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three bugs with the tap autobuild ODF function. request fix for pb4a

Started by TheJamsh, July 15, 2008, 08:59:13 AM

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TheJamsh

ive noticed a bug that occurded in my attempt to make a bridge building constructor. that concept is fine... the problem is that im adding a tap to the standard ISDF bridge segments (ibbseg i believe).

im using autobuildtap2 = false on this bridge for the gun turret, as i want it to be something you can manually add with a constructor later.

the first issue, is that when i place my constructor, a bridge segment and a power generator in the area, there is NO 'add lung' function in the constructors menu. the only way this menu appears is if a recycler is around on the same team. i think that the requirement for a recycler for this should be removed.

the next issue is, even with a recycler around, i cannot actually select the 'add lung' option (it is visible but greyed out). the bridge segment (with the empty tap slot and autobuild = false) still exists, but or some reason the constructor does not register it as a building that it can 'add lung too'. curiously, im using the defensive recycler from FE, which has two taps. if i delete one of these taps, then open up the constructors 'add lung' menu, i have the two options of adding a lung to either the recycler OR the bridge. it doesnt pick up that the bridge needs a power lung unless another building is around that needs one with autobuild = true.

with me so far? theres more.

once i figured the above problems out, i decided to actually add the gun tower ODF (so it would add a gun tower on and not just another powered object). the .msh for the gun tower builds fine when i place the bridge segment in the editor. however when i go to add a lung (the gun tower) to the bridge segment, the game freezes and AV's. ive put the AV below in code form.


---- Battlezone II Log File ----
//=====================================================
App version: Patch 1.3pb4 EDITOR Jun  9 2008 22:21:16
Exception code: C0000005 (ACCESS VIOLATION) READING from 0000022Ch
Message :  Exception
Error occurred at 7/15/2008 15:43:26.
D:\Program Files\battlezone II 1.4\BZ2Edit.exe, run by James.
2 processor(s), type 586.
Process Memory :   1612 MB free out of   2048 MB total
Physical memory:   1238 MB free out of   2046 MB total
Page(swap) file:   3112 MB free out of   4307 MB total
Fault address:  00B16F63 01:00095F63 D:\Program Files\battlezone II 1.4\BZ2Edit.exe

Registers:
EAX:00000000
EBX:0C48C900
ECX:00000001
EDX:00000002
ESI:00000000
EDI:0B04B6B8
CS:EIP:001B:00B16F63
SS:ESP:0023:004CE414  EBP:004CE430
DS:0023  ES:0023  FS:003B  GS:0000
Flags:00010246

Call stack:
Address   Return    Function            SourceFile
00B16F63  00000000  00AFF3AC  AdjustedScrapCost+0x00000025
00AFF3AC  00000000  00B4C892  ConstructionRig::GetCommand+0x00000143
00B4C892  00000000  00B589D7  GroupPanel::GetCommand+0x00000037
00B589D7  00000000  00B5815B  Reticle::FindReticleObject+0x000000D5
00B5815B  00000000  00B0F5AA  Reticle::Control+0x0000026E
00B0F5AA  00000000  00B0F3F8  GameFeature::Feature<float>::Update+0x00000015
00B0F3F8  00000000  00AEBF93  GameFeature::ControlAll+0x00000018
00AEBF93  00000000  00AECAD2  MissionHandler::State::RunState::Enter+0x00000186
00AECAD2  00000000  00BFCF20  MissionHandler::State::RunState::Process+0x000001A5
00BFCF20  00000000  00AEA5F1  RunCodes::Process+0x0000019F
00AEA5F1  00000000  00BFCF20  MissionHandler::Process+0x00000011
00BFCF20  00000000  00BFC941  RunCodes::Process+0x0000019F
00BFC941  00000000  00AD5EED  Main::MessagePump+0x0000004A
00AD5EED  00000000  00AD5BD7  HandledMain+0x00000444
00AD5BD7  00000000  00AD3701  HandledMain+0x0000012E
00AD3701  00000000  00C0D126  WinMain+0x00000059
00C0D126  00000000  76E63833  memset+0x00000192
76E63833  00000000  7747A9BD  BaseThreadInitThunk+0x00000012
7747A9BD  00000000  00000000  LdrInitializeThunk+0x0000004D





here are the files i was using to complete this. I ONLY AUTHORIZE THIS DOWNLOAD TO GSH, NIELK1 there are my permissions in black and white (and red). i will be checking how many downloads take place and ill remove the link if this gets abused. this is an important part of my mod and i ill be pretty annoyed if someone messes with it.

- due to an already unauthorized download, i have emailed both of you the location of the .zip




BZII Expansion Pack Development Leader. Coming Soon.

General BlackDragon

what, u dont think someone like me could fix it? Won't even let me try?

:|




*****General BlackDragon*****

mrtwosheds

Just as a side point, I noticed
Quotethe first issue, is that when i place my constructor,
This kind of says to me that you are testing this in the editor, were no dll is being run, don't expect these type of things to work well in the editor, test them in a real game, with a dll running.

Steeveeo

Quote from: mrtwosheds on July 15, 2008, 11:37:17 AMwere no dll is being run
Only true if the /nobodyhome line was in effect OR is was on a brand new map with no DLL specified. Otherwise the DLL still runs in the editor.

(Click it for more art, y'know you wanna!)

Gone to college, but I now have internet.

Commando

WRONG.  bz2edit.exe and bzone.exe run different dlls.  Just because a dll runs in bzone.exe doesn't mean the editor dll exists or will be run.

bigbadbogie

It needs the dll to have *****editor.dll at the end to work in the editor.
Others would merely say it was good humour.


My BZ2 mods:

QF2: Essence to a Thief - Development is underway.

Fleshstorm 2: The Harvest - Released on the 6th of November 2009. Got to www.bz2md.com for details.

QF Mod - My first mod, finished over a year ago. It can be found on BZ2MD.com

Nielk1

You should also let GBD take a look...
I'm currently indisposed.

Click on the image...

TheJamsh

yeh sure GBD you can too, i forgot you were on the PB4 team... go right ahead =]

i sent an update on the files to greenheart. a couple of the features now work. still no luck with accessing the terminal though.

do terminal-clad buildings have to have canCollide = 1 set on? ive set it to 0 to avoid the dodgy collision you get with the tap against the bridge segments...


BZII Expansion Pack Development Leader. Coming Soon.

GSH

Looking at your files, it seems as if you've not edited the buildsupport/buildrequire/powercost for the guntower. That's probably why it's requiring a recycler building. As to terminals, not sure, and getting a raw pile of ODFs is not a good way to repro a bug for me. ODFs + savegame makes me more likely to dig in.

-- GSH

Avatar

Terminal usage requires terrain ownership...  I think...

I was going to say the bridge bit has already been done and it does work, there must be something wrong with your requirements setup...

Targeting someone with a post virtually demanding that they fix your problem is a very bad way to go about it.  I'd suggest instead that you post what details you can, and when someone you trust offers to help send them the files...

A smile, some tact, a little diplomacy, and a baseball bat will get you a lot more than just a baseball bat will...   :)

-Av-

mrtwosheds

Quotedo terminal-clad buildings have to have canCollide = 1 set on?
I don't think so, terminals don't need to collide at all, but they do only work from one side/direction.
I have never tried attaching a guntower, I always use classLabel = "turret", they don't have terminals.

TheJamsh

gun towers still use the turret classLabel, but their aiNames are different (GunTowerProcess). this i believe allows you to use the terminal and defines it as a building...

sorry all, i didnt mean to be all 'baseball bat' about it :P...

GSH anything you need from me to try and change the terminal issue is aces by me...


BZII Expansion Pack Development Leader. Coming Soon.