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Hell Raiser
Site Developer
Post 29-Mar-2006 17:23        

If you have any bugs or problems with the adjoin/limit/cog patch, please post them here:

jkStringOutput(); does not work, however I'm not 100% sure as it might not be the TRUE case. IE, maybe ALL the concat verbs don't work, or the one's I tried concating a string with didn't work, but you'd figure I'd get "" in the console...
Post 29-Mar-2006 18:53        

I think I hit some kind of "active thing" limit at about 700-800 things. Any things with numbers above this show up in a level, but they don't send "activated" messages when activated.
Hell Raiser
Site Developer
Post 29-Mar-2006 20:36        

There is an 'active cog per thing' type limit, probably 640.

(I'm not sure why 1 class cog for 700 things would break it all)

If I can meander my way through some memory stuff, I'll see what I can do. No promises though, Sige is the expert at this. Hopefully he'll come out of the shadows again and grace us with newer/fixed stuff.

I've got the source to the cogext.dll, but there's some major things lacking. Like predefined functions to access the various variable arrays (thing, surface, 3do, etc) and the like. Once we get some of these functions in, it'll be cake to add new amazingly fantastic cog verbs, like SetMaterialCelThing() to OpenPort()
Hell Raiser
Site Developer
Post 31-Mar-2006 06:12        

I'm really really really hoping that jkStringOutput() is the only verb that doesn't work. Something tells me that maybe Sige made a slight mistake, y'know, something along the lines of assuming 0-639 instead of 1-640, so that only the very last verb in the exe is cut off.

Make sense?

As far as I can tell, everything else works fine. (I'm sure as hell ain't gonna test EVERY verb >_<) For now, the loss of jkStringOutput() isn't too terrible imho, oh, wait, CTF. DOH! >_<!!! I myself used it only for debugging multiple variables on one line, but yea, this needs to be fixed.
Hell Raiser
Site Developer
Post 31-Mar-2006 07:03        

Viva la Sige!

Quote:

The Gentle Hobo Tamer says:
it does hit a limit
The Gentle Hobo Tamer says:
says so in the code
Jon says:
>_<!
Jon says:
Eh?
Jon says:
What code?
The Gentle Hobo Tamer says:
there's a little error message inside jk that never gets displayed
Jon says:
AH!
The Gentle Hobo Tamer says:
says it didn't have enough room for the cog symbol
Jon says:
Which one(s)?
The Gentle Hobo Tamer says:
starts at jkstringconcatint
Jon says:
Damn, so my above theory is right
Jon says:
It can be fixed like the thing limit, right?
The Gentle Hobo Tamer says:
probably
Jon says:
Cool, you're the man
The Gentle Hobo Tamer says:
there's a limit of 512
Jon says:
Ah


Surprized
Hell Raiser
Site Developer
Post 31-Mar-2006 07:33        

ALL HAIL SIGE!

Quote:

The Gentle Hobo Tamer says:
there's a limit of 512
Jon says:
Ah
Jon says:
At least we know now
The Gentle Hobo Tamer says:
say
The Gentle Hobo Tamer says:
there's a limit on the number of variables in a cog, isn't there?
Jon says:
Yes, there is. Raynar hit it with Rbots
The Gentle Hobo Tamer says:
and it would be 256?
The Gentle Hobo Tamer says:
or close to it
Jon says:
That sounds about right
Jon says:
I hit it when I was doing TDiR
Jon says:
Listing templates
The Gentle Hobo Tamer says:
ok
Jon says:
Why?
The Gentle Hobo Tamer says:
well, I found some stuff related to that
Jon says:
Cool
The Gentle Hobo Tamer says:
ok, I increased the symbol limit from 512 to 16384, so now all of the verbs are working
Jon says:

Jon says:
DUDE
Jon says:
YOU BLOW ME AWAY! (In a good non-kinky way!)
Jon says:
Any idea about that 640 running cog limit?
The Gentle Hobo Tamer says:
I'll get there
Jon says:
lol
Jon says:
Dude man, this crap is like riding a bicycle, or more appropriately, like a 2nd language to you, isn't it?
The Gentle Hobo Tamer says:
if I knew any other languages, sure
Jon says:
hehe
Jon says:
I actually meant programming language
Jon says:
What's up?
The Gentle Hobo Tamer says:
still looking around
Jon says:
ok
Jon says:
You never cease to amaze me
Jon says:
And I'm not just saying that
Jon says:
I can't comprehend that you found out why it was broken, and fixed it within, what, 30 minutes?
Jon says:
You make it seem so easy
The Gentle Hobo Tamer says:
it gets easier every time
Jon says:
LOL


Hell Raiser
Site Developer
Post 31-Mar-2006 07:40        

BTW, it's 16384 possible cog verbs + messages now. (Yes, new cog messages are in the future)

He's still tinkering around with the cog variable limit, among other things, including the 'running cogs' limit.
Post 31-Mar-2006 07:47        

Heh, been refreshing this forum just to watch as your conversation unfolded (and you, uhm, posted it here).

QM

Last edited by Quib Mask on 31-Mar-2006 21:43; edited 1 time in total
Post 31-Mar-2006 17:57        

Hell Raiser wrote:
BTW, it's 16384 possible cog verbs + messages now. (Yes, new cog messages are in the future)


Speaking of new messages, how easy do you think it would be to implement playeraction in JK? That would be really useful.
Hell Raiser
Site Developer
Post 31-Mar-2006 21:09        

Wuahahaha. Screw playeraction:, that's so passe.

We're going to have KeyboardInput: Twisted Grin
Post 02-Apr-2006 00:48        

It wouldn't be too hard to get input through a cog in the cogext.dll. Don't count on me doing that right now though, I'm pretty busy with other stuff
Hell Raiser
Site Developer
Post 02-Apr-2006 15:47        

Turns out the 'running cog limit' had something to do with placed cogs in a level. Static.jkl templates/cogs weren't affected, just any placed thing after 640.

It has been fixed.
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