Talk:Co-Operative Base (Mod): Difference between revisions

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= ShadowSource - Information =


http://developer.valvesoftware.com/w/index.php?title=Shadowsource&oldid=133749
== SecobMod for Source Engine 2013 Discussions: ==


http://developer.valvesoftware.com/wiki/Talk:Shadowsource
Latest version can be found here on this thread https://steamcommunity.com/app/211/discussions/1/2147594989449538605/ I would merge it into the main article but I think the article itself needs work overall so if someone is interested in updating it that might be a good time to add this in. --[[User:Wazanator|Wazanator]] ([[User talk:Wazanator|talk]]) 15:59, 1 September 2021 (PDT)


These are of course already implemented in the OrangeBox Co-Operative release.
== SecobMod for Source Engine 2007/2009 (Seco7) Discussions: ==
--[[User:Chiefwhosm|Chiefwhosm]] 17:44, 29 May 2010 (UTC)




Can anyone paste the code for the Save/Restore system? I can't get the patch to work plus my actual mod's running shadowsource's final release so I can't get my hands on it.
c_baseentitiy.cpp unknown version:
--[[User:TheRealJman|TheRealJman]] 21:25, 1 June 2010 (UTC)


I think you'll find the Final release fixes your woes. Also a new patch file was released which should help you (see below). --[[User:Chiefwhosm|Chiefwhosm]] 10:43, 12 July 2010 (UTC)
I just went through this process for setup with the newest sdk. The c_baseentity.cpp class seems to be unrecognized. I simply removed it from the project, ran the patcher, then re-added it, and looked in the patch file for the modifications to the file and made them manually. I suggest other people do the same until the patcher is updated.


----


= OBCO Talk Area =
source sdk 2013 version of the patch?:


The official Steam forum thread for OBCO can be found here:
does anyone have an updated copy of the patch that works with source sdk 2013?
If not does anyone have a better way of applying individual parts of the patch to the code besides manually applying the patch by hand?


http://forums.steampowered.com/forums/showthread.php?t=1327665
--[[User:Jfmherokiller|Jfmherokiller]] 20:26, 5 August 2013 (PDT)


 
Yes - it's now out on the main article page!
I made a patch for this using Mercurial, so all changes made to the code can be seen more easily. [http://www.fileden.com/files/2007/10/28/1547530/sdk_to_obcoop_hg_patch.zip Link] (includes the VS2008 project files as well)
--[[User:Vektorx4|Vektorx4]] 12:14, 10 July 2010 (UTC)
 
Great stuff, this will make it much easier to merge OBCO into new SDK releases as/if required. --[[User:Chiefwhosm|Chiefwhosm]] 17:14, 10 July 2010 (UTC)
 
Whoops, I forgot to mention that this patch also includes the changes made to weapon_crossbow.cpp, which according to the readme, need to be rolled back. Should be trivial to do so anyway. :P Also, I noticed that post-OBCO patch, my mod crashes on vstdlib.dll on every exit (dedicated servers crash the same way as well), any ideas why this could be happening?
--[[User:Vektorx4|Vektorx4]] 18:44, 10 July 2010 (UTC)
 
I'd check your dynamic mounting paths in the cpp files (gameinterface.cpp and cdll_client.cpp) to make sure you've changed all of them to reflect whatever your modification is called, the dynamic mounting code is the usual suspect for crashes like that. --[[User:Chiefwhosm|Chiefwhosm]] 10:41, 12 July 2010 (UTC)
 
I'd agree - my problems with dynamic mounting had to do with me forgetting to finish the search-and-replace, so my dynamic mounting code had a schizophrenic mixture of 'obcoop' and 'refusaltosubmit' for the model folder. No wonder the filesystem code kept freaking out! --[[User:Silverpower|Silverpower]] 22:07, 12 July 2010 (UTC)
 
Well, I tried disabling the static and dynamic mounting code (together, of course), but it still crashes on exit, so it's probably not that. I'll play around with disabling features and see if I can identify the cause of the problem. The call stack for the crash is rather interesting, with the mod's binaries nowhere to be seen in it. Thankfully, this crash isn't a showstopping one - everything else works fine. --[[User:Vektorx4|Vektorx4]] 06:24, 15 July 2010 (UTC)
 
Oh, and if you're getting issues with double ragdolls spawning on death (one client-side and one server-side), open up <code>game/server/basecombatcharacter.cpp</code> and change the line:
<nowiki>
// if ( m_bForceServerRagdoll == true || ( CHL2MPRules()->MegaPhyscannonActive() == true ) && !IsPlayer() && Classify() != CLASS_PLAYER_ALLY_VITAL && Classify() != CLASS_PLAYER_ALLY )</nowiki>
to
<nowiki>
if ( m_bForceServerRagdoll == true || ( HL2MPRules()->MegaPhyscannonActive() == true ) && !IsPlayer() && Classify() != CLASS_PLAYER_ALLY_VITAL && Classify() != CLASS_PLAYER_ALLY )</nowiki>
(basically removing the 'C' in front of 'CHL2MPRules()->MegaPhyscannonActive()' and re-enabling that line)<br>Surely I can't be the only one who's been seeing this issue happening :?  --[[User:Vektorx4|Vektorx4]] 06:55, 15 July 2010 (UTC)
 
Update: nailed the cause of the crash on exit - it was OBCO_SAVERESTORE. Commenting it out fixes the crash on exit.
--[[User:Vektorx4|Vektorx4]] 07:31, 15 July 2010 (UTC)

Latest revision as of 15:59, 1 September 2021

SecobMod for Source Engine 2013 Discussions:

Latest version can be found here on this thread https://steamcommunity.com/app/211/discussions/1/2147594989449538605/ I would merge it into the main article but I think the article itself needs work overall so if someone is interested in updating it that might be a good time to add this in. --Wazanator (talk) 15:59, 1 September 2021 (PDT)

SecobMod for Source Engine 2007/2009 (Seco7) Discussions:

c_baseentitiy.cpp unknown version:

I just went through this process for setup with the newest sdk. The c_baseentity.cpp class seems to be unrecognized. I simply removed it from the project, ran the patcher, then re-added it, and looked in the patch file for the modifications to the file and made them manually. I suggest other people do the same until the patcher is updated.


source sdk 2013 version of the patch?:

does anyone have an updated copy of the patch that works with source sdk 2013? If not does anyone have a better way of applying individual parts of the patch to the code besides manually applying the patch by hand?

--Jfmherokiller 20:26, 5 August 2013 (PDT)

Yes - it's now out on the main article page!