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#1
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I don't have time to think about the issue right now, I'll make another post later today.
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Tick is called at periodic short intervals to simulate continuous behavior of all things (weapons, ennemies, bullets, effects...) in the game. foreachi = for each i (I guess i is for item in a array or integer representing a identifier of a instance of a class (a bit like a pointer)). Correct It's the call stack, deepest on the first line. The problem is that this call stack dump is INCOMPLETE !! I mean, the game says: ./Data/LScripts/Classes/Types/Vector.lua:53:Set ./Data/LScripts/Classes/CPlayer.lua:1880:Tick but at CPlayer:1880 there is a call to Current Weapon's Tick function. And ofc Tick happens to be the n°1 longest and most subfunction calling function. Yippee! Quote:
Boy, the devs used 1024. Boy, don't say "scruffy" until you have tried putting Cfg.GraphicsQuality=0 in config.ini. xD Quote:
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2-Or you could simply avoid the gew98 and find&use the other rifle (smle). But that would be admitting defeat. Apparently you seem to have some coding experience, so you can try downloading a tool named "Painfull" by xentax to extract the .pak files. Extract lscripts.pak in data\lscripts and you can strat editting the code with notepad. No need to compile or repack the data. (ie: you can delete lscript.pak once its content is extracted, the game directly reads the extracted content) |
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#2
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Put the following CWeapon.lua in NecroVisioN\Data\lscripts\Classes. It will not solve your problem, but it'll log all calls from a CWeapon to CVector:Set into a GniarfLog.txt, which should be in the same directory than script_error.log.
Report the latest (bottom) number. |
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