Author Topic: quick tech room hack  (Read 2669 times)

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Offline phreak

  • Gun Phreak
  • 211
  • -1
quick tech room hack
the tech room weapons work with mods now :yes: :yes: :yes: :yes:, its a quick hack but it will work

line 1029 /MenuUI/TechMenu.cpp: comment this out

Code: [Select]

//if ((Weapon_list_size > 0) && (!strcmp(Weapon_info[i].tech_desc, Weapon_list[Weapon_list_size-1].desc))) {
//     continue;
//}



edit: found some webspace :)

« Last Edit: August 02, 2002, 03:40:15 pm by 31 »
Offically approved by Ebola Virus Man :wtf:
phreakscp - gtalk
phreak317#7583 - discord

 
Excellent! Great work PhReaK. :yes:

 

Offline phreak

  • Gun Phreak
  • 211
  • -1
looking at another error
I was looking at why FS2 crashes upon exit citing an invalid page fault.. its here: line 431 in Io/joy.cpp

Code: [Select]


void joy_close()
{
if (!Joy_inited)
return;

// joy_di_shutdown();

Joy_inited = 0;
joy_num_sticks = 0;

// Tell joystick polling thread to end
SetEvent(Joy_tell_thread_to_end_event);

// Wait for it to end
if ( WaitForSingleObject( Joy_thread_says_its_done_event, 5000 )==WAIT_TIMEOUT) { //INFINITE );
mprintf(( "Joy end thread wait timeout!\n" ));
}
CloseHandle(Joy_tell_thread_to_end_event);
CloseHandle(Joy_thread_says_its_done_event);

// It is now safe to release any resources use by the polling thread.
DeleteCriticalSection( &joy_lock ); //<---[b]CREATES ERROR[/B]
if (joy_thread) {
CloseHandle(joy_thread);
joy_thread = NULL;
}

joy_ff_shutdown();
}
Offically approved by Ebola Virus Man :wtf:
phreakscp - gtalk
phreak317#7583 - discord

 

Offline phreak

  • Gun Phreak
  • 211
  • -1
:bump:

i would like inquis and co.s take on this
Offically approved by Ebola Virus Man :wtf:
phreakscp - gtalk
phreak317#7583 - discord

  

Offline Sesquipedalian

  • Atankharz'ythi
  • 211
Good job, Phreak. :yes:

If you're looking for something else to do in the tech room, try this, it would be A-1 Supar!!!!1:

Right now the ships database displays ships based on their numerological position in the ships.tbl.  So if ship entry number 27 is supposed to be a hidden one in the official :v: ships.tbl, and one adds a mod into, say, the 16th position, then all entries after 16 are bumped down one and the ship originally in position 26 is moved to position 27 and becomes invisible in the tech room, while ship 27 moves to position 28 and becomes visible when it shouldn't be.

If we could change this so that the choice to display a ship or not is based upon its name, rather than its position in the table, that would be a good thing, I think.  It might not be too hard either, since the tech-add-ship sexp already functions on a name based system.  Perhaps it might just involve a little bit of creative copying and pasting?
Sesqu... Sesqui... what?
Sesquipedalian, the best word in the English language.

The Scroll of Atankharzim | FS2 syntax highlighting

 

Offline DTP

  • ImPortant Coder
  • 28
    • http://www.c4-group.dk
Oddly, i never managed to reproduce that TECH ROOM WEAPONS ERROR.

behold pics coming up, and mind this is the original exe file.



so is this really a bug, or just alot of ppl screwing up the weapons.tbl file.

mind this is just a modification of the weapons.tbl file. but that should make it crash right ?.
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