Talk:Co-Operative Base (Mod): Difference between revisions
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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) | 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) |
Revision as of 23:55, 14 July 2010
ShadowSource - Information
http://developer.valvesoftware.com/w/index.php?title=Shadowsource&oldid=133749
http://developer.valvesoftware.com/wiki/Talk:Shadowsource
These are of course already implemented in the OrangeBox Co-Operative release. --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.
--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). --Chiefwhosm 10:43, 12 July 2010 (UTC)
OBCO Talk Area
The official Steam forum thread for OBCO can be found here:
http://forums.steampowered.com/forums/showthread.php?t=1327665
I made a patch for this using Mercurial, so all changes made to the code can be seen more easily. Link (includes the VS2008 project files as well)
--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. --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? --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. --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! --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. --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 game/server/basecombatcharacter.cpp
and change the line:
// if ( m_bForceServerRagdoll == true || ( CHL2MPRules()->MegaPhyscannonActive() == true ) && !IsPlayer() && Classify() != CLASS_PLAYER_ALLY_VITAL && Classify() != CLASS_PLAYER_ALLY )
to
if ( m_bForceServerRagdoll == true || ( HL2MPRules()->MegaPhyscannonActive() == true ) && !IsPlayer() && Classify() != CLASS_PLAYER_ALLY_VITAL && Classify() != CLASS_PLAYER_ALLY )
(basically removing the 'C' in front of 'CHL2MPRules()->MegaPhyscannonActive()' and re-enabling that line)
Surely I can't be the only one who's been seeing this issue happening :? --Vektorx4 06:55, 15 July 2010 (UTC)