I spent the last couple of days thoroughly testing all the scripts fixes, and am happy to say that v1.9 beta 11 is almost ready for release. I’m shooting for Sunday night to finish it up and upload.
My testing efforts have already uncovered and fixed quite a large assortment of bugs with the new script changes. I was also able to fix an old vanilla bug in rn05 Orange Threat Level too. This particular bug is where the remote player would not teleport into the golf cart passenger seat for the end chase segment, and only the host ended up driving and chasing the fleeing Ronin.
The problem ended up being that mission author for rn05, Phillip Alexander, did some very strange things with the script; attempting to set delays and a do while loop to force the remote player into the Knoxville. It almost seemed as if he was getting more and more frustrated trying to make it work, and did that as a last resort. He even tried to script the teleport call six times with his loop and then finally proceed. It was a pretty clunky way to go about trying to force it, when the simple and elegant solution was as easy as setting the second parameter to false on the group_create() function: group_create([group],false). This parameter forces a thread yield until the group is created. This simple change I made ensures that the group is created before teleporting the players, and now works every time.
The thing I try to keep in mind when looking at other people’s code is that there are almost always circumstances that I have no knowledge of. It’s quite possible that Volition gave Mr. Alexander an insane unworkable timetable and he banged these mission scripts out in some heroic, sleepless, and caffeine filled effort. Something that seems so very simple to one set of eyes after the fact, may look like a nightmarish spaghetti mess of tears and frustration at 3am and under the gun.
Believe me. I’ve been in those shoes many times.
Can’t wait !
hopefully not under gunpoint ey
@genearlm13
It certainly felt like it.
Hey Idolninja, The Samadi mission where you kill Veteran Child is broken when you get to the cutscene and the game randomly throws me out of vehicles (Air I think). Just trying to help. And I love this mod, It make the game much better.
@Alpha
Which version of the mod are you using? Also, what version of SR2 do you have? Steam? GFWL? Gamersgate?
I’ve never seen either of those bugs in all of my playtesting. Nor, have I had anyone report them until now.
I have the Steam version and I am using the Beta with Old people gangsters, open build, Enemy Homies, and handle mod.
@Alpha
Does the mission work ok if you rebuild the patch with just the standard stuff?
Standard as in 1.8?
And it does work without 1..9 beta.
@Alpha
I think it might be the villain homie pack that’s causing it. Could you try it without that mod and let me know?
how can u add the handleing mod with this mod sorry i know how too add mods but this one is a lil offset too me.
@Kaz
Well, if you’re using the test builds, simply select it as an option then build your patch. Or, wait until beta 11 is released tonight which will have all the options present in the menu system.
Worked like a charm without the Enemy Homies.
@Alpha
Thanks a lot for testing. I’ll add a note about the villain pack causing problems with certain missions. In case you’re interested, the problem lies with the fact I had to make them part of the Saints Team so they wouldn’t attack the player on sight when they drove up.
Kk
Hey Idolninja I saw some missions unlocked after Julius’s missions..what are they? I’m so confused. They say “.dlc04″, etc.
@Alex
dlc04 and dlc05 are ported missions from the console dlc. They are playable and completable with a few issues/substitutions. The new readme talks about them in a bit more depth. cs01 and cs02 are the new custom missions that are WIP.
Thanks man! I was wondering, would it be possible to get those cool vehicles from the console DLCs too? I’m just curious, and btw I love GoTR! It’s the greatest!
@Alex
We’re working on it.
Glad you’re enjoying the mod. The official beta 11 is uploading now! Check the main site for news and links in the next few minutes!
Thanks, so much thanks!
.
I appreciate the quick replies, thanks for the answers
@Alex
As of right now, we haven’t figured out how to port the model formats for any version of the game. So to answer your question in short, not yet.
Was screwing around and found out that importing an smesh_pc as a wavefront OBJ allocates the meshes material to memory. I may be getting close to figuring out the file format.
@Jon
That would be a huge leap forward for sr2 modding. Good luck!
Oh yes, it is almost certainly wavefront. Every other format type results in errors. This is a good discovery, though it’s useless at the moment. The actual geometry for the model does not get built. Hmm….
.x format is not getting errors, however nothing is built.
I posted a thread on the saints row modding website to see if anybody has any knowledge to share (including Volition)
@Jon
Good luck with that. Volition has a firm policy of not providing any technical information to the community. All of us have tried at one time or another with no luck.
Niceee !
But in villiain homies, I don’t have : Kazuo Akuji, The General and Legal Lee… And only homie I havent unlocked is Jane Valdemara….
@Georgo[o]n
Legal Lee isn’t a villain homie.
Kazuo Akuji would replace the Luz homie that you unlock with Hotel and Marina Drug Traffiicking Level 3.
The General would replace Jane Valderama.