075 player can't move on static mesh terrain

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hike1
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075 player can't move on static mesh terrain

Post by hike1 » Fri Dec 23, 2005 12:53 am

I guess that's the problem, he moves fine in a brush-only level,

http://terrymorgan.net/staticterrain.zip 747k

http://terrymorgan.net/demo072a.zip 4.8mb


is a static terrain if
you want to try it out.

He starts out O.K., then there's invisible walls he hits, some
times he can go sideways after that, eventually completely stuck.

I thought it might be Ernie, so I changed the realityfactory.ini
to virgil.act (even though I'm strictly 1st person), didn't matter.

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Post by hike1 » Fri Dec 23, 2005 3:48 am

Never mind, I moved him to the highest hill and he moves fine now, but there are a couple of other bugs. When I try to save
the game crashes
error in source/utilities.cpp line 747 SaveScreen0.bmp not found
or missing path

I saved the rf075a overwrite of 072a successfully, I even put
the SaveScreen0.bmp and several copies 1, 2, 3 also in
my main directory of /media/bitmaps, still crashes.

Other thing is with a jump speed of 60 and gravity of -5.6 in
environment setup entity, the player jumps right through a
ceiling at 128 texels height. I changed it to 40 and -7.6, now
he can't jump on crates, so I'll tweak that. Also I have a jump
pad that's also become super charged, player jumps right
out of the skydome!


Other than that, everything's been working fine, thanks Quest!

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Post by hike1 » Fri Dec 23, 2005 3:57 am

The happy medium is -6.6 gravity and jump speed 50, the
game actually does save and can be reloaded. Any way to
disable the savescreen business, I don't even see in on the
menu.

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Post by QuestOfDreams » Fri Dec 23, 2005 1:53 pm

for the savegame image issue see this topic
viewtopic.php?t=618

the savegame image should show up as soon as you select a slot

if you don't want to show a savegame image just open the menu.ini and put a semicolon in front of the following line (or just delete the line):
savegameimage=400 260 160 120 0 0 empty.bmp

as for the gravity/jumping and static mesh collision:
I don't think I've changed anything that would affect it but I'll do some more testing...

did you try out vfs (with/without encryption) with the new release?

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Post by hike1 » Fri Dec 23, 2005 4:08 pm

Haven't tried the vfs yet.

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Post by hike1 » Fri Dec 23, 2005 5:43 pm

I tried the vfs, everything packed except the /install /scripts and
/levels , don't have any streaming stuff


forgot to include the menu bitmaps, added them,
then in realityfactory.log

File 'media\bitmaps\fonts\Cour8B.bmp' not found in Real File System, searching in VFS
Loaded media\bitmaps\fonts\Cour8B.bmp
Bad file name fonts\Cour8B.bmp

So I put the fonts outside the vfs, no biggie, all these are
in 'rfter.exe' anyway

error Spool.cpp line 87 unable to load file invalid path or
file name 'woowoo3.wav'

So I put woowoo3.wav outside the VFS, got the same
error for 'die.wav'. These aren't streaming, just little pickup and player die sounds.

I have the .bsp's also encrypted, could that be the problem?

Or do I need to rebuild-reencrypt the whole vfs?

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Post by QuestOfDreams » Fri Dec 23, 2005 6:07 pm

I have the .bsp's also encrypted, could that be the problem?
yes, I experienced some problems when I put a .bsp in th .vfs and encrypted it

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Post by hike1 » Sat Dec 24, 2005 1:01 am

Encrypted VFS files don't work., You can prove it to yourself with a copy of RF075, move the die,wav die1, injury,
injury1.wav files out of media/audio, then run rfvfs.exe on the
075 pack.vfs, navigate to the /audio directory 'add' the 4 wav
files, check 'use encryption when saving' ,Save it with an 8 letter password, run game, you'll get the Spool.cpp line 747, where the
hell is die.wav.

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Post by QuestOfDreams » Sat Dec 24, 2005 2:13 am

Sorry hike, but this does work fine for me. From a fresh 072A install updated to 075 I've put everything in the pack file except the files in the install folder, scripts, the bsp files, the midi file, the 2 video files and adultero.wav in the audio/menu folder (since this is a streaming audio). I've encrypted the vfs with "reality" then set the password with the password.exe in the tools folder and RF worked fine.

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Post by hike1 » Sat Dec 24, 2005 3:27 pm

I tried it with just the actors directory

File 'media\actors\Ernie.act' not found in Real File System, searching in VFS
Loaded media\actors\Ernie.act
File C:\RealityFactory\source\CActorManager.cpp - Line 450: Failed to create geActor_Def from file 'Ernie.act'
File C:\RealityFactory\source\CPlayer.cpp - Line 738: Missing Player Actor 'Ernie.act'

Did it load Ernie.act or not?

Do I have to run 'Password.exe' every time I save the .vfs? I
thought it was only if you wanted to change the password, so
What's to prevent anyone with 'Password.exe' from changing
any vfs password?

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Post by hike1 » Sat Dec 24, 2005 4:29 pm

I've put everything in the pack file

Did you also delete the stuff in the real file system?

I tried it with a copy of 075, sequence:
1. delete pack.vfs
2. run rfvfs.exe
3. check 'use encryption in saving'
4. add ONLY the .act files in top /actors
directory
5. save the vfs with 'reality' password, exit
6. Run password.exe, type in 'reality'
7. Run game, get log error:

Loading Player Avatar...
File 'media\actors\virgil.act' not found in Real File System, searching in VFS
File C:\RealityFactory\source\CActorManager.cpp - Line 450: Failed to create geActor_Def from file 'virgil.act'
File C:\RealityFactory\source\CPlayer.cpp - Line 683: Missing Character Actor 'virgil.act'

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Post by QuestOfDreams » Sat Dec 24, 2005 4:34 pm

File 'media\actors\Ernie.act' not found in Real File System, searching in VFS
Loaded media\actors\Ernie.act
File C:\RealityFactory\source\CActorManager.cpp - Line 450: Failed to create geActor_Def from file 'Ernie.act'
File C:\RealityFactory\source\CPlayer.cpp - Line 738: Missing Player Actor 'Ernie.act'

Did it load Ernie.act or not?
yes it did load the file, but it failed to create the geActor_Def; this shouldn't happen unless the decrypt.dll and the vfs use different passwords...
Did you also delete the stuff in the real file system?
yes

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Post by QuestOfDreams » Sat Dec 24, 2005 4:50 pm

Do I have to run 'Password.exe' every time I save the .vfs?
No, only if you change the password you use for the vfs
What's to prevent anyone with 'Password.exe' from changing
any vfs password?
Password.exe changes the password that decrypt.dll uses to open the vfs, the password you used to encrypt the vfs can't be changed by anyone else unless he tries out each possible password...

Attached is the log file of a test with encrypted vfs as I described earlier...
Attachments
RealityFactoryLog.zip
(2.39 KiB) Downloaded 81 times

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Post by hike1 » Sun Dec 25, 2005 3:18 am

Okey Dokey, it finally worked, the files you add HAVE to be in/a subdirectory of the
game directory you're making the vfs in, I was adding them from a backup
/asylum directory. Also, I couldn't get it to work with a 7 letter password,
only 8 worked for me. As soon as I can get someone with broadband to
upload 67MB for me the Asylum demo 2 will be at
http://terrymorgan.net/asylum.zip

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Post by QuestOfDreams » Sun Dec 25, 2005 8:32 am

glad it finally worked for you :)

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