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Destroyer 3492

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Everything posted by Destroyer 3492

  1. Same issue on my nitrado server
  2. Yeah most items are not working that have been copied, street lights, garage doors, those probably need some additional code.
  3. I have experienced this issue aswell, as admin i've had a few times where i don't see vehicles that other people can see, when i relog then i can usually see them. One player has also reported seeing a vehicle that his friend could not see. This is on a dedicated server.
  4. Has anyone tried this, if its unclear i can try to give a better example.
  5. A different error: LOG : General , 1660567534455> 20.555.528.391> [15-08-22 14:45:34.455][info] Send message 'test3' for player 'Kromdor' in whisper chat. LOG : General , 1660567534551> 20.555.528.487> KEY RELEASED 28 doLuaKeyPressed=false LOG : General , 1660567538020> 20.555.531.956> [15-08-22 14:45:38.020][info] Send message 'test2' for player 'LenessEntrario' in whisper chat. LOG : General , 1660567538112> 20.555.532.048> KEY RELEASED 156 doLuaKeyPressed=false LOG : General , 1660567540368> 20.555.534.304> [15-08-22 14:45:40.368][info] Send message 'test3' for player 'LenessEntrario' in whisper chat. LOG : General , 1660567540379> 20.555.534.314> creating new sourcewindow: D:/Steam/steamapps/common/ProjectZomboid/media/lua/client/ISUI/ISUIElement.lua ERROR: General , 1660567540396> 20.555.534.331> ExceptionLogger.logException> Exception thrown java.lang.NullPointerException: Cannot read field "prototype" because "<local1>.closure" is null at KahluaThread.luaMainloop line:1140. ERROR: General , 1660567540396> 20.555.534.332> DebugLogStream.printException> Stack trace: java.lang.NullPointerException: Cannot read field "prototype" because "<local1>.closure" is null at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:1140) at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1980) at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1812) 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:64) at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:134) at zombie.chat.ChatBase.showMessage(ChatBase.java:308) at zombie.chat.ChatManager.sendMessageToChat(ChatManager.java:446) at zombie.chat.ChatManager.sendWhisperMessage(ChatManager.java:354) at zombie.Lua.LuaManager$GlobalObject.lambda$proceedPM$6(LuaManager.java:7497) at java.base/java.lang.Thread.run(Unknown Source) LOG : General , 1660567540400> 20.555.534.335> ----------------------------------------- STACK TRACE ----------------------------------------- Callframe at: getTextWithPrefix function: addLineInChat -- file: ISChat.lua line # 706 | Vanilla function: update -- file: ISInventoryPage.lua line # 355 | Vanilla LOG : General , 1660567540527> 20.555.534.463> KEY RELEASED 156 doLuaKeyPressed=false
  6. Additional info: Trying to reproduce the errors by just whispering players on my server with "test", eventually got this: LOG : General , 1660567046622> 20.555.040.550> [15-08-22 14:37:26.622][info] Send message 'test' for player 'Reubanator' in whisper chat. LOG : General , 1660567046623> 20.555.040.551> [15-08-22 14:37:26.623][info] Whisper chat is not created for 'Reubanator'. LOG : General , 1660567046623> 20.555.040.551> [15-08-22 14:37:26.623][info] 'Start PM chat' package sent. Waiting for a creating whisper chat by server.... LOG : General , 1660567046696> 20.555.040.625> KEY RELEASED 28 doLuaKeyPressed=false LOG : General , 1660567046724> 20.555.040.652> [15-08-22 14:37:26.724][info] Whisper chat created between 'Destroyer' and 'Reubanator' and has id = 77. WARN : Vehicle , 1660567050847> 20.555.044.775> VehicleManager.clientPacket> Vehicle vid=239 not found LOG : General , 1660567055073> 20.555.049.001> [15-08-22 14:37:35.073][info] Send message 'test2' for player 'Kromdor' in whisper chat. ERROR: General , 1660567055076> 20.555.049.004> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: Stack underflow at Coroutine.popCallFrame line:88. ERROR: General , 1660567055076> 20.555.049.004> DebugLogStream.printException> Stack trace: java.lang.RuntimeException: Stack underflow at se.krka.kahlua.vm.Coroutine.popCallFrame(Coroutine.java:88) at se.krka.kahlua.vm.Coroutine.cleanCallFrames(Coroutine.java:300) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:2008) at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1812) 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:64) at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:134) at zombie.chat.ChatBase.showMessage(ChatBase.java:308) at zombie.chat.ChatManager.sendMessageToChat(ChatManager.java:446) at zombie.chat.ChatManager.sendWhisperMessage(ChatManager.java:354) at zombie.Lua.LuaManager$GlobalObject.lambda$proceedPM$6(LuaManager.java:7497) at java.base/java.lang.Thread.run(Unknown Source) LOG : General , 1660567055173> 20.555.049.101> KEY RELEASED 156 doLuaKeyPressed=false DEBUG: Multiplayer , 1660567061403> 20.555.055.331> GameClient.sendServerPing > Player "Destroyer" toggled lua debugger
  7. Dedicated server, when i'm on debug sometimes my entire UI gets messed up during these errors. I will take screenshots in the future, i just assumed it was known and being worked on so didn't report it untill now.
  8. Been getting a lot of errors when im trying to whisper other players, often the text doesn't show up but they do receive the whisper. This has been since i bought the game which was around 41.65, figured i'd report it again. Also the dark purple whisper color is really unreadable at times, can you guys please consider changing it or making the color optional?
  9. It seems the red admin tag for admins does not update properly on all clients. I been playing on my server on a secret character that is admin, but everytime i play i disable all the admin powers so the tag dissapears. Apparently when other players login, they can still see the tag while i cannot. I'm guessing this is not intended? Server has a small server mod that i made myself, nothing is in it that is related to this. Reproduction steps: This requires 2 players on a dedicated server, one has to be flagged admin in the database, and the other has to be a regular player. 1 - Admin player logs into the game 2 - Click on the admin button, then "Edit your admin powers", then uncheck all boxes and click "Save" 3 - The admin tag has disappeared 4 - Regular player logs into the game and can still see the admin tag above the admin players head The weird part is, when the admin repeats step 2 after the regular player has logged in, then it seems to update to the newly logged player If any of you want to test this on my dedicated server, just send me a message. I could share my screen on discord to show the difference
  10. Some additional info: It seems to only apply to weapons, regular tools that can't be used as a weapon can still have their weight changed. (ex: garden saw, jack,...)
  11. Can't seem to edit the weight of an item anymore. Since you are still able to change the value, im not sure if this is intended or a bug? Reproduction steps: 1 - Spawn a sledgehammer 2 - Right mouse click the item in your inventory and select "Edit Item" 3 - Change the weight from 6 to 4 and press Save 4 - Hover over the item, its weight is still 6 (all other values can be changed, the ones that can't are disabled from editing the textbox)
  12. I just tried this with your settings and it seems your food respawns but gets removed instantly, this is because the food that respawns is rotten and older than one day. When you set rotten food to remove, the container does not get looted and wont trigger item respawns. Set it to -1 if you want those containers to respawn loot.
  13. Can't seem to disassemble carpentry objects on the south and east side of a building that is above ground floor. Reproduction steps: 1- Build a wooden wall frame on the east and south side 2- Try to disassemble them, it wont work. East: South: When i placed a wooden floor below it, i was able to disassemble:
  14. Did you enable the removal of rotting food? The giga mart seems to work fine when i refill the containers, apart from the appearance that they are filled not updating, even after a server restart it stays blank.
  15. Can't seem to build a wooden wall on the south side of a building that is above ground. South and east were bugged in 41.71, now it seems south still isn't working. Reproduction steps: 1- Build a wooden wall frame somewhere above ground facing SOUTH 2- Try to create a wooden wall lvl 1,2,3 on the frame, it doesn't work
  16. When you stand inside a building you can no longer seem to close the door with your mouse click while standing indoors. You can still close the door with the right click context menu "close door" and also with the keybind "interact" key. Reproduction steps: 1- Stand in front of a door on the inside of the building like this: 2- Try to click on the door with your mouse to close it, it wont work. Another example being fully indoors also does not work: Another example (door facing east) also does not work:
  17. Encountered this issue aswell in the past, took me a while to figure out i couldn't take the battery out cause the engine was running. The tooltip does not say anything about this, so it does appear buggy.
  18. 12269x6925x0 I tried to do thesame in another building and had thesame results.
  19. Container visuals are not updating when refilling the container. Reproduction steps: Find an empty container Right click the container icon and select refill container The container gets filled with items but the appearance does not update (EDIT: even after relogging it stays empty).
  20. Can you put the following text in the bottom right corner in a seperate function please? Right now we have to override the entire prerender function to adjust this. Can be found in : ISEquippedItem:prerender()
  21. Do we have any guides available in the community to set this up from the POV of someone who never used rcon/command line? Currently i have setup the automatic restart messages in a lua file on my server mod, cause it was easier than all the half complete guides to set this up using rcon. I've looked around for quite a bit, but nothing seems to provide guidance in setting this up from A to Z. Just bits and pieces
  22. When the automatic restart kicks in i get the following on my screen: So i'm assuming that they do that even tho someone said that they probably don't. Are there any plans to add this kind of dailyrestarts in the server settings? This would be so helpful. A lot of ppl struggling with these rcon because theres not a single noob proof guide for it, only bits and pieces. PS: Whenever i use the quit command in-game, my server seems to reboot automatically, so its hard to tell when to actually stop the entire server from the hosts dashboard, is this linked to the quit command or actually an automatic response from the host? Thanks for the reply
  23. Version: 41.71 Multiplayer Dedicated Mods: Server mod (some minor display strings and extra admin panels) Save version: 41.68 Reproduction steps: I wanted to upgrade the slots on my dedicated server so i decided to use the /save command before shutting the server down. When rebooting the server we noticed that changes to the map and containers have not been saved. For example: - A load of buckets that were placed on the floor by a player, these buckets are whitelisted to not despawn ever. - Items that were moved around in containers in the last 20 minutes before the /save Additional info: The server is set to save the map every 30 minutes Host is nitrado and haven't had complaints so far about save issues, since i use the host's automatic restart feature which seems to save the game before restarting When i used the /save command it showed the spiffo popup that the game was being saved, when i stopped the server several minutes later i again got the spiffo popup saying that all played data was saved and shutdown safely.
  24. Having more settings to control the populationmultiplier for certain regions would be a big plus for multiplayer servers. A lot of players tell me the server is either too easy or too hard, it's very difficult to please most players with the current population settings. Would it be possible to add in another .ini file where you can overwrite the default advanced zombie settings for a specific cell or region? For example: Muldraugh = { ZombieConfig.PopulationMultiplier = 1.0 ZombieConfig.RespawnHours = 72.0 ZombieConfig.RespawnMultiplier = 0.1 } Louisville= { ZombieConfig.PopulationMultiplier = 2.0 ZombieConfig.RespawnHours = 72.0 ZombieConfig.RespawnMultiplier = 0.2 } Some people like to play in big groups, while others prefer to play solo, but i feel that currently those can't coexist on a multiplayer server with only 1 setting for the entire map. Increasing the population too high for those big groups ensures new players don't stand a chance, even in the easier zones.
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