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A recompiled AAS file did not resolve the issue.
As far as I recall this map always had issues, I just don't remember if it was this specific issue. The level was specifically designed for the ULTIMATE PATCH MOD.
The error occours on windows/linux and listen/dedicated.
Conditions: g_gametype 1;bots_enable 1;
Related functions: int BotAILoadMap( int restart )
Specific location at which the ACCSESS VIOLATION occurs:
int BotAILoadMap( int restart ) {
int i;
vmCvar_t mapname;
if (!restart) {
gi.Cvar_Register( &mapname, "mapname", "", CVAR_SERVERINFO | CVAR_ROM );
gi.BotLibLoadMap( mapname.string ); //<- ERROR - ACCSESS VIOLATION <-
}
for (i = 0; i < MAX_CLIENTS; i++) {
if (botstates[i] && botstates[i]->inuse) {
BotResetState( botstates[i] );
botstates[i]->setupcount = 4;
}
}
BotSetupDeathmatchAI();
return qtrue;
}
The text was updated successfully, but these errors were encountered:
Custom level sundown https://www.gamefront.com/games/elite-force-2/file/sundown
creating a crash upon load if bots are enabled.
A recompiled AAS file did not resolve the issue.
As far as I recall this map always had issues, I just don't remember if it was this specific issue.
The level was specifically designed for the ULTIMATE PATCH MOD.
The error occours on windows/linux and listen/dedicated.
Conditions:
g_gametype 1;bots_enable 1;
Related functions:
int BotAILoadMap( int restart )
Specific location at which the ACCSESS VIOLATION occurs:
The text was updated successfully, but these errors were encountered: