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Narrnika

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  1. ...more precisely, the function works, but not correctly, because of which it seems that it does not work - the confirmation button is blocked and immediately becomes available again. an error in the function `ISTextBox:updateButtons()`, which is called every (frame update?) in `ISTextBox:prerender()` function ISTextBox:updateButtons() self.yes:setEnable(true); self.yes.tooltip = nil; local text = self.entry:getText() if self.validateFunc and self.validateText ~= text then self.validateText = text -- after that the next iteration doesn't check and self.yes.enable remains true local isValid = self.validateFunc(self.validateTarget, text, self.validateArgs[1], self.validateArgs[2]) self.yes:setEnable(isValid) end -- ... end I suggested changing the function a bit like this: function ISTextBox:updateButtons() self.yes:setEnable(true); self.yes.tooltip = nil; local text = self.entry:getText() if self.validateFunc and not self.validateFunc(self.validateTarget, text, self.validateArgs[1], self.validateArgs[2]) then self.yes:setEnable(false) self.yes.tooltip = self.validateText; end -- ... end here the check happens all the time, and `validateText` is used as a tooltip when button disable.
  2. Error trying to use <RIGHT>; from console.txt: function: render -- file: RichTextLayout.lua line # 407 ... LOG : General, 1593545810494> Object tried to call nil in render in RichTextLayout.lua: 404: if orient == "centre" then 405: ui:drawTextCentre(string.trim(v), x + self.width / 2 , y + self.marginTop + self.lineY[c], r, g, b,1, self.font) 406: elseif orient == "right" then 407: ui:drawTextLeft(string.trim(v), x + self.marginLeft + self.lineX[c], y + self.marginTop + self.lineY[c], r, g, b,1, self.font) 408: else 409: ui:drawText(string.trim(v), x + self.marginLeft + self.lineX[c], y + self.marginTop + self.lineY[c], r, g, b,1, self.font) 410: end but type(ui:drawTextLeft) == nil, likely need drawTextRight(). Probably analogous error will be in ISRichTextPanel.lua: 452: self:drawTextLeft( string.trim(v), self.lineX[c] + self.marginLeft, self.lineY[c] + self.marginTop, r, g, b,self.contentTransparency, self.font);
  3. Fanny Pack (Front) -> Equip Primary/Secondary -> Wear on Back -> Double Icon in Inventory Panel: In addition, it seems not a good idea to change DisplayName of Fanny Pack when it wear on Front or Back, since this will lose the name entered by player via "Rename".
  4. I noticed that it stops when you get in car.
  5. I already wrote about this in discord, but probably the message was missed. When new Bucket Hat appears in the world (you drop it on floor or zombie knocks it off your head) - this causes a lot of repeated errors: ERROR: General, 1592632584064> RenderThread.logGLException> OpenGLException thrown: Invalid operation (1282) ERROR: General, 1592632584064> RenderThread.logGLException> Stack trace: ERROR: General, 1592632584064> org.lwjgl.opengl.OpenGLException: Invalid operation (1282) ERROR: General, 1592632584064> at org.lwjgl.opengl.Util.checkGLError(Util.java:59) ERROR: General, 1592632584064> at zombie.core.opengl.PZGLUtil.checkGLError(PZGLUtil.java:42) ERROR: General, 1592632584064> at zombie.core.skinnedmodel.shader.Shader.setLight(Shader.java:406) ERROR: General, 1592632584064> at zombie.core.skinnedmodel.model.WorldItemModelDrawer.render(WorldItemModelDrawer.java:213) ERROR: General, 1592632584065> at zombie.core.textures.TextureDraw.run(TextureDraw.java:326) ERROR: General, 1592632584065> at zombie.core.SpriteRenderer$RingBuffer$StateRun.render(SpriteRenderer.java:1157) ERROR: General, 1592632584065> at zombie.core.SpriteRenderer$RingBuffer.render(SpriteRenderer.java:1098) ERROR: General, 1592632584065> at zombie.core.SpriteRenderer.lambda$buildStateDrawBuffer$0(SpriteRenderer.java:342) ERROR: General, 1592632584065> at zombie.GameProfiler.invokeAndMeasure(GameProfiler.java:135) ERROR: General, 1592632584065> at zombie.core.SpriteRenderer.buildStateDrawBuffer(SpriteRenderer.java:341) ERROR: General, 1592632584065> at zombie.util.lambda.Invokers$Params1$CallbackStackItem.run(Invokers.java:37) ERROR: General, 1592632584065> at zombie.GameProfiler.invokeAndMeasure(GameProfiler.java:135) ERROR: General, 1592632584065> at zombie.GameProfiler.lambda$invokeAndMeasure$0(GameProfiler.java:165) ERROR: General, 1592632584065> at zombie.util.lambda.Stacks$Params4$CallbackStackItem.invoke(Stacks.java:286) ERROR: General, 1592632584065> at zombie.util.lambda.Stacks$GenericStack.invokeAndRelease(Stacks.java:26) ERROR: General, 1592632584065> at zombie.util.Lambda.capture(Lambda.java:121) ERROR: General, 1592632584065> at zombie.GameProfiler.invokeAndMeasure(GameProfiler.java:163) ERROR: General, 1592632584065> at zombie.core.SpriteRenderer.postRender(SpriteRenderer.java:322) ERROR: General, 1592632584065> at zombie.core.opengl.RenderThread.lambda$lockStepRenderStep$2(RenderThread.java:300) ERROR: General, 1592632584065> at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) ERROR: General, 1592632584065> at zombie.core.opengl.RenderThread.lockStepRenderStep(RenderThread.java:300) ERROR: General, 1592632584065> at zombie.core.opengl.RenderThread.renderStep(RenderThread.java:270) ERROR: General, 1592632584065> at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) ERROR: General, 1592632584065> at zombie.core.opengl.RenderThread.renderLoop(RenderThread.java:138) ERROR: General, 1592632584065> at zombie.gameStates.MainScreenState.main(MainScreenState.java:220) In this case, the Bucket Hat visually remains hanging at the level of the character's head. Sometimes during the battle this is accompanied by strong graphic bugs, which can be fatal for the hat owner. BucketHat-bug console.txt
  6. This is already a pretty old bug, but I finally found the time to figure out what was going on here. I checked it for “Winter is coming”, but most likely the same will be for other challenges. When I start a new game - all right; when I exit from game (to desktop, or in main menu), and use "Continue" (last save) - all ok, too. But if I run “Winter is coming”-save via LoadGameScreen (Load - Select saved game - Play) then the winter breaks: the weather corresponds to usual summer weather in PZ. I added print-markers to WinterIsComing.lua and found out that with the last option (Load menu), WinterIsComing.OnInitWorld function is not executed - which means that other functions that should work in WinterIsComing (OnGameStart, EveryDays, OnInitSeasons) will not be executed. Ok, I won’t tell how I looked for the reason for this difference - it was cooler than any AAA-horror-game But in the end this block of code seemed critical to me: -- MainScreen.lua, function MainScreen.continueLatestSave,from line 1384 for i,challenge in ipairs(LastStandChallenge) do if challenge.gameMode == gameMode then LastStandData.chosenChallenge = challenge doChallenge(challenge) getWorld():setWorld(saveName) MainScreen.instance:setDefaultSandboxVars() MainScreen.continueLatestSaveAux() return end end I added a similar code to the function for load menu: -- LoadGameScreen.lua, function LoadGameScreen:clickPlay, line 565, before "getWorld():setWorld(sel.item.saveName);" for i,challenge in ipairs(LastStandChallenge) do if challenge.gameMode == sel.item.gameMode then LastStandData.chosenChallenge = challenge doChallenge(challenge) getWorld():setWorld(sel.item.saveName); MainScreen.instance:setDefaultSandboxVars() -- duplicated code from source function in order to use "return" self:setVisible(false); MainScreen.instance.bottomPanel:setVisible(true); if self.joyfocus then self.joyfocus.focus = MainScreen.instance; updateJoypadFocus(self.joyfocus); end MainScreen.continueLatestSaveAux(false, self) return end end It seems to work - now "Winter is coming" for real, regardless of the way it is loaded.
  7. Looks like a bug still exists. Here are the new logs, one - for starting with a bug, the other - starting after a reload, already without a bug. console_bug.txt console_normal.txt The most obvious differences: - a lot of lines `Anim Clip not found: Bob_WalkLightLimpR` after starting in the first log; - `Failed to load asset: AssetPath {"bob / *"}` vs `Failed to load asset: AssetPath {"zombie / *"}` at boot time. *Of the mods, only translation is active in saving.
  8. I came across a similar one when I tried to use Hydrocraft. Updating time and zombies is the result of incomplete saving of the world when game crashes. But what caused the crash - I did not understand, I just had to throw the mod.
  9. When you use saving in the "Customise Character" screen, the DisplayNames of clothes are written to the file Zomboid/Lua/saved_outfits.txt (taking into account the included translation). This creates two errors: 1. If the translation is not Unicode (Russian, Chinese, Japanese, etc.), then instead of the names, question marks are written to the file, which are then not read; that is, a set of clothes is not actually saved; 2. If you configure and save the character in one language, and then switch to another translation, the saved set of clothes does not load correctly (because the names are different in different languages). Perhaps it makes sense to use not the DisplayName, but the code name of the item (for example, "Tshirt_Profession_RangerGreen" instead of "Green Ranger T-Shirt").
  10. This here https://map.projectzomboid.com/#11287x6583 But it seems that a red pixel always appears next to such shelves if they are full (and disappears when they are empty) :
  11. ..and even black pixel (https://map.projectzomboid.com/#11482x7020) :
  12. Yellow pixel (https://map.projectzomboid.com/#11537x6986) :
  13. Faalagorn, perhaps what has already been fixed can be deleted.. Otherwise, this page will weigh more than the game ))
  14. https://map.projectzomboid.com/#10273x9408
  15. https://map.projectzomboid.com/#10307x9304
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