Jaquboss: Do you mean when doing ex. ‘vsay Welcome’ or ‘vsay Cheer’, that the actual message played on the clients can differ?
Project Bugfix
well i think it is better to sync
all random selection is from random() variable so server doesn’t need to know scripts, just send that…
It moved it fine, it just had the last bit or so of that window clipped off to the side, starting at the “coverts” section of the score layout.
This was at 1024x768 rez.
BTW: you do test these changes yourself right? When you say “should take care of”, it makes me wonder! 
It moved it fine, it just had the last bit or so of that window clipped off to the side, starting at the “coverts” section of the score layout.
This was at 1024x768 rez.
BTW: you do test these changes yourself right? When you say “should take care of”, it makes me wonder!
I’ve had the covert part clipped off too, but that was because I forgot to do the last change where 100 is replaced by 60
About the resolution. THat shouldn’t matter since the game scales all the coordinates from 640x480 to the actual resolution.
Finally, I usually use words like should even when I’m 99,9999999999999% sure. But in this case you are right. The webpage was made from a diff with the changes. But the webpage was never used to implement the bugfix in my other mod. I think I’ll usually should do that in the future 
You know, it would’ve been much handier if you just let people download the diff rather than typing or copy/pasting everything from your site manually. 
I know :poke:
I’m going to make a diff per bugfix and a diff against the 2.60 SDK. That way people will have a choice.
Although if I was another modder and had to include some bugfixes into my own precious coded mod, I would prefer the website and its clear indication of what needs to be changed.
I’d rather be able to apply them, especially for the small changes: I like to be able to see whats getting changed.
BTW: thx for your help Chruker - I see now where the 2nd change from 100 to 60 needed to be added, and it looks fine now.
Modern diff/merge tools give them the same capability from a patch. I’d certainly hope most serious modders are using some kind of revision control system.
Whoa, I’d say it’s almost impossible to develop a more complex mod without an SVN or CVS repo.
BUG: Switching weapon while holding reload may result in hearing sound and waiting reload time before weapon changes, reload is wasted ( doesnt complete it )
to make it completed just do following
// don't allow switching while rasing or lowering a weapon
if( pm->ps->weaponstate == WEAPON_DROPPING || pm->ps->weaponstate == WEAPON_DROPPING_TORELOAD )
{
return;
}
to
// don't allow switching while rasing or lowering a weapon
if( pm->ps->weaponstate == WEAPON_DROPPING || pm->ps->weaponstate == WEAPON_DROPPING_TORELOAD || pm->ps->weaponstate == WEAPON_RELOADING )
{
return;
}
uhm kinda an annoyance and bug:
why use msec, mins, seconds, and use tens, its kinda redundant to have…
CG_DrawTimer:
get rid of the declaration of int tens.
change this:
seconds = msec / 1000;
mins = seconds / 60;
seconds -= mins * 60;
tens = seconds / 10;
seconds -= tens * 10;
to:
seconds = msec / 1000;
mins = seconds / 60;
seconds %= 60;
msec %= 1000;
and change:
s = va( "%s^*%i:%i%i", rt, mins, tens, seconds);
to:
s = va( "%s^*%i:%02i", rt, mins, seconds);
also some more changes in the server:
G_LogPrintf also should be changed:
once again remove int tens
add int msec.
and change:
sec = level.time / 1000;
min = sec / 60;
sec -= min * 60;
tens = sec / 10;
sec -= tens * 10;
to:
msec = level.time;
seconds = msec / 1000;
mins = seconds / 60;
seconds %= 60;
msec %= 1000;
change:
Com_sprintf( string, sizeof(string), "%i:%i%i ", min, tens, sec );
to:
Com_sprintf( string, sizeof(string), "%i:%02i ", mins, seconds );
if your using the ETPUB source with shrubbot, and their extra log print stuff you might want to change those also.
OT: it would funny as a regular to play a few games without spread at all … just to test it… and see how good antilag and hitdetection really works.
zzzzaaaaapppppp!
Sadly bugfix 088 had a problem. The webpage didn’t indicate that 3 lines should be deleted from the first code block. It does that now: http://games.chruker.dk/enemy_territory/modding_project_bugfix.php?bug_id=088
Thank you Discovery for letting me know.
Not exactly a bugfix, but a useful diagnostic for mappers
In g_syscalls.c
void trap_SetBrushModel( gentity_t *ent, const char *name ) {
if ( !name || !*name ) {
G_Printf("WARNING: entity %d classname '%s' targetname '%s' scriptname '%s' has no brushmodel
",
ent - g_entities,
( ent->classname ) ? ent->classname : "(null)",
( ent->classname ) ? ent->targetname : "(null)",
( ent->classname ) ? ent->scriptName : "(null)");
}
syscall( G_SET_BRUSH_MODEL, ent, name );
}
This gives you a lot of help identifying the source of the anoying SV_SetBrushModel NULL error.
This
http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=15243
and this:
http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=13848
http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=14841
are also mapping related bugfixes. ETPro fixes the latter by allowing 10 local and global accums throughout.
Not sure but.
In cg_weapons.c
line 4489 where is:
case WP_PANZERFAUST:
//pitchAdd = 12+rand()%3;
//yawRandom = 6;
// push the player back instead
break;
So if you have god mode or trickjump…etc
This allows you to use panzerfaust to jump like 10000ft up.
So just add recoil…
I must say this is stupid…
Because bg_pmove.c has also recoil code.Why just no add it to client,because why game needs recoil statement???
