If you want scripts / features made for you, then contact me by PM or email / skype etc it will cost you tho so if you have no intention of reciprocating don't even waste my time
what happened to the zero tolerance rule? seems this has gotten out of control
Yea if you could point out where anyone is harrasing anyone please?
All I see is discussion, biast opinions and some well deserved "honest feedback" to the person who feels like its his role in life to dole it out to everyone else?
Yea if you could point out where anyone is harrasing anyone please?
All I see is discussion, biast opinions and some well deserved "honest feedback" to the person who feels like its his role in life to dole it out to everyone else?
There are plenty of scripters who have released tons of stuff, i.e. worked with someone else to make a map, or made a mod, or some tutorials, or some addons, or a map all on their own. How is this an 'excuse'?
It isn't, really. That was just my intention. The idea was that maps sit ontop the mod as a plug-in of sorts, not as a side by side thing(more modular, basically).
Quote
I think the reason no-one really had any interest in your Soviet Mods is because, well quite honestly, they looked kinda lame.
How's that for some honest feedback?
Well, i appreciate it and totally agree. I should have had more going on with it before i released it.
They wouldn't have been working with me anyway. Again, maps are individually maintained and they sit on top the mod. If a mod gets a new gamemode it is the responsibility of the map maker to add the gamemode if they want it.
lets not forget, i have seen exactly 0 people using your stuff so we just have to "take your word for it" that its as bullet proof as you claim
would hate to find any bugs with it
As long as you use it as intended you shouldn't. I test everything as thoroughly as i can(in SP).
For the Soviet mod specifally, you might not know if something's wrong unless you run it in dev mode. Anytime something bad happens i use assertMsg("<string>"); to kick me back out of the game with error.
As long as you use it as intended you shouldn't. I test everything as thoroughly as i can(in SP).
For the Soviet mod specifally, you might not know if something's wrong unless you run it in dev mode. Anytime something bad happens i use assertMsg("<string>"); to kick me back out of the game with error.
This is beta code still, haven't had a chance to test soviet_dust with it.
I see no difference with this, and just using iprints, other than id need to spend weeks fixing
teryarchs script problems every one else script problems all the devmode only irrelevent errors with my stuff
and on top of that, i spend 90% of my time fixing everyone elses problems so id also need to
Fix everyone elses treyarch script fails everyone else scripts they got from absolutely anywhere else and all my stuff - again
just to find out something i could have easily tested with a simple print
You remember even stock maps wont load in dev right? Not saying its of no use, just saying some of us cant be assed with it, and just do our bug testing in other ways
Devmode is even complaining about "usetriggerrequirelookat()" on prorevenges map which is totally valid, so i see no use for it
Last Edit: November 05, 2015, 01:46:54 am by Harry Bo21
Devmode is even complaining about "usetriggerrequirelookat()" on prorevenges map which is totally valid, so i see no use for it
this is abit off topic but harry you do know that UseTriggerRequireLookAt() can only be used on trigger_use's so if your using a spawned trigger its not gonna be a trigger_use thats whay some maps throw a error what i would do is this
this way you can call it on any ent and it will only work on trigger_use's (simple if statement i know but its fixed so many errors for me)
EDIT: Im assuming its a spawned trigger cause your craftables and a few other things (still assuming) spawn in a trigger_radius and use a hacky way round to convert them into a trigger_use but on spawn your calling UseTriggerRequireLookAt() on the trigger_radius
this is abit off topic but harry you do know that UseTriggerRequireLookAt() can only be used on trigger_use's so if your using a spawned trigger its not gonna be a trigger_use thats whay some maps throw a error what i would do is this
this way you can call it on any ent and it will only work on trigger_use's (simple if statement i know but its fixed so many errors for me)
EDIT: Im assuming its a spawned trigger cause your craftables and a few other things (still assuming) spawn in a trigger_radius and use a hacky way round to convert them into a trigger_use but on spawn your calling UseTriggerRequireLookAt() on the trigger_radius
they "are" on trigger use, still giving devmode errors
Not my first Rodeo bro, the craftables having that is just a mistake from where i changed the triggers at some point. These errors come up from trey arch code on prorevenges map ( which i found after removing mine, and still getting the errors )
Last Edit: November 05, 2015, 02:01:24 am by Harry Bo21
I see no difference with this, and just using iprints, other than id need to spend weeks fixing
It only runs in developer mode. Meaning that i can keep my code like this without affecting non dev map but yeah it is like just printing something to the screen, just for debugging things exclusively.
Quote
teryarchs script problems every one else script problems all the devmode only irrelevent errors with my stuff
I think i know what 'script fails' your referring too and no, they aren't 'fails' per se but rather something that was required in nazi_zombie_factory that you don't need or want in a custom map. Not really a fail IMO.
Quote
and on top of that, i spend 90% of my time fixing everyone elses problems so id also need to
Fix everyone elses treyarch script fails everyone else scripts they got from absolutely anywhere else and all my stuff - again
I know a lot of the errors seem meaningless but they do have a reason behind them(i.e. running code on an undefined variable).
The stuff that really matters often sits under the meaningless crap too so you need to dig to really take advantage of the developer feature.
Quote
just to find out something i could have easily tested with a simple print
You could have, yeah. However in my case specifically, my mod's scripts doesn't necessary know if the mapper defined things like weapons in the map, so i have to have a way to tell them without invading normal playing sessions.
they "are" on trigger use, still giving devmode errors
Not my first Rodeo bro
Very strange. I'd be interested to see your code to see why that is.
Edit: i've never had an issue loading into a Treyarch map as long as the _debug.gsc file is also loaded. Treyarch included the _debug.gsc which uses developer EXE functions we can't use.
Last Edit: November 05, 2015, 02:02:13 am by daedra descent
I know a lot of the errors seem meaningless but they do have a reason behind them(i.e. running code on an undefined variable).
for the millionth time, this doesnt matter
it "could" matter, which is why the engine warns you, but it runs fine - out of dev mode
Theres a ton of fuck ups in treyarchs scripts... just as one example their failiure to delete the ents for eye glows in a ton of cases
And this is all preference
YOU prefer to use devmode, I prefer to use prints, which can take a while, but no where near as long as itll take to fix dev mode, and errors with every other mo fos scripts in every other map i work on - all via skype...
it "could" matter, which is why the engine warns you, but it runs fine - out of dev mode
Theres a ton of fuck ups in treyarchs scripts... just as one example their failiure to delete the ents for eye glows in a ton of cases
And this is all preference
YOU prefer to use devmode, I prefer to use prints, which can take a while, but no where near as long as itll take to fix dev mode, and errors with every other mo fos scripts in every other map i work on - all via skype...
theres nothing "wrong" with either way
yeah theres nothing wrong with either way but i have to say that DD for once has said something smart ive used devmode a few times but only when printing out has taken too long or just cant do enough to help me or im just feeling lazy
it "could" matter, which is why the engine warns you, but it runs fine - out of dev mode
Well, thats kind of the point of debugging your scripts in the first place - to make sure that nothing *can* happen and everything works as intended. Why leave yourself open to risk and then have to come back and fix it?
Quote
Theres a ton of fuck ups in treyarchs scripts... just as one example their failiure to delete the ents for eye glows in a ton of cases
If that were true the game would crash with no free entities error without developer so i'm having a hard time believing that(which has never happened to me).
Quote
YOU prefer to use devmode, I prefer to use prints, which can take a while, but no where near as long as itll take to fix dev mode, and errors with every other mo fos scripts in every other map i work on - all via skype...
theres nothing "wrong" with either way
Well, assertMsg() kicks you of the game so if the code would have normally caused an infinite loop somehow then it avoids the hassle of killing WaW. but yes, i agree they can both be used for debugging.