Max Thomas
Max Thomas
sithCogFunctionSurface_GetSurfaceLight will not return a value if the surface requested is NULL, which can cause the stack to overflow.
8 - Palace Escape had a COG script that used to overflow the COG variable stack. This has been fixed in OpenJKDF2 with the MoTS/JK13 expanded resource limits.
MoTS `weap_eweb_m.cog` references a `SetThingCollide` verb which is verified to not exist. Superseded by `SetThingCollideSize`? MoTS `exp_hrail.cog` references a `GetUserData` verb which is verified to not exist. Superseded by `GetThingUserData`?
sithCogFunctionPlayer_IsInvActivated does not return anything if the player Thing does not exist. OpenJKDF2 fixes this by pushing 0 if the player Thing is NULL.
https://github.com/shinyquagsire23/OpenJKDF2/issues/95 The saber blade gets thinner randomly
https://github.com/shinyquagsire23/OpenJKDF2/issues/187 Weird door shake on MoTS Level 10
https://github.com/shinyquagsire23/OpenJKDF2/issues/186 MoTS uses sound ID 0 for the blaster cannon fire fx (to play nothing) when the correct syntax is sound ID -1, but somehow it doesn't play sound ID...
Saving in The Blaster Cannon! in MoTS and then loading causes the blaster cannon to float above you until you exit.
https://github.com/shinyquagsire23/OpenJKDF2/issues/59 In Dark Forces II, force-pulling an enemy's weapon, saving, and then loading will cause the enemy to regain their weapons. MoTS fixes this by syncing `actorParams.templateWeapon` in `DSS_THINGFULLDESC`.
In Dark Forces II, amputated joints are not saved. MoTS fixes this by syncing amputated joints in `DSS_THINGFULLDESC`. In Dark Forces II, changing a Thing's model will not be preserved...