Help! Scrags dont attack
Help! Scrags dont attack
Oddly, I've found a bug in my engine. I know its the engine cause I am using stock progs.dat.
plus ive tested with my november version. Which i forked and added protocol 666 to.
If i load up e1m3 the scrags just hover around me and never attack. Any ideas?
Edit: ogres dont attack niether, though the Hell Knight and the zombies do. :roll:
Edit2: Ok something is weird. If I load, -game ITSDEMO (for example havent tried the missionpaks) and then load up
map e1m3 all the monsters act like normal maybe its a cfg problem....
plus ive tested with my november version. Which i forked and added protocol 666 to.
If i load up e1m3 the scrags just hover around me and never attack. Any ideas?
Edit: ogres dont attack niether, though the Hell Knight and the zombies do. :roll:
Edit2: Ok something is weird. If I load, -game ITSDEMO (for example havent tried the missionpaks) and then load up
map e1m3 all the monsters act like normal maybe its a cfg problem....
Re: Help! Scrags dont attack
monsters not attacking sounds like the tracelines to see if the player is actually visible are not impacting on the player. you'll see a similar effect with noclip. monsters will know to attack you but won't think they can hit you so they just run around and don't shoot.
Re: Help! Scrags dont attack
ya thats what i was diggn thru. I only changed the dclipnodes to mclipnodes for sv_move in traceline.
Reverting back didnt help
Reverting back didnt help
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Re: Help! Scrags dont attack
I'd suggest to grab vanilla progs source and place a handful of dprint()'s in key points of ai.qc and combat.qc (specially FindTarget()). This may give some hint about what's wrong.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC (LordHavoc)
Re: Help! Scrags dont attack
welll
spams both
thought it was the clipnodes but reverting back to normal, still nothing. ARrrrggghhh!!
Code: Select all
float (entity targ) visible =
{
local vector spot1, spot2;
spot1 = self.origin + self.view_ofs;
spot2 = targ.origin + targ.view_ofs;
traceline (spot1, spot2, TRUE, self); // see through other monsters
if (trace_inopen && trace_inwater)
{
return FALSE; // sight line crossed contents
}
if (trace_fraction == 1)
{
bprint("(trace_fraction == 1)\n");
return TRUE;
}
bprint("visible = FALSE\n");
return FALSE;
};
over and over when the dog is running in my facetrace_fraction == 1
visible = false
thought it was the clipnodes but reverting back to normal, still nothing. ARrrrggghhh!!
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- Joined: Sat Nov 25, 2006 1:49 pm
Re: Help! Scrags dont attack
If trace_fraction == 1 when sitting in front a monster then you have something really f*cked up in the engine side.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC (LordHavoc)
Re: Help! Scrags dont attack
I think i got it fixed, someting in world.c I just copied the world.c from the stable into the beta... but that doesnt help me understand!
Re: Help! Scrags dont attack
world.c is indeed where the bulk of the traceline code is...
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- Posts: 2126
- Joined: Sat Nov 25, 2006 1:49 pm
Re: Help! Scrags dont attack
Since apparently you isolated the problem in one single source file, applying a diff between the broken code and the working one is the next logical step to nail the bug.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC (LordHavoc)
Re: Help! Scrags dont attack
yes, i might be too pragmatic.
I used the november stable exe by accident.
copied over, without a total rebuild.
so i waaas getting a false positive, as th e nov exe was immune..
BUT
i have a MARCH version post 666 protocol that doesnt have the bug.
digging.
man i shouldnt drink when i work on this kinda shiznit
i'm just a laymen that like to swing the axe, and sometimes my axe gets stuck in a tree-stump
that or my subconscious is creating new threads to awake this forum on a daily basis
I used the november stable exe by accident.
copied over, without a total rebuild.
so i waaas getting a false positive, as th e nov exe was immune..
BUT
i have a MARCH version post 666 protocol that doesnt have the bug.
digging.
man i shouldnt drink when i work on this kinda shiznit
i'm just a laymen that like to swing the axe, and sometimes my axe gets stuck in a tree-stump
that or my subconscious is creating new threads to awake this forum on a daily basis
Re: Help! Scrags dont attack
ooo cunning.r00k wrote:that or my subconscious is creating new threads to awake this forum on a daily basis
Re: Help! Scrags dont attack
ok after copying 1 file at a time until the march version broke I tracked it down to the sv_cullentities code :/
Oddly the "player" was constantly becoming culled.
Now i have to clean up all this mess i made >:#
edit:
well im baffled aas if i set (sv_cullentities 0) i still get the BUG
well im just gonna dig a hole and let the topside deal with it,
Code: Select all
qboolean SV_InvisibleToClient(edict_t *viewer, edict_t *seen)
{
int i;
trace_t tr;
vec3_t start;
vec3_t end;
extern trace_t SV_ClipMoveToEntity (edict_t *ent, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end);
extern qboolean CL_Clip_Test(vec3_t org);
int it;
int vi;
vi = (int)viewer->v.colormap - 1;
if (seen->visibletime[vi] > sv.time)
return false;
Now i have to clean up all this mess i made >:#
edit:
well im baffled aas if i set (sv_cullentities 0) i still get the BUG
well im just gonna dig a hole and let the topside deal with it,
Re: Help! Scrags dont attack
ok, the world is sane again.
I had a 'culled' field in the edict_t struct, which was really not required.
REmoving it, fixed the bug, and kept my hair intact.
Sheez! Now i can go back and play Sock's new map again....
I had a 'culled' field in the edict_t struct, which was really not required.
REmoving it, fixed the bug, and kept my hair intact.
Sheez! Now i can go back and play Sock's new map again....