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Wednesday, Mar 10, 1999 | Question submitted by Joseph Kohan. Website: None
| Title: A problem with level 15 Category: Coding | Hello there. The reason for my message is that I have a
problem when I get to level 15. When I get there, my whole
screen goes into a light blue color. It is at the seen
where you meet Kura and she gives you a message about going
back into the CMC center. However, there is a bit of water
over there, and when I jump in, all of the colors come back.
But when I come out of the water and back onto land, it goes
back to a blue, gray, and white color. A friend told me it
was a problem with a driver, and that I should get the
newest and latest one. I have a Creative Labs Riva TNT
video card.
If you could please help me out, I would greatly appreciate
it.
Thank You,
-Joseph Kohan
| SSpeare Reponds: | The problem is with your TNT card. Unfortunately for some
reason the TNT doesn't work with the Fog in Shogo. I believe
that some new drivers will fix this, but the best thing
to do is simply disable fog. You can do this from the
Options... button in the Shogo dialog box.
-SSpeare |
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Wednesday, Mar 10, 1999 | Question submitted by Sam. Website: None
| Title: Linux Category: Coding | I want to run a shogo server on my linux box and was
wondering if there was a version out there somewhere that
will let me.
| SSpeare Reponds: | Monolith is currently writing a linux port for the Shogo
server. They are actively working on it and will be finished
just as soon as possible. Please check on Planetshogo for
the release.
Also, if you are interested you can sign up for the LT-Linux
developers list which is run by Monolith.
Send mail to listar@lists.lith.com with the subject of
'subscribe lt-linux'
-SSpeare |
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Wednesday, Mar 10, 1999 | Question submitted by Shawn. Website: None
| Title: Upgrade Category: Coding | Hello,
Only one question...
Will there be an upgrade patch for Shogo? If so when will
it be out? If it is already out, where may I find it? Ok,
one question that is muti. LOL
Thanks for your time,
Shawn
AKA ~*~RavenEdge~*~
| SSpeare Reponds: | There have been several patches for shogo. The most current
patch is version 2.1 and can be downloaded from the
PlanetShogo
files section.
Several more patches are underway and you can check their
progress on this
page.
-SSpeare |
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Wednesday, Mar 10, 1999 | Question submitted by Scott Shepherd. Website: http://www.sixgun.com
| Title: Banshee Category: Coding | Yes I was wondering when banshee support would be ready for
Shogo??
Thank you
| SSpeare Reponds: | As far as I know Shogo should run just fine on your Banshee.
Shogo uses Direct3d and not Glide or OpenGL, but it still
should have no problems.
MonoLith is however working on a Glide port which should make
the game run a little faster. This is due out in the 2.3 patch
for Shogo and you can check on its status at
www.shogo-mad.com.
-SSpeare |
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Wednesday, Mar 10, 1999 | Question submitted by Solomon B. Jones. Website: None
| Title: PING??? Category: Coding | Why when i connect to either the gamespy or your server page
i cannot get a decient ping time??? I have a us robotic 56k
vioce fax modem. Since I've has Shogo I have enjoyed playing
the game(ONLY WITH ONE FRIEND VIA DIRECT LINK), but i have
as yet been able to enjoy the game as much as others have
over the net. Why is this and when will this problem be
fixed???
Pretty disgusted,
Sol
| SSpeare Reponds: | Shogo does not run as well over the net as Quake2 does.
While we all wish it did, it doesn't right now. Some people
have worse problems than others depending on their modems
or their ISPs. If you want to try to fix this you can try
the most recent modem drivers or ask for help on the
PlanetShogo forums usually someone can try to help.
I am part of a team which is working to alleviate these
problems with Shogo. We are working hard and have MonoLith's
support so hopefully we can resolve these issues. I hope
that you stay around or check back when we have this all
fixed.
The project is called
ShogoWorld and you can read up on it
at www.radikus.net
-SSpeare |
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Wednesday, Mar 10, 1999 | Question submitted by DIABLO SPAWN (ALEXANDER LOTUS MILOSEVIC). Website: N/A
| Title: NetworkPLAY Category: Coding | Hello
I am DIABLO, I have had Shogo for about 2 months now. I have Finished it twice.
But I still do not know how to play 'Shogo' Online.
"Could You please Tell me all the steps on how to play Online?"
[I have tried all sorts of Versions of GameSpy but none of them support 'Shogo'.]
-Thanx
| SSpeare Reponds: | Shogo does work with GameSpy. Its just a little hard to
set up. It works with GameSpy versions 2.05 and higher, I
believe. But to be safe just download the most recent version
which at this time is 2.08. After you install GameSpy it will
try to search your Hardrive for Shogo. If it finds it, all
is good. If not then you will have to tell GameSpy that you
have Shogo and point it to the correct directory.
At this point Shogo will show up on the left side of the
GameSpy window. It should list Unbound and Master Server
I believe if you click on it. However, no servers will show
up yet.
You need to click on the Updates button on the menu and then
choose Update Master Server List. Be sure that you have Shogo
selected in that left hand window also. When you do this
GameSpy will get an updated list and is ready to go.
After this, when you want to find a game of Shogo you should
click on Shogo and then right-click and choose Update or Refresh
and it will get the current server lists from the master server.
Clicking update does a check for more servers, doing a refresh
simply queries all of the listed servers for current status.
Many people have complained about GameSpy not working too
well and like to use Kali
at www.kali.net. This program works similar to GameSpy.
However, to find the list of TCP/IP servers using Kali you
must click on the TCP/IP button. I haven't used Kali in a
while so you should ask on the
planetshogo forums
if you need any more help.
-SSpeare |
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Wednesday, Mar 10, 1999 | Question submitted by Future Shogo Server Guy. Website: None
| Title: Shogo Server Category: Coding | Is there any way I can set up a Shogo server without
installing 400megs? Can I cut out directories to squeeze
it down to 100megs?
| SSpeare Reponds: | Well, I really don't know about this and I guess no one else
does either. Basically, anything needed for the MP game has
to be on your HD.
The only way to prune this would be to un-rez all of the
shogo*.rez files as described in the
LithTech tools.
You could possibly delete sound.rez also, I really don't know.
You could delete all of the SP levels I believe. Also, you
could possibly remove the textures and models not used in
Multiplayer. However, this would require determining which
textures are and aren't used in the MP levels. Also, if someone
releases a new map that uses the SP textures it would be a
problem.
Basically, if you un-rez all the .rez files you can try to
delete stuff that seems like it is only for SP and see if it
works. That is the only way to go.
Good luck!
We'd love to see your server show up.
-SSpeare |
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Wednesday, Mar 10, 1999 | Question submitted by Soul Reaper. Website: None
| Title: Shogo:MAD PPMs? Category: Coding | Does SHOGO: MAD support PPMs (Player Plug-in Models), like
Quake 2?
What I mean is, can you make your own 3d models and play
them in multiplayer?
| SSpeare Reponds: | Shogo does not support this feature out of the box. I wrote
a MOD for this called UAMC that worked with Shogo 2.0.
However, I have not released this MOD for 2.1 because all
of that functionality is going to be built into ShogoWorld.
This project is being run by the Radikus group. You can get
more information at www.radikus.net in the projects section.
ShogoWorld
will contain many, many modifications to Shogo
including:
Plug and Play Models
Squishie support built in.
An improved HUD
Network lag fixes
And several extra gameplay options.
This MOD is under work right now with the aid and support
of MonoLith and will be completed as soon as we can. However,
with the extent of the changes it will take some time.
-SSpeare |
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Saturday, Feb 20, 1999 | Question submitted by Alfredo. Website: None
| Title: Volumebrushes with textures for surface Category: Mapping | How do I add a texture to the surface of water(volumebrush). I saw a really cool lava pool in on the moniliths multiplayer levels and I want to know how to do this.
I found the texture they used(Kato_5) and I just can't figure out how to apply it. I want to get the texture to be the surface color and it be opoque. Any help is appreciated!
| EraserX Reponds: | The texture you'll see in Shogo on your volumebrush is not the one you applied to it, but the one set in the properties. |
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Saturday, Feb 20, 1999 | Question submitted by Macabre. Website: http://macabre.8m.com
| Title: Making lava Category: Mapping | I currently made world for the number one game, Shogo, and have run into a problem. I made a deep pit so that when you fall in you would die. But no matter how deep i make it the mca still wont die. Is there any way i can make the mca die on caontact, and is it possible to make lava, so the mca will slowly die?
| EraserX Reponds: | There is no lava-object, but you can use CorrosiveFluid or Kato to kill the MCA when it falls down. |
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Sunday, Feb 14, 1999 | Question submitted by Warmonger. Website: None
| Title: Shogo music? Category: Coding | Does anyone know what is used to create the music files in shogo? I have looked all over
the internet but can't find anything that plays the SEC files.
| Mac Reponds: | Monolith used Microsoft's IMA (?Immersive Music Architechture?) in Shogo. As far as I know, you can't author new music for the game unless you have "the goods" from MS.
But, I could be wrong :)
Digit.
*******************
New as of 2/17/99:
Check out: http://www.microsoft.com/directx/pavilion/dmusic/default.asp
Looks like MS is transmorgrifying IMA into DirectMusic. Big surprise there =)
Thanks to Sharky for the info and link. |
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Sunday, Feb 14, 1999 | Question submitted by Interstate82. Website: None
| Title: Why is the sky all the way on the other side of the map? Category: Mapping | I was looking through the original multiplayer maps, also tried to make a sky, and I
saw that the sky things were far away from the actual map. Why is that? If I just copy
the sky, what do I have to do to make it show around my map ?
| EraserX Reponds: | That's just the way LithTech makes the skies. You can build the sky however you want (stars, moons, clouds etc)
When you apply 'Sky' to a brush (in the brush-options), you will be able to see the sky you made. |
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Sunday, Feb 14, 1999 | Question submitted by colin pyle. Website: None
| Title: helpful stuff Category: Mapping | Hi, do you know of any helpful tutorials or references to complex map editing. The stuff on this site is good but limited. thanks
colin
| Mac Reponds: | In addition to the level editing stuff done by PlanetShogo staff, there are two popular "locations" to learn about map making. One is the Editing forum in the PlanetShogo Forums, accessible by clicking on the right link bar (Forums, under Features). This is where the current hotbed of LithTech LD'ing seems to be...
The other is the shogo-mod author's mailing list. Go to www.lithtech.com (which also has its own forums...) for info.
Hope this helps! |
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Sunday, Feb 14, 1999 | Question submitted by Steven Smith. Website: http://www.crystalfactor/Smoth
| Title: hullmakers Category: Mapping | What is a hullmaker exactly and what does it do? Also how do I use one?
| EraserX Reponds: | (from ShogoObjects)
First off, a hullmaker is a “brush” that creates a manual hull, which is used by the visibility list to determine what you can see from any given point in a level. Carefully placed hullmakers can reduce polycounts, overdraw, and texture memory usage.
A hullmaker has to be a zero thickness brush, which you must create in geometry mode the same way you’d create a regular brush. The difference is that when you connect the dots, you won’t be prompted to give the brush dimension. You will only be able to select the brush from the visible side.
Do yourself a favor and name all your hullmakers consistently. “Hullmaker” will work fine. Then group them, name the node “hullmakers”, and hide it.
(A hullmaker is the same as the HintBrushes from Quake2) |
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Sunday, Feb 14, 1999 | Question submitted by GTACCRA. Website: None
| Title: How do you l cast light on objects?! Category: Mapping | How do I light up objects! I create a Light, The enemies and Sanjuro don't light up! ObjectLight? Still nothing! DirLight? Results weren't good. GlobalDirLight? How do you use that thing? It's a box! HOW DO I LIGHT UP THE OBJECTS??!?
| EraserX Reponds: | Add a light an be sure LightObjects is set to true.
GlobalDirlight: (taken from ShogoObjects.doc) A light value that is applied to all brushes with FlatShade and DirectionLight flags set (see the appropriate flag descriptions in the Property listing for more information). Place the GlobalDirLight far away from the center of the world on every axis for best results.
Areas lit using GlobalDirLights will generally need object lights or else objects will show up black. See ObjectLight for more information.
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Sunday, Feb 14, 1999 | Question submitted by Jimbo. Website: None
| Title: Sounds and Glass Category: Mapping | I have been messing around with DEdit for a week and put together a decent map, or so I think, but I want to add sound to it, Like in the computer rooms. How do I do this I've been trying to make sound with soundtrigger and tirgger, but to no evail.
How do I add sound a specific room?
Also, How do I make glass that can be shot out, or lifted up using a button like in the level "Infiltration"?
Any help is apreciated.
| EraserX Reponds: | Sound:
Add a TriggerSound, enter the filename (and path) of the sound you want to hear in LoopSound. Set On to true.
Glass:
Make your brushes you want to be the glass. Give it the texture invisible. Give the sides you want to be the glass a glasstexture (go to Geometry mode and use CTRL-T) Apply a DestructableDoor to the brush. Don't change MoveDistance and Speed if you want the glass to be static. Also give DebrisType a value of 7 (which means, if shot, the debris will be pieces of glass) |
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Sunday, Feb 14, 1999 | Question submitted by John. Website: http://members.xoom.com/risingsun_uk
| Title: Water n stuff Category: Mapping | Firstly i'd like to know how to make that lovely moving water effect in the sewer level.
Secondly how do I make the characters move about during cut scenes.
| EraserX Reponds: | Select the brush that you want to be the water. Then apply a CleatWater-object to that brush. Then you'll have waving water in your level. You can change the options to make the waves bigger, the surface-alpha etc.
To move the characters in a cutscene you'll need an AI-Script. First add your AI at the place you want it to start and give it a name (eg kura) Next you'll have to build the path she will follow with AIkeys. Add an AIkey and give a name path0, the next AIkey will be path1. (If you want more than 10 keys, you will to call them path00, path01...) Place your AIkeys about 64 units above the ground. Now add a Trigger. Give the targetname kura and the MessageName will be the Script. To let kura follow the path, you need this script:
Script 0;FollowPath path;
When the trigger gets activated, kura will follow the path you made with the AI-keys till the end. (note that names of objects are case-sensitive) |
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Thursday, Feb 11, 1999 | Question submitted by Ura-Maru. Website: None
| Title: Model animation Category: Coding | Unless I'm mistaken, lithtech uses basic skeletal animation.
My question is, if someone had access to the original model
and animation files, and lightwave (like 'lith, for instance),
wouldn't it be fairly trivial to copy the animation from
the Sanjuro model to some of the other models? Wouldn't
those be usable as characters in mplay, assuming someone
wrote a mod to use them?
Also, while looking through the models, I found three
"jumping" animations for Sanjuro, that as far as I know,
arn't used. (the running animation is used while jumping,
which actually looks a bit silly) Is there a design reason
for this, or was it just something that didn't get
implemeted due to time? And does this mean that any models
added in the future won't display jumping animations,
unless something else is modified?
| Mac Reponds: | NOTE: This isn't my area of expertise. Geist knows more
about this, but is tied up at the moment. I'll try to get
him to comment on this stuff later, as well as correct any
mistakes I make.
The model system in LithTech is not really skeletal
animation as I understand it. As I see it, skel. modelling
uses a framework, then builds dynamically on top of that.
Really really fancy systems simulate hair follicles/skin
and bone, etc. What LithTech uses are actual models, no
simulation. However, LithTech makes *extensive* of NODES.
Basically, you can access different parts of the model.
I think Quake 2 only had one special part of the model,
the area where the weapon went.
LithTech far surpasses this. What's the point, you ask?
Use your imagination. I went through each model and am
choosing the appropriate node to attach the SNS CTF flag
to so that it looks decent on each model (yeah, still
tweaking this ;). Here's an idea: visible upgrades. Say
you pick up a headset--SHOW IT ON THE PLAYER! Cool, neh?
As far as the jumping animations, there might be extras in
there. The animations *are* controlled by code, so you
could enable them if you tinkered with the source. However,
I get the feeling this is a tricky process, and there'd have
to be a good reason to tackle that monster ;)
Ok, hope I didn't screw any part of this answer up *too*
much.
Digit.
Ammended 2/12/99 by SSpeare:
Mac's answer is correct here. Lith uses node-based animation.
This method is very similar to, but not exactly like true
bones or skeletal animation. Basically, a model consists of
a bunch of nodes. The animation is stored on a per node
basis. Each node is basically a static model in itself. The
nodes also use a heirarchy, so changes to the top node
filter down to the bottom node. These changes are in
position & rotation of the node only. The node does not
change its shape at all.
What skeletal animation usually adds to this mix is some
model deformation at the joints. Shogo doesn't use any, or
just very little model deformation. LithTech supports it,
but they were too far into production of Shogo to add it in.
Blood2's models are better looking than Shogo's because they
used some of the advanced animation and modelling techniques
that LithTech supports.
The problem with copying the animations is that almost every
model has a different number of nodes and different placement
of these nodes. If you could isolate the "important" nodes
you could achieve part of this effect, but it would still
take LOTS of work. For example, you could copy the animations
for all the major joints, but it would look funny because
of different number of nodes. Kura, for example, doesn't have
the shoulder pads that Sanjuro has.
In an aside: The Otaku MOD supports this basic idea. All models
in the game will draw from a common animation source. This way
individual models will not have to have their own animations.
This will make it much easier to customize the look of your
model. Also, arms/legs/heads/hair and skins will be
interchangeable.
-SSpeare
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Wednesday, Feb 10, 1999 | Question submitted by Coldfusion. Website: None
| Title: Sounds/ Messages Category: Mapping | I have tried to use sounds in DEdit but to no avail. I tried to bind a trigger to an object(redriot) and conect it to a .wav I created by directing it to the file where I placed it but it does not work. I noticed in your levels that a sound is mapped to the "Sounds" file including its .wav yet when I look for that folder I see nothing although the path says ie."Sounds\Doors\elestart.wav". Can you give me a clue as to how to create sounds amd messages in my levels?
| EraserX Reponds: | You have to unrez all the REZ-files. Those sounds are somewhere in those REZ-files. And you can use your own sounds if you want to, just make a new directory in the sounds-dir, put the DirTypeSounds-file in there. (that's just an empty file with that name) Then put your own sounds in that dir.
Messages: Let's say you want a message 'Access Granted' on your screen when you activate a trigger, then you enter 1025 in the AccessGrantedMsg-option of that trigger. Messages are coded in the DLL's. If you want your own messages, you'll have to code those.
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Monday, Feb 8, 1999 | Question submitted by Jimbo. Website: None
| Title: Walls not there and Clipping Category: Mapping | I spent about five hours creating a map. I got it all finished with weapons and world properties. I then compile it and go test it. I find that some of the floors have a strange clipping effect when looked at and you can fall through it. I made alll the walls with a 1 brush thickness to look better on corners. Could this be it? Also, on some walls, only parts of it clipp and other parts are solid even though they are the same brush. And sometimes walls end hallways where I didn't put them. I go back and look in dedit and those walls arn't there. What gives? Any help would be appreicaited!
| EraserX Reponds: | If you are in Brush Mode, select world, find concave brushes. Then Dedit will look for concave brushes. They might cause those errors, so you have to delete them and rebuild that part of you level, with non-concavebrushes.
And i don't see why you should make your walls 1 unit thick, you should make them 32 or even 64 units thick. It's a lot easier if you use thick walls and you won't get much weird clipping errors.
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Sunday, Feb 7, 1999 | Question submitted by Mike Fuller. Website: None
| Title: Problem Brushes Category: Mapping | While Processing my World, one of messages that shows up is 5 problem brushes. What would cause a brush to be a problem and what is a good way to track them down?
Is there somewhere I can look to find a description of what all the messages displayed by the World processor mean?
Thanks.
| Swartz Reponds: | A problem brush is usually a brush that is shaped wrong or has a really weird shape. All faces need to be perfectly flat, and if the brush is custom, and has multiple curves it will need to be done with more than one brush.. other than a cirlcel...
This can also be a concave brush, you can find them if you press CTRL-F. You have to delete it, i DEdit finds any. Those problem brushes will probably look really weird in Shogo: weird faces, clipping errors etc.
Ammended 2/12/99 by SSpeare:
I don't know much about mapping, but here's an answer from
Mike Dussault:
The best way to find these is to add -SelectProblemBrushes
into the Extra Parameters box in the preprocessor (under
Advanced). This will select the brushes it doesn't like in
the ED file and save it back out.
-SSpeare |
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Sunday, Feb 7, 1999 | Question submitted by NickLee. Website: http://www.aol.com
| Title: the custom levels Category: Coding | how come every time after i load the custom level map in the singal player, the first message after get into the level is "you were killed" i can't even play the map, can you tell me why??
| Swartz Reponds: | most likely the playerstart is outside the world, or there is a leak that is very close to the playerstart. As soon as you touch anypart of the outside world you will die...
Remove all playerstarts, and then re-add them to fix that...Hopefully |
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Sunday, Feb 7, 1999 | Question submitted by Mikel Blanchard. Website: n/a
| Title: Map crashes before it even loads. Category: Mapping | I wanted to make a map, so I did (duh). As I was making it, I would process it, and run it. Sometimes Shogo would crash after I clicked 'Finish' or whatever the launch button is, but usually it ran fine. Some of the walls (brushes) wouldn't even show up. I figured this was becuase they didn't have textures. So I finished and textured the whole bad boy, and now it won't even launch. It dies (locks up) before the splash screen ever comes up. If I set 'subdivide' on (I was playing with the properties) it won't even process. I need major help. -Stat
| Swartz Reponds: | ok... The only way that I have ever not got the map to compile was because I have 2 large of a brush. That is one tip.. Now for the brushes that are not showing up, its not becuase of the textures not being on them... Its most likly because the brush has a bad shape to it. I found this out when I was trying to make complex geometry. My suggestion would be to make the map, and frequently compile it to see how it works... when something major is added and it doesnt work then you can remove, or reconfigure it to your likes.
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Sunday, Feb 7, 1999 | Question submitted by CT Senge. Website: None
| Title: How do I make my own levels? Category: Mapping | i love the maps i downloaded, but how can I make my own, i would really love to make my own maps!.....Also , SHOGO has to be my fav game of all time, good work folks! -CT Senge
| Swartz Reponds: | you need to download the shgo tools, and inside is dedit... Not much more to it than that. Get the tools, and plunge right in! |
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Sunday, Feb 7, 1999 | Question submitted by DooBall. Website: http://come.to/mydmserver
| Title: Picking OF or MCA Category: Mapping | Ok. Here are my settings.
GAMESTARTPOINT>PLAYERMODE= 0 (On Foot)
GAMESTARTPOINT>GAMETYPE= 1 (Deathmatch)
The problem is that when I "PROCESS WORLD",
and I go play on my level, my OF makes MCA jumping noises. When I play as OF on single player mode, it works file. Is this normal or did I do something wrong ??? I played with different settings but it didnt work. I notices that when i played other peoples maps, it does the same on some. I play my level by copying "world.dat" to "c:\games\shogo\custom">open shogo>new game>custom...> What is happening ?
| Swartz Reponds: | ok, I had this problem on my first map... I just removed all playerstarts, and the worldproperty, and then re-added them... then all was fixed... |
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Sunday, Feb 7, 1999 | Question submitted by Junkboy. Website: http://www.groundzero.cjb.net/
| Title: Intro Category: Coding | I'm not sure who to ask, or if you know the anwser but its worth a try right? o_O
In the intro at the start of Shogo... the second cinematic (the one after lithtech engine) the music in the backround is really cool, I want to know if there is a way to get that because it isn't on the Shogo music CD I don't think... ?
Thanks for your time -Matt ^_^
| Mac Reponds: | Both cinematics are Smacker videos. The files are on the cd, both with a .smk extension (?intro1 and intro2?). I would imagine you could extract the audio, but you'd need the Smacker tools. Get them at:
http://www.radgametools.com/down/Smacker/Setup.exe
Enjoy!
Ammended 2/12/99 by SSpeare:
I assume that you're referring to negai. The mp3 is available
for download at maison-otaku,
negai.mp3.
Also the lyrics are in negai.txt.
-SSpeare |
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Sunday, Feb 7, 1999 | Question submitted by Bunghole. Website: http://www.lithtimes.com/towarena/
| Title: MSVC++ 6.0 issue: warning C4291: Category: Coding | I get a WHOLE BUNCH of these when I compile. I know most of you guys use MSVC++ 5.0, but I was wondering if you had any ideas.
: warning C4291: 'void *__cdecl operator new(unsigned int,void *,int,char)' : no matching operator delete found; memory will not be freed if initialization throws an exception
..\appheaders\serverobj_de.h(354) : see declaration of 'new'
---
Object.lto - 0 error(s), 344 warning(s)
:)
| Mac Reponds: | Hrrrrrm. Well, based upon the error message, it looks as if monolith is declaring its own version of "new." Most likely they haven't done anything whacked, I'm guessing it's just to aid platform portability.
Anyway, I think what's happening is that VC sees a new "new" without a new "delete" and says, "Whoa there big fella, here's some whacked out thing that could happen..."
Note that this is a WARNING, not an ERROR. Real men don't mind warnings. :) Anyway, go ahead and consider that an irrelevant warning. If some error pops up along the way concerning "new", write in and we'll try to help you further.
Ammended 2/12/99 by SSpeare:
The reason you see this warning is that VC++ 6.0 is trying
to think for you and to tell you that are creating variables
but never deleting them.
Here is a fix straight from Mike Dussault:
MSVC++ 6.0 issue: warning C4291:
To fix this, you can disable exceptions under Project Settings->C++->C++
Language or you can also add this into serverobj_de.h after the operator new
(the next patch source has this):
#if _MSC_VER != 1100
inline void operator delete(void *pDataPtr, void *ptr, int asdf, char a)
{
}
#endif
-SSpeare |
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Sunday, Feb 7, 1999 | Question submitted by Robert Gerard. Website: None
| Title: Basic tutorial for making a map did NOT work Category: Mapping | I tried the 'warm fuzzy' totorial for making a simple box level.. BUT... EVERY time I tried to test it in the game, I would CONSTANTLY fall through the floor, and die. Over, and over. Nothing was solid.
What was I doing wrong?
Also, when you create a brush, you mark the corner vertices. But once it's been completed, you can only stretch the rectangle around it. Is there ANY way to do vertex manipulation? (preferably an easy way) It would really help in trying to make ramps, just pull the face instead of 'Rotate'
| EraserX Reponds: | Place your GameStartPoint at least 64 units above the floor.
For vertexmanipulation, you need to be in GeometryEditing Mode. Press CTRL-G for that. Then you can select a vertex. Hold the M-button and now press the left mouse button and move the vertex. Press CTRL-B to enter BrushMode again to add brushes to your level. If you add a brush to your level in GeometryEditingMode, it will have a 0 thickness. |
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Friday, Feb 5, 1999 | Question submitted by Ruben Carter. Website: None
| Title: Bots? Category: Coding | Are there gonna be Bots for Shogo, almost every other game
has them so why not Shogo?
| SSpeare Reponds: | We field this question often, so I'm going to answer it here
and hopefully I speak for the other coders too.
Those of us coding MODs for Shogo are very interested in
writing Bots. However, at the present moment we are trying
to build the Shogo online community. This community would
benefit from Bots, but for the most part would rather play
against real people (hence, online community). Quake did
not see the advent of Bots for quite a while after its
online presence was established.
Also, bots are wanted by people who usually can't or don't
get online, and therefore we don't hear them complain as
much.
When Shogo gets a larger then Bots will be written. I know
that I and several other coders would really like to write
Bots, but we have no prior experience. Thus, it would take
a very long time and take us away from other projects that
are more important right now. We don't want to ignore
people who use Bots, its just that we don't have the time
to put into them now.
-SSpeare |
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Friday, Feb 5, 1999 | Question submitted by GrandMaster T. Website: None
| Title: clientshell.dll Category: Coding | I have downloaded all the required files and set my project
path and everything but when I try to compile clientshell.dll
I get this error message:
Compiling...
NetStart.cpp
D:\spel\shogo\Programs\source21\ClientShellDLL\NetStart.cpp(1028) : error C2664: 'unsigned long (char *,void ** )' : cannot convert parameter 2 from 'struct HWND__ ** ' to 'void ** '
Types pointed to are unrelated; conversion requires reinterpret_cast, C-style cast or function-style cast
Error executing cl.exe.
CShell.dll - 1 error(s), 0 warning(s)
I have VC++ 6.0
//GrandMaster T
| SSpeare Reponds: | This is a problem with VC++ 6.0. The Lith guys use 5.0 but
they stomped out all of the errors for users of 6.0 except
for this one, I guess. Here is the problem line as it
originally appears:
DRESULT dr = pClient->GetEngineHook("HWND", &s;_hMainWnd);
The s_hMainWnd is a HWND ** (that is, a pointer to a pointer
to an HWND). The function expects a void ** (which is a pointer
to a pointer to something unknown). The error statement
says that conversion requires a cast. Casting it like this
will solve the problem:
DRESULT dr = pClient->GetEngineHook("HWND", (void**)&s;_hMainWnd);
Good luck with the rest of your coding!
You can also post coding questions on the PlanetShogo forums
in Modifications or Editing as most of us frequent those
places. Editing is mainly being used for Mapping questions
right now.
-SSpeare |
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Friday, Feb 5, 1999 | Question submitted by Pk Hurley. Website: None
| Title: Help - Trying to compile ShogoServ Category: Coding | Hi,
I am not sure if this is the right place but I have
compiled all the dll's of the source code apart from
ShogoServ which is giving the following error
Linking...
nafxcwd.lib(nolib.obj) : warning LNK4098: defaultlib "nafxcw.lib" conflicts with use of other libs; use /NODEFAULTLIB:library
libcmtd.lib(crt0init.obj) : warning LNK4098: defaultlib "libcmt.lib" conflicts with use of other libs; use /NODEFAULTLIB:library
CoolServ.obj : error LNK2001: unresolved external symbol "public: virtual int __thiscall CGameSpyMgr::Init(char const *,char const *,char const *,int,int,int,unsigned long)" (?Init@CGameSpyMgr@@UAEHPBD00HHHK@Z)
ShogoServDlg.obj : error LNK2001: unresolved external symbol "public: virtual int __thiscall CGameSpyMgr::Init(char const *,char const *,char const *,int,int,int,unsigned long)" (?Init@CGameSpyMgr@@UAEHPBD00HHHK@Z)
Debug/ShogoSrv.exe : fatal error LNK1120: 1 unresolved externals
Error executing link.exe.
ShogoSrv.exe - 3 error(s), 2 warning(s)
( I did put the GameSpyMgr.lib file into an include Lib dir as was suggested
by the readme) I know this may be a fundamental issue - but I am kind of new to Visual
C++...
Sorry - if this is the wrong place
Appreciate any help
Pk.
| SSpeare Reponds: | You have done everything correctly so far. The problem is
that the GameSpyMgr.lib that is in the 2.1 distribution is
actually the file from 2.0. The correct GameSpyMgr.lib can
be downloaded from my site. On the right bar under HOSTED
click Shogo:Mod and it is in the files section.
Here's a direct link to
GameSpyMgr.lib
When you download it from the mirror you will probably have
to right-click and choose Save As... Then type in
GameSpyMgr.lib. Just copy the file (its about 30k) over the
old GameSpyMgr.lib in the /Misc directory of your source and
you should be set.
-SSpeare |
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Friday, Feb 5, 1999 | Question submitted by GrandMaster T. Website: None
| Title: triggers Category: Mapping | I have made an button that is supposed to make an elevator come up, around the button I have put an trigger that calls the elevator up.
It works just fine but only once, I can´t make the trigger work twice or more.
Please help me with this small (?) problem.
//GrandMaster T
| EraserX Reponds: | Give the TriggerDelay of your Trigger a value other than 0. The value in TriggerDelay is the time it takes before a trigger can be activated again. When set to 0, it can only be triggered once.
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Friday, Feb 5, 1999 | Question submitted by Django. Website: None
| Title: Sky panning Category: Mapping | if i understand things correctly this is how lith got those sweet cloud shadows in some of ther levels. i've fooled around with it a little, but to no avail. anybody got an idea of how this works. and could this be used on things other than skys? for insatnce, to create the effect of light reflecting off of water.
| EraserX Reponds: | Select your worldproperties. Click on the 0 next to Skypanning and set Skypan to true (and adjust the other options, if you want to). If you want the sky to appear on a brush, it may only have these options set to true: Solid, Flatshade, Skypan. |
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Monday, Feb 1, 1999 | Question submitted by MIKE. Website: None
| Title: Help me Please....... I'm Dying!!! Category: Coding | In multiplayer mode thru the internet, their are a bunch of flying MCA's, raining down death on me
death more times than i can count. They can also shoot lasers to the highest walls, and travel along it.
Can you assist in helping me even up score? Any advice will be appreciated.
| Swartz Reponds: | Uhm.... Those flying MCA's are normal mechs that are basically people using their tractor beams... To set your tractor beam you need to go into your keyboard setup options, and select the key you wish to be bound for your tractor. Then play... now the odds will not be so uneven against you. |
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Sunday, Jan 31, 1999 | Question submitted by GrandMaster T. Website: None
| Title: DPLobby.h Category: Coding | Hi!
I want to compile the clientshell.dll but you said that I need this file.
I have bought the Microsoft Visual Studio 6.0.
I went to www.microsoft.com and it says that the DirectX SDK should be on the MSDN CD but i can´t find it on my CD.
Do I have to buy this single file that I need or can I download it from microsoft or have I just missed it on my CD?
//GrandMaster T
| SSpeare Reponds: | This file is included in the DirectX 6.0 SDK. I heard from
Jeff Olson of Radikus that DirectX 5.0 is included with VC++
6.0. So you will have to get the below file or download the
entire DirectX 6.0 SDK. Which is a waste unless you are
writing DX apps for some reason.
However, to ease your pain you could just download the 2 .h
files that are needed for Shogo to compile. The readme.txt
lists only one, but both are needed. The files are in
Shogo:Mod (under HOSTED on the right sidebar) in the files
section. But here's a
direct link
to the file for you.
Both of these .h files (dplobby.h and dplay.h) should be
copied into your AppHeaders directory.
Also, don't forget to change your include directory to
include the AppHeaders directory. This is under
Tools->Options->Directories->Include directories in VC++ 5.0,
it should be the same (or close) for 6.0.
-SSpeare |
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Saturday, Jan 30, 1999 | Question submitted by John. Website: http://members.xoom.com/risingsun_uk
| Title: WHY? Category: Mapping | Just a few things
firstly why the hell do glass objects have to be tied to a door to be seen translucent?
secondly I can't get doors to move
I copied the doors from the levels made by the team but they just turn into bif black blocks?
Thirdly does optimisation really help very much?
I think not
| The_Joker Reponds: | Glass objects have to be bound to a door object because for a brush to be rendered translucently, it has to be bound to a WorldModel first. It's just the way it works in LithTech. :)
Here's how to quickly make a door: Make a brush you want to use as a door and texture it. Bind this brush to a Door object. Set the StateFlags of this Door object to 1 (Self Triggerable - It will open automatically once a player or AI touches it). Set the Speed and ClosingSpeed to the speed you want the door to move with. Set the MoveDist(ance) property to the number of units you want the door to move (if the brush is 128 units wide, you could set MoveDist to 124). Set the angle you want the door to move in in the MoveDir property. If you want the door to move horizontally to the right, you'd set the first vector to 1 and the other two to 0. The 3 vectors in MoveDir are just x, y and z vectors which define the angle in which the door moves. You can also set the OpenWaitTime and CloseWaitTime properties if you want the Door object to wait a little before opening or closing. This is all you need to do to make a simple door.
While you may not see a big increase in speed, optimization does help in getting better performance. I don't think they would have kept that option in there if it didn't do anything at all... :) |
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Saturday, Jan 30, 1999 | Question submitted by Grandmaster T. Website: None
| Title: Computer texture Category: Mapping | Hi! I wonder how I can do a computer screen that moves like the screens in the game, like two textures that changes once a second or something. Thank You very much! //GrandMaster T
| The_Joker Reponds: | To make the textures move on a brush, you'd have to use the pan effect (this is also used to make clouds move in skies). Basically you just set the Effect property of your brush to "Pan" (without quotes), and then specify in the EffectsParam how fast you want it to move up/down and/or left/right. So this is how you specify the pan speed: EffectParam: [left/right pan speed] [up/down pan speed]
Example: EffectParam: 4 4 (move right and up 4 units) negative values would move it left/down.
This is one way of letting the computer screens scroll up or down. :)
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Saturday, Jan 30, 1999 | Question submitted by strike9. Website: None
| Title: Handling teams and using time Category: Coding | Any hints on how to manage teams? I'd be interested in learning about how Mac deals with teams in SNSCTF. Maybe you could release the source for your class? If I wanted to make something time-specific, like making a timer count down the seconds until the next game starts, how would I do that?
| Mac Reponds: | Teams currently are not handled very well in SNS CTF. A new class that will handle ALL bookeeping is on the to-do list, but I might not get around to that until 2.0. Currently, things that have a "team" have a private member variable called m_dwTeam. DDWORD is nice to use: easy to write to and read from messages. Furthermore, I could make SNS CTF a 3+ team CTF in probably less than 2 hours.
For the time stuff, it just depends where you want to do this:
Server side: there is a function ServerDE::GetTime() that gives you the server time in ?seconds?. Furthermore, here's a snippet of code that gives you the ending-time of the level (in seconds):
m_GameInfo.m_dwEndTime * 60.0f
Client side: there are 2 functions, ClientDE::GetTime() and ClientDE::GetGameTime(). The 1st is the client side timer, which is what you'll probably use most of the time for client-timing. The 2nd is an intermittently-updated timer that is synched with the server. I'd use this if you had to do any client-side stuff that needed to happen in coordination with server-side stuff.
Hope this helps :) BTW, when I create that Team class, I'll probably go ahead and post it like I did the flag.
Digit. |
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Saturday, Jan 30, 1999 | Question submitted by Bunghole. Website: http://www.lithtimes.com/towarena/
| Title: Adding Console Variables Category: Coding | Are there any tutorials available showing what all you need to do to make up your own, new console variables?
If not, could somebody please enlighten me?
Thanks!
| Mac Reponds: | There currently are none, but I'll try to whip one up for ShogoTech. Basically, there's a useful class called CVarTrack. You set it to look for a specific string (i.e., "TeamChange" is used in SNS CTF), and it keeps track of the value. Do a "search in files" for g_RammingDamageTrack to see how Monolith used it.
Once you know to use this, console variables are a snap!
Digit. |
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Saturday, Jan 30, 1999 | Question submitted by Zelda. Website: Zelda Rulez
| Title: Sky problem Category: Mapping | Yeah, I am having problems making my skies work. Whatever I do, I just can't get it to display in those sky portals. I just get nothing but a huge black area. What am I doing wrong? Thanks a lot for the help.
| The_Joker Reponds: | Well first of all, you'll have to check if the Index properties of your DemoSkyWorld objects are set correctly. Each DemoSkyWorldObject must have a unique number in the Index property. The sky objects with a smaller number get rendered first by the LithTech engine. Objects in your sky which are behind other objects must be rendered first, and so they must have a smaller index value. You must also make sure that only ONE of the DemoSkyWorldObject objects has the SkyDims property set. There could ofcourse be a lot of other problems here, skies are not so easy to make in LithTech, so my advice is to check out the Sky Tutorial in our editing section for more information about creating skies.
Good luck!! :) |
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Saturday, Jan 30, 1999 | Question submitted by Mathew Hill. Website: none
| Title: Help! Category: Mapping | Yes, I've been checking out DEdit (very nice I must say), and Shogo is a very awesome game! But I ran into some problems while making my own map. I added a destructable door in my map, but when I run the level, the door doesnt appear. But the object is in there, i can see it in the nodes view...whats wrong? Any help appreciated...
Keep up the goodwork btw, PlanetShogo rox!! 8^)
| The_Joker Reponds: | Glad you like the site and the game :)
Well, it seems you forgot to bind a brush to your door object. To create a door, you must first make the brush that you want to use as the door, and then bind that brush to a door object. Just adding a door object to your map is not enough.
So what you can do is create a brush and texture it with some door texture. Then right click on the brush and select "Bind to object" from the menu. Then select the door object from the objects list. After that modify the properties of your door object. For more information about the object properties, you can visit our editing section, where you can download the Shogo Editing Documentation in html help format, which makes it really easy for you to find the info you need.
Good Luck! :) |
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Friday, Jan 29, 1999 | Question submitted by Grandmaster T. Website: None
| Title: Loading text Category: Coding | Hi!
I have downloaded the shogo source code and I wonder if I can edit the texts that shows up when a level is loaded.
If I can, in wich file is the texts.
I also wonder if I can change the texts that shows up when you get an transmission in the game.
Thank You very much!
//GrandMaster T
| Mac Reponds: | Hmmm. I'm pretty sure you're talking about the text that is stored in the string table in CRes.dll
Once you've created your CRes workspace, you should go into the resources tab, and open the string table. Finding the correct strings to change might be rather annoying, but I'm pretty sure you can just do a find and replace since you know which text you're going to eliminate/replace. Once you've found the string, double click on it. Then, a small dialog box will open up, and one of the fields will contain that text in an editable box. Go ahead and change it and close the window. The string table should be changed. Recompile the dll (and optionally create your rez file). Start the game up, go to the right place, and see if your change took :)
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Thursday, Jan 28, 1999 | Question submitted by ColdFusion. Website: http://members.spree.com/sip/machinehead/
| Title: Switches back to Win98 desktop while testing level
Category: Mapping | What an amazing idea this is! You guy's actually helping the little people? That's what I call support. More power to you!!!
I have this groovy little DM/Team level called MCA_BattleCube and finally finished tweaking it only to test it out and find that it mysteriously switches back to Win98 desktop (or should I say completely blows out of the game with a violent fury) as though I had never been playing Shogo. This is wierd as (how did I know) it only happens in my level and nowhere else on any other levels.
I am testing it in MP and it has happened several times. It did not do this in early testing, only after I added all the good stuff ;( Any help would be appreciated.
Peace,
ColdFusion
| The_Joker Reponds: | Actually, it's kind of hard to answer your question, because you gave us little info about your level. For instance, what were the things you added before it wouldn't run anymore? And did you ever actually ran it in MP? When does it switch back to the desktop (what are you doing at that time, where are you at..etc.etc.)? Actually, it's a lot better to test your level in single player while it's still being worked on (at least that's my opinion). Please check if you have a single player GameStartPoint (PlayerMode == 2, GameType == 0) and if your MultiPlayer GameStartPoints are configured correctly (PlayerMode == 7, GameType == 1).
It would probably help us more if you could specify what the things are which you added after you last ran your level without a problem. :)
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