Dynamic crosshair not working after compile

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NOOTLORD
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Dynamic crosshair not working after compile

Post by NOOTLORD » Thu 04 Apr , 2019 8:11 pm

Hi there LDG community
I am currently using Ballistic weapons pro that i extracted from the LDG server for my hobby mod project.
However after a succesfull export and a succesfull compile of BallisticProV55 my dynamic crosshair stops working on the stock ballistic primary weapons.
Is there anywhere i can debug or check what this would cause?
Or where u guys not involved with the Ballisticpro addon.
I hope to hear from u soon as i am currently stuck with this issue and want to move on xD.

Kind regards
(NL)NOOTLORD

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Azarael
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Re: Dynamic crosshair not working after compile

Post by Azarael » Sat 20 Apr , 2019 10:43 am

BWPro may fight with standard BW if they are combined.

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NOOTLORD
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Re: Dynamic crosshair not working after compile

Post by NOOTLORD » Sat 20 Apr , 2019 4:21 pm

Hi
First of all thanks for the reply!
What u mean when they are combined?
i am pretty sure i cant recompile without the ballisticv55 files being there.
And it isnt the entire list of weapons either its only the guns that use the BallisticRangeAttenFire class.
However addons like SG kelly packs and Otherweaponspack work fine and the crosshairs displays the inaccuracy just fine.
Is there any way i can fix this issue? being stuck looking to fix it for weeks now ;p
Hope to hear from u soon.

Kind regards
NOOTLORD

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Azarael
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Re: Dynamic crosshair not working after compile

Post by Azarael » Wed 24 Apr , 2019 10:31 am

There are quite a few branches of BW:

The standard line (BCoreV25.u, BallisticV25.u) and its expansion packages(BWBPRecolors4.u)

The fixed line (BCoreFix.u, BallistixFix.u) and its expansion packages (BWBPOtherPack.u)

The Pro line (BCoreProV55.u, BallisticProV55.u, BWBPRecolors4Pro.u, BWBPOtherPackPro.u)

If you combine the multiple branches in one installation/game, there may be behavioural conflicts as a result of that. I can't be sure, as it's been a long time since I worked with Ballistic or Unreal in general, but that would be my guess.

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NOOTLORD
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Re: Dynamic crosshair not working after compile

Post by NOOTLORD » Wed 24 Apr , 2019 5:26 pm

Ah i see thanks for the info i will give it a try and see what comes out of it.
Still find it weird that it only breaks assault rifles and not pistols etc and it doesnt carry over to the expantions either.
A well guess ill try some more :p
Thanks again!


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NOOTLORD

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NOOTLORD
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Re: Dynamic crosshair not working after compile

Post by NOOTLORD » Wed 24 Apr , 2019 6:04 pm

Quick update
I realy doubt that something is conflicting here as all the packages are from the Pro tree.
This is how my UT2004.ini looks like:
EditPackages=BCoreProV55
EditPackages=BallisticProV55
EditPackages=BWBPAirstrikesPro
EditPackages=BWBPOtherPackPro
EditPackages=BWBPRecolorsPro
It might be on a wrong order but i swapped some arround and BCore needs to be loaded first so its clearly not that because the BallisticRangeAttenFire.uc class doesnt live in the core package.
Do u still have your old compile folder or a ini lying arround that i could refer to?

Kind regards
(NL)NOOTLORD

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Azarael
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Re: Dynamic crosshair not working after compile

Post by Azarael » Thu 25 Apr , 2019 10:41 am

I deleted my old UT2004 installation in early 2017, so I don't have any configuration files or the original source, sorry.

By "dynamic crosshair stops working", what exactly do you mean? It doesn't appear?

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NOOTLORD
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Re: Dynamic crosshair not working after compile

Post by NOOTLORD » Thu 25 Apr , 2019 1:04 pm

Ah i see
What i mean with it it doesnt display inaccuracy.
The crosshair itself displays fine but it doesnt expand as the inaccuracy grows.
The recoil and the inaccurary systems themself work fine but it doesnt display the inaccuracy in the crosshair itself.
Only when u jump it expands a little bit but resets instantly back to 0.
But the expansion pack guns use the same Primary fire class and there inaccuracy is displayed just fine in the crosshair :p.

Kind regards
NOOTLORD

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NOOTLORD
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Re: Dynamic crosshair not working after compile

Post by NOOTLORD » Thu 02 May , 2019 3:55 pm

Quick update:
After a export from UnrealED i dont get a 100% correct export.
As when i export the Recolorspro package a guns discription breaks and it fails to compile unless i fix it myself.
So i am thinking that the export might break a piece of code in the BallisticproV55 package that breaks the assault rifles crosshairs.
I have tried WOTexport and tried to Decompile and export the same packages but with a decompile i get a result that the ucc compiler doesnt understand and outright stops due to errors.
The export result are a bit better and fixed the broken discription on the weapon but breaks a lot of *default propeties* instead.....
I will search in the BallisticproV55 for errors or wrong pieces of code.
If u still have a suggestion on where i can start to search be sure to let me know.

Kind regards
NOOTLORD

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NOOTLORD
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Re: Dynamic crosshair not working after compile

Post by NOOTLORD » Sun 05 May , 2019 1:46 pm

FINALY!
I can put the issue to a end!
I didnt notice i could change default propeties in the Unreal editor and save them :shock:
The reason i wanted to change and compile was to change those default propeties but now i have the full controll i need for my project.
I still wonna thank you for reaching out with suggestions its realy appreciated!

Kind regards
NOOTLORD

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