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Hyper
Joined: 24 Jan 2004 Posts: 1227 Location: Middelburg, The Netherlands
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Posted: Sun Apr 02, 2006 4:16 pm Post subject: Spacemarine HUD not working in JCoopZ |
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I just added the new SpaceMarine mod from Asgard, and the HUD is not working at my server. Is there any way to get it running in JCoopZ? _________________ Alter your reality...forever.
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Hyper
Joined: 24 Jan 2004 Posts: 1227 Location: Middelburg, The Netherlands
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Posted: Sun Apr 02, 2006 4:49 pm Post subject: |
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I found another issue between the Spacemarine mod and JCoopZ: The voicepack chat messages cause JCoopZ to give chat flood warnings. _________________ Alter your reality...forever.
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Zombie
Joined: 27 Jan 2004 Posts: 295
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Posted: Sun Apr 02, 2006 7:27 pm Post subject: |
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The HUD not working does not surprise me. It will never work in JCoopZ unless a special version that subclasses its HUD is made. I forced that because of security, and client crash fix reasons. Is the package non-stripped of the uscript source? I could try to make a special HUD version to subclass JCoopZ's HUD. Now I don't know about the voicepack issue, but obviously it causes players to broadcast very often.
-Zombie _________________ GameType: JCoopZ1 - Build137 (11/30/12)
Mutator: DZMapM - 2.34 (12/15/11) |
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Hyper
Joined: 24 Jan 2004 Posts: 1227 Location: Middelburg, The Netherlands
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Posted: Sun Apr 02, 2006 7:44 pm Post subject: |
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I do see some uscript between the bytecode. The HUD is activated when you activate the space marine suit. (Normally) At my server I only see the server title appearing when I do that, which indicated a hud being changed or reset.
Sbout the text msg chat: I think the mod sends the text message to every individual user, and when there are more than 4 users playing JCoopZ's chat security comes into action. _________________ Alter your reality...forever.
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Zombie
Joined: 27 Jan 2004 Posts: 295
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Posted: Sun Apr 02, 2006 8:30 pm Post subject: |
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I looked at the code to the mod. I beleive I can make a mutator that can adjust the marine suit to spawn a special HUD version that works with JCoopZ, but I won't know until it's done.
I did notice some icky programming methods in use in this mod though. One good example are the yell/communication commands. Most of them use PlayerPawn.BroadCastMessage() to reach every player and that function is completely blocked for non-admin players to stop custom console spam/flooding. This mod probably wouldn't even work as intended in MCoop# or .:..:'s JCoop5.
For the voice chat is it all done from the suit? What are some of the commands that can cause the chat flood? It would save me some time when looking through this code.
-Zombie _________________ GameType: JCoopZ1 - Build137 (11/30/12)
Mutator: DZMapM - 2.34 (12/15/11) |
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Zombie
Joined: 27 Jan 2004 Posts: 295
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Posted: Mon Apr 03, 2006 1:37 am Post subject: |
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I'm going to have to subclass all of asGard's MarineSuit classes in the package to make them JCoopZ compatible. I found a bug in his MarineSuit code in some of the commands that loop through the PawnList. For non-team games in those commands a player calls BroadcastMessage() within the loop and equal to the number of players in the server (causing repetitive messaging). In the case of a JCoopZ server only admins will experience an immediate chat flood. This definitely isn't neccessary when the function already messages everyone by itself. That function call in those commands should be outside of the PawnList loop or ClientMessage() should be used.
I'll be providing a public quick-release compatibility package to be used for JCoopZ servers soon. Besides that, asGard should be informed about those BroadcastMessage() issues, and to make a generic non-replicated version of that function to be used instead.
-Zombie _________________ GameType: JCoopZ1 - Build137 (11/30/12)
Mutator: DZMapM - 2.34 (12/15/11) |
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Hyper
Joined: 24 Jan 2004 Posts: 1227 Location: Middelburg, The Netherlands
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Posted: Mon Apr 03, 2006 9:08 pm Post subject: |
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I sent Asgard a mail with link to this topic.
The chat flood warning occurs with the voice chat, I thin it are the text messages which get broadcasted at the same time to allow players to get the voice messages as text on their screens. _________________ Alter your reality...forever.
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Zombie
Joined: 27 Jan 2004 Posts: 295
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Posted: Tue Apr 04, 2006 2:30 am Post subject: |
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EDIT: The voice sounds not working in my test server seem to be a local issue, and it seems my weird Vortex2 crash was too. I was able to hear the sounds although very faintly.
-Zombie _________________ GameType: JCoopZ1 - Build137 (11/30/12)
Mutator: DZMapM - 2.34 (12/15/11)
Last edited by Zombie on Tue Apr 04, 2006 7:30 am; edited 1 time in total |
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Hyper
Joined: 24 Jan 2004 Posts: 1227 Location: Middelburg, The Netherlands
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Posted: Tue Apr 04, 2006 7:27 am Post subject: |
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Zombie wrote: | For some reason the voice sounds to the commands only work in a StandAlone game. When I use them on my dedicated 225 test server at most I can only see the 'pickup' text when I'm logged in as admin. The bNoVoices option is false as well. Also, my test server crashes in Vortex2.unr with a wire animate runaway loop.
Quote: | ScriptWarning: Wire Vortex2.Wire0 (State UnrealShare.Wire.Animate:001B) LoopAnim: No mesh
[...repeat thousands of times...]
ScriptWarning: Wire Vortex2.Wire0 (State UnrealShare.Wire.Animate:001B) LoopAnim: No mesh
Critical: appError called:
Critical: Wire Vortex2.Wire0 (State UnrealShare.Wire.Animate:0001) Runaway loop detected (over 1000000 iterations) |
This is without the UMSSpaceMarine.SpaceMarinez mutator running, and it seems that simply registering it in ServerPackages is enough. It doesn't occur in any other map but that one. If these issues don't happen to others on a dedicated 225 server then I'll consider it a local issue.
-Zombie |
Weird, I haven't tested Vortex2 yet, but the voice console commands work at my dedicated servers. _________________ Alter your reality...forever.
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Zombie
Joined: 27 Jan 2004 Posts: 295
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Posted: Tue Apr 04, 2006 7:32 am Post subject: |
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Yes, I just did some editing in my post above right as you replied. I'll probably have to reinstall 225. _________________ GameType: JCoopZ1 - Build137 (11/30/12)
Mutator: DZMapM - 2.34 (12/15/11) |
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Zombie
Joined: 27 Jan 2004 Posts: 295
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Posted: Tue Apr 04, 2006 8:39 pm Post subject: |
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I'm thinking of holding off releasing any quick-release fix to this for a bit. If asGard decides to make an official fix update then it'd be better if all of the changes were done there. Plus, it would be very nice if the MarineSuit code didn't require a MarineHUD class or subclass of it in order for it to spawn different HUDs on players. That would make it much easier for me to make a mutator that can change the MarineSuit classes to spawn a special JCoopZ subclassed HUD for compatibility.
-Zombie _________________ GameType: JCoopZ1 - Build137 (11/30/12)
Mutator: DZMapM - 2.34 (12/15/11) |
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Hyper
Joined: 24 Jan 2004 Posts: 1227 Location: Middelburg, The Netherlands
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Zombie
Joined: 27 Jan 2004 Posts: 295
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Posted: Tue Apr 04, 2006 9:11 pm Post subject: |
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I see 'Asgard' registered on the forum now. Since this thread was started and you informed him I'm hoping he joins in to read/respond about it here.
-Zombie _________________ GameType: JCoopZ1 - Build137 (11/30/12)
Mutator: DZMapM - 2.34 (12/15/11) |
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Asgard
Joined: 04 Apr 2006 Posts: 6
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Posted: Wed Apr 05, 2006 7:28 am Post subject: |
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The broacast message is a bit of a blooper, so expect a fix for that. I'll set it to do a clientmessage.
Dunno whats going on with jcoopz's huds, where can I d/load the mod, sorry havent seen it before.
Does jcoopz do something funny with the "Hudtype" defaults? |
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Zombie
Joined: 27 Jan 2004 Posts: 295
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Posted: Wed Apr 05, 2006 9:36 am Post subject: |
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A link to JCoopZ is in my signature field. Just so you know, the mod is obfuscated for security and to make it harder to hack so if you have any questions about how parts of the mod works or need code snippets just private message me here instead. Besides that, you'll still be able to see all of the classes fine (if using UEd), just without their sourcecode body. It 'should' be enough to allow the compiler to use the package for a dependancy without giving an error.
-Zombie _________________ GameType: JCoopZ1 - Build137 (11/30/12)
Mutator: DZMapM - 2.34 (12/15/11) |
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