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> Can you Fix it?, this error[@cheeseh]
Price
post Mar 5 2009, 09:42 PM
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Hey cheeseh, first i want to thank you for the great bot, but now its not working anymore.
The Team fortress 2 bot isnt working, if i use this one
http://code.google.com/p/rcbot2/downloads/list
it loads, but after typing "rcbot addbot" into the console.
The game crashs, except if you type "rcbot_stop 1" before you addbot then you can add a bot but the bots do nothing because the stop command.
I wanna tell you the error, it says
HandleCommand_JoinClass( undefined ) - invalid class name.
*
You get this error nonstop if you add a bot and if you don't type "rcbot_stop 1", then this* message and -> crash)
Please fix it, that would be great.
Good luck and greetings
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NifesNforks
post Mar 6 2009, 07:36 PM
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If you have been reading the other topics you should know that we are already aware of it.
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Price
post Mar 17 2009, 06:36 PM
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new sdk update, so cheeseh can work on botupdate?
QUOTE
# SDK Tools
#

# Fixed the issues with the following tools: height2ssbump, normal2ssbump, pfm2tga, splitskybox, vbspinfo, vmt_tweak, vmtcheck
# Fixed an issue in studiomdl pertaining to $shadowlod {
#

# Hammer
#

# The texture browser automatically ignores most textures that cannot be placed on brushes or displacements, as well as anything inside a .svn folder for those using svn as their choice of versioning software.
# Added additional auto visgroups for sprites and cubemaps
# Separated the VRAD calls into two sequential while using HDR (-ldr and –hdr) instead of –both
# Model browser is now created once per session
# Displacement brush dial now has greater range
# Added a stop button to sound previews
#

# SDK Launcher
#

# Added the ability to edit game configurations with vconfig
#

# Source Code
#

# Added a new template mod that replaces the old ‘advanced’ source . This template has options for teams,classes, sprinting, prone, stamina, etc. When you create a mod with the wizard it will ask you which options to enable by default. Note: you must build the source. Users wishing to create only content should not use this option.
# Added shader source; fxc.exe, psa.exe and vsa.exe must be placed into the dx9sdk\utilities folder and you must modify materialsystem\stdshaders\buildsdkshaders.bat to set your paths.
# Most tonemap controller options now work in multiplayer. The ‘template mod’ map ‘sdk_teams_hdr’ demonstrates this.
# All three mod types by default mount the required appids – Multiplayer uses 218 and mounts 320 for example. Gameinfo.txt contains a new entry ‘AdditionalAppId’ for this purpose.
# Particle systems can now be defined with a per-map manifest, similar to soundscapes. Inside the particles folder you simply create particles_mapname.txt and declare your particle system files just like the regular manifest. Prefix with ! to cache automatically. Ex: "file" "!particles/mymap_effects.pcf"
# Fixed a number of issues which caused the server to not compile in linux.
#

# Multiplayer Source Code
#

# Players animate with the new animation system that came along with TF2.
# Fixed third person animations and all effects
# Fixed SLAM issues
# Fixed Use of UTIL_GetLocalPlayer on the server in various locations
# Fixed a number of other bugs / asserts.
#

# Singleplayer Source Code
#

# Fixed a number of issues preventing the source from functioning correctly
# Added new vehicle “hl2buggy” so that users may have both the charger and the old buggy.



http://developer.valvesoftware.com/wiki/SDK_Beta
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