Videos (Critical Bugs Only Please) -1 reply

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FourAces

Addicted to GF

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16th July 2008

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#1 11 years ago

Please post any vids of bugs here. Please post the patch #, let us know if your video card is OC'd (CPU does not matter that much), and if you are using the Russian version.

[COLOR=Purple]Here is my first[/COLOR]. I modified a MP 5 for better accuracy, better trajectory, and an extended clip. What I received is a magical weapon with bullets that apparent phase into another dimension since they do not hit anything. There is text explaining everything.

I also noticed that my detector reflects sunlight that is not there. Since it does not emit light at night, it must be sunlight. The problem is that I was in total shade at the time, and it was pulsing. This could mean that there are generated light particles, with a 0 alpha that permeates the whole area. These would remain invisible unless triggered, but would eat a lot of resources and be horribly inefficient. My God Rays are disabled, since they are so badly implemented, so it cannot be them (or at least it should not be them).




Bad_Motha

Pro-Filer thinks I'm cool!!

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10th May 2008

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#2 11 years ago

Maybe you should just post the w_mp5.ltx file. Obviously you did something wrong in there. Are you using any mods of any kind?




FourAces

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#3 11 years ago
Bad_Motha;4620897Maybe you should just post the w_mp5.ltx file. Obviously you did something wrong in there. Are you using any mods of any kind?

No I did not since this is pure Vanilla CS.

I wanted to make a list of things to fix from a pure 1.05 release. I am not even using my retextures for the weapons. I just checked to make sure and none of the game's .db files have been altered/updated in the last week since I installed (including the patch).

I have the suspicion that it is the trajectory upgrade that is causing the problem, but cannot be sure until I take a look at the weapons in CS.

Here is the unpacked version of the mp5.ltx

Spoiler: Show

[wpn_mp5]:identity_immunities,weapon_probability,default_weapon_params GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\mp5" ; option for Level Editor $npc = on ; option for Level Editor $prefetch = 8 scheduled = off ; option for ALife Simulator cform = skeleton class = WP_LR300 min_radius = 0 max_radius = 50 description = st_wpn_mp5_descr

ef_main_weapon_type = 2 ef_weapon_type = 6

default_to_ruck = false sprint_allowed = true control_inertion_factor = 1.0

;---DOF------------------------------------------------------------------------- zoom_dof = 0.5, 1.0, 180 reload_dof = 0.0, 0.5, 5, 1.7 ;------------------------------------------------------------------------------- holder_range_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_range holder_fov_modifier = 0.7 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_fov ;------------------------------------------------------------------------------- upgrades = up_gr_ab_mp5, up_gr_cd_mp5, up_gr_ef_mp5, up_gr_h_mp5, up_gr_i_mp5 installed_upgrades = upgrade_scheme = upgrade_scheme_u10a

cost = 3000 ; the price of the item weapon_class = assault_rifle ; the type of the box that will be used in buy-menu in multiplayer mode

ammo_limit = 210 ; obsolete ammo_elapsed = 30 ; obsolete ammo_elapsed = 30

ammo_mag_size = 30 ; clip (magazine) size fire_modes = 1, 3, -1

ammo_class = ammo_9x19_fmj, ammo_9x19_pbp grenade_class = ammo_vog-25, ammo_vog-25p ; name of the ltx-section of used grenades

launch_speed = 0 hand_dependence = 1 single_handed = 0

slot = 2 ; // secondary animation_slot = 8 ; type of the animation that will be used inv_name = st_wpn_mp5 ; name in inventory inv_name_short = st_wpn_mp5 inv_weight = 2.5

inv_grid_width = 3 inv_grid_height = 1 inv_grid_x = 5 inv_grid_y = 11

kill_msg_x = 72 kill_msg_y = 82 kill_msg_width = 56 kill_msg_height = 23

;------------------------------------------------------------------------------- ;áàçîâàÿ äèñïåðñèÿ fire_dispersion_base = 0.8 ;0.8 ;óãîë (â ãðàäóñàõ) áàçîâîé äèñïåðñèè îðóæèÿ (îðóæèÿ çàæàòîãî â òèñêàõ) control_inertion_factor = 1.2f

;îòäà÷à cam_relax_speed = 5 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå cam_relax_speed_ai = 120.75 cam_dispersion = 0.2 ;óâåëè÷åíèÿ óãëà (â ãðàäóñàõ) ñ êàæäûì âûñòðåëîì cam_dispersion_inc = 0.5 ;óâåëè÷åíèe cam_dispersion ñ êàæäûì âûñòðåëîì cam_dispersion_frac = 0.7 ;ñòâîë áóäåò ïîäûìàòüñÿ íà cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac) cam_max_angle = 5.0 ;ìàêñèìàëüíûé óãîë îòäà÷è cam_max_angle_horz = 10.0 ;(degree) maximum shot horizontal degree cam_step_angle_horz = 2.0 ;(degree) size of step camera moved in horizontal position while shooting

zoom_cam_relax_speed = 10 ; scope & ironsight zoom_cam_relax_speed_ai = 120.75 zoom_cam_dispersion = 0.2 zoom_cam_dispersion_inc = 0.5 zoom_cam_dispersion_frac = 0.7 zoom_cam_max_angle = 5.0 zoom_cam_max_angle_horz = 10.0 zoom_cam_step_angle_horz = 1.5

fire_dispersion_condition_factor = 5 ;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå misfire_probability = 0.003 ;âåðîÿòíîñòü îñå÷êè ïðè ìàêñèìàëüíîì èçíîñå misfire_condition_k = 0.05 condition_shot_dec = 0.0002 ;óâåëè÷åíèå èçíîñà ïðè êàæäîì âûñòðåëå ;-------------------------------------------------------------------------------

position = -0.026, -0.125, -0.03 orientation = 0, -10, 0

fire_point = 0.0, 0.188, 0.392 fire_point2 = 0.0, 0.188, 0.392

flame_particles = weapons\generic_weapon05 smoke_particles = weapons\generic_shoot_00 grenade_flame_particles = weapons\generic_weapon01

shell_point = 0.0, 0.188, 0.082 shell_dir = 0.0, 1.0, 0.0

shell_particles = weapons\generic_shells

PDM_disp_base = 1.0 PDM_disp_vel_factor = 1.3 PDM_disp_accel_factor = 1.3 PDM_disp_crouch = 1.0 PDM_disp_crouch_no_acc = 1.0

; ttc hit_power = 0.5, 0.5, 0.5, 0.5 hit_impulse = 100 ; size of physic impulse by bullet hit_type = fire_wound ; [] type of the wound

hit_probability_gd_novice = 0.80 hit_probability_gd_stalker = 0.80 hit_probability_gd_veteran = 0.80 hit_probability_gd_master = 0.80

fire_distance = 50 ; maximum fire distance that bullet can fly bullet_speed = 250 ; starting bullet speed rpm = 700 rpm_empty_click = 200 ; end ttc

use_aim_bullet = true ;Ïîääåðæèâàåòñÿ ëè ïåðâàÿ ñóïïåð ïóëÿ time_to_aim = 3.0

hud = wpn_mp5_hud

;--STRAP PARAMETERS----------------------------------------------------------------- ;ïîä ìèøêîé strap_position = -0.16,-0.36,0.15 ; position (offset) and orientation of the weapon when it is strapped strap_orientation = -10,-5,10 ; (3rd person view in degrees) strap_bone0 = bip01_spine2 strap_bone1 = bip01_spine1

startup_ammo = 90 visual = dynamics\weapons\wpn_mp5\wpn_mp5.ogf

light_disabled = false light_color = 0.6,0.5,0.3 light_range = 5 light_var_color = 0.05 light_var_range = 0.5 light_time = 0.2

ph_mass = 3

;addons scope_status = 0 ; 0 - no addon silencer_status = 2 ; 1 - permanent grenade_launcher_status = 0 ; 2 - attachable

zoom_enabled = true ; (on,off)zoom mode (right mouse button) zoom_rotate_time = 0.25 scope_zoom_factor = 50 ; fov for zoom mode

scope_name = wpn_addon_scope ; section name for the attachable scope scope_x = 47 ; offset in inventory icon scope_y = 0 silencer_name = wpn_addon_silencer ; section name for the attachable silencer silencer_x = 130 ;218 ; offset in inventory icon silencer_y = -13 grenade_launcher_name = wpn_addon_grenade_launcher; section name for the attachable grenade launcher grenade_launcher_x = 126 ; offset in inventory icon grenade_launcher_y = 24

;çâóêè snd_draw = weapons\ak74_draw snd_holster = weapons\generic_holster snd_shoot = weapons\n_mp5_shot

snd_empty = weapons\gen_empty, 0.5 snd_reload = weapons\mp5_reload snd_shoot_grenade = weapons\gen_grenshoot snd_reload_grenade = weapons\gen_grenload, 1.0, 0.8 snd_switch = weapons\groza_switch, 1.0, 0.5 snd_bore = weapons\mp5_bore snd_bore1 = weapons\draw_silent

;íàñòðîéêè äëÿ ãëóøèòåëÿ silencer_hit_power = 0.55, 0.55, 0.55, 0.55 silencer_hit_impulse = 120 silencer_fire_distance = 250 silencer_bullet_speed = 600

;silencer_flame_particles = weapons\generic_weapon01 silencer_smoke_particles = weapons\generic_shoot_00

snd_silncer_shot = weapons\w_ak74_shot1

silencer_light_color = 0.6,0.5,0.3 silencer_light_range = 0.01 silencer_light_var_color= 0.05 silencer_light_var_range= 0.5 silencer_light_time = 0.2

[wpn_mp5_hud] zoom_hide_crosshair = true attach_place_idx = 0 item_visual = dynamics\weapons\wpn_mp5\wpn_mp5_hud.ogf

hands_position = -0.106500,-0.162000,0.113001 hands_orientation = -6.700007,-0.800001,-5.400002 hands_position_16x9 = -0.100500,-0.191500,0.135500 hands_orientation_16x9 = -3.999999,3.199998,-6.000006

item_position = 0.014173,-0.001619,-0.004513 item_orientation = 4.899572,0.078592,366.138245

shell_point = 0.021,0.099,0.286 shell_dir = 0.0, 1.0, 0.0 shell_bone = wpn_body

fire_point = 0,0.068,0.439 fire_bone = wpn_body fire_point2 = -0.030000,0.074500,-0.037000 fire_bone2 = wpn_body

anm_show = mp5_draw anm_hide = mp5_holster anm_idle = mp5_idle anm_idle_sprint = mp5_idle_sprint anm_idle_moving = mp5_idle_moving anm_shots = mp5_shoot anm_reload = mp5_reload anm_idle_aim = mp5_idle_aim anm_bore = mp5_idle_bore

;anm_switch = mp5_switch_off ;mp5_switch_off ;anm_switch_g = mp5_switch_on ;mp5_switch_on

;anm_hide_w_gl = mp5_holster_w_gl ;anm_show_w_gl = mp5_draw_w_gl ;anm_idle_w_gl = mp5_idle_w_gl ;anm_shots_w_gl = mp5_shoot_w_gl ;anm_reload_w_gl = mp5_reload_w_gl ;anm_idle_w_gl_aim = mp5_idle_aim_w_gl ;anm_idle_sprint_w_gl = mp5_idle_sprint_w_gl ;anm_idle_moving_w_gl = mp5_idle_moving_w_gl ;anm_bore_w_gl = mp5_idle_bore_w_gl

;anm_show_g = mp5_draw_w_gl;mp5_draw_grenade ;anm_hide_g = mp5_holster_w_gl;mp5_holster_grenade ;anm_idle_g = mp5_idle_w_gl;mp5_idle_grenade ;anm_reload_g = mp5_reload_grenade ;anm_idle_g_aim = mp5_idle_aim_w_gl;mp5_idle_grenade ;anm_shots_g = mp5_shoot_grenade ;anm_idle_sprint_g = mp5_idle_sprint_w_gl;mp5_idle_sprint_grenade ;anm_idle_moving_g = mp5_idle_moving_w_gl;mp5_idle_moving_grenade ;anm_bore_g = mp5_idle_bore_grenade

aim_hud_offset_pos = -0.080500,0.002500,-0.018000 aim_hud_offset_rot = -0.035000,-0.032500,0.010000

aim_hud_offset_pos_16x9 = -0.088000,0.037500,0.029000 aim_hud_offset_rot_16x9 = 0.035000,0.015000,-0.017500

gl_hud_offset_pos = 0,0,0;-0.053000,-0.059000,0.000000 gl_hud_offset_rot = 0,0,0;-0.145000,0.000000,0.000000

gl_hud_offset_pos_16x9 = 0,0,0;-0.130000,0.003500,0.000500 gl_hud_offset_rot_16x9 = 0,0,0;0.052500,0.045000,-0.010000

lean_hud_offset_pos = 0,0,0 lean_hud_offset_rot = 0,0,0

;----------------------------------------------------------------------------- ; Óíèêàëüíûå ;-----------------------------------------------------------------------------

[wpn_mp5_minigame]:wpn_mp5 ;new weapon for minigame "Shooting" ammo_limit = 100 ;ammo_mag_size = 10 ammo_class = ammo_minigame fire_modes = 1 $spawn = "weapons\wpn_mp5_minigame" cost = 0 quest_item = true upgrades = up_gr_ab_mp5, up_gr_cd_mp5, up_gr_ef_mp5, up_gr_h_mp5, up_gr_i_mp5 installed_upgrades = up_b_mp5,up_d_mp5,up_bd_mp5 upgrade_scheme = upgrade_scheme_u10a

And here is the upgrades for it

Spoiler: Show

[up_sect_a_mp5] cost = 750 value = +15 rpm = 100

[up_sect_b_mp5] cost = 750 value = +40 fire_dispersion_base = -0.3

[up_sect_c_mp5] cost = 750 value = +10 control_inertion_factor = -0.1 inv_weight = -0.3

[up_sect_d_mp5] cost = 750 value = +50 bullet_speed = 100 hit_power = 0.52, 0.52, 0.52, 0.52

[up_sect_e_mp5] cost = 750 value = -20

cam_dispersion = -0.2 ;1.0 cam_dispersion_inc = -0.1 ;0.5 cam_step_angle_horz = -0.4 ;2.0

zoom_cam_dispersion = -0.1 ;0.5 zoom_cam_dispersion_inc = -0.1 ;0.5 zoom_cam_step_angle_horz = -0.4 ;2.0

[up_sect_f_mp5] cost = 750 value = -30 value2 = st_upgr_rpm_lowered rpm = -200

cam_dispersion = -0.3 ;1.0 cam_dispersion_inc = -0.15 ;0.5 cam_step_angle_horz = -0.6 ;2.0

zoom_cam_dispersion = -0.15 ;0.5 zoom_cam_dispersion_inc = -0.15 ;0.5 zoom_cam_step_angle_horz = -0.6 ;2.0

[up_sect_h_mp5] cost = 750 value = +15 ammo_mag_size = 15

[up_sect_i_mp5] cost = 1500 value = "9x18" ammo_class = ammo_9x18_fmj, ammo_9x18_pmm

[up_sect_ac_mp5] cost = 1125 value = -20

cam_dispersion = -0.2 ;1.0 cam_dispersion_inc = -0.1 ;0.5 cam_step_angle_horz = -0.4 ;2.0

zoom_cam_dispersion = -0.1 ;0.5 zoom_cam_dispersion_inc = -0.1 ;0.5 zoom_cam_step_angle_horz = -0.4 ;2.0

[up_sect_bd_mp5] cost = 1125 value = +50 bullet_speed = 100 hit_power = 0.55, 0.55, 0.55, 0.55

[up_a_mp5] scheme_index = 0, 0 known = 1 effects = up_gr_ac_mp5 section = up_sect_a_mp5 property = prop_rpm

precondition_functor = inventory_upgrades.precondition_functor_a precondition_parameter = true

effect_functor = inventory_upgrades.effect_functor_a effect_parameter = on_weapon_upgrade_something_here

; ui prereq_functor = inventory_upgrades.prereq_functor_a prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a prereq_params = money(1000), item(habar) name = st_upg_zatvor_rpm description = st_upg_zatvor_rpm_descr icon = ui_wp_upgrade_30

;;... [up_b_mp5] scheme_index = 0, 1 known = 1 effects = up_gr_bd_mp5 section = up_sect_b_mp5 property = prop_dispersion

precondition_functor = inventory_upgrades.precondition_functor_a precondition_parameter = true

effect_functor = inventory_upgrades.effect_functor_a effect_parameter = something_here

; ui prereq_functor = inventory_upgrades.prereq_functor_a prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a prereq_params = money(1000), item(habar) name = st_upg_zatvor_recoil description = st_upg_zatvor_recoil_descr icon = ui_wp_upgrade_31

[up_c_mp5] scheme_index = 0, 2 known = 1 effects = up_gr_ac_mp5 section = up_sect_c_mp5 property = prop_inertion

precondition_functor = inventory_upgrades.precondition_functor_a precondition_parameter = a & b

effect_functor = inventory_upgrades.effect_functor_a effect_parameter = something_here

; ui prereq_functor = inventory_upgrades.prereq_functor_a prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a prereq_params = money(1000), item(habar) name = st_upg_barrel_weight description = st_upg_barrel_weight_descr icon = ui_wp_upgrade_52

[up_d_mp5] scheme_index = 0, 3 known = 1 effects = up_gr_bd_mp5 section = up_sect_d_mp5 property = prop_bullet_speed

precondition_functor = inventory_upgrades.precondition_functor_a precondition_parameter = true

effect_functor = inventory_upgrades.effect_functor_a effect_parameter = something_here

prereq_functor = inventory_upgrades.prereq_functor_a prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a prereq_params = money(1000), item(habar) name = st_upg_barrel_curved description = st_upg_barrel_curved_descr icon = ui_wp_upgrade_25

[up_e_mp5] scheme_index = 0, 4 known = 1 effects = section = up_sect_e_mp5 property = prop_recoil

precondition_functor = inventory_upgrades.precondition_functor_a precondition_parameter = true

effect_functor = inventory_upgrades.effect_functor_a effect_parameter = something_here

; ui prereq_functor = inventory_upgrades.prereq_functor_a prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a prereq_params = money(1000), item(habar) name = st_upg_porsh_recoil description = st_upg_porsh_recoil_descr icon = ui_wp_upgrade_41

[up_f_mp5] scheme_index = 0, 5 known = 1 effects = section = up_sect_f_mp5 property = prop_recoil

precondition_functor = inventory_upgrades.precondition_functor_a precondition_parameter = true

effect_functor = inventory_upgrades.effect_functor_a effect_parameter = something_here

prereq_functor = inventory_upgrades.prereq_functor_a prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a prereq_params = money(1000), item(habar) name = st_upg_porsh_rpm description = st_upg_porsh_rpm_descr icon = ui_wp_upgrade_42

[up_h_mp5] scheme_index = 0, 6 known = 1 effects = section = up_sect_h_mp5 property = prop_ammo_size

precondition_functor = inventory_upgrades.precondition_functor_a precondition_parameter = true

effect_functor = inventory_upgrades.effect_functor_a effect_parameter = something_here

prereq_functor = inventory_upgrades.prereq_functor_a prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a prereq_params = money(1000), item(habar) name = st_upg_charger_big description = st_upg_charger_big_descr icon = ui_wp_upgrade_19

[up_i_mp5] scheme_index = 0, 7 known = 1 effects = section = up_sect_i_mp5 property = prop_calibre

precondition_functor = inventory_upgrades.precondition_functor_a precondition_parameter = true

effect_functor = inventory_upgrades.effect_functor_a effect_parameter = something_here

prereq_functor = inventory_upgrades.prereq_functor_a prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a prereq_params = money(1000), item(habar) name = st_upg_calibre_9_18 description = st_upg_calibre_9_18_descr icon = ui_wp_upgrade_20

[up_ac_mp5] scheme_index = 1, 0 known = 1 effects = section = up_sect_ac_mp5 property = prop_recoil

precondition_functor = inventory_upgrades.precondition_functor_a precondition_parameter = true

effect_functor = inventory_upgrades.effect_functor_a effect_parameter = something_here

prereq_functor = inventory_upgrades.prereq_functor_a prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a prereq_params = money(1000), item(habar) name = st_upg_barrel_recoil description = st_upg_barrel_recoil_descr icon = ui_wp_upgrade_24

[up_bd_mp5] scheme_index = 1, 1 known = 1 effects = section = up_sect_bd_mp5 property = prop_bullet_speed

precondition_functor = inventory_upgrades.precondition_functor_a precondition_parameter = true

effect_functor = inventory_upgrades.effect_functor_a effect_parameter = something_here

prereq_functor = inventory_upgrades.prereq_functor_a prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a prereq_params = money(1000), item(habar) name = st_upg_barrel_curved description = st_upg_barrel_curved_descr icon = ui_wp_upgrade_25

[up_gr_ab_mp5] elements = up_a_mp5, up_b_mp5

[up_gr_cd_mp5] elements = up_c_mp5, up_d_mp5

[up_gr_ef_mp5] elements = up_e_mp5, up_f_mp5

[up_gr_h_mp5] elements = up_h_mp5

[up_gr_i_mp5] elements = up_i_mp5

[up_gr_ac_mp5] elements = up_ac_mp5

[up_gr_bd_mp5] elements = up_bd_mp5

I am just playing through until I encounter a CTD that I cannot avoid. Then I will begin fixing things.

Are you playing the EFIGS or Russian version Bad_Motha? Given the long list of CTD errors (script) that they have officially fixed, and that many people claim that they are not experiencing any CTDs, I am wondering if there is a difference between the EFIGS and Russian version. Maybe the Russian version is actually more stable after all?




FourAces

Addicted to GF

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16th July 2008

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#4 11 years ago

I was just cleaning up my bookmarks when I found this thread. I forgot all about it. It turned out to be the bloody trainers. I guess the hackers are having just as much trouble as we are with modding it. I was using a trainer to test my weapon adjustments so that I could see real combat without dying, while carrying all the weapons (one of each) with unlimited ammo. It turns out the unlimited ammo function of the trainer is defective, even though it is titled as being fixed.

I have since edited the files manually and given up playing until I have my basic set of mods done. I just thought that I would correct this in case anyone else is having wacky experiences while using a trainer. They are not the good ones we saw for SOC.




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#5 9 years ago

I'm Carol....49 years old....and from Vestal, New York! Looking forward to reading the forums and getting to know some new friends Take care, Carol from Payday Loans!