MohAA V1.12 Patch

Started by Cobra {sfx}, August 09, 2008, 02:32:18 PM

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Klugscheisser

Has there been any discussion about the bushes that don't "appear" until you are close enough. I believe the outside wall on The Hunt has this problem. From inside looking out to the road your vision is obscured by the bushes, but people looking down behind the wall don't see the bushes so they have a clear shot. I was only told of this bug (and then shown) ... but it's been awhile.

Soldier Of Ra

Yeah, that also happens with some models, for example the shotglass.

Trinitrotoluene

And what about bush detail levels (and trees) at long ranges, they become less detailed. Making it easier to something in or behind them. (hunt, from within church, all the way to the back for example). Perhaps crank those detail levels up a bit for long ranges?

Soldier Of Ra

Well I wouldn't fix that too much, the stockmaps' fsp must be raised(or at least kept at what they are now). I'm guessing these issues with models are caused by the VIS or the rendering engine.

Gold {sfx}

i think some distance vis things are due to shaders as well

Soldier Of Ra

szuperferko :
   Ok, we've done with bugs/glitches collection. What's the next step? :)

   

   

   You can still help us. You could play the entire mohaa singleplayer campaign (in easy, medium or hard, you choose) and log it all. Pop up the console, enter logfile 1 (before loading a map or campaign). It will record everything in the console to a .log file in your main called qconsole. However if you disconnect from a game (not continuing the campaign) it'll stop logging, and if you use this command again it'll erase everything you already logged. So maybe back the qconsole up everytime you quit playing or disconnect the game. The point is I can get an overview of all singleplayer errors for every sp map. Mainly now, to resolve all ubersound errors.

   

   
*Herr_Kruger :
   
QuoteSoldier Of Ra :

   Krug, there's some sort of visual bug concerning the decals on algiers. Is this normal? It seems to overlap an existing texture.

   http://i95.photobucket.com/albums/l127/lenny_014/shot0021-1.jpg">http://i95.photobucket.com/albums/l127/lenny_014/shot0021-1.jpg

   

   

   hmm im not sure, maybe I made it enabling the decals, maybe they are there, although i dont remember it.

   

   

   No I think the "decal" texture was applied twice. Can you fix this? Also, can you enable team4's decal, it's the only obj one in there.

bdbodger

Well this isn't a bug but have your ever read the allied_pilot.shader

   

   
pilot_top

   {

      qer_editorimage textures/models/human/usmaps/pilot/pilot_top.tga

      {

         map textures/models/human/usmaps/pilot/pilot_top.tga

         rgbGen lightingSpherical

      }

   }

   

   pilot_pants

   {

      qer_editorimage textures/models/human/usmaps/pilot/pilot_pants.tga

      {

         map textures/models/human/usmaps/pilot/pilot_pants.tga

         rgbGen lightingSpherical

      }

   }

   cull_pilot_pants

   {

      qer_editorimage textures/models/human/usmaps/pilot/pilot_pants.tga

      cull none

      {

         map textures/models/human/usmaps/pilot/pilot_pants.tga

         rgbGen lightingSpherical

      }

   }

   [orange]pilot_hat

   {

      qer_editorimage textures/models/human/usmaps/pilot/pilot_hat.tga

      {

         map textures/models/human/usmaps/pilot/pilot_hat.tga

         rgbGen lightingSpherical

      }

   }[/orange]

   Just change the tik by changing this part

   

   

   
         path models/gear/g_headgear
   
         skelmodel hat.skd
         surface hat shader pilot_hat
   
      //path models/equipment/USGear/helmets
   
      //skelmodel us_helmet.skd
      //surface us_helmet shader us-helmet_ltnt

   

   

   http://bodger-mods.com/images/allied_pilot_hat.jpg" alt="" />
[yellow]http://bodger-mods.com/default.aspx[/yellow][/b]
I do smoke. If this bothers anyone I suggest you take a look around at the world we live in....and shut the f*** up.
:)

Soldier Of Ra

Wow great find, bdbodger! I tested it for the human model and the player model, it works perfectly!

Soldier Of Ra

Klugscheisser :
   Dunno ... I don't use that version. I just through it up in case anyone is interested.

   

   Note: I just looked and that file has a missing bracket in the Garand tik.

   

   Change to:

   

   

   setup
   {
      scale 0.52         // Set default scale to 16/30.5 since world is in 16 units per foot and model is in cm's
      path models/weapons/m1_Garand
      skelmodel garand.skd
      surface stockgar shader stockgar
      surface skin3 shader gar1
           surface skin2 shader gar3
           surface skin1 shader gar2
           surface material8 shader m1clip
   }
   

   

    Also, Shader bar1 for the BAR will conflict with the decal near the pub in Remegan ... just change the shader in the weapon tik/shader file to something else (bar4).

   

   

   I don't see a missing bracket in my garand tik, it looks different from yours as well. Won't changing the name for bar cause any problems?

   

   Also m1l3a has a special dcl file used by EA at E3 to show off mohaa. It's been renamed so it's not used anymore. When I rename it, it doesn't seem to work, must be deactivated, it does say the bsp is newer and the dcl needs an update.

Gold {sfx}

----------- Loading DCL file maps/m1l3a.dcl ---------

   !!! BSP file is newer than DCL file.

   !!! The DCL file needs to be updated.

   ------ Finished loading DCL file maps/m1l3a.dcl -----

   

   seems to be loading ...working although not sure what all it adds yet...will have to look around with it without it...yeah but definitely could use updating..good find.

Soldier Of Ra

It seems to add a lot, it's a whopping 500kb, the ones kruger activated for the stock maps are about 18kb.

Soldier Of Ra

I noticed a lot of people use the DMprecache to exec their global scripts, I personally don't like it. Therefor I want to exec a sidescript in the dmprecache people can use for caching and execing global scripts without damaging anything. Also using a counting system so ppl's sidescripts won't override and they can make any new script (sidescript22 or sidescript37) being exec'd right away without doing anything.

   

   I'll need a bit of help setting it up seeing that scripts don't have targetnames...

   

   (cvar maybe...)

Bulldozer {sfx}


Elgan {sfx}

nice one, im looking for a system , to track bugs better.

Soldier Of Ra

Hey, have you ever noticed during a long death animation. Like when you go down on your knees, wobble a bit, then on your arms and finally down, if you change teams during this after a second you respawned, you'll die again the same way you did. State glitch I assume.

   

   Elg, I think you should put an easy way of tracking player spawns, respawns, deaths, teamswitches etc... in to the scripting language. That' would be a great help for the entire modding community! Also an auto updater to make sure urgent/new fixes are applied to everyone.