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Maris

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Posts posted by Maris

  1. 41.73, I'm a host (i.e. ping 11-22).
    A place with many vehicles and items around. Was there for a long time. Many vehicles were invisible.

     

    The car appears to become visible when something on the client collides with it. At high speed, this can lead to sad consequences.PZ_car_error.png.d3eadd444528058e11457ff7214b299b.png

     

    Steps to reproduce: play until it happens. It's a kind of random, so there is no actual steps to repriduce. I think it's reltaed with packet loss or packet order. As I said, I'm a host, so pack loss should be zero, so it may be like "rejection of the net packet" which essentially means packet loss.

  2. Please test your network code with packet loss over 1%.

    Before there were lags when driving at high speed.

     

     

     

  3. How to reproduce:

    1) Start new challenge "You Have One Day".

    2) Go back to main menu.

    3) Enable any mod in main menu, e.g. "Mod Template".

    4) Load the game using "Continue" button. Don't press "Load" button.

    5) You will see the red error (bug):

    -----------------------------------------
    STACK TRACE
    -----------------------------------------
    function: preLoadLastStandInit -- file: LastStandSetup.lua line # 7
    
    ERROR: General, 1596264292792> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: attempted index: OnInitWorld of non-table: null at KahluaThread.tableget line:1684.
    ERROR: General, 1596264292792> DebugLogStream.printException> Stack trace:
    java.lang.RuntimeException: attempted index: OnInitWorld of non-table: null
    	at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1684)
    	at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:492)
    	at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)
    	at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1975)
    	at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1807)
    	at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:66)
    	at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:139)
    	at zombie.Lua.Event.trigger(Event.java:37)
    	at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:50)
    	at zombie.iso.IsoWorld.init(IsoWorld.java:1980)
    	at zombie.gameStates.GameLoadingState$1.runInner(GameLoadingState.java:242)
    	at zombie.gameStates.GameLoadingState$1.run(GameLoadingState.java:201)
    	at java.lang.Thread.run(Thread.java:745)

     

    To reproduce the bug you should enable the mod either in the main menu or in the save, but not in two places at the same time. Anyway load the game using "Continue" button, because "Load" button is buggy at this moment (I've reported it here).

  4. For example, ClothingRecipesDefinitions.lua by now:

    ClothingRecipesDefinitions = {};
    
    ClothingRecipesDefinitions["Sheet"] = {materials="Base.RippedSheets:4" }
    --ClothingRecipesDefinitions["Belt2"] = {materials="Base.LeatherStrips:1"}
    
    
    ClothingRecipesDefinitions["FabricType"] = {}
    ClothingRecipesDefinitions["FabricType"]["Cotton"] = {};
    ClothingRecipesDefinitions["FabricType"]["Cotton"].material = "Base.RippedSheets";
    
    ClothingRecipesDefinitions["FabricType"]["Denim"] = {};
    ClothingRecipesDefinitions["FabricType"]["Denim"].material = "Base.DenimStrips";
    ClothingRecipesDefinitions["FabricType"]["Denim"].tools = "Base.Scissors";
    ClothingRecipesDefinitions["FabricType"]["Denim"].noSheetRope = true;
    
    ClothingRecipesDefinitions["FabricType"]["Leather"] = {}
    ClothingRecipesDefinitions["FabricType"]["Leather"].material = "Base.LeatherStrips";
    ClothingRecipesDefinitions["FabricType"]["Leather"].tools = "Base.Scissors";
    ClothingRecipesDefinitions["FabricType"]["Leather"].noSheetRope = true;

     

    Should be:

    ClothingRecipesDefinitions = {
      Sheet = { materials="Base.RippedSheets:4" },
      --Belt2 = { materials="Base.LeatherStrips:1" },
      
      FabricType = {
        Cotton = {
          material = "Base.RippedSheets",
        },
        Denim = {
          material = "Base.DenimStrips",
          tools = "Base.Scissors",
          noSheetRope = true,
        },
        Leather = {
          material = "Base.LeatherStrips",
          tools = "Base.Scissors",
          noSheetRope = true,
        },
      },
    };

     

  5. On 7/20/2020 at 12:43 PM, Dr_Cox1911 said:

    Are your mod options synced to clients as well?

    Not yet.

    I'm waiting for multiplayer in B41.

     

    But client mods work fine. It's possible to change options right through the game.

    As a side effect, host may change options right through the game, but each mod must handle its own server options using "not isClient()"

  6. What you think about mod options ingame?

     

    I was making the mod options as a part of another mod but now it's a separate mod.

    So any author of a mod can add their custom options to their mod.

    There is a tab in game options menu. So user may click checkboxes and press Apply.

  7. I'm trying to set current real time.

    local SEC_TO_HOUR = 1 / (60 * 60)
    
    function makeRealTime()
    	local tm = getGameTime()
    	local t = os.time() --utc
    
    	local day = tm:getDay() --8
    	local month = tm:getMonth() -- 6
    	local year = tm:getYear() -- 1993
    	local current = tm:getTimeOfDay() --in hours
    	local hour = round(current) --9
    	local game_t = os.time{year=year, month=month+1, day=day+1, hour=0, min=0} --utc
    
    	local diff = round(t - game_t) --in seconds
    	current = current + diff * SEC_TO_HOUR -- OK to increment days (tested)
    	tm:setTimeOfDay(current)
    end
    
    
    Events.OnCreatePlayer.Add(function()
    	makeRealTime()
    end)

    But it doesn't work:

    zombie.ui.UIManager render
    SEVERE: null
    java.lang.ArrayIndexOutOfBoundsException: 16425
    	at zombie.ui.Clock.render(Clock.java:153)
    	at zombie.ui.UIManager.render(UIManager.java:431)
    	at zombie.gameStates.IngameState.renderFrameUI(IngameState.java:1126)
    	at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71)
    	at zombie.gameStates.IngameState.renderframeui(IngameState.java:1114)
    	at zombie.gameStates.IngameState.renderInternal(IngameState.java:1266)
    	at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71)
    	at zombie.gameStates.IngameState.render(IngameState.java:1217)
    	at zombie.gameStates.GameStateMachine.render(GameStateMachine.java:37)
    	at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71)
    	at zombie.GameWindow.renderInternal(GameWindow.java:327)
    	at zombie.GameWindow.frameStep(GameWindow.java:726)
    	at zombie.GameWindow.run_ez(GameWindow.java:640)
    	at zombie.GameWindow.mainThread(GameWindow.java:467)
    	at java.lang.Thread.run(Thread.java:745)

    What am I doing wrong?

  8. What if two mods have an item with the same ID but different properties?

    What definition will be stronger?

     

    Is there any rule about how Zomboid decides which mod is stronger?

     

     

     

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