Shamanu
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Сверни окно так, чтобы оно занимало не весь экран. Оно меняет размер. И повторю, что тебе уже сказали: пиши на английском.
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Pretty known issue. And no, no workaround yet. They'll be dead after restart, tho.
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Even with this the resulting overall state can't be lower than something like 99.7-99.9. Yet check up 2nd and 3rd screeshots - the overall state is about 98.9 - that's more than 1% lower. This means one part is WAY lower than 100% or all the parts lower than 99%. But the list shows everything is 100% (or at least greater than 99.5). Taking in attention all said I think it's a bug. And comparing to other cars - most likely it's something with "missing" middle and rear seats. Seem like they are not visible, but DO have values, which are DO affects the overall state. I can't proove or reject this conclusion. It's just an idea.
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I guess the overall condition should take in attention those rounded values then. Not the "original" ones.
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It IS presented in the list - check up the 4-line block with title "Под капотом" (starts right under the bottom line of front right suspension rectangle). In reverse translation to english those lines are: Battery Engine Muffler Heater
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I've restored 3 cars to "all 100%" state. But see now the overall state is NOT 100% (surprise!)
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That wasn't generally about car disappearing (yet it's a part of an issue) but generally wrong idea of how saving works now.
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When player drives a car for the loot, spends some time there then returns to the base and the game crashes - car disappears. I've experienced an issue muliple times already: I gets a car, goes around the city and collects pretty valuable stuff. Then I returns to the base and starts to sort it out. While I do it game falls to this issue crashes. As a result - car disappears and everything rolls back to the state like I've just came back. BUT player's inventory remains the state as it was right before the crash. As a more indepth result: everything what was looted on adjacent cells is disappeared (it was looted), but not on the base (player inventory is in "new" state). I am not sure how the autosave routine really works now, but judging on what I see - cell saved when the player leaves it and goes to the next cell. If I correct, the "visited" cell needs to be saved also. That'll prevent the car from disappearing. Possible solution: when player's inventory is saved, current cell state also to be saved. But not directly. Save it as a "player.temp" and "cell.temp" files for example. And if the save worked correctly (no failure) just rename to correct names then. That'll prevent a save from curruption in a manner "one file is an hour old and another was just saved". In a more simple words: that'll prevent synchronization issue among the savefiles.
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After some more investigations I should add: Even with a skill way higher than required (3 actual vs. 1 needed for example), character still manages to damage parts on detach/attach operations. But the chance of it virtually is 0.
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Yeah. I know how randomizer works. And I know math. Actually I'm a graduated engineer-programmer. So, that's why I've checked it continuously before starting this case. I've took a car and started to dismantle and put back parts. With 0 level on mechanics all I can do is to take off the wheels and door windows (50% and 35% chances accordingly). Count on tries to take off wheels: 5,6,4,1 Count on tries to put wheels back: 4,3,5,5 Count on tries to take off windows: 10,8,2,7 Count on tries to put windows back: 7,3,11,14 Out of what I can see - chances are NOT like the game shows me. And I doubt the randomizer can work like this. I mean give a lower values THIS many times in a row. IDK how to investigate it further. Can try to check up the code myself, tho...
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I've tried to learn mechanics today. And I got some strange results: 1) Chance to dismantle/put back a part 50% - takes me about 5-6 attempts to dismantle or put back a part. 2 critical (quality gone down from 100 to 83) 2) Chance 35% - took me 11-13 attempts. 4 critical (quality gone down from 100 to 73) 3) Chance 5% - didn't even tried to. Last time I've tried, the part gone from 100% to "Broken" on criticals and still wasn't dismantled. So my guess is the chances counts some totally wrong way. With 50% I'd need 2 maybe 3 attempts. Not 5. With a chance of 35% I'd need a 3-5 attempts. Not 12. And, in advance of someone say "bad luck" - it's not. I've tried out about 10 different parts. The count is the same: 5-6 and 10+. P.S. Hydrocraft mod is here. But I doubt it can interfere a game core.
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Weapons have min and max distance of attack. For example, Baseball Bat have these parameters: MinRange = 0.61, MaxRange = 1.5, So when the target is between these amounts - player hits with a bat. When distance is larger than 1.5, no hit happends at all. When distance lower than 0.61, bat also is useless. But player can perform a melee attack (push). So, generally speaking - it's not a bug, but game functionality instead.
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You can only walk out of the stairs from the top or bottom side. No matter how many you'll put side by side. So... what's the issue?
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About bunch of errors in ISCompass.lua on line 138: for i,v in ipairs(clickedItems) do local inv = getPlayer():getInventory() for i = 1,#v.items do local item = v.items[i]; should look like local inv = getPlayer():getInventory() for i,v in ipairs(clickedItems) do if v.items and #v.items > 0 then for j = 1,#v.items do local item = v.items[j]; Plus you need to add one more line end somewhere near other 5 such lines at lines 156-161. This solution fixed this debug message on my side. Now regarding the rescaling of the Ingredients list frame: File \media\lua\client\ISUI\ISCraftingUI.lua line 563 (Didn't checked this part up) self.ingredientListbox:setHeight(self.ingredientListbox.itemheight * 8) replace with line self.ingredientListbox:setHeight(self:getHeight() - (4 + y + rh)) line 581 (This part was checked) self.ingredientPanel:setHeight(self.ingredientListbox.itemheight * 8) replace with lines if selectedItem.recipe:getRequiredSkills() then SkillsSize = 4 + ISCraftingUI.mediumFontHeight + ISCraftingUI.smallFontHeight * selectedItem.recipe:getRequiredSkills():size(); else SkillsSize = 0; end self.ingredientPanel:setHeight(self:getHeight() - (70 + y + rh + ISCraftingUI.mediumFontHeight * 2 + ISCraftingUI.bottomInfoHeight + SkillsSize + self.craftAllButton:getHeight())) Enjoy! p.s. Regarding the scrolling of recipes list - it's size defined by the icon size of recipe. I can't imagine how to possibly fix it. Upd: I don't mind if devs will include it in original code.
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