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(4 edits)

Back to building the sources again and I have a few new issues:

  1. You seem to have placed these files in the wrong folder when updating the sources package for Update 31.

  2. ModelsF/Items/Ammo/Bolts/Bolts.h file is included in AmmoItem.es but it doesn’t exist in the package and nothing from it is used in the source code anyway.

  3. PlayerWeapons.es is still using constants starting with KNIFE_, despite there not being any. Models/Weapons/Knife/Knife.h has all constants start with SLEDGEHAMMER_.

  4. Several enemies have the wrong names for model constants, such as animations and collision boxes, for example:

  • ANT_ANIM_BLOCKWOUND instead of ANT_ANIM_BlockWound
  • CATMAN_COLLISION_BOX_PART_NAME instead of CATMAN_COLLISION_BOX_DEATH

Classes with this problem: Ant.es, Catman.es, Cyclops.es, Grunt.es, Mamutman.es, Monkey.es, Scorpion.es.

(+1)

Hey, thanks for looking out. Most of these I have fixed already, I just forgot to add the updated files. The source has been fixed now.

Builds fine now.

Missing the new particles code for Update 32.

(+1)

Oops, sorry it should be good now.

Hi, people are having issues with "VirtualAlloc failed" and "out of memory" errors. But it seems to be caused by random things and  not even always. Any ideas?

Just as clueless as you are. I’ve seen “VirtualAlloc failed” be reported under many different circumstances, even the unmodded vanilla game. It could be caused by new OS versions or graphics cards drivers for all I know.

And “out of memory” crashes should usually be traceable through debug because they are displayed by the engine but I have no idea where to begin because there’s zero context about anything. It might even be caused by engine functions, which have been misused by the mod somehow.

Hey, do you know where main menu elements, such as game options are located within the code? I noticed that blood options are gone, for some reason and I want to put them back. Also thinking of adding some extra stuff like enemy speed modifiers.

By the way, you might be aware of this, but when running my mod through your patch, weapons like the tommygun, lasergun and their derivatives,  get way faster than they're supposed to.

The blood options are located in Scripts/menu/GameOptions.cfg and Scripts/menu/SPOptions.cfg configs for multiplayer and singleplayer respectively. You have these files packed with the latest version of the mod but for some reason the blood option is missing from them. You can copy it from the original game configs.

You have implemented your own fixes for the slowdown bug, which end up halving the firerate of the weapons when paired with my patch feature. I have considered adjusting patch behavior for certain mods but I’m still on the fence about this because (1) it requires extra effort for more content than the base game and (2) I cannot guarantee that this stuff will still work if the mods in question are continuously updated, which brings me to the former point. If I do end up implementing it, I’ll make sure to disable slowdown fixes from the patch in favor of your mod.