Project Bugfix


(ensiform) #41

c:\Et_sdk\src\game\g_stats.c(664): error C2017: illegal escape sequence
c:\Et_sdk\src\game\g_stats.c(665): error C2017: illegal escape sequence
c:\Et_sdk\src\game\g_stats.c(667): error C2017: illegal escape sequence
c:\Et_sdk\src\game\g_stats.c(675): error C2017: illegal escape sequence

These are the bold lines:

[b]	CHECKSTAT1( sess.kills );
	CHECKSTAT1( ps.persistant[PERS_SCORE] );[/b]
	CHECKSTAT3( sess.rank, medals, ps.persistant[PERS_SCORE] );
[b]	CHECKSTAT1( medals );[/b]
	CHECKSTATSKILL( SK_BATTLE_SENSE );
	CHECKSTATSKILL( SK_EXPLOSIVES_AND_CONSTRUCTION );
	CHECKSTATSKILL( SK_FIRST_AID );
	CHECKSTATSKILL( SK_SIGNALS );
	CHECKSTATSKILL( SK_LIGHT_WEAPONS );
	CHECKSTATSKILL( SK_HEAVY_WEAPONS );
	CHECKSTATSKILL( SK_MILITARY_INTELLIGENCE_AND_SCOPED_WEAPONS );
[b]	CHECKSTAT1( acc );[/b]
	CHECKSTATMIN( sess.team_kills, 5 );
	CHECKSTATTIME( ps.persistant[PERS_SCORE], pers.enterTime );

And my CHECKSTAT1 looks like:

// CHRUKER: b017 - Added a check to make sure that the best result is larger than 0
#define CHECKSTAT1( XX )														\
	best = NULL;																\
	for( i = 0; i < level.numConnectedClients; i++ ) {							\
		gclient_t* cl = &level.clients[ level.sortedClients[ i ] ];				\
		if( cl->sess.sessionTeam == TEAM_SPECTATOR ) {							\
			continue;															\
		}																		\
		if( cl->XX <= 0 ) {														\
			continue;															\
		}																		\																\
		if( !best || cl->XX > best->XX ) {									\
			best = cl;															\
		}																		\
	}																			\
	if( best ) { best->hasaward = qtrue; }										\
	Q_strcat( buffer, 1024, va( ";%s; %i ", best ? best->pers.netname : "", best ? best->sess.sessionTeam : -1 ) )

(Chruker) #42

         continue;                                             \ 
      }                                                      \                                                \ 
      if( !best || cl->XX > best->XX ) {                           \ 

The } line has 2 \ characters


(ensiform) #43

ah, thx.


(digibob) #44

The real problem in PM_AdjustAimSpreadScale is this:
Code:

viewchange += fabs( SHORT2ANGLE(pm->cmd.angles[i]) - SHORT2ANGLE(pm->oldcmd.angles[i]) );

  1. that should use AngleSubtract() instead of -
  2. cmd.angles are not normalized and are often > 65536. this creates huge values for viewchange sporadically when that calculation thinks you changed the angle > 360 degrees when you may have only changed 1.

I noticed this problem during development ( it really bugged me ), but never got around to tracking down the cause. Good work :slight_smile:


(Chruker) #45

I’ve added a few more. Mainly 084 is interresting.
http://games.chruker.dk/enemy_territory/modding_project_bugfix.php?bug_id=081 - During team switching you can sometime spawn immediately
http://games.chruker.dk/enemy_territory/modding_project_bugfix.php?bug_id=082 - Centerprint messages looses the coloration when printing multiple lines
http://games.chruker.dk/enemy_territory/modding_project_bugfix.php?bug_id=083 - Improving script error messages
http://games.chruker.dk/enemy_territory/modding_project_bugfix.php?bug_id=084 - Serverlist wraps


(P4nth3r) #46

I always wondered why there wasn’t a stop bar for the server list.
The code is in the game but there is no button for it.
It bugs me like hell that when you see a good server and you want to click it that it suddenly changes position in the list and you click the wrong server.
It shouldn’t be too hard to make a stop button.

Greetz Panther aka Way2Evil


(Berzerkr) #47

Jaquboss made a stop button: here
Download it here.


(tjw) #48

Many thanks Chruker.

I think I have etpub caught up to you now.

http://linespeed.net/projects/etpub/changeset/1256


(Chruker) #49

I’ve added another one, that I just stumbled upon. It turns out that the player icons are offset when you zoom in or out.

http://games.chruker.dk/enemy_territory/modding_project_bugfix.php?bug_id=085


(MADDOG) #50

Chruker, are all these changed and up to date in the link on the first post?


(Chruker) #51

yes, they are


(Chruker) #52

Seems like I forgot to update this thread last time I updated the site. Anyway these are also available now:
http://games.chruker.dk/enemy_territory/modding_project_bugfix.php?bug_id=086 - Helmet insignias glowed in the dark
http://games.chruker.dk/enemy_territory/modding_project_bugfix.php?bug_id=087 - Player always mouting the last gun used, on multiple tank maps
http://games.chruker.dk/enemy_territory/modding_project_bugfix.php?bug_id=088 - Players field of view at intermission is different if you had deployed a MG42
http://games.chruker.dk/enemy_territory/modding_project_bugfix.php?bug_id=089 - Player view is distorted in intermission if you have ridden an vehicle, mounted a tank
http://games.chruker.dk/enemy_territory/modding_project_bugfix.php?bug_id=090 - Sorting the maps, campaigns and mods list
http://games.chruker.dk/enemy_territory/modding_project_bugfix.php?bug_id=091 - Spawnpoints not movable
http://games.chruker.dk/enemy_territory/modding_project_bugfix.php?bug_id=092 - Custom 5 minute warning is the same as 2 minute warning
http://games.chruker.dk/enemy_territory/modding_project_bugfix.php?bug_id=093 - Lag-o-meter ping not correct during demo playback
http://games.chruker.dk/enemy_territory/modding_project_bugfix.php?bug_id=094 - Playing time shown at debriefing keep increasing
http://games.chruker.dk/enemy_territory/modding_project_bugfix.php?bug_id=095 - Campaign window not big enough to contain big campaigns
http://games.chruker.dk/enemy_territory/modding_project_bugfix.php?bug_id=096 - Complaint votes sticks around, so vote no if we have complaints turned off
http://games.chruker.dk/enemy_territory/modding_project_bugfix.php?bug_id=097 - Kick command is not able to kick some players by name
http://games.chruker.dk/enemy_territory/modding_project_bugfix.php?bug_id=098 - Garand couldn’t reload mid-clip


(Jaquboss) #53

http://games.chruker.dk/enemy_territory/modding_project_bugfix.php?bug_id=098 - Garand couldn’t reload mid-clip

not really a bug, as it was said milion times, firing out whole clip was faster than reloading midclip
So that’s why i wouldn’t call it bugfix


(SCDS_reyalP) #54

Chruker -> http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=14195 can cause a crash depending on your mod.


(P4nth3r) #55

When you throw a nade though the sky “roof” it doesn’t come down (while a mortar does)
Can this be fixed with code or is it more a mapping problem?

Greetz Panther aka Way2Evil


(kamikazee) #56

Coding thing. Normal projectiles disappear on impact, but the mortar is made to check for tracemaps.


(Chruker) #57

reyalP: I’ll add it. Also I reread the this thread, and I see I missed a couple of replies. I’ll get to those too.

Mean while another one bites the dust:
http://games.chruker.dk/enemy_territory/modding_project_bugfix.php?bug_id=099 - Calling for a lot of artillery or airstrikes can result voice over spam

Also I looked into the voice spam that the forward spawn in Oasis can generate. Unfortunately the closes I got to get rid of the spam was by adding a check to cg_sounds.c :: CG_AddBufferedSoundScript, that caused it to not add the same sound twice. It stopped the spam but also the latest capture announcement.

Anyway the best way to defeat the spam seems to be by editing the oasis.script so that the wm_teamvoiceannounce uses the full path to the wave file. This will cause them to not be buffered.


(Jaquboss) #58

BUG: Vchats aren’t sync, players may heard diffirent chat
SOLUTION: send random() from server instead computing it on client


(Maleficus) #59

Is it just me, or does the “campaign window” fix cause the axis/allies score breakdown to go off the screen. i.e. it doesn’t scale properly, and the end of it is clipped off screen.

Cheers!


(Chruker) #60

Maleficus: Their placement should be changed. Could you post or send me a screen shot? Anyway the changes from line 2792 in cg_debriefing.c and down should take care of the placement.