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Re: Gunslinger's Academy Quote:
I did a debug G_Print and it adds/subtracts killstreaks correctly, but whenever I get to a five killstreak, it crashes with no error whatsoever. Also, the ifs are off by 1 it seems, I need to put 1 less than the amount needed (so 4 for 5, 2 for 3, etc). I've always needed to do this, even in JK2 :Puzzled: Wait, I had to compile it in Debug(Final)? Crap, that fixes everything now, doesn't it =p NOW, for those of you not interested in code, here are some screenies: Spoiler: Spoiler: Spoiler: Spoiler: Plus, I have included extended sound for: Spoiler: Here is a list of all the new sound files. If you want to make a favorite model of yours that uses new sounds have their new sounds, you need to include these files in sound/chars/<your character>/misc: Spoiler: Once I fix the low health overlay, I'll post that. I'm no good with models, and maybe some of you are. But if you are, I'm including a .max of an MP5 that needs finishing (I'm using Max 2010, if that helps). I do have sounds and efx of the weapon however. |
Re: Gunslinger's Academy Looking nice, Hope that sorts out the killstreak issue. |
Re: Gunslinger's Academy It really just looks like you took off the health and shield part of the HUD. Is that what we're supposed to be looking at? Or the bloody face thing system? |
Re: Gunslinger's Academy Quote:
Client Game Configuration: Debug Linker -> General -> Output File: ..\..\ArbModding\cgamex86.dll Game Configuration: Debug Linker -> General -> Output File: ..\..\ArbModding\jampgamex86.dll Debugging -> Command: D:\Games\Star Wars Jedi Knight Jedi Academy\GameData\jampded.exe Debugging -> Command Arguments: +set fs_cdpath "D:\Games\Star Wars Jedi Knight Jedi Academy\GameData" +set fs_game "ArbModding" +set fs_dirbeforepak 1 +set sv_pure 0 +set viewlog 1 Debugging -> Working Directory: ../.. User Interface Configuration: Debug Linker -> General -> Output File: ..\..\ArbModding\uix86.dll Debugging -> Command: D:\Games\Star Wars Jedi Knight Jedi Academy\GameData\jamp.exe Debugging -> Command Arguments: +set fs_cdpath "D:\Games\Star Wars Jedi Knight Jedi Academy\GameData" +set fs_game "ArbModding" +set fs_dirbeforepak 1 +set sv_pure 0 +set viewlog 1 +exec raz0r.cfg Debugging -> Working Directory: ../.. Then set 'User Interface' as your start-up project, and use F5 to run JA. This will effectively engage the debugger, which will solve all your problems =p |
Re: Gunslinger's Academy Quote:
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Re: Gunslinger's Academy Thanks Raz0r, I have an error message now: Quote:
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Re: Gunslinger's Academy Yup, a crash is also knows as an 'Unhandled Exception' =p Click 'Break' and it should take you to the line of code that's crashing you. Hover your mouse over variables to see their value and work out what happened. There's also a nifty thing called the 'Call Stack'. So it could look something like (Example): G_InitGame -> WP_SaberLoadParms -> COM_Compress and something in COM_Compress could be causing the issue. Keep an eye out for NULL pointers. They cause 80% of crashes. =p And it appears that crash there is caused by something in jampgamex86.dll doing something bad. |
Re: Gunslinger's Academy wow if this is accomplished I might start doing multiplayer more. |
Re: Gunslinger's Academy I agree with pwned! this will be badass when you get all the issues fixed. |
Re: Gunslinger's Academy Spoiler: Spoiler: This is what the killstreaks should be doing, however if I reference self->s.number for a clientnum, it doesn't work =X -1 will work but only if another bot has a killstreak (because I'm attempting to show 2 messages at once, "You killed %s" and "3 kill streak!" so they disappear at the same time) Is there any way around that? Also, my shaders don't like to work, so I had to hack the droid view shader for the blood view to work: Spoiler: It works, and you do restore HP (about 2/sec) and it disperses as intended. I might just keep the weapon pickups as they are, as I keep going into bot matches and just the sound of all the mischief is hilarious :lol: Not to mention the stormtrooper and rodian and all the other sounds I fixed, so now they have full soundsets. The system doesn't like me. I mentioned that shaders don't work whenever I touch them, well, I converted bespin_platform (from JK2) so it will work in CTF and this is what I get: Spoiler: Another possibility to explore is crosshairs that change with each weapon. IE the flechette has a circle with a crosshair, melee is a circle, sniper rifle is more precise, etc. Opinion? |
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