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$frame bugs | Locked | |
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Dec 13 2014 Anchor | |
Original (v1.06 at last revision) quake-c has some bugs in $frame. In knight.qc: $frame attackb1 attackb1 attackb2 attackb3 attackb4 attackb5 and in oldone.qc: $frame shake1 shake2 shake3 shake4 shake5 shake6 shake7 shake8 The bugs are in red. Two frame labels have been duplicated. How often do mod coders fix these? I think I'm the only one... What is the result of the bug? I finally know from testing shubbers: void() old_thrash10 =[ $shake10, old_thrash11 ] {lightstyle(0, "e");}; - ls: e --- trace on: monster_oldone - frame: 55 - in: 0.097222 ~ 0.1 This is my tracer code for the qc++ framer() project: Moddb.com The red "frames jumped" indicates a frame got skipped. You can see in blue the set goes from 56 to 58. $frame causes the first repeated label to be skipped. so: What about model frames? You can see a duplicate frame with the exact same naming. Since the duplicate label attackb1 attackb1 and shake12 shake12 are true duplicates in the models, So then how do we fix the compiler warning? Like this: $frame attackb0 attackb1 attackb2 attackb3 attackb4 attackb5 $frame shake1 shake2 shake3 shake4 shake5 shake6 shake7 shake8 We just rename the first frame of the duplicates something else. To remove the duplicates the models would need edited to remove the actual |
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Dec 6 2015 Anchor | ||
There is a bug also in the standard ID axe code. I had been improving the axe to do more damage depending on the frame the player happens to be in, as hes using 2 hands sometimes. I got carried away, and wound up making a "beheading" / brutality frag out of it all. Fits in neat with my mod, but thats another story. On this forum, Im Cobalt: |
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Dec 9 2015 Anchor | |
I dont believe I've ever seen that. There's also a frame issue I had once with vanilla code that you wont see until you start making changes. Something like using normal run frames with currentammo = 0 on any weapon but the axe and wierdness occurs. You never see that with the vanilla code which always switches when a wep runs out of ammo. Until you end up with the axe. But, say you made a mod where an out of ammo condition must be handled by the player. I think what I had was a gatling that if you ran empty you couldnt switch until it spun down all the way. I finally fixed it, but it took a bugger long time to find. -- \|/ |
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Dec 9 2015 Anchor | ||
"Until you end up with the axe." |
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Dec 10 2015 Anchor | |
That sounds exactly like what I fixed. I'll see if I can track down the fix. I manifested the axe frame bug. I'll make a new post for it then. Just like they say, you wait till walkframe > 6 in stand frames, fire the axe and immediately run. The frame count never stops going up. VM_FrameBlendFromFrameGroupBlend: no such frame 411 in model progs/player.mdl And framer() does nothing because I didnt recode player_run... It has full bounds check, and resets for any out of bounds such as coming from another frame set. self.frame < sframe || self.frame >= eframe Had to put that in - was easier to do with framer() code. What gets me is that the stand code is correct. And I vaguely recall coming across that long ago. Never figured out what did it. Edited by: numbersix -- \|/ |
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