A (not really) small problem with edited variables...

A (not really) small problem with edited variables...

Postby Remilia Scarlet » 03 Sep 2012, 15:54

While modifying variables in Red Eclipse I occasionally come across a problem.
I have already mentioned this in another thread but... Yeah. That was for suggestions not problems so...

When shooting at an obstacle near you it will displace you from the map. This displacement does not reset until the round is reset.
Notes:
You can't see any hud models.
You can't shoot in any meaningful direction (presumably the particles is generated from the point the game believes you are at).
Mapmodels turn black if you shoot while near them (methinks it is linked to the particle lighting).

Screenshots:

Image
^Variables

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^Alt-shot at wall from a distance.

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^As close to the wall as possible.

Image
^Alt- is fired...

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^Alt- is fired after respawn. The particles is not visible.

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^Particle also does not cause an explosion when it should have collided with map geometry.

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^Grenade^_^...

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^...when thrown is also not visible...

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^Normal mapmodel lighting.

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^Lighting after alt- is fired.

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^Bots also get discoloured (similarly to when the flag in ctf falls outside the map)

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^From previous attempt at replicating the results.

So...
Why?
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Re: A (not really) small problem with edited variables...

Postby ballist1c » 03 Sep 2012, 15:59

What OS? Hardware? Build?
What order did you modify variables in?
Obviously the problem will disappear if you use /resetvars, so for now, just do that until there is a solution ^^
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Re: A (not really) small problem with edited variables...

Postby Remilia Scarlet » 04 Sep 2012, 13:43

Sorry, stupid of me not to include those...

OS: Microsoft Windows XP.
Red Eclipse version: 1.3. Was also present in 1.2.
Variables where modified from a .cfg file, so...
{l Code}: {l Select All Code}
pistoladelay1 165
pistoladelay2 435
pistolaidist1 1024.0
pistolaidist2 756.0
pistolaiskew1 30
pistolaiskew2 30
pistolcollide1 245
pistolcollide2 117
pistolcolour 0xD7D7D7
pistolcritdist 12.0
pistolcritmult 2.85
pistoldamage1 41
pistoldamage2 48
pistolexplcol1 0x24005A
pistolexplcol2 0x48005F
pistolexplode2 18
pistolhitpush2 190.0
pistolkickpush1 12.0
pistollegsdmg1 0.225
pistollegsdmg2 0.4
pistolpartcol1 0x48005F
pistolpartcol2 0x48005F
pistolpartlen1 256.0
pistolpartsize1 0.08
pistolpartsize2 3.0
pistolparttype1 7
pistolparttype2 9
pistolpusharea 2.0
pistolradius1 0.08
pistolrays2 1
pistolrdelay 800
pistolspeed1 8200
pistolspeed2 420
pistolspread1 0
pistolspread2 1
pistolsub2 5
pistoltime1 1000
pistoltime2 16000
pistoltorsodmg1 0.825
pistoltorsodmg2 0.6
pistolwhipdmg1 0.875
pistolzdiv1 1
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Re: A (not really) small problem with edited variables...

Postby Karoushi » 04 Sep 2012, 15:01

You modified the variables within the CFG file instead of from the game then saving the cfg/vars?

I would try using vanilla vars, switch to a backup or try editing to the same vars from within the game. Then save them with /writevars nameoffile.cfg

I get some odd little problems sometimes with my modified vars, like people not seeing weapon and having to use /reconnect, etc. Seem to happen mainly with the pistol; with my issue I tend to think it is because the pistol is the starting weapon so it might have some kind of conflict, or something of that sort. Try not to go too crazy on the vars or it will easily break the game and it isn't considered a bug if you break the games weapons and the game itself by modifying its files.

Changing weapons Part-types also tends to break them in a manner of ways.
Once I switched the swords "parttype" and it wouldn't even kill anyone anymore.

Pistol "pusharea" might also have something to do with it.
It also depends on what the collide is set to.
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Re: A (not really) small problem with edited variables...

Postby Remilia Scarlet » 04 Sep 2012, 15:24

No. I wrote them to a .cfg file, then executed them later as this is something I am working on over multiple sessions... Sorry for the confusion.

Also, is the pistol incapable of damaging the owner even if collision and explode say it can?
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Re: A (not really) small problem with edited variables...

Postby Karoushi » 05 Sep 2012, 05:57

Remilia Scarlet {l Wrote}:No. I wrote them to a .cfg file, then executed them later as this is something I am working on over multiple sessions... Sorry for the confusion.

Also, is the pistol incapable of damaging the owner even if collision and explode say it can?


Certainly, the best thing to do is test with other people in a server, which is what I do in the madhouse when I am not mapmaking (my new favorite hobby, heh).

Otherwise you have to test the var changes with bots and be very critical of your changes and test each one before just changing a large amount that you can't remember.

One at a time.

The best way to get the pistol to damage the owner is to set the bullets/flak to ricochet so if someone shoots straight on at a wall it will ricochet (bounce) back to the owner and hit them. In instagib mode this is deadly.

This is how I have it set in my modified vars.
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Re: A (not really) small problem with edited variables...

Postby Remilia Scarlet » 05 Sep 2012, 16:48

No. Same result with bounce and hit.
I test against bots btw.

Karoushi {l Wrote}:ricochet (bounce)
Ouch... that... hurt.
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Re: A (not really) small problem with edited variables...

Postby Karoushi » 05 Sep 2012, 20:58

Remilia Scarlet {l Wrote}:No. Same result with bounce and hit.
I test against bots btw.

Karoushi {l Wrote}:ricochet (bounce)
Ouch... that... hurt.


Wasn't really aimed at you I was just making sure everyone knew what I meant by ricochet.

Do the vanilla vars do this? It is a simple process of deduction, start again with the vanilla weapon vars and then work your way back to what you had one at a time while testing each change a long the way, eventually you will figure out what is causing what.
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Re: A (not really) small problem with edited variables...

Postby bonifarz » 16 Sep 2012, 12:45

steps to reproduce:
{l Code}: {l Select All Code}
/resetvars
/pistolcollide1 118
*hit yourself with the pistol*

Observed with win-32 and win-64 of RE 1.3 and 1.3.1.
Result: Instadeath and all hweap models disappear until the end of the match.
In RE 1.2, the bullet seems to get stuck in the wall without hitting the owner or causing any further glitches/crashes.

Has anyone managed to get any set of pistol variables that allows self-damage without triggering either the glitch described above or some sort of segfault?
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Re: A (not really) small problem with edited variables...

Postby qreeves » 16 Sep 2012, 13:55

This is indeed a bug, because pistolselfdmg1 is zero, it tries to divide by zero in the code, and doing so makes the universe end. Hotfix for now, set the 'selfdmg' vars to a non-zero number.
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Re: A (not really) small problem with edited variables...

Postby bonifarz » 16 Sep 2012, 14:27

Thanks for pointing this out, Quin. Such a simple explanation, I indeed did not realize about this variable so far.
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Re: A (not really) small problem with edited variables...

Postby Karoushi » 16 Sep 2012, 15:10

bonifarz {l Wrote}:Thanks for pointing this out, Quin. Such a simple explanation, I indeed did not realize about this variable so far.


Ahh indeed, I think I was having this problem too, with my modified vars, but I fixed it last night.

I think self damage is still on though, not sure.
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