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Project: Bug FixThe objectiveThe goal of this project is to provide modders in the ET community with a SDK code base that contains fixes for various bugs which are present in the stock etmain game (version 2.60).26th september 2006: Sadly bugfix 088 had a bug :-( There were 3 lines that should have been deleted for the fix to work correctly. Show index Previous bug: 'Competition settings loaded' and 'Public settings loaded' notifications are quickly overwritten Next bug: Akimbo weapons can now lose XP on teamkills Bugfix 043 - Command map icons not showing on the correct levelProblem:On multilayered command maps any objective icons would only show up on one layer, despite belonging to other layers. The z coords were removed in the code.Solution:Undo gordons code. I have also added a check to make sure that the number of command map layers are within the limit. Finally I have increased the limit of 4 command map layers to 16, to allow for more vertical maps.References:Spawning threadNotes:The bug is still present in version 2.602.56 & 2.60 Code
cg_commandmap.c @ 122
switch( mEnt->type ) {
// CHRUKER: b043 - These are needed for command map icons to show up on the correct layer.
case ME_CONSTRUCT: // Gordon: these ones don't need much info
case ME_DESTRUCT:
case ME_DESTRUCT_2:
case ME_COMMANDMAP_MARKER: // b043
break;
case ME_TANK:
case ME_TANK_DEAD:
cg_spawn.c @ 362
cgs.ccLayers = atoi(s);
// CHRUKER: b043 - Make sure the maximum commandmaps, doesn't overflow the maximum allowed command map layers
if (cgs.ccLayers > MAX_COMMANDMAP_LAYERS) {
cgs.ccLayers = MAX_COMMANDMAP_LAYERS;
CG_Printf( va("^3Warning: The maximum number (%i) of command map layers is exceeded.\n", MAX_COMMANDMAP_LAYERS) );
}
for( i = 0; i < cgs.ccLayers; i++ ) {
CG_SpawnString( va("cclayerceil%i",i), "0", &s );
bg_public.h @ 81 (2.56) @ 88 (2.60)
extern vec3_t playerlegsProneMaxs;
#define MAX_COMMANDMAP_LAYERS 16 // CHRUKER: b043 - Increased from 4 to 16
#define DEFAULT_MODEL "multi"
g_teammapdata.c @ 16
switch( mEnt->type ) {
// CHRUKER: b043 - These also needs to be send so that icons can be displayed correct command map layer
case ME_CONSTRUCT: // Gordon: these ones don't need much info
case ME_DESTRUCT:
case ME_DESTRUCT_2:
case ME_COMMANDMAP_MARKER: // b043
Q_strcat( buffer, size, va(" %i %i", mEnt->type, mEnt->data ) );
break;
case ME_TANK:
case ME_TANK_DEAD:
Show index Previous bug: 'Competition settings loaded' and 'Public settings loaded' notifications are quickly overwritten Next bug: Akimbo weapons can now lose XP on teamkills Color codingSample = New codeSample = Changed code (the new version is what is displayed) Sample = Deleted code |
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