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CSPSP v1.6
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Topic Started: Dec 30 2008, 07:02 PM (7,571 Views)
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nataku92
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Dec 30 2008, 07:02 PM
Post #1
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- v1.6 UPDATE-
Late Christmas present I guess (or early new year's surprise?), but CSPSP version 1.6 is released! (along with CSPSPServer version 1.2). The main changes in this release are a redone online lobby complete with an account system, as well as an animation system for the players. Though there aren't too many changes to the actual gameplay, I fixed quite a few bugs. Here's the complete list of changes from the readme:
- Code:
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__________ |-UPDATES- | |__________|
Fixed the majority of freezing bugs Removed the 64 maps limit Fixed the bug where all weapons were dropped on death Implemented buyzones Fixed the bug where your own ammo would increase when someone else was buying ammo Added a simple loading bar Implemented a new animation system for players (which also means slightly different player gfx) Added "Overwrite Map" option when your map differs from the server's. Added bullet speed to the guns config file (sniper rifle bullets are now as default 2x as fast) Added some alert messages when buying (not enough money, buying time ended, etc.) ***Redid most of the Online Lobby; implemented an account system (with friends lists)***
- Code:
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_______________ |-INSTALLATION- | |_______________|
The online portion of this version currently only works on custom firmwares (3.xx). To install, copy the CSPSP folder to your PSP/GAME folder (not PSP/GAME150).
NOTE: CSPSP now accesses the flash of your psp. It only reads (doesn't write), so it should be fine, but here's a warning nonetheless.
Screenshots:

 http://img122.imageshack.us/img122/2892/cspsp5zg3.png http://img88.imageshack.us/img88/9417/cspsp7oa9.png
Download: CSPSP v1.6 (dropbox) CSPSP v1.6 (sendspace) //I've fixed the incorrect ratio bug, so you can redownload it if you want (the bug is pretty minor, so it's fine if you don't)
CSPSP Server v1.2 (dropbox) CSPSP Server v1.2 (sendspace) -make sure to read the README.txt for the server application's update list //bah the server also has a bug, but it still functions most of the time. I'll see what I can do to fix it.
Comments, suggestions? There's some pretty big changes with the game lobby, and I'm not too sure how well the system will hold up, but let's hope for the best!
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Pouria
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Dec 30 2008, 07:18 PM
Post #2
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TY U ROCK!!!!!!!!!!!!!!!1
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PROUD BNO MEMBER
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noskillzzz
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Dec 30 2008, 07:23 PM
Post #3
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you couldnt release this 5 min ago when i was on comp >.<
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Pouria
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Dec 30 2008, 07:27 PM
Post #4
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- noskillzzz
- Dec 30 2008, 03:23 PM
you couldnt release this 5 min ago when i was on comp >.<
I told you!!!! You wouldnt believe me BUT HERE IT IS GUY!!!!!
NATAKU ROCKZZZZZZZ MEERYYYY CHRISTMAS NATAKU AND HAPPY NEW YEAR.
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PROUD BNO MEMBER
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Supervisor
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Dec 30 2008, 07:32 PM
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nataku92 doooooood!
u just rock!!!
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noskillzzz
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Dec 30 2008, 07:38 PM
Post #6
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I froze 3 times already online
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deAfF
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Dec 30 2008, 07:56 PM
Post #7
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Hm just tried running the new server, error popped up after a few seconds, probably has to do with the bug nataku referred to.
EDIT: Error still occurs after game bug was fixed. It's a Microsoft .NET Framework error
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nataku92
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Dec 30 2008, 08:04 PM
Post #8
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- deAfF
- Dec 30 2008, 11:56 PM
Hm just tried running the new server, error popped up after a few seconds, probably has to do with the bug nataku referred to.
EDIT: Error still occurs after game bug was fixed. It's a Microsoft .NET Framework error
Does the error popup give any details? If it does, could you paste it? Thanks.
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deAfF
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Dec 30 2008, 08:09 PM
Post #9
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Yes, after the default crap it reads:
Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
Then the Details:
Spoiler: click to toggle See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text ************** System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt. at malloc(UInt32 ) at new(UInt32 size) at std.allocator<char>.allocate(allocator<char>* , UInt32 _Count) at std.vector<char,std::allocator<char> >.{ctor}(vector<char\,std::allocator<char> >* , vector<char\,std::allocator<char> >* _Right) at std.allocator<Packet>.construct(allocator<Packet>* , Packet* _Ptr, Packet* _Val) at std._Uninit_copy<class Packet *,class Packet *,class std::allocator<class Packet> >(Packet* _First, Packet* _Last, Packet* _Dest, allocator<Packet>* _Al, _Nonscalar_ptr_iterator_tag __unnamed004, _Range_checked_iterator_tag __unnamed005) at std.vector<Packet,std::allocator<Packet> >._Umove<class Packet *>(vector<Packet\,std::allocator<Packet> >* , Packet* _First, Packet* _Last, Packet* _Ptr) at std.vector<Packet,std::allocator<Packet> >._Insert_n(vector<Packet\,std::allocator<Packet> >* , _Vector_iterator<Packet\,std::allocator<Packet> > _Where, UInt32 _Count, Packet* _Val) at std.vector<Packet,std::allocator<Packet> >.insert(vector<Packet\,std::allocator<Packet> >* , _Vector_iterator<Packet\,std::allocator<Packet> >* , _Vector_iterator<Packet\,std::allocator<Packet> > _Where, Packet* _Val) at std.vector<Packet,std::allocator<Packet> >.push_back(vector<Packet\,std::allocator<Packet> >* , Packet* _Val) at UdpManager.SendReliable(UdpManager* , Packet* packet, sockaddr_in to, Boolean ordered) at GameServer.HandlePacket(GameServer* , Packet* packet, sockaddr_in from, Boolean sendack) at GameServer.Update(GameServer* , Single dt) at CSPSPServer.Form1.UpdateOutput(Object , EventArgs ) at System.Windows.Forms.Timer.OnTick(EventArgs e) at System.Windows.Forms.Timer.TimerNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies ************** mscorlib Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll ---------------------------------------- CSPSPServer Assembly Version: 1.0.3286.26008 Win32 Version: CodeBase: file:///C:/Documents%20and%20Settings/User/Desktop/PSP%20Homebrew/CSPSPServer/CSPSPServer.exe ---------------------------------------- msvcm80 Assembly Version: 8.0.50727.762 Win32 Version: 8.00.50727.762 CodeBase: file:///C:/WINDOWS/WinSxS/x86_Microsoft.VC80.CRT_1fc8b3b9a1e18e3b_8.0.50727.762_x-ww_6b128700/msvcm80.dll ---------------------------------------- System.Windows.Forms Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Drawing Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ----------------------------------------
************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled.
For example:
<configuration> <system.windows.forms jitDebugging="true" /> </configuration>
When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box.
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darkSymphonie
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Dec 30 2008, 08:18 PM
Post #10
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OMG OMG OMG OMG!!! THX!
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Dangerless
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Dec 30 2008, 08:22 PM
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I had this problem for my server just a bit ago, only happened once and just seem to be random I suppose after getting the new server. As the poster has stated about the error that was the same one it gave me as well.
Seems to be doing fine now though. At least my server that is.
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darkSymphonie
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Dec 30 2008, 08:24 PM
Post #12
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- deAfF
- Dec 30 2008, 07:09 PM
Yes, after the default crap it reads: Attempted to read or write protected memory. This is often an indication that other memory is corrupt. Then the Details - Quote:
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See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text ************** System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt. at malloc(UInt32 ) at new(UInt32 size) at std.allocator<char>.allocate(allocator<char>* , UInt32 _Count) at std.vector<char,std::allocator<char> >.{ctor}(vector<char\,std::allocator<char> >* , vector<char\,std::allocator<char> >* _Right) at std.allocator<Packet>.construct(allocator<Packet>* , Packet* _Ptr, Packet* _Val) at std._Uninit_copy<class Packet *,class Packet *,class std::allocator<class Packet> >(Packet* _First, Packet* _Last, Packet* _Dest, allocator<Packet>* _Al, _Nonscalar_ptr_iterator_tag __unnamed004, _Range_checked_iterator_tag __unnamed005) at std.vector<Packet,std::allocator<Packet> >._Umove<class Packet *>(vector<Packet\,std::allocator<Packet> >* , Packet* _First, Packet* _Last, Packet* _Ptr) at std.vector<Packet,std::allocator<Packet> >._Insert_n(vector<Packet\,std::allocator<Packet> >* , _Vector_iterator<Packet\,std::allocator<Packet> > _Where, UInt32 _Count, Packet* _Val) at std.vector<Packet,std::allocator<Packet> >.insert(vector<Packet\,std::allocator<Packet> >* , _Vector_iterator<Packet\,std::allocator<Packet> >* , _Vector_iterator<Packet\,std::allocator<Packet> > _Where, Packet* _Val) at std.vector<Packet,std::allocator<Packet> >.push_back(vector<Packet\,std::allocator<Packet> >* , Packet* _Val) at UdpManager.SendReliable(UdpManager* , Packet* packet, sockaddr_in to, Boolean ordered) at GameServer.HandlePacket(GameServer* , Packet* packet, sockaddr_in from, Boolean sendack) at GameServer.Update(GameServer* , Single dt) at CSPSPServer.Form1.UpdateOutput(Object , EventArgs ) at System.Windows.Forms.Timer.OnTick(EventArgs e) at System.Windows.Forms.Timer.TimerNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies ************** mscorlib Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll ---------------------------------------- CSPSPServer Assembly Version: 1.0.3286.26008 Win32 Version: CodeBase: file:///C:/Documents%20and%20Settings/User/Desktop/PSP%20Homebrew/CSPSPServer/CSPSPServer.exe ---------------------------------------- msvcm80 Assembly Version: 8.0.50727.762 Win32 Version: 8.00.50727.762 CodeBase: file:///C:/WINDOWS/WinSxS/x86_Microsoft.VC80.CRT_1fc8b3b9a1e18e3b_8.0.50727.762_x-ww_6b128700/msvcm80.dll ---------------------------------------- System.Windows.Forms Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Drawing Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ----------------------------------------
************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled.
For example:
<configuration> <system.windows.forms jitDebugging="true" /> </configuration>
When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box.
PROBABLY a server/client problem. It happen to me a few times with old server.
Hum, what I did was something with guns I think! Like making a gun a nade! Like in gun config, the gun position (0, 1, 2 or 3) I changed the gun from 1 to 3 If that can help, test it with old server and just go in it. When you'll spawn, you will get stuck on the top left corner of map without time.. And the server will display error!
Oh and! it doesn't happen with EVERY weapon, some work as nade
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deAfF
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Dec 30 2008, 08:28 PM
Post #13
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- Quote:
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PROBABLY a server/client problem. It happen to me a few times with old server.
Hum, what I did was something with guns I think! Like making a gun a nade! Like in gun config, the gun position (0, 1, 2 or 3) I changed the gun from 1 to 3 smile.gif If that can help, test it with old server and just go in it. When you'll spawn, you will get stuck on the top left corner of map without time.. And the server will display error!
Oh and! it doesn't happen with EVERY weapon, some work as nade smile.gif
I tried it using an unedited server right from downloading. It'll run for maybe 30 seconds then the error would pop up and then the server would crash... So idk =\
EDIT: Just tried again probably 10 minutes later, server's running smoothly and didn't get any error. Server is working =D
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Spartan
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Dec 30 2008, 08:57 PM
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I HAVE A GIANT HARD ON FOR YOU NATAKU. jk, but thank you for releasing this!
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- FFFJAKER
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Greetings to You Are necessary the Server for your clan I can to start it at itself on the computer for your game
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darkSymphonie
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Dec 30 2008, 09:06 PM
Post #15
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=)
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