Re: [Release] GunZ 2 Standalone Edition - Play Local!
Why always Loading State failed?
Re: [Release] GunZ 2 Standalone Edition - Play Local!
Quote:
Originally Posted by
bulli10
Why always Loading State failed?
You must be more specific. Cause the error again, hit Alt 0 when it appears.
Re: [Release] GunZ 2 Standalone Edition - Play Local!
Quote:
Originally Posted by
GUNZ DEVELOPER
You must be more specific. Cause the error again, hit Alt 0 when it appears.
can't start the game .. ill try now ..
Re: [Release] GunZ 2 Standalone Edition - Play Local!
Try using the G2EF_test.effect.scene.xml file or the "G2EF_test.Effect xml files" file. Not sure why that's not an xml file, maybe it was renamed. But you could try using those as G2EF_test.xml
Re: [Release] GunZ 2 Standalone Edition - Play Local!
Quote:
Originally Posted by
wesman2232
Try using the G2EF_test.effect.scene.xml file or the "G2EF_test.Effect xml files" file. Not sure why that's not an xml file, maybe it was renamed. But you could try using those as G2EF_test.xml
I've already tried this before, it does nothing if changed.
I've also fixed the Boss map up a bit, you no longer crash while he is transforming, though, you still crash if when returning fire while he is attacking you.
Not sure if I even fixed it, it may work for everyone instead.
Re: [Release] GunZ 2 Standalone Edition - Play Local!
Upload a fix? Also, I hope someone can compress the file sometime.
Re: [Release] GunZ 2 Standalone Edition - Play Local!
Quote:
Originally Posted by
Anju
Have anyone ever told you are the man? xD
Edit: I get this when I click on "Local Enter" ALT+1= Effect preloading failled. name -GZEF_test.-(1) 7/7
GZEF_test isn't required to start the game.
If you can't start, you're encountering another error.
Check logs.
Re: [Release] GunZ 2 Standalone Edition - Play Local!
Normally if the loading is failing, it's because it won't load the map. I only tested most of the maps with the phrase "pvp_". Most of those work.
Re: [Release] GunZ 2 Standalone Edition - Play Local!
Okay so with some changes to the animation list, wouldn't it be theoretically possible to re-introduce k style with private servers? I mean, all k style is, is slash cancellations.
Re: [Release] GunZ 2 Standalone Edition - Play Local!
Quote:
Originally Posted by
jetman82
Okay so with some changes to the animation list, wouldn't it be theoretically possible to re-introduce k style with private servers? I mean, all k style is, is slash cancellations.
K-Style is a bug due to the Swords delay while switching/cancelling.
Rather in G2, Everything seems to have a delay after the action, so I doubt K-Style will exist in G2, but yes, it IS theoretically possible if someone is well knowledge based around animations and 3D. It'd be a Wucas job, lmao.
Re: [Release] GunZ 2 Standalone Edition - Play Local!
K-Style will never exist in Gunz 2
Re: [Release] GunZ 2 Standalone Edition - Play Local!
If you are getting the error on load "My loading state : FAILED" the go here and download this, also make sure you have map id "10001" (its really good)
NVIDIA DRIVERS 9.12.0613
Re: [Release] GunZ 2 Standalone Edition - Play Local!
Here's an update of my progress.
The NPC's now respawn, move, and can follow/sense where you are.
Here are some pics;
http://i.imgur.com/WM0Ng.png
http://i.imgur.com/sNQXu.png
http://i.imgur.com/VFoMn.png
Re: [Release] GunZ 2 Standalone Edition - Play Local!
Code:
bool ZApplication::OnEvent(MEvent* pEvent)
{
if (m_bCreate == false)
return false;
switch(pEvent->nMessage)
{
case MWM_KEYUP:
{
//
switch(pEvent->nKey)
{
case VK_F1:
// ZClientState_Battle ¿¡¼ µð¹ö±× Á¤º¸ Åä±Û
break;
case VK_F2:
// ZClientState_Battle ¿¡¼ FPS Á¤º¸ Åä±Û
break;
case VK_F3:
m_eRenderMode = ( RENDER_MODE ) ( ((int)m_eRenderMode + 1 ) % RM_END );
break;
case VK_F4:
// ZClientState_Battle ¿¡¼ ÆÐŶ Á¤º¸ Åä±Û
break;
case VK_F5:
// ZClientState_Battle ¿¡¼ Effect & GCS ¸®µµµå
break;
case VK_F6:
// ZClientState_Battle ¿¡¼ HDR Åä±Û
break;
case VK_F7:
// ZClientState_Battle ¿¡¼ SSAO Åä±Û
break;
case VK_F8:
// ZClientState_Battle ¿¡¼ ÇÁ¸®Ä«¸Þ¶ó Åä±Û
break;
case VK_F9:
// ZClientState_Battle ¿¡¼ ¸®Ç÷¹ÀÌ Åä±Û
break;
case VK_F10:
// F10 Ű´Â ½Ã½ºÅÛŰ´Ù.
break;
case VK_F11:
ToggleVideoCapture();
return true;
case VK_SNAPSHOT:
SaveScreenShot();
return true;
case VK_OEM_5:
m_bDisplayScreenFolder = !m_bDisplayScreenFolder;
return true;
}
}
break;
case MWM_SYSKEYDOWN:
if (pEvent->nKey == VK_F10)
{
if (m_pDebugScreenFolderMgr)
{
m_pDebugScreenFolderMgr->SetEnable(!m_pDebugScreenFolderMgr->IsEnable());
};
}
if (pEvent->bAlt)
{
if (pEvent->nKey == VK_F9)
{
m_pConsole->ParseCommand("/loadreplay");
}
if (pEvent->nKey == VK_RETURN)
{
static bool bToggle = false;
bToggle = !bToggle;
if (bToggle == true)
{
m_pConsole->ParseCommand("/fullscreen on");
}
else
{
m_pConsole->ParseCommand("/fullscreen off");
}
return true;
}
}
break;
case MWM_CHAR:
break;
}
if (m_pDebugScreenFolderMgr)
{
m_pDebugScreenFolderMgr->OnEvent(pEvent);
}
return m_pClient->OnEvent(pEvent);
}
anddddd
Code:
bool ZClientScene_Battle::OnEvent(MEvent* pEvent)
{
if (m_pClient->GetBattlePeer() == NULL) return false;
RActor* pACtor = 0;
switch(pEvent->nMessage)
{
case MWM_KEYUP:
switch (pEvent->nKey)
{
case VK_TAB:
ShowScore(false);
break;
}
break;
case MWM_KEYDOWN:
switch (pEvent->nKey)
{
case VK_ESCAPE:
{
GClientState_Login* pState_Login = m_pClient->GetClientStateMgr()->GetComponent<GClientState_Login>();
if (pState_Login != NULL && pState_Login->GetDirectlyEnterBattle() == true)
{
//m_pClient->GetNetClient()->DisconnectServerTCP(GNetClient::GAMEFARM_SERVER);
char nKind = LEAVE_BATTLE_KIND::NORMAL;
m_pClient->Post(CMD_REQUEST_LEAVE_BATTLE, m_pClient->GetNetClient()->GameFarmTCPID(), nKind);
}
else
{
/// Àӽà ÄÚµå ½ÃÀÛ ///
char nKind = LEAVE_BATTLE_KIND::NORMAL;
m_pClient->Post(CMD_REQUEST_LEAVE_BATTLE, m_pClient->GetNetClient()->GameFarmTCPID(), nKind);
/// Àӽà ÄÚµå ³¡ ///
//pStateUI->ToggleBattleMenu();
}
}
break;
case VK_TAB:
ShowScore(true);
break;
case VK_F1:
m_bDebugInfo = !m_bDebugInfo;
ZDebugRender::Enable(m_bDebugInfo);
break;
case VK_F2:
SetDrawProfileInfo( !GetDrawProfileInfo() );
break;
case VK_F3: // ZApplication¿¡¼ ¿ÍÀ̾î ÇÁ·¹ÀÓ Åä±Û
break;
case VK_F4:
break;
case VK_F5:
m_pClient->GetConsole()->ParseCommand("/reload script");
m_pClient->GetConsole()->ParseCommand("/reload effect");
m_pClient->GetConsole()->ParseCommand("/reload item");
break;
case VK_F6:
m_pClient->GetBattlePeer()->ToggleHDR();
break;
case VK_F7:
m_pClient->GetBattlePeer()->ToggleSSAO();
break;
case VK_F8:
{
static bool bToggle = false;
bToggle = !bToggle;
m_pClient->GetConsole()->ParseCommand(bToggle ? "/freecamera on" : "/freecamera off");
}
break;
case VK_F9:
m_pClient->GetConsole()->ParseCommand("/togglereplay");
break;
case VK_F10:
// ZApplication¿¡¼ Àü±¤ÆÇ Åä±Û
break;
case VK_F11:
// ZApplication¿¡¼ ¹ÝµðĸÃÄ Åä±Û
break;
case VK_SNAPSHOT:
// ZApplication¿¡¼ ½ºÅ©¸°¼¦
break;
case VK_NUMPAD0:
case VK_NUMPAD1:
case VK_NUMPAD2:
case VK_NUMPAD3:
case VK_NUMPAD4:
ZDebugRender::ToggleChannel((ZDEBUG_CHANNEL)(pEvent->nKey - VK_NUMPAD0));
break;
case VK_HOME:
ZClientSceneManager::ToggleVisibility();
break;
case VK_END:
m_pClient->GetSoundEffectMgr()->ToggleMusic();
break;
}
break;
case MWM_SYSKEYDOWN:
if (pEvent->bAlt)
{
switch (pEvent->nKey)
{
case VK_F6:
{
m_bRenderKynapseLine = !m_bRenderKynapseLine;
if (m_bRenderKynapseLine)
{
m_pClient->GetBattleData()->GetKynapseWorld()->SetVisualizer(m_pKynapseVisualizer, NULL);
m_pClient->GetBattleData()->GetKynapseWorld()->RecomputeVisualizer();
}
else
m_pClient->GetBattleData()->GetKynapseWorld()->SetVisualizer(NULL, NULL);
}
break;
case VK_F7:
{
m_bRenderScriptArea = !m_bRenderScriptArea;
}
break;
case VK_F8:
pACtor = ZObjectHelper::FindObjectLook(*GetUserObject())->GetViewActor();
for(int i=0;i<pACtor->GetActorNodeCount();i++)
{
RActorNode *pActorNode = pACtor->GetActorNodes()[i];
if( pActorNode->m_pMeshNode->isClothMesh() )
{
RClothActorNode* pClothActorNode = dynamic_cast<RClothActorNode*>(pActorNode);
pClothActorNode->getClothInfo()->getParameter()->setDrawCollision(
!pClothActorNode->getClothInfo()->getParameter()->getDrawCollision());
}
}
break;
case VK_F9:
break;
case VK_F1:
m_pClient->GetConsole()->ParseCommand("/godmode");
break;
case VK_F2:
{
static bool bUsingFlyCam = false;
bUsingFlyCam = !bUsingFlyCam;
if (bUsingFlyCam)
m_pClient->GetBattlePeer()->GetUserController()->SetFlyCameraMode();
else
m_pClient->GetBattlePeer()->GetUserController()->SetUserCameraMode();
if (!bUsingFlyCam)
{
ZCamera* pCam = m_pClient->GetCamera();
ZEvent_Set_GlobalPose evt;
evt.quatRot = CalcObjectRotation(pCam->GetDirection(), pCam->GetUp());
evt.vPos = pCam->GetPosition();
ZObject* pObject = m_pClient->GetBattleData()->GetUserObject();
if (pObject != NULL)
pObject->DirectObjectEvent(ZEVENT_DISTRIBUTER_COMMON, &evt);
}
}
break;
}
}
break;
}
m_pClient->GetBattlePeer()->OnEvent(pEvent);
return false;
}
Re: [Release] GunZ 2 Standalone Edition - Play Local!
Quote:
Originally Posted by
ThePhailure772
Code:
bool ZApplication::OnEvent(MEvent* pEvent)
{
if (m_bCreate == false)
return false;
switch(pEvent->nMessage)
{
case MWM_KEYUP:
{
//
switch(pEvent->nKey)
{
case VK_F1:
// ZClientState_Battle ¿¡¼ µð¹ö±× Á¤º¸ Åä±Û
break;
case VK_F2:
// ZClientState_Battle ¿¡¼ FPS Á¤º¸ Åä±Û
break;
case VK_F3:
m_eRenderMode = ( RENDER_MODE ) ( ((int)m_eRenderMode + 1 ) % RM_END );
break;
case VK_F4:
// ZClientState_Battle ¿¡¼ ÆÐŶ Á¤º¸ Åä±Û
break;
case VK_F5:
// ZClientState_Battle ¿¡¼ Effect & GCS ¸®µµµå
break;
case VK_F6:
// ZClientState_Battle ¿¡¼ HDR Åä±Û
break;
case VK_F7:
// ZClientState_Battle ¿¡¼ SSAO Åä±Û
break;
case VK_F8:
// ZClientState_Battle ¿¡¼ ÇÁ¸®Ä«¸Þ¶ó Åä±Û
break;
case VK_F9:
// ZClientState_Battle ¿¡¼ ¸®Ç÷¹ÀÌ Åä±Û
break;
case VK_F10:
// F10 Ű´Â ½Ã½ºÅÛŰ´Ù.
break;
case VK_F11:
ToggleVideoCapture();
return true;
case VK_SNAPSHOT:
SaveScreenShot();
return true;
case VK_OEM_5:
m_bDisplayScreenFolder = !m_bDisplayScreenFolder;
return true;
}
}
break;
case MWM_SYSKEYDOWN:
if (pEvent->nKey == VK_F10)
{
if (m_pDebugScreenFolderMgr)
{
m_pDebugScreenFolderMgr->SetEnable(!m_pDebugScreenFolderMgr->IsEnable());
};
}
if (pEvent->bAlt)
{
if (pEvent->nKey == VK_F9)
{
m_pConsole->ParseCommand("/loadreplay");
}
if (pEvent->nKey == VK_RETURN)
{
static bool bToggle = false;
bToggle = !bToggle;
if (bToggle == true)
{
m_pConsole->ParseCommand("/fullscreen on");
}
else
{
m_pConsole->ParseCommand("/fullscreen off");
}
return true;
}
}
break;
case MWM_CHAR:
break;
}
if (m_pDebugScreenFolderMgr)
{
m_pDebugScreenFolderMgr->OnEvent(pEvent);
}
return m_pClient->OnEvent(pEvent);
}
anddddd
Code:
bool ZClientScene_Battle::OnEvent(MEvent* pEvent)
{
if (m_pClient->GetBattlePeer() == NULL) return false;
RActor* pACtor = 0;
switch(pEvent->nMessage)
{
case MWM_KEYUP:
switch (pEvent->nKey)
{
case VK_TAB:
ShowScore(false);
break;
}
break;
case MWM_KEYDOWN:
switch (pEvent->nKey)
{
case VK_ESCAPE:
{
GClientState_Login* pState_Login = m_pClient->GetClientStateMgr()->GetComponent<GClientState_Login>();
if (pState_Login != NULL && pState_Login->GetDirectlyEnterBattle() == true)
{
//m_pClient->GetNetClient()->DisconnectServerTCP(GNetClient::GAMEFARM_SERVER);
char nKind = LEAVE_BATTLE_KIND::NORMAL;
m_pClient->Post(CMD_REQUEST_LEAVE_BATTLE, m_pClient->GetNetClient()->GameFarmTCPID(), nKind);
}
else
{
/// Àӽà ÄÚµå ½ÃÀÛ ///
char nKind = LEAVE_BATTLE_KIND::NORMAL;
m_pClient->Post(CMD_REQUEST_LEAVE_BATTLE, m_pClient->GetNetClient()->GameFarmTCPID(), nKind);
/// Àӽà ÄÚµå ³¡ ///
//pStateUI->ToggleBattleMenu();
}
}
break;
case VK_TAB:
ShowScore(true);
break;
case VK_F1:
m_bDebugInfo = !m_bDebugInfo;
ZDebugRender::Enable(m_bDebugInfo);
break;
case VK_F2:
SetDrawProfileInfo( !GetDrawProfileInfo() );
break;
case VK_F3: // ZApplication¿¡¼ ¿ÍÀ̾î ÇÁ·¹ÀÓ Åä±Û
break;
case VK_F4:
break;
case VK_F5:
m_pClient->GetConsole()->ParseCommand("/reload script");
m_pClient->GetConsole()->ParseCommand("/reload effect");
m_pClient->GetConsole()->ParseCommand("/reload item");
break;
case VK_F6:
m_pClient->GetBattlePeer()->ToggleHDR();
break;
case VK_F7:
m_pClient->GetBattlePeer()->ToggleSSAO();
break;
case VK_F8:
{
static bool bToggle = false;
bToggle = !bToggle;
m_pClient->GetConsole()->ParseCommand(bToggle ? "/freecamera on" : "/freecamera off");
}
break;
case VK_F9:
m_pClient->GetConsole()->ParseCommand("/togglereplay");
break;
case VK_F10:
// ZApplication¿¡¼ Àü±¤ÆÇ Åä±Û
break;
case VK_F11:
// ZApplication¿¡¼ ¹ÝµðĸÃÄ Åä±Û
break;
case VK_SNAPSHOT:
// ZApplication¿¡¼ ½ºÅ©¸°¼¦
break;
case VK_NUMPAD0:
case VK_NUMPAD1:
case VK_NUMPAD2:
case VK_NUMPAD3:
case VK_NUMPAD4:
ZDebugRender::ToggleChannel((ZDEBUG_CHANNEL)(pEvent->nKey - VK_NUMPAD0));
break;
case VK_HOME:
ZClientSceneManager::ToggleVisibility();
break;
case VK_END:
m_pClient->GetSoundEffectMgr()->ToggleMusic();
break;
}
break;
case MWM_SYSKEYDOWN:
if (pEvent->bAlt)
{
switch (pEvent->nKey)
{
case VK_F6:
{
m_bRenderKynapseLine = !m_bRenderKynapseLine;
if (m_bRenderKynapseLine)
{
m_pClient->GetBattleData()->GetKynapseWorld()->SetVisualizer(m_pKynapseVisualizer, NULL);
m_pClient->GetBattleData()->GetKynapseWorld()->RecomputeVisualizer();
}
else
m_pClient->GetBattleData()->GetKynapseWorld()->SetVisualizer(NULL, NULL);
}
break;
case VK_F7:
{
m_bRenderScriptArea = !m_bRenderScriptArea;
}
break;
case VK_F8:
pACtor = ZObjectHelper::FindObjectLook(*GetUserObject())->GetViewActor();
for(int i=0;i<pACtor->GetActorNodeCount();i++)
{
RActorNode *pActorNode = pACtor->GetActorNodes()[i];
if( pActorNode->m_pMeshNode->isClothMesh() )
{
RClothActorNode* pClothActorNode = dynamic_cast<RClothActorNode*>(pActorNode);
pClothActorNode->getClothInfo()->getParameter()->setDrawCollision(
!pClothActorNode->getClothInfo()->getParameter()->getDrawCollision());
}
}
break;
case VK_F9:
break;
case VK_F1:
m_pClient->GetConsole()->ParseCommand("/godmode");
break;
case VK_F2:
{
static bool bUsingFlyCam = false;
bUsingFlyCam = !bUsingFlyCam;
if (bUsingFlyCam)
m_pClient->GetBattlePeer()->GetUserController()->SetFlyCameraMode();
else
m_pClient->GetBattlePeer()->GetUserController()->SetUserCameraMode();
if (!bUsingFlyCam)
{
ZCamera* pCam = m_pClient->GetCamera();
ZEvent_Set_GlobalPose evt;
evt.quatRot = CalcObjectRotation(pCam->GetDirection(), pCam->GetUp());
evt.vPos = pCam->GetPosition();
ZObject* pObject = m_pClient->GetBattleData()->GetUserObject();
if (pObject != NULL)
pObject->DirectObjectEvent(ZEVENT_DISTRIBUTER_COMMON, &evt);
}
}
break;
}
}
break;
}
m_pClient->GetBattlePeer()->OnEvent(pEvent);
return false;
}
Is this code usable(do you have the game source/code injection)? or you are just showing off the hotkeys?