12-29-2009, 02:22 PM
(12-27-2009, 05:32 AM)Pulverizer link Wrote: Interesting prospect.
I suggest you use modified wglevents.pbo->wglinit.sqs for the initialization. Later instance of wglevents.pbo in a mod folder will override the original. It's just neater to have 2 files in 1 folder instead of 2 folders with a bunch of files (the wgl settings and includes under bin that would be duplicated).
If you don't have SLX installed, there's an error message about missing ../ofp/@slx/slx_gl3_settings.sqf
After replacing the missing settings file (for testing sake, I didn't put other slx files in place), I tried it in SP with a quick plt vs plt fight with infantry and armor on both side. Had slx_debug=1 to see what's going on better. It seemed to work okay. Message about missing slx_cloud/fire.p3d soon as stuff started happening. After running for a few minutes of combat it locked OFP completely with a curious slx debug message left on screen that some dude knowsAbout some other dude almost 800 (max is 4.0 iirc). Will try some more later.
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...later... some more SP testing. Still crashing randomly.
The slx_cloud error might've been because of the debug using drop to visualize stuff. After replacing that, a new error about sound slx_hurt5 not found. That would be in slx_wounds.pbo but that file gives some dependancy error.
The knows about values seem to go up to 1000 on debug messages, that probably had nothing to do with the crash.
Looking at the scripts, there's no way they will work well without some modification. There's references to all sorts of SLX variables, weapons, sounds, gibs etc, which are likely causing the crashes. There's no need for clients to run the scripts, so there need to be some more server checking etc (I think WGL already does these checks to skip effects on deddy so you could tap into those variables).
Btw, WGL does have a variety of invisible targets so there's no reason why this couldn't be a script package for missions instead of an addon. GL3 changes the balancing anyhow, so might as well make new missions with it rather than trying to play the old. That would also ease testing, only the mission file need to be updated on the server after fixes have been made to the scripts and clients need nothing.
The version uploaded is way out of date compared to the version Im working on now, a lot of the stuff has been sorted out since that version. There are still some odd errors which I need to work out, but it shouldn't be too long before they are fixed.
Also, the slx cloud thing is for the debug to show where invisible targets are.
The problem with WGL invisible targets is that they have a higher priority than the men, so the ai ignores actual enemies in favour of them.
Lead me, Follow me, or Get out of my way.