Challenge Quest w/ IGunz & aifsm source fixes.
Here are the IGunz Server/Client files.
The .7z within the .7z contains the IGunz files. The folders and files otherwise are MAIET-leaked Challenge Quest.
Few things to note:
1) Robot lair will not load under this release. You should only use the weaponshop CQ. Absolutely no support will be added for these files.
2) You should use a program like WinMerge to merge it into the CQ Source Release thread. If that's too hard for you, you shouldn't be messing with the source. No amount of money is going to convince me to help you raise a shitty private server that will divide the GunZ community even more for the sole purpose of earning you money.
3) No, I won't help you, so don't PM me about this.
4) No, I won't provide the original IGunz client files. There are fixes you need that are included in them, simply use a program like WinMerge to figure it out. I will not be assisting you in any way, so do not bother PMing me about it.
5) Any future ChallengeQuests will not work.
6) This includes a proper anti-lead, I will not provide support for it so don't ask.
7) Did I mention not to PM me?
DOWNLOAD:
Download ChallengeQuest Base.7z from Sendspace.com - send big files the easy way
Re: Challenge Quest w/ IGunz & aifsm source fixes.
Re: Challenge Quest w/ IGunz & aifsm source fixes.
Quote:
Originally Posted by
megol
Work VS2003
This is for VS2010. You could use VS2003 if you wanted to, the sln + vcproj file is included but I do not recommend it.
Something of note... if you do use VS2003 you should use the SDK folder from Dawson's release. You should not use the cryptlib nor directx listed below unless you are using VS2010. You should use these two links as replacements for Dawson's release's DirectX SDK and Crypto++ folders, with everything else staying the same.
Here are the links to the aforementioned VS2010 replacements:
Re: Challenge Quest w/ IGunz & aifsm source fixes.
damage of NPC Quest is very small, it not normal, what i need to fix it. item of npc original damage but when npc hit my char, hp,ap is current full :-s
Re: Challenge Quest w/ IGunz & aifsm source fixes.
Re: Challenge Quest w/ IGunz & aifsm source fixes.
Archive is Corrupt.. can u upload once again?
EDIT:
Sorry, downloaded incomplete archive. .. RAR is fine. thannks !
Re: Challenge Quest w/ IGunz & aifsm source fixes.
Quote:
Originally Posted by
SandOfTime
damage of NPC Quest is very small, it not normal, what i need to fix it. item of npc original damage but when npc hit my char, hp,ap is current full :-s
This is a database issue. HP/AP must not be NULL, instead they must be 0, in the character table.
Re: Challenge Quest w/ IGunz & aifsm source fixes.
Re: Challenge Quest w/ IGunz & aifsm source fixes.
very good, working 100% xD
thanks u.
Re: Challenge Quest w/ IGunz & aifsm source fixes.
Does this have the roundstates done?
Re: Challenge Quest w/ IGunz & aifsm source fixes.
Quote:
Originally Posted by
Vusion
Does this have the roundstates done?
Yes and no. It doesn't have the fade effect between rounds, it ports you under the map and then ports you to the proper spawn point after going through a portal.
EXP is not done either.
Re: Challenge Quest w/ IGunz & aifsm source fixes.
Posted.
i keep getting the follow errors o.o
'ZGame: nPeerShotgun_Damaged' : 'MTD_ShotInfo *(ZObject *,float,const D3DXVECTOR3 &,D3DXVECTOR3 &,ZPICKINFO,DWORD,D3DXVECTOR3 &,D3DXVECTOR3 &,ZItem *,D3DXVECTOR3 &,bool &,ZTargetType &,bool &)' differs in levels of indirection from 'void (ZObject *,float,const D3DXVECTOR3 &,D3DXVECTOR3 &,ZPICKINFO,DWORD,D3DXVECTOR3
thats the first one
'MTD_ShotInfo *ZGame: nPeerShotgun_Damaged(ZObject *,float,const D3DXVECTOR3 &,D3DXVECTOR3 &,ZPICKINFO,DWORD,D3DXVECTOR3 &,D3DXVECTOR3 &,ZItem *,D3DXVECTOR3 &,bool &,ZTargetType &,bool &)' : overloaded function differs only by return type from 'void ZGame: nPeerShotgun_Damaged(ZObject *,float,const D3DXVECTOR3 &,D
is the second
For the antilead part.
Re: Challenge Quest w/ IGunz & aifsm source fixes.
Quote:
Originally Posted by
justin1
Posted.
i keep getting the follow errors o.o
'ZGame: nPeerShotgun_Damaged' : 'MTD_ShotInfo *(ZObject *,float,const D3DXVECTOR3 &,D3DXVECTOR3 &,ZPICKINFO,DWORD,D3DXVECTOR3 &,D3DXVECTOR3 &,ZItem *,D3DXVECTOR3 &,bool &,ZTargetType &,bool &)' differs in levels of indirection from 'void (ZObject *,float,const D3DXVECTOR3 &,D3DXVECTOR3 &,ZPICKINFO,DWORD,D3DXVECTOR3
thats the first one
'MTD_ShotInfo *ZGame: nPeerShotgun_Damaged(ZObject *,float,const D3DXVECTOR3 &,D3DXVECTOR3 &,ZPICKINFO,DWORD,D3DXVECTOR3 &,D3DXVECTOR3 &,ZItem *,D3DXVECTOR3 &,bool &,ZTargetType &,bool &)' : overloaded function differs only by return type from 'void ZGame: nPeerShotgun_Damaged(ZObject *,float,const D3DXVECTOR3 &,D
is the second
For the antilead part.
I have gotten those errors before, I spent hours figuring out what's wrong and still the same error.
Re: Challenge Quest w/ IGunz & aifsm source fixes.
Quote:
Originally Posted by
justin1
Posted.
i keep getting the follow errors o.o
'ZGame: nPeerShotgun_Damaged' : 'MTD_ShotInfo *(ZObject *,float,const D3DXVECTOR3 &,D3DXVECTOR3 &,ZPICKINFO,DWORD,D3DXVECTOR3 &,D3DXVECTOR3 &,ZItem *,D3DXVECTOR3 &,bool &,ZTargetType &,bool &)' differs in levels of indirection from 'void (ZObject *,float,const D3DXVECTOR3 &,D3DXVECTOR3 &,ZPICKINFO,DWORD,D3DXVECTOR3
thats the first one
'MTD_ShotInfo *ZGame: nPeerShotgun_Damaged(ZObject *,float,const D3DXVECTOR3 &,D3DXVECTOR3 &,ZPICKINFO,DWORD,D3DXVECTOR3 &,D3DXVECTOR3 &,ZItem *,D3DXVECTOR3 &,bool &,ZTargetType &,bool &)' : overloaded function differs only by return type from 'void ZGame: nPeerShotgun_Damaged(ZObject *,float,const D3DXVECTOR3 &,D
is the second
For the antilead part.
HINT: There are 3 places which u should replace it with MTD_ShotInfo*. 1 Place in Game.h and 2 Places in Game.cpp. Cant support more for this. For more support ask SecretsOthePast or anyone who can implement it for u !!
One more thing, why dont u use the igunz source provided, it has fixed declarations and antilead. If u using VS03 , you also need to change 4 lines in game.cpp (line 4760) i guess.
Good luck.. I think this supports u very well xD !
Re: Challenge Quest w/ IGunz & aifsm source fixes.
Quote:
Originally Posted by
SecretsOThePast
Yes and no. It doesn't have the fade effect between rounds, it ports you under the map and then ports you to the proper spawn point after going through a portal.
EXP is not done either.
Can u suggest for me ways to get/set exp when round end?
I tried with RouteSectorBonus function but i has been failed