Awesome.. another update.. crashed mods..

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scary ghost

FNG / Fresh Meat
Sep 13, 2010
900
338
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California
It is ? Can you list a few developers you know that do this? I'm actually curious.

Back when I was using UDK I was frequently having stuff break on me because of undocumented changes Epic made to engine classes. I sort of assumed it was just my job to step through the code and find what got modified.

I should back up and rephrase that it is my opinion that it is the developer's responsibility to inform the end users, as of course there is no rule carved in stone for this. I say this because the developers know what changes to the API were made and it would be of great help if the end users could see a list of functions and member variables that were changed or at least a list of behavioral changes.

Here are some public APIs that include relevant code changes in the release notes:

Netbeans Plugin API

http://bits.netbeans.org/dev/javadoc/apichanges.html

Java 7 API Changes to IO Classes
http://docs.oracle.com/javase/7/docs/technotes/guides/io/enhancements.html#7

Boost 1.54.0 API Changes
http://www.boost.org/users/history/version_1_54_0.html#version_1_54_0.updated_libraries

Android 4.3 Change List
http://developer.android.com/about/versions/android-4.3.html
 
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DMN666

Active member
Jun 14, 2012
2,570
12
38
Brooklyn, NY
They took away the mesh for ZEDs!
...they always do?!

But yeah i hate that, no RE1 Mansion for me this week(s) :rolleyes:
This modder is tired of being backhanded for helping keep the interest in the game going and is calling it quits.
That guy ^Hemi^, he called quits so many times, yet he is still here (sorta). Dont worry, you'll get over it...you can't make omelettes without breaking a few eggs...or in this case, whipping out a market's supply of eggs.
 

Marco

Active member
May 23, 2009
645
232
43
Finland
And what about this would take more than thirty seconds to fix ? Add the missing / changed parameter or return value and recompile your mutator.

Well that kinda screws over older mods where mod authors are no longer actively maintaining the mod (nor active in the community either).

Many of the mod breaking parameter/function changes are quite unnecessary and wouldn't had needed to be done in the first place. If really needed, could had added a second function with needed params or passed parameter as variable instead.
 

poosh

Grizzled Veteran
Jan 6, 2011
3,404
327
83
It's not about how long this stuff will take to fix, it's a matter of having to discover these changes on our own. If your code is being published / extended from, each release should have an accompanying list of code changes and the version should be changed accordingly. As it is right now, there are no release notes relevant to modders nor does the KF version value hold any meaning other than signifying that some changes were made.

This ^

It is ? Can you list a few developers you know that do this? I'm actually curious.

Back when I was using UDK I was frequently having stuff break on me because of undocumented changes Epic made to engine classes. I sort of assumed it was just my job to step through the code and find what got modified.

For example, I'm working with Java since 2005. Every release contains full release notes, including code-breaking changes. Actually, there are no code-breaking changes, because devs are thinking about backward compatibility, but even all deprecated elements have detailed documentation.

Even more, I tried to think, but I can not remember any SDK pushing updates without release notes... except games.

Alex, you are right - it took for me only several minutes to make changes and recompile projects. But before that it took several hours to search the code and understand what should be fixed.
 

Massacrer

Member
Mar 26, 2012
938
5
18
hzgaming.net
Anyone have any idea how to fix the firemode messages and 0 pounds from the shop? Also, any idea whether the >117 guns crashing bug is fixed yet?
 

Z-MAN

FNG / Fresh Meat
Jun 23, 2009
248
9
0
This version also patch and recompiled, it does not have the capacity to most mod to work.

I recompiled patch the specimen and weapons.
But most mut could not start a matter of capacity.

There was announcement If you change the trader for relaxation limit.
Is it a lie?
This version of became worst.

How do I get users to come to be connected?
Custom skins have been disabled my server.

CustomMap and WeaponMut, Custom Specimen.


connection freeze
Code:
NetComeGo: Close TcpipConnection xxx.xxx.xxx.xxx:61077 10/26/13 23:07:02
NetComeGo: Open myLevel 10/26/13 23:07:03 XXX.XXX.XXX.XXX:61077
NetComeGo: Close TcpipConnection XXX.XXX.XXX.XXX:61077 10/26/13 23:07:03
NetComeGo: Close TcpipConnection XXX.XX.XXX.XX:51729 10/26/13 23:07:05
NetComeGo: Open myLevel 10/26/13 23:07:05 XXX.XX.XXX.24:51729
Log: STEAMAUTH : Sending updated server details - [JP]=*ZMT*= KF Server #08 Mori^2 Local Perk [CustomMap-Hell-6Wave] 0 | 15
NetComeGo: Close TcpipConnection XXX.XXX.X.XXX:61267 10/26/13 23:07:09
NetComeGo: Open myLevel 10/26/13 23:07:10 XXX.XXX.X.XXX:61267
NetComeGo: Open myLevel 10/26/13 23:07:13 XXX.XX.XXX.24:63674
Log: STEAMAUTH : Sending updated server details - [JP]=*ZMT*= KF Server #08 Mori^2 Local Perk [CustomMap-Hell-6Wave] 0 | 15
NetComeGo: Open myLevel 10/26/13 23:07:14 XXX.XXX.XXX.XXX:61081
NetComeGo: Close TcpipConnection XXX.XXX.XXX.XXX:61081 10/26/13 23:07:20
NetComeGo: Open myLevel 10/26/13 23:07:20 XXX.XXX.XXX.XXX:61081
 

Massacrer

Member
Mar 26, 2012
938
5
18
hzgaming.net
I think above from Poosh is the fix for 0 pounds from the shop. Kent was trying it but I haven't got anything confirmed.

Actually, I figured it out, take out Super.DoToggle and replace it with PlayOwnedSound(ToggleSound,SLOT_None,2.0,,,,false)

Also, the guns' fire modes don't change, say if you change from full auto to semi auto, it stays in full auto.
 
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FluffCo

FNG / Fresh Meat
Oct 30, 2012
43
0
0
UK
Hey guys

It looks like they've moved the mode switch code into kfweapon? So it could be trying to do it twice and switching back to itself? This is a massive pain though because my GPMG has a custom message (tactical burst/full auto) so just copying and pasting the bullpup code wont work.

And me and tom had just fixed it :/
 

FluffCo

FNG / Fresh Meat
Oct 30, 2012
43
0
0
UK
^ scratch this.

It appears that the firemode stuff has been moved into kf weapon, so basically copy and paste the m4s new code into your weapon and it should be groovy.

If you have a custom message just copy and paste the simulated function Dotogggle () from KFWeapon into your weapon and change the messages accordingly.

Good Luck C:
 

King Sumo

FNG / Fresh Meat
Jan 8, 2011
505
15
0
Brazil
www.youtube.com
@Hemi
What about sick, shafter and goreshank - they are affected by the update?
(I'm asking this because the source code was stripped)
I mean, due changes in KFMonster (Harpoon stuff) and KFMonsterController (SetEnemy)...
Thanks,
 

Hemi

FNG / Fresh Meat
Jul 30, 2010
1,572
573
0
@Hemi
What about sick, shafter and goreshank - they are affected by the update?
(I'm asking this because the source code was stripped)
I mean, due changes in KFMonster (Harpoon stuff) and KFMonsterController (SetEnemy)...
Thanks,

No idea m8 hehe, I stopped updating these a year ago. I wanted to start it up again, then the updates happened again and I thought : "PfFFFFFffffFFttttt"

If it helps anything, I don't think I used custom stuff for that and left everything up to KFMonster.
 
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Massacrer

Member
Mar 26, 2012
938
5
18
hzgaming.net
Did they change the IDs to using only one set of numbers? Linux IDs used to be on their own set of numbers and now it seems they combined it all into one set of numbers regardless of whether your server is Windows or Linux.... Someone give me a confirmation here..
 

scary ghost

FNG / Fresh Meat
Sep 13, 2010
900
338
0
California
Did they change the IDs to using only one set of numbers? Linux IDs used to be on their own set of numbers and now it seems they combined it all into one set of numbers regardless of whether your server is Windows or Linux.... Someone give me a confirmation here..

Linux also returns the full steamID64 now.
 

pie1055

Active member
Jul 6, 2011
489
64
28
Bedlam
They have changed the following.... KFMonster DamageTaker to Pawn Instigator

My guess is that this would be for servers with friendly fire. someone lobs a grenade near a demolitions. He probably used to take full damage because the only sources of explosive damage he resisted were ones extended from KFMonster. Now he'll resist explosive damage from any pawn.

If this is the case, it should move in this direction farther. say a demolitions is near an explosive barrel (assuming this game had those). He wouldn't resist it unless it was a pawn. An already-existing example would be the pile of burning bodies on farm doing full damage against a firebug.
 

poosh

Grizzled Veteran
Jan 6, 2011
3,404
327
83
My guess is that this would be for servers with friendly fire. someone lobs a grenade near a demolitions. He probably used to take full damage because the only sources of explosive damage he resisted were ones extended from KFMonster. Now he'll resist explosive damage from any pawn.

If this is the case, it should move in this direction farther. say a demolitions is near an explosive barrel (assuming this game had those). He wouldn't resist it unless it was a pawn. An already-existing example would be the pile of burning bodies on farm doing full damage against a firebug.

Currently it is used only for Bile Blower. Actually, ServerPerks and ScrnBalance were broken just to introduce this weapon to the game.