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(1 edit)

Btw, did you have any issues with quick saves? A lot of people report crashing when loading a quick save.

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I used the usual saves. I'll try the quick ones. About bugs:

The game version 1.10 for Windows does not have these bugs. In Linux the message ""No valid Teleport Marker for Mamutman! Destroying Mamutman..." and the entity was destroyed, because of this the game did not work correctly. This fixed everything:

https://github.com/tx00100xt/SE1-TSE-Sequel/commit/fdc4b6f5c2fc8d2908d639fdfc079...

Now there are no bugs under Linux either.

UPD:

DataF/Messages/Information/Atlantis/Pics/full.tex' (No such file or directory)

All ok with quick saves.

That file really doesn't exist. Planet Atlantis still has unfinished elements, that one picture being one of them. Is that a big issue for 1.10? If so, just use a placeholder until then.

Interesting that quick saves work on your end. What that tells me, is that the issue isn't inside the code.

No. It's not a problem . Just console spam. I copied 01.tex instead. Quick save has been tested many times at different levels. Everything is fine. CyborgMedium is still missing in the CompModels.cpp file. As I understand it will also be added later. Some other resources are not cached. This does not affect the game, there are just messages in the console sometimes. Overall, everything is fine. I passed the mod again, I did not find any errors.

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Oh, CyborgMedium will not actually be added. It's been scrapped. CompModels was running into compiler limits and I had to make the choice of which enemies to take out. There are a few more enemies that don't have Netricsa models, for the same reason.
Edit: As of now, the enemy only appears in a secret, anyway. And on maps other people make, if they do.

I split the block into two parts and at the end added a check based on the variable that is in each block:

https://github.com/tx00100xt/SE1-TSE-Sequel/commit/e1c63cc84f384cd2e53f797f49604...

Almost all warnings about caching have been fixed:

https://github.com/tx00100xt/SE1-TSE-Sequel/commit/ffd96d48deea2329b72f722ff9a16...

https://github.com/tx00100xt/SE1-TSE-Sequel/commit/16bbe5e1ac40aa1eb5d63aeb2f787...

Some icons were put from the Awakening mod (from SeriousAlexej)

They fit well:  Icons ftom Awakening mod


Ooh, nice! Will try implementing these fixes.

Icons are being worked on actually. If things go well, next update should be icons and these fixes.

Now all resources are cached. Red laser additionally uses Carcinus Lurker. I moved the caching to the beginning of the function. MODEL_INVISIBLE caching has been duplicated. Now there are no messages "not precached" in console and log.

https://github.com/tx00100xt/SE1-TSE-Sequel/commit/ea28676c04530776c1ae4b2c0f64a...

Btw, all models of enemies and weapons are displayed in Netricsa after dividing the block (if else) into two parts.

I made one mistake, I've already fixed it. The end of the function should be such:

https://github.com/tx00100xt/SE1-TSE-Sequel/commit/78866a515eef3437654f5e7db4678...

that there is a display of the background grid. This variable is further used to draw the grid.

Damn dude, you're really cleaning up some of the mess I made. I appreciate it a lot. I'm gonna add you to the credits with next update. Is this the name you generally go by?

By the way, the fly only/ground only thing, is to make sure that the enemy doesn't use the functions for take-off/land, when it's not supposed to (mantaman, flying kleer, etc, being fly only), or when the enemy's character decides its movement type (dum dum, cyborg, etc). Does that still work? The thing with cannonballs, is just to make sure the cannon's powerful secondary fire doesn't destroy bosses in mere seconds.

And guess I'll be re-implementing Netricsa models for scrapped enemies.

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I used the nickname  [Rocketers] Alex in the game . 

Yes it all works. These "if" were always TRUE because of the wrong comparison. There are only six elements:

https://github.com/tx00100xt/SE1-TSE-Sequel/blob/main/Sources/EntitiesMP/EnemyFl...

 and five of them were in comparison. Therefore, they could simply be removed. And assign a value to the sixth one.


So I changed the cannon damage correctly

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Today I played on the Back to M"Digbo level. There were three "not precached". 

Fix: https://github.com/tx00100xt/SE1-TSE-Sequel/commit/335252279a204adb1a3f160a79d4c...


UPD:

There is a very strange bug in the M'Digbo level. Saves only work up to the cave with a shotgun. As soon as the creaking music starts playing, the saves stop working. This music is not in the ogg and wav files that the level uses. This is the first time I've encountered this. The level loads after saving, but the game doesn't start. If you turn off the sound in the game before loading the level, the saves will load normally. But when I try to turn on the sound, the game freezes. At Atlantis levels everything works fine with saves and quicksaves, I checked it many times.

What kind of music is this in the caves because of which the game does not want to work after loading the save)

UPD2:

I found what the problem is. "MusicF/Demo/02-Peace.ogg". I did not recognize this song when playing on the player. Sampling frequency 48KHz. Need to change to 44KHz.

Deleted 152 days ago
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Here are some more fixes:

https://github.com/tx00100xt/SE1-TSE-Sequel/commit/a1575dd41a60d524f05b6ccc94dc7...

https://github.com/tx00100xt/SE1-TSE-Sequel/commit/7cfb90ac77b721fe11c04b9812788...

https://github.com/tx00100xt/SE1-TSE-Sequel/commit/8d625ce3ecf9d5d65a2bdec754dcf...