just delete the gamesys/callback.cpp file, it will be generated when the game loads, in gamesys/event.cpp CreateEventCallbackHandler() if you can get mono to actually make the output file or find it
setup mono command lines in menu/project/options < retard, makefile integration has errors, but it generates 1
extra compilar options :
//-D[efine] for precompiled.h etc - dont include this line in extra options
-DQ4SDK -D_FINAL -march=pentium3 -ffast-math -fno-unsafe-math-optimizations -m32 -fvisibility=hidden
---------------
solution browser :
rightclick .cpp files, /properties/ check include in deploy, and use project relative path
should build if you fix all the code, just have no input files at the end to finish the .so
so you keep saying, the sdk code is bullshit of q4, full of bugs and glitches, all classes link back to idEntity, all entities spawned in the game use code in the sdk, the engine just processes it and makes it usable.
ontop of that, there is no listenserver code, its the same as dedicated server code, gameLocal.isServer, and the engine cant tell which is which, so client running a listenserver has more bugs then the player client, which adds aload of glitches to clients playing on dedicated servers.
i fixed it all, recoding and changing 60% of the sdk, which to add all teh new code and changelog q43a/militia has, you have to do anyway. especially to make it playable with it all enabled on a 32 slot server
then all the effects have been redone, new damage, new ai, new/cleaned up huds etc etc##
i can sell a dead horse, because i know you all full of shit, like all other mods for q4
put gravity in map files to <100 and play it on dedicated server all smooth for all clients, along with water, the gravity cvar no longer works
installed pm_speed 330 Vs q4base 100¬ and its roughly the same running speed ingame
all the projectile.cpp has been redone and there is no hitscans, for anyweapon, rails are always perfect and launched server side first and synced to clients like player origins and physics
installed pm_speed 330 Vs q4base 100¬ and its roughly the same running speed ingame without adding * 1.7/2.0f
all the projectile.cpp has been redone and there is no hitscans, for anyweapon, rails are always perfect and launched server side first and synced to clients like player origins and physics
its just a few gametypes, everything else is just the same as the q4 thats dead, shit and full of bugs and glitches
its what none of you still dont get, q43a has 60% of the sdk recoded or changed, with all new "netcode" specific to listen/dedicated servers and clients
with all the everyday stuff that makes a game a game added to mp
try it with a game, not look at it and say wow its got self shadows true, and techdemo,
have a game assholes, server does not many hitches because of new netcode = 32 slot servers,, if you dont have mp vehicles, but then vehicles only send out a few extra