaderNoMip( va("levelshots/%s", s));
                if(!levelshot){
                    levelshot = trap_R_RegisterShaderNoMip("menu/art/unknownmap_mp");
                }
            }
        }

        else if(cgs.gametype == GT_CTF){
            levelshot = trap_R_RegisterShaderNoMip( va("levelshots/%s_ctf", s));
            if(!levelshot){
                levelshot = trap_R_RegisterShaderNoMip( va("levelshots/%s", s));
                if(!levelshot){
                    levelshot = trap_R_RegisterShaderNoMip("menu/art/unknownmap_mp");
                }
            }
        }

        else if(cgs.gametype == GT_CTY){
            levelshot = trap_R_RegisterShaderNoMip( va("levelshots/%s_cty", s));
            if(!levelshot){
                levelshot = trap_R_RegisterShaderNoMip( va("levelshots/%s_ctf", s));
                if(!levelshot){
                    levelshot = trap_R_RegisterShaderNoMip( va("levelshots/%s", s));
                    if(!levelshot){
                        levelshot = trap_R_RegisterShaderNoMip("menu/art/unknownmap_mp");
                    }
                }
            }
        }
        if(!levelshot){
            levelshot = trap_R_RegisterShaderNoMip("menu/art/unknownmap_mp");
        }
    }
    else{
        levelshot = trap_R_RegisterShaderNoMip( va( "levelshots/%s", s ) );
        if ( !levelshot ) {
            levelshot = trap_R_RegisterShaderNoMip( "menu/art/unknownmap_mp" );
        }
    }
    //[/Levelshots]

Now to see if this compiles...

eezstreet December 6th, 2009 03:38 PM

Re: Gunslinger's Academy
 
New Version
http://www.filefront.com/15076409/baseGA.zip

New Features
Levelshots are dynamic and can change with each gametype. To add support for this with maps, add levelshots named as such:
Code:

*_ffa
*_tffa
*_holocron
*_jedimaster
*_duel
*_powerduel
*_ctf
*_cty
*_siege
*_coop

Wookie Bowcaster is now greyed-out
New EFX for: Disruptor, Repeater, Blood, Detpack, Bryar, Blaster, Flechette, Rocket Launcher, Sparks
Loads IPs into memory and saves them into a file (No support for localhost and bots)
Jump Height corrected
All bots now have the "perfectaim" flag set. This should allow for more challenging botmatches

Bugfixes
Corrected an issue where the lightsaber was allowed when force was "All Off"
Force Boons, Force Enlightenments, and Ysalimaris are now disabled

A few other things, I forget..
Enjoy.

Distortedcoder December 7th, 2009 06:54 AM

Re: Gunslinger's Academy
 
Astounding. Ill make sure to DL it as soon as i get home from school. (im at school right now..... :( art advanced independendant studies if anyone cares.) Right now im focusing on bugs and other things so you can get anything major fixed. In my spare time im making a list of things that could be changed. I plan on just posting that as soon as i get everything i want to say down and revised. Really looking forward to it. everything has been looking good, and these improvements are bringing it closer. :) :)


Okay Downloading it now. Ill let you know what i think as soon as i get it set up and going :)

Didz December 7th, 2009 08:14 AM

Re: Gunslinger's Academy
 
Ah this mod sounds nice, gametype-dependent levelshots why didn't I think of that :P

I'd rather see you use a 'switch' tree than an 'if else' tree for that gametype checking bit though.
Looks nicer and takes less space.

Distortedcoder December 7th, 2009 11:58 AM

Re: Gunslinger's Academy
 
Woot Download finished time to fire it up! God i hope online can be tested soon :)

Ooookay, Odd.... very vey odd.... My game just crashed... literally, no error or nothing. It ceased to exsist. Also, I keep getting this annoying as hell error "Gah! failed to find ip folder, lets write one now!" on a solo game..... it kept screwing with my game visualls because it took up half my screen.....

eezstreet December 7th, 2009 01:37 PM

Re: Gunslinger's Academy
 
Quote:

Originally Posted by Distortedcoder (Post 5161279)
Woot Download finished time to fire it up! God i hope online can be tested soon :)

Ooookay, Odd.... very vey odd.... My game just crashed... literally, no error or nothing. It ceased to exsist. Also, I keep getting this annoying as hell error "Gah! failed to find ip folder, lets write one now!" on a solo game..... it kept screwing with my game visualls because it took up half my screen.....

1. What conditions were true when the crash occured? As in, what map, bots, how many, what CVARs...

2. I'm working on getting rid of that by making it only available if cheats are on.

Distortedcoder December 7th, 2009 02:04 PM

Re: Gunslinger's Academy
 
1 Attachment(s)
Well it seems that its the gunslingers mod that keeps screwing my game up, not your old one, but your new one. I tested this by 10 running regular MP and it worked fine. Boring, but perfectly A-okay, and i also took out the new install and ran the onld version and it worked fine.... What i saw in the new version is nice, Really like the new effects, (got to test them for 30 seconds) and the maps (couldnt look at them long enough before my game vanished.) Honestly i think its the IP folder. I think something is wrong with it. Because everything works our fine, Oh and i have a screenshot you should see about the game.



Ignore the big meaty cunks of alora there.... I have a personal mod in my MP base that allows for MP dismemberment.... Found out that the rockets make JA look like gears of war!

eezstreet December 7th, 2009 02:15 PM

Re: Gunslinger's Academy
 
Post it, and also try running the map without bots.

dvg94 December 8th, 2009 07:21 AM

Re: Gunslinger's Academy
 
whenever i try to start it says it started OJP?!??!?!?!?!?

Distortedcoder December 8th, 2009 08:21 AM

Re: Gunslinger's Academy
 
Yeah it does that, dont worry tho, it still works like its supposed to. Make sure you ahve the old version because the new one has an issue im still trying to pinpoint so Eezstreet can fix. Its a pain. but eh...

eezstreet December 8th, 2009 09:33 AM

Re: Gunslinger's Academy
 
Tell me your server config, and maybe I can help you.

Distortedcoder December 8th, 2009 09:39 AM

Re: Gunslinger's Academy
 
Dont exactly know what you mean by server config... let me know in retard terms and ill jump right on it for ya

eezstreet December 8th, 2009 09:49 AM

Re: Gunslinger's Academy
 
Max players, bots (if any), cheats (if enabled), etc.

Distortedcoder December 8th, 2009 09:52 AM

Re: Gunslinger's Academy
 
Oh, well usually i have 8-16 bots (or players) , i keep cheats off unless i need to reload a map with no bots. FFA maps. Solo games

Is that what you need? Anything else?

eezstreet December 8th, 2009 09:57 AM

Re: Gunslinger's Academy
 
When does the crash occur?

Distortedcoder December 8th, 2009 10:03 AM

Re: Gunslinger's Academy
 
Its random, but usually anywhere from 30 seconds to 2 minutes after the game starts. It usually occurs when it starts spamming the damn "Lets make an IP folder" message.

eezstreet December 8th, 2009 10:06 AM

Re: Gunslinger's Academy
 
I'll see what I can do about removing the message.

Distortedcoder December 8th, 2009 10:08 AM

Re: Gunslinger's Academy
 
Allright. when you get that all situated ill look at it again. But you also have to look at the possibility that theres a flaw in the scripting for saving your profile to an IP folder.

eezstreet December 8th, 2009 10:53 AM

Re: Gunslinger's Academy
 
If there was a flaw, then it would crash before you even saw a message.

Distortedcoder December 9th, 2009 09:28 AM

Re: Gunslinger's Academy
 
Eh, good point... Ill look more into it when i get the chance, Like test it on multipul maps, different settings, Bots and game types. basically everything. If i start to notice a patteren at all ill let you know as soon as i can. If you need to know anything in specific ill look for it for you, let me know and ill look.

eezstreet December 9th, 2009 09:56 AM

Re: Gunslinger's Academy
 
Not really. Just keep testing and let me know if a pattern forms. It's more than likely the blood overloading and crashing the game.

PhasmatisApparatus December 9th, 2009 11:29 AM

Re: Gunslinger's Academy
 
Quote:

Originally Posted by eezstreet (Post 5163327)
It's more than likely the blood overloading and crashing the game.

Wow, way to hype up this mod. :D

Raz0r December 10th, 2009 10:51 PM

Re: Gunslinger's Academy
 
Ok, I'm back from my little holiday - Got MSN/Xfire? Would like to organise a repository and stuff :o

Distortedcoder December 11th, 2009 09:56 AM

Re: Gunslinger's Academy
 
Huh, never thought of the blood... I dont have an MSN or xFire but i can set one up if you want or need me to... :) Always willing to do something if its benificial to others

Okay, Ive been able to locate the problem.... I think.... I think the issue is with the bots. That perfect aim thing or whatever you addad is crashing the game every time they kill someone. I noticed the patterern that every time that i died by getting killed by a bot, the game crashes with no error. I can get a video of this if you would like proof. :) I was just rocketed by a cultist on taspir and BLAM crash. xD

eezstreet December 11th, 2009 02:04 PM

Re: Gunslinger's Academy
 
I got you on my MSN, Raz0r (and plus on xfire)
I've noticed a correlation, and it is this:

1. It occurs on certain maps only. It occurs on (in no particular order): FarCry of the Jedi, Ancient Outpost, and ffa3. It DOES NOT occur on: any ctf level (so far), including Yavin Hilltops and CTF Empires
2. This is side related, but having more than 8 bots typically gives me "Connection Interrupted"
3. Happens faster when there is more bots, so it is certain that bots are the cause

But perfect aim? There was perfect aim in JK2 and it works fine. But I will try removing all the bot files and I'll see what I can get.

Distortedcoder December 11th, 2009 02:23 PM

Re: Gunslinger's Academy
 
CTF maps will crash as well, as well as any map. You just get it randomly. I have video evidence as well... I have been recording almost every game ive played on JA GA. So lets see how the bot fix goes over :)

eezstreet December 11th, 2009 04:31 PM

Nope. Removing the enhanced bots did not solve the problem. I'm going to go out on a whim and comment out the entire IP loading routine for now, in case that might actually be the problem.
On a side note, I'd like to address a new feature:
Ever wanted to take a break from guns, and engage in epic sword battles? Well, now you can. I offer you of the swordplay community a new gamemode:

Fencing.
In this mode, you start out with a sword and melee, nothing special. Gun pickups are still in the level, however ammo amounts are heavily reduced (while damage may be raised, I'll have to see what I can do). Guns also take long to respawn. None of this "saber block" crap. We're talking swords with heavy decapitation, lots of blood. It replaces Holocron FFA, mind you, so no more Holocron FFA.
No katas either. Medium stance only, so no duals/staffs. I'll probably include new anims (new moves!), in addition to the new ones I need to make (shooting, running, jumping, falling, stances, these all might be redone)

In addition:
Dismemberment is on by default
Broadsword is on by default


Edit:
Just to bump this thread, and to add new features:
- Weapon Warnings (a la singleplayer)
- Removed "You Killed X" messages for now, I'm working on making obituaries appear at the bottom center of the screen
- I believe I have removed the crashes, but I need to run more tests. Moar, I say!
- May implement gun feedback (You know how when you shoot a person in CoD, it makes a clicking noise? I'm trying to implement that. It's in Q3 already, so I'm using OpenArena's feedback code as a guide)

EDIT: It has been ruled out that IP has nothing to do with the crashes.

Raz0r December 11th, 2009 10:34 PM

Re: Gunslinger's Academy
 
Mmk. I got my hands on the source and ploughed through it..
There's a bunch of unneeded files packaged in the src folder and baseGA.pk3.
I'll be restructuring it as I intended, and finishing setting up the SVN repository.
I also fixed the odd bug or two (Just little syntax errors that won't cause a compiler error, but can potentially crash the game)

Edit:
Hmk, it seems after a while of playing with bots, I'm getting a horrible image of NULL poly shader.
I wonder, are you registering the shader each time it's called? Registering shaders has an internal counter, so if that's overflowed, it might cause this problem..maybe..

Notice my FPS...

Distortedcoder December 12th, 2009 08:19 AM

Re: Gunslinger's Academy
 
Huh, I had the same issue as well in my game with the null poly shader error.... But i just went along with it becuase i had like 90 FPS so i didnt care too much.... Until my game started to crash.

As for what is causing the crash, I have no idea, my 2 deas have been ruled out, so the only thing i can think of is something you changed from the first edition to the second edition is causing the crash. so anything you changed you might need to look at. I wish i could be a bit more helpful and pinpoint an idea.... but i just dont know whats causing the problem....

Quote:

Originally Posted by -Raz0r- (Post 5166567)
I also fixed the odd bug or two (Just little syntax errors that won't cause a compiler error, but can potentially crash the game)


Maybe this was the issue and razor might have fixed it... if so, well my friend you might have saved us! :) lets hope for the best here

eezstreet December 12th, 2009 11:00 AM

Re: Gunslinger's Academy
 
It's entirely possible that there's new content in your base folder that's causing problems. I haven't gotten this issue, and I've only got a few maps installed.
I registered all my shaders in cg_main.c (as you're supposed to) in the cgs.media struct. However some things can be cleaned up:

~All the ammo tics can be made into one ammo tic entry (I've been meaning to do that)
~Remove the health, force, and armor tics
~Seperate droidview/bloodsight shaders, instead of making cgs.media.bloodsight point to droidview shader
Raz0r, if you could also set up the IP logging correctly (The function is LoadClientelle(*IPAddress) in g_client.c) and transfer obituaries into a chat box duplicate (like how chat was from JK2->JK3, in JK2 chat was shown at the top of the screen, but in JK3 they made it into how it is now, I would like something like this for obituaries and have it show up in the bottom center of the screen, just below the crosshair, but not inheriting the crosshair's ability to move as it does)

Edit:

Interesting thing to note, the killstreak system was working all along (except for "3 Kill Streak!" and such, I used the wrong thing, I was passing it to self->s.number instead of attacker->s.number), it was just not showing up because of the "You Killed X" messages.

Distortedcoder December 12th, 2009 01:00 PM

Re: Gunslinger's Academy
 
Well up until recently i havent had an issue with that damned Poly shader message... only with the crashing, which everyone has had so far. And As for kill streaks i have JUST gotten my first kill streak message ("3 kill streak!") And i have gotten many many other ones before but had nothing.... I have this odd last man standing message every so often... well after i kill someone or someone gets killed. No idea if this is anything relevant to helping you or if im bothinging you but...


All times are GMT -7.

Powered by vBulletin®
Copyright ©2000 - 2016, vBulletin Solutions, Inc.
SEO by vBSEO 3.6.0 ©2011, Crawlability, Inc.