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Scripting discussion

HOT
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Created 11 years ago
by daedra descent
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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 ;)
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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?

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).

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.
because it "does" run fine out of dev mode... one thing i mentioned was a devmode error from OTWs DW. The same dual wield that practically everyone uses, further embelishing my point

if ( !isDefined( whatever ) )
  break; return; continue; whatever


done


and i refuse to believe even for a minute you have never seen the bug with their eye glow being left over ( which redspace pointed out the flaw in their script for )

or the fact the anchor point sometimes is not deleted on risers if the yare killed to quick ( again found by redspace )

or the broken jugg bug caused by the wunderwaffe

or ever seen a gspawn crash on any official maps that even happen on the most modern of call of duty games...



I also have no issue with the game crashing with the errors, as i then immediatly just go and fix the error

as for infinite loops, its either the last thing i touched or whatever was relevent at the time. Again, i always traxk it down. Takes maybe 20 minutes, as opposed to the entire day id have to spend fixing rediculous errors that in no way effect anything to get dev mode to even work

I don not "miss" what ive never "had"

i have no trouble doing it this way, and i dont understand why us having this approach is such a problem for you

Your also completely evading the fact I spend 90 percent of my time helping other people over skype, not on "my" mod tools, so unless i feel like walking them through fixing their devmode, and every irrelevent bug with any body elses code theyve added, its still useless to me


If its such a miricle, why dont you go post a tutorial on "how to fix devmode" DD
Last Edit: November 05, 2015, 02:37:49 am by Harry Bo21
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Let's keep this thread on topic from here on in. -DBZ

+1 to off-topic reply -DBZ

lmao. Too funny.

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because it "does" run fine out of dev mode...

if ( !isDefined( whatever ) )
  break; return; continue; whatever


done


Just doing break, return, continue, etc isn't always ideal. If you did that in a key part of a script randomly then your probably going to run into issues depending on the scenario. If it was early on however, yeah that'd be fine.

Quote
and i refuse to believe even for a minute you have never seen the bug with their eye glow being left over ( which redspace pointed out the flaw in their script for )

or the fact the anchor point sometimes is not deleted on risers if the yare killed to quick ( again found by redspace )

I haven't... though that may be just because i've never killed a zombie right as they spawn out of the ground. Kind of a waste of ammo to do anyway.

Quote
or ever seen a gspawn crash on any official maps that even happen on the most modern of call of duty games...

To my knowledge that only happens when someone idiotically piles bouncing betties in a corner for a few rounds. More of an engine limitation that a script screwup.

Quote
I also have no issue with the game crashing with the errors, as i then immediatly just go and fix the error

as for infinite loops, its either the last thing i touched or whatever was relevent at the time. Again, i always traxk it down. Takes maybe 20 minutes, as opposed to the entire day id have to spend fixing rediculous errors that in no way effect anything to get dev mode to even work

So you'd rather spend 20 minutes to track down an error or an infinite loop than fixing developer and almost instantly figuring out where the error/infinite loop is as well as making sure everything else is working correctly. Okay, personal preference i guess.

Quote
I don not "miss" what ive never "had"

and this is the "drop into the game to test something a few times and assume its working" kind of attitude i was talking about earlier. Every error, in my experience, that developer reports is a legitimate issue. Not a single instance was a developer error like "cannot cast undefined to bool" not warranted.

Quote
i have no trouble doing it this way, and i dont understand why us having this approach is such a problem for you

because i know it'd help make maps more bug free. Nothing sucks more than someone releasing map with a high quality level design only for it to be ruined by bugs that they could have caught beforehand if they used developer. And yes, I'm absolutely sure developer would have pointed out atleast 90% percent of the common bugs as long as the logic itself is OK(which is out of developer's ability to detect).

For example, developer would give you an error for doing this(undefined is not an int):

Code Snippet
Plaintext
example()
{
     if(var == 3)
     {

      }
}

but it wouldn't for this:

Code Snippet
Plaintext
example()
{
      var = randomIntRange(1, 6);
      if(var == 3)
      {

       }
}

(don't mind the indentation, was doing it in the post box).

Quote
If its such a miricle, why dont you go post a tutorial on "how to fix devmode" DD

I would if people would use it but there are so many potential issues that may prevent it from even loading. Never mind any errors that pop up in-game.
Last Edit: November 05, 2015, 03:19:14 am by daedra descent
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Now your just refusing to admit, in the cases ive done this - it makes "no difference"

also refusing to admit that treyarch maps gspawn ( Ive seen in in Ghosts MP for godsake man...)

and the eyes and the anchor points were two "seperate" things... so our answer there was kind of irrelevent, the eyes can get left over at any point, not just when spawning...


and you infact WOULD get a error from that same code "out of devmode", saying var is not defined....

Code Snippet
Plaintext
example()
{
     var = undefined;
     if(var == 3)
     {

      }
}

^^^^ would be required...

again - talking to a wall

just accept that some of us, do not need devmode to make our stuff work. Sure it could help, but other ways exist, ways i find much easier
Last Edit: November 05, 2015, 03:24:01 am by Harry Bo21
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Now your just refusing to admit, in the cases ive done this - it makes "no difference"

again - talking to a wall

just accept that some of us, do not need devmode to make our stuff work. Sure it could help, but other ways exist, ways i find much easier

I could say the same to you. You say that developer doesn't make a difference yet you haven't actually used it.
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I could say the same to you. You say that developer doesn't make a difference yet you haven't actually used it.
except im saying that errors in dev mode that mean nothing will not effect the game "out of dev mode" in the cases ive used it

This is the defining fact you insist on totally ignoring

Ive said multiple times it could be useful, but not "required", my only point is that errors in dev mode that do not effect the game OUT OF DEV MODE do not matter at all


if you live by examples, OTWs DW, im gonna keep quoteing it coz it works just fine in the hundred or so maps its in - but gives a dev mode error for field object is not defined. Which means jack shit out of devmode as he handles the fact its "undefined"
Last Edit: November 05, 2015, 03:28:47 am by Harry Bo21
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Code Snippet
Plaintext
example()
{
     var = undefined;
     if(var == 3)
     {

      }
}

Just did a quick test in-game, and no it doesn't give you an error unless your running developer. If you do, it says it is an unmatched pair.

except im saying that errors in dev mode that mean nothing will not effect the game "out of dev mode" in the cases ive used it

This is the defining fact you insist on totally ignoring

Ive said multiple times it could be useful, but not "required", my only point is that errors in dev mode that do not effect the game OUT OF DEV MODE do not matter at all

How would you actually know that though until someone actually reports it? Just because something works in-game once or twice != will work every single time under all conditions(mostly COOP, but other things too).
Last Edit: November 05, 2015, 03:32:40 am by daedra descent
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Its not once or twice... and as you KEEP bringing it up I DO CO_OP test. I have the game twice, one on my laptop, running on a VPN and one on my PC


again OTWs DW script - in hundreds of maps

my perks - in a ton

any bugs with them im aware of and dev mode did not help me find them - i just found them "myself"


OTWs DW script
OTWs DW script
OTWs DW script
OTWs DW script
OTWs DW script
OTWs DW script
OTWs DW script
OTWs DW script
OTWs DW script
OTWs DW script
OTWs DW script
OTWs DW script
OTWs DW script
OTWs DW script
OTWs DW script
OTWs DW script
OTWs DW script



dunno wher eyou got this stupid idea i check the game starts and thats it. My stuff gets heavy ass testing, anything that gets missed is coz im not told about it at all, but these are never "game breaking". Usually just retarded stuff like a extra gun without mule kick or something


Your making mountains out of mole hills
Last Edit: November 05, 2015, 03:42:28 am by Harry Bo21
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Its not once or twice... and as you KEEP bringing it up I DO CO_OP test. I have the game twice, one on my laptop, running on a VPN and one on my PC


again OTWs DW script - in hundreds of maps

my perks - in a ton

any bugs with them im aware of and dev mode did not help me find them


OTWs DW script
OTWs DW script
OTWs DW script
OTWs DW script
OTWs DW script
OTWs DW script
OTWs DW script
OTWs DW script
OTWs DW script
OTWs DW script
OTWs DW script
OTWs DW script
OTWs DW script
OTWs DW script
OTWs DW script
OTWs DW script
OTWs DW script

Not saying you or anyone specifically, just in general how *do* you know.

In the case of OTW's DW script i don't think he's handling whatever is causing the script to return undefined object right. It would NOT be giving an error if he was. I would be interested in seeing the code and where this developer error is coming from...
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its the client script from his code that gives the error

specifically the bit right at the bottom that handles if the weapon in hand is "not" a DW

only errors in devmode, not out of dev mode. Ive never seen "undefined is not a field object" unless in dev mode on that note anyway

Anyway im bored of arguing over something that imo still just doesnt matter at all. When you show me a error with my stuff that ruins the game and prove its all because of devmode and unavoidable without, then maybe. But or now all im seeing is "itll point out errors that i can fix, then there will still be no way to use dev mode on the ppl i give it to because THEIR devmode wont work" or "but undefined is bad" - but not in all cases


The long and short of it is, to use dev mode properly, would involve me fixing everybody elses code that i use in my maps, or the people i assist. Making it more trouble than its worth

I wait for a bug, if its a crash i developer 1, devmap in, find the line and fix it. If not, then i keep my code organized so i can easily find out where it came from anyway

so - fine, you win

Last Edit: November 05, 2015, 04:18:23 am by Harry Bo21
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This entire thread reminded me of all the arguement ive had in chat and recent topics. Two unrelenting sides giving their opinion. And refusing too accept the others opinion. And just like in this arguement, at one point multiple bystanders join the fray and spew unintelligible, half baked arguements just too make a side look more correct, when neither side is "more" correct. They are just opinions, nothing more nothing less. there is no right or wrong answer, just opinions. And when opinions start getting flung around, fights break out because one side believes with all their heart and soul that the other persons "opinion" is wrong. This is why i tend too avoid these types of topics, because neither side ever returns unscathed, and only animosity is gained between the apposing forces when the arguement is abruptly ended. In this case both methods work, though one may be faster than the other, they both still "work" to get the job done. Why fix something if it isn't broken.
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This entire thread reminded me of all the arguement ive had in chat and recent topics. Two unrelenting sides giving their opinion. And refusing too accept the others opinion. And just like in this arguement, at one point multiple bystanders join the fray and spew unintelligible, half baked arguements just too make a side look more correct, when neither side is "more" correct. They are just opinions, nothing more nothing less. there is no right or wrong answer, just opinions. And when opinions start getting flung around, fights break out because one side believes with all their heart and soul that the other persons "opinion" is wrong. This is why i tend too avoid these types of topics, because neither side ever returns unscathed, and only animosity is gained between the apposing forces when the arguement is abruptly ended. In this case both methods work, though one may be faster than the other, they both still "work" to get the job done. Why fix something if it isn't broken.
that was actually the point i was making

devmode has its uses, i admit that. But the trouble to even get it working when i already have a way that works fine seemed pointless. Especially as im alwasy fixing stuff to other peoples pcs via teamviewer and stuff

I wouldnt call it a fight tho, me and DD just get heated, no grudges held
Last Edit: November 05, 2015, 05:59:21 am by Harry Bo21
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I remember this one time, when Blunt gave me his Gersches and we had problem with map freezing/anim issue. Only way to find out what was happening was to use devmode, which was pain to get working due to all the bugs you can only see in devmode. There are some bugs you can find explanation only in devmode, but those are rare. I will just probs make for future maps code, which if person puts developer 1 on, it automatically turns it off (hopefully this is possible) cos I dont want people to find "unnecessary" bugs in codes which 99% of players cant even see
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also refusing to admit that treyarch maps gspawn ( Ive seen in in Ghosts MP for godsake man...)
ghosts doesnt exist, the whole game was broken. same with aw, the only good from that game were models and aims

I remember this one time, when Blunt gave me his Gersches and we had problem with map freezing/anim issue. Only way to find out what was happening was to use devmode, which was pain to get working due to all the bugs you can only see in devmode. There are some bugs you can find explanation only in devmode, but those are rare. I will just probs make for future maps code, which if person puts developer 1 on, it automatically turns it off (hopefully this is possible) cos I dont want people to find "unnecessary" bugs in codes which 99% of players cant even see
menufiles can do dat. in da loading screen
Code Snippet
Plaintext
#if dvarBool(developer) == 1
setdvar developer 0;
#endif
i havent messed around with the #if statements so im not 100% sure this will work, but if not you can always make the play map button activate the dvar and such. Also when i test my scripts, i set the play solo button to devmap and developer because im usually blind to simple errors and this will tell me instantly where its broke. but if it loads fine, ill just turn it off and devmap the map again
Last Edit: November 05, 2015, 12:11:24 pm by liamsa669
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I remember this one time, when Blunt gave me his Gersches and we had problem with map freezing/anim issue. Only way to find out what was happening was to use devmode, which was pain to get working due to all the bugs you can only see in devmode. There are some bugs you can find explanation only in devmode, but those are rare. I will just probs make for future maps code, which if person puts developer 1 on, it automatically turns it off (hopefully this is possible) cos I dont want people to find "unnecessary" bugs in codes which 99% of players cant even see

So your not going to fix the issues that developer tells you due to laziness?

Edit: and i hope you(or anyone else) don't have any intention of becoming an actual programmer or something. The errors that developer reports are the same you'd get in languages like java.
Last Edit: November 05, 2015, 01:07:30 pm by daedra descent
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So your not going to fix the issues that developer tells you due to laziness?

Edit: and i hope you(or anyone else) has any intention of becoming an actual programmer or something. The errors that developer reports are the same you'd get in languages like java.

Laziness would be not fixing one to few issues. Theres just too many developer issues for it to be in my control. Even Blunt said that it would take ages to fix every single one of them. Besides, why would you want to run developer on other persons map? You are not the developer and they are not your script issues

And no, not interested in actual programming

 
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