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  • Thanks for the response, Seven! I went back and looked through all the code changes I made (by comparing to the original SMC code in a compare text edtior). I found nothing that stood out in the way of self, owner, or other properties. Of course, I could have missed something and this could still be the issue. Whenever I added something to the mod, I was pretty careful to use the same language you used in your existing code.

    I am starting to wonder if the bug is related to something with save games. I played through a larger singleplayer map in my compilation, and it seemed to be getting more bugged as I played. There were also invisible monsters toward the end of the level. I'm not sure what would cause that.

    I noticed in this comment in all your new monster files before precache:
    Code:
    // all files precached in worldspawn() due to savegame-bug
    I noticed this comment months ago and duplicated what you did exactly by moving all the precache information to world.qc rather than the monster.qc file, such as this:

    Code:
    if ((world.model != "maps/start.bsp") || ((autocvar_wyvern_replace_wizard)||(autocvar_wyver n_replace_hknight)||(autocvar_wyvern_replace_demon )||(autocvar_wyvern_replace_ogre)))
    {
    precache_model ("progs/wyvern.mdl");
    precache_model ("progs/h_wyvern.mdl");
    precache_model ("progs/wyvflame.mdl");
    precache_model ("progs/fball.mdl");
    //precache_model ("progs/wyvern1.mdl");
    //precache_model ("progs/h_wyvern1.mdl");
    precache_sound ("wyvern/wyv_sight.wav");
    precache_sound ("wyvern/wyv_sting.wav");
    precache_sound ("wyvern/wyv_pain.wav");
    precache_sound ("wyvern/growl3.wav");
    precache_sound ("wyvern/growl2.wav");
    precache_sound ("wyvern/growl1.wav");
    precache_sound ("wyvern/flapup.wav");
    precache_sound ("wyvern/flapdown.wav");
    precache_sound ("wyvern/wyv_fire.wav");
    precache_sound ("wyvern/wyv_death.wav");
    precache_sound ("demon/dhit2.wav");
    precache_sound ("wizard/hit.wav");
    }
    But I don't know if there is something else I missed with precache that is messing up save games. I'm just trying to brainstorm since I have not been able to consistently duplicate the bugs (they seem to be happening at random).

    The corpse bug definitely appears when I fire a gun for the first time. It seems to replace rockets, nails, or ejecting casings. When the corpse disappears, the gun will fire another corpse. It's almost always a corpse with a painskin applied to it.

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    • I think I might have resolved the invisible monster bug. I moved the "precache_model ("progs/sword1.mdl");" etc. lines from Invis_sw.qc under the MultiSkin section to world.qc instead. So far I haven't seen an invisible monster since. I don't know why that would cause issues since all the new monsters have their second model precached under the MultiSkin section, but in this case it seemed to fix the problem (or I just haven't seen it yet).

      I haven't found the source of the "shooting corpse" bug, yet. I can't consistently replicate the bug at all. I just know that when it happens, a nail or casing will be replaced by a corpse that has a painskin for a skin. When the corpse disappears along with the other nails/casings, I can then shoot another corpse. It only allows me to shoot one at a time. Very odd bug.

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