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AndiNo
Crimson Wizard
AndiNo
Crimson Wizard
AndiNo
Log: <--------------------------------> Log: 1 monsters left! Log: <--------------------------------> Dev: GameSurvival::HandleEvent : 153 Dev: GameSurvival::NotifyACS : Event = 153 Dev: GameSurvival::HandleEvent : 153 Dev: GameSurvival::NotifyACS : Event = 153 Dev: GameSurvival::EndCurrentState : from 2 to 1 Log: Metuon found himself at Alcas's arrival point - (linespec.EntityEx.RemoveInventory) - VObject::ExecuteFunction - (linespec.Weapon.Destroyed) - VEntity::DestroyThinker - VObject::ExecuteFunction - (linespec.EntityEx.Touch) - VEntity::CheckRelPosition - VEntity::TryMove - VObject::ExecuteFunction - (linespec.EntityEx.Tick) - VThinker::Tick - VLevel::TickWorld - SV_Ticker - ServerFrame - Host_Frame Log: Doing C_Shutdown Log: Doing CL_Shutdown Log: andino left the game Log: Yohan leads![/spoiler:1u0enf8a] edit: just got another one. For now I'll just stack them here. If I should open a new thread for each bug or all together then please say so. This one happened shortly after starting on wave 50 with 7 bots. And this time I got an error message popup with "segmentation fault". Here's the log: [spoiler:1u0enf8a]
Dev: GameSurvival::HandleEvent : 153 Dev: GameSurvival::NotifyACS : Event = 153 Dev: GameSurvival::HandleEvent : 153 Dev: GameSurvival::NotifyACS : Event = 153 Dev: GameSurvival::HandleEvent : 153 Dev: GameSurvival::NotifyACS : Event = 153 Log: <--------------------------------> Log: No mana Log: <--------------------------------> - (linespec.EntityEx.Damage) - VObject::ExecuteFunction - (linespec.EntityEx.Touch) - VEntity::CheckRelPosition - VEntity::TryMove - VObject::ExecuteFunction - (linespec.EntityEx.Tick) - VThinker::Tick - VLevel::TickWorld - SV_Ticker - ServerFrame - Host_Frame Log: Doing C_Shutdown Log: Doing CL_Shutdown Log: andino left the game Log: Doing SV_Shutdown Log: Doing delete GNet Log: Doing delete GInput Log: Doing V_Shutdown Log: Doing delete GAudio Log: Doing T_Shutdown Log: Doing Sys_Shutdown Log: Doing delete GSoundManager Log: Doing R_ShutdownTexture Log: Doing R_ShutdownData Log: Doing VCommand::Shutdown Log: Doing VCvar::Shutdown Log: Doing ShutdownMapInfo Log: Doing FL_Shutdown Log: Doing W_Shutdown Log: Doing GLanguage.FreeData Log: Doing ShutdownDecorate Log: Doing VObject::StaticExit Log: Doing VName::StaticExit Uninitialised: Doing Z_Shutdown ERROR: Reference not set to an instance of an object[/spoiler:1u0enf8a] edit2: This one seems similar to bug #6 in bugs.txt... Playing Agio with 7 bots on wave 1. This happened when the last monster was killed. [spoiler:1u0enf8a]
Dev: GameSurvival::HandleEvent : 153 Dev: GameSurvival::NotifyACS : Event = 153 Dev: GameSurvival::HandleEvent : 153 Dev: GameSurvival::NotifyACS : Event = 153 Log: DISC OF REPULSION Dev: GameSurvival::EndCurrentState : from 2 to 1 - (linespec.EntityEx.RemoveInventory) - VObject::ExecuteFunction - (linespec.Weapon.Destroyed) - VEntity::DestroyThinker - VObject::ExecuteFunction - (game.WeaponMageStaff.A_KArenaStaffAttackPL1) - VBasePlayer::SetViewState - VObject::ExecuteFunction - (game.Player.PlayerTick) - SV_RunClients - SV_Ticker - ServerFrame - Host_Frame Log: Doing C_Shutdown Log: Doing CL_Shutdown Log: andino left the game Log: Vorkul leads! - VObject::ExecuteFunction - (linespec.Weapon.Destroyed) - VEntity::DestroyThinker - VObject::ExecuteFunction - (linespec.Actor.Destroyed) - VEntity::DestroyThinker - VObject::ExecuteFunction - (game.Player.DisconnectClient) - SV_DropClient - SV_ShutdownGame - CL_Shutdown Log: CL_Shutdown failed Log: Doing SV_Shutdown - VObject::ExecuteFunction - (linespec.Weapon.Destroyed) - VEntity::DestroyThinker - VObject::ExecuteFunction - (linespec.Actor.Destroyed) - VEntity::DestroyThinker - VObject::ExecuteFunction - (game.Player.DisconnectClient) - SV_DropClient - SV_ShutdownGame - SV_Shutdown Log: SV_Shutdown failed Log: Doing delete GNet Log: Doing delete GInput Log: Doing V_Shutdown Log: Doing delete GAudio Log: Doing T_Shutdown Log: Doing Sys_Shutdown Log: Doing delete GSoundManager Log: Doing R_ShutdownTexture Log: Doing R_ShutdownData Log: Doing VCommand::Shutdown Log: Doing VCvar::Shutdown Log: Doing ShutdownMapInfo Log: Doing FL_Shutdown Log: Doing W_Shutdown Log: Doing GLanguage.FreeData Log: Doing ShutdownDecorate Log: Doing VObject::StaticExit[/spoiler:1u0enf8a]
AndiNo
distance = 0.0;I think you should make an additional option in the menu for disabling autoaim. This should be as easy as creating a new CVAR and I guess that's as hard as creating a new variable <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) --> @Crimson or anyone related to coding Please help me to find and eliminate the bug with
(linespec.EntityEx.RemoveInventory)The game crashes at the end of EVERY wave if a bot is dead at wave end. It's not funny <!-- sorcnon --><img src="{SMILIES_PATH}/orcnon.gif" alt="orcnon" title="orcnon" /><!-- sorcnon --> Up to now I have not been able to play more than 3 waves with bots due to crashing. And while you're at it, please disable flying for bots. They get really confused and fly above the enemies without being able to do anything. If you just tell me what to change I'd take that too, as compiling is very easy now <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->
Crimson Wizard
distance = 0.0;I think you should make an additional option in the menu for disabling autoaim. This should be as easy as creating a new CVAR and I guess that's as hard as creating a new variable <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) --> I already did this once for other guy's mod. Don't remember if I did same way. Anyway, this is possible. [quote="AndiNo":1jgzfm3b] @Crimson or anyone related to coding Please help me to find and eliminate the bug with
(linespec.EntityEx.RemoveInventory)The game crashes at the end of EVERY wave if a bot is dead at wave end. It's not funny <!-- sorcnon --><img src="{SMILIES_PATH}/orcnon.gif" alt="orcnon" title="orcnon" /><!-- sorcnon --> Up to now I have not been able to play more than 3 waves with bots due to crashing. That's really strange. I hadn't much free time lately, but okay, I'll try to do this in nearest future. [quote="AndiNo":1jgzfm3b] And while you're at it, please disable flying for bots. They get really confused and fly above the enemies without being able to do anything. They should not fly. It seem to be a bug. I met it couple of times before, and once human player gained flying for some reason. We did not find the source of this problem yet. [quote="AndiNo":1jgzfm3b] If you just tell me what to change I'd take that too, as compiling is very easy now <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) --> Well, if I fix anything, I update SVN, so you will be able to download newset version from there. Oh, and can you please post bugs in separate thread, like "KA 1.1 bugs". Here it is a bit offtopic already.
AndiNo
Crimson Wizard
Firebrand
AndiNo
Crimson Wizard
AndiNo
AndiNo
final EntityEx AimLineAttack(out TVec OutDir, TAVec angles, float distance)
{
if ( bIsBot == false && ReadyWeapon.bBotMelee == false ) {
distance = 0.0;
}
...
And it works, but the conditions seem to be always true. What I wanted to do is keep the aiming for bots and for melee weapons. I'm not sure about the "execution context" here, like if I can access ReadyWeapon like that. Please give me some hints.Crimson Wizard
AndiNo
Crimson Wizard
topangle = AngleMod180(-angles.pitch + 0.0); botangle = AngleMod180(-angles.pitch - 0.0);Or simply like
topangle = AngleMod180(-angles.pitch); botangle = AngleMod180(-angles.pitch);This was already tested in Doom-based mode, and both shooting and melee weapons work nice.
AndiNo
Firebrand