-
Notifications
You must be signed in to change notification settings - Fork 12
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Startup Errors in console #562
Startup Errors in console #562
Conversation
Theres some errors that appear when changing resolution for example that I can fix here too |
Erm, so is there any way to test this? Aside from not seeing spam in-game of course. |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
lgtm
We can find the mic textures via the Source SDK Base 2013 mount, at Likewise, the |
Also, I don't think this is related to issue 449, as it's about character animation issues specifically. |
the crosshair vtf is a background image for the crosshair preview, in this pr we are using our own. The one from the counter strike vtf is an image from mirage or dust 2 I think |
@Rainyan do you know how to grab those files from the vpk or is it ok if I extracted them and put them in neoAssets? They're probably gonna get packaged up into a vpk anyway at some point right? |
Description
Files in NeotokyoRebuild/neoAssets#3
neo_english.txt is just neotokyo_english.txt renamed from the original game files
The weapon sounds file is the same file from the original, modified as follows
For the weapons sounds channels, I used the same sound channel for the empty weapon sound as the empty weapon sound for the default pistol that was in the same file
For the grenade pin pull and bounce sound volume, I used the defined normal sound level. Needs testing whether this is too loud/too quiet, as we don't have the definition for the item sound volume
Values in hud_layout.res are placeholder to silence the errors, the elements get resized in code anyway
For the convars, it makes sense to me to have commands that modify gameplay be enforced by the server and replicated clientside, and for clientside only commands referring to the commands using a string literal is inline with whats done elsewhere in the code and silences errors related to clientside only commands being defined in server.dll
For the two missing resource files, we could probably silence them by including some dummy files maybe, or perform a check for those two specific files and return before the warning is printed, I don't see these files in the original sdk or the community edition sdk anyway. I will leave the errors in for now, maybe we can discuss what to do about it together. If the lack of those files means the associated elements don't work and we can't find the files anywhere, also can just ifdef the creation of those elements out.
For missing materials when opening the options menu:
the mic test material and definition was grabbed from https://forum.elite-hunterz.com/threads/how-to-fix-missing-materials-in-voice-options.11991/ <-- This one might be a problem
the spray_canned material definition was grabbed from hl2dm, all the other spray material definitions then generate as you select them all in the settings menu
the crosshair material and definition was grabbed from counter strike source vpks, but then replaced with our own
Map related errors and errors that appear during gameplay will be addressed in separate PRs, as they tend to be more complicated to solve
Toolchain
Linked Issues