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Wouldn't do anything if you (like me) had removed support for basejka bots which skill is not even a required key for the CS_PLAYERS info. So I guess ur UU would think all players are humans in my servers. :s... [Read More]
centity_t::currentState::eType will tell you ET_PLAYER vs ET_NPC. but you won't really be able to differentiate vs player/bot unless you come up with some method to communicate it via the scoreboard send method. You should know that centity_t out of... [Read More]
The powf one is a common error that you can find elsewhere in this section via search. The other however, I'm not sure. That sounds like something you had edited. Edit: actually you might need to check the min and max defines in the q_shared file(s)... [Read More]
Well for 1, you don't need to build the botlib at all. Also might be more helpful if you pasted a better formatted build log as its very hard to read when its all on 1 line even when copying and pasting it from our end.... [Read More]
There is a bug in jamp.exe where connecting to an invalid hostname or IP whilst ingame will shove you out to a black screen, unable to do anything (including open your console). A very ugly situation. The function in question is CL_Connect_f (0x41D9... [Read More]
There seems to be an issue with using the cgs.scores1/2 for the team score as it uses data from a ConfigString which appears to be somewhat unreliable during map changes on the client side. For instance: Server running a map that ends and starts chan... [Read More]
qboolean BG_LegalizedForcePowers(char *powerOut, int maxRank, qboolean freeSaber, int teamForce, int gametype, int fpDisabled) { char powerBuf[128] = ; char readBuf[128] = ; qboolean maintainsValidity = qtrue; int powerLen = strlen(powerOut); int i =... [Read More]
Info_ValueForKey function calls are quite expensive as they must parse the entire string every time it is called. Improvement: Use a string hashing method and compare the tokens using Info_NextPair. An example of this can be seen from lucel in the N... [Read More]
It appears any cvar that is part of userinfo is susceptible to being too large and thus making the userinfo string bigger than 1024 (which would likely cause the IP string and others too may not then be retrieved with trap_GetUserinfo(...) as its not... [Read More]
cg.snap->ps.fd.forcePowerLevel[] does not contain real data for most powers. As far as I can tell its only FP_LEVITATION (1) and FP_SEE (14)... [Read More]
Force Dodge shouldn't work while holding a rocket lock. Jedi_DodgeEvasion: if ( self->client->ps.weaponTime > 0 || self->client->ps.forceHandExtend != HANDEXTEND_NONE ) {//in some effect that stops me from moving on my own return qfa... [Read More]
2 hand lightning effect origin should probably be in middle, not coming from left hand only... cg_players.c CG_Player: The following gets changed: //trap_G2API_GetBoltMatrix(cent->ghoul2, 0, ci->bolt_lhand, &boltMatrix, tAng, cent->le... [Read More]
CalcEntitySpot has a bug when SPOT_WEAPON is the spot being used... case SPOT_WEAPON: //NOTE: automatically takes leaning into account! if( ent->NPC && !VectorCompare( ent->NPC->shootAngles, vec3_origin ) && !VectorCompare(... [Read More]
CG_PointContents should use projected origin and angles in-case water is a moving entity such as draining water from an area. contents |= trap_CM_TransformedPointContents( point, cmodel, ent->origin, ent->angles ); should be: contents |= tra... [Read More]
Unique1's Holocron code that is seen in OJP has an out of bounds bug: if (number_of_holocronpositions > MAX_HOLOCRON_POSITIONS) Should be >= because array is 0...max-1... [Read More]
That is also in one of the language str files, pretty sure. Just not certain which one. EDIT: Menus.str reference item "MYLANGUAGE" is what you want.... [Read More]