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TormentedEmu last won the day on February 22 2018
TormentedEmu had the most liked content!
About TormentedEmu
- Currently Viewing Topic: TFP Official Modding Forum Policy
- Birthday 11/05/1976
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Earth
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Programming, game modding
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Stable, I should have said :D
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Nice! Can't wait for this to go live 😀
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"GenerateChunks: EXC Object reference not set" at game exit to main menu
TormentedEmu commented on AlexBLR's record in Work in Progress
Hi. I wanted to add a bit more context to this bug. Summary: I received an NRE upon exiting to the main menu from a RWG world Game Version: V1.0 b333 OS/Version: Windows 10 64 bit CPU Model: 11th Gen Intel(R) Core(TM) i7-11700K @ 3.60GHz 3.60 GHz System Memory: 32 GB GPU Model and VRAM: NVIDIA GeForce RTX 3090 Ti (24313 MB) Screen Resolution: 3840 x 2160 Video Settings: Ultra / Custom Game mode: SP / Client Map: Navezgane Did you wipe old saves? Yes Did you start a new game? Yes Did you validate your files? Yes Are you using any mods? Yes - Was one mod that modified the EntityLootContainer class with a Transpiler patch. Would not affect the ChunkManager. Did you try to reproduce without mods? Yes EAC: off Bug Description: 2024-07-27T18:02:35 157.051 ERR Exception in thread GenerateChunks: 2024-07-27T18:02:35 157.052 EXC Object reference not set to an instance of an object at ChunkManager.GetNextChunkToProvide () [0x00086] in <40e9b6e9762f43cf836123d0f549ad32>:0 at World.GetNextChunkToProvide () [0x00000] in <40e9b6e9762f43cf836123d0f549ad32>:0 at ChunkProviderGenerateWorld.GenerateChunksThread (ThreadManager+ThreadInfo _threadInfo) [0x00013] in <40e9b6e9762f43cf836123d0f549ad32>:0 at ThreadManager.myThreadInvoke (System.Object _threadInfo) [0x0005e] in <40e9b6e9762f43cf836123d0f549ad32>:0 Detailed steps to reproduce the bug: 1) Began a new game 2) Checked a few loot containers 3) Exited the game Actual result: Received NRE upon clicking exit game Expected result: No NRE Link to Pastebin Output Log: https://pastebin.com/apWTKz5J Extra context: The bug was tracked to the file ChunkManager.cs at the method: public long GetNextChunkToProvide() { int chunkPositionsCount = 0; lock (lockObject) { m_AllChunkPositions.list.CopyTo(allChunkPositionsCopy); chunkPositionsCount = m_AllChunkPositions.list.Count; } ChunkCluster chunkCache = m_World.ChunkCache; if (chunkCache == null) { Log.Error($"ChunkManager::GetNextChunkToProvide - chunkCache == null here - why?? - Stacktrace: {System.Environment.StackTrace}"); // todo - find out why chunkCache would be null here, only seldomly return long.MaxValue; } int num2 = 0; while (chunkCache != null && num2 < chunkPositionsCount) { long num3 = allChunkPositionsCopy[num2]; if (WorldChunkCache.extractClrIdx(num3) == 0 && !chunkCache.ContainsChunkSync(num3)) { return num3; } num2++; } // chunkCache could be null here randomly if (chunkCache != null && chunkCache.ChunkProvider != null && chunkCache.ChunkProvider.GetRequestedChunks() != null) { HashSetList<long> requestedChunks = chunkCache.ChunkProvider.GetRequestedChunks(); lock (requestedChunks.list) { if (requestedChunks.list.Count > 0) { long num4 = chunkCache.ChunkProvider.GetRequestedChunks().list[requestedChunks.list.Count - 1]; requestedChunks.Remove(num4); return num4; } } } return long.MaxValue; } I wasn't able to make it occur again It did happen twice. The first time, I didn't save the log. I was testing a harmony transpiler patch for Furious Ramsay when I came across this bug The transpiler doesn't touch any of the code in the ChunkManager I can supply the mod if you think it would be pertinent but like I said, it was so small and wouldn't have interfered with the vanilla bug that occurred It was a clean new save after verifying files and cleaning game data and everything else 😄 I hope it helps whoever it is assigned to Cheers -
Awesome ❤️
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Can you please make the sound when you click on the Toggle locks button a bit more unique to this feature? Can you please make the flashing color a lot more dramatic/brighter(red maybe?) then it currently is right now? It is difficult to tell whether the locking feature is on or off based on the sounds made and the flashing button which I can barely see. Thank you for listening
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We need this stat. And the second jump, the player would do a somersault. I'm so onboard with this idea.
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Thanks for all your hard work!
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TormentedEmu changed their profile photo
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I know someone who will be ecstatic that you guys fixed the grenade pin thingy. Well done and cheers! ❤️
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Yes. Forgive me. They are a little bit of a challenge at first.
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Update to version 1.1 Added ability to optionally load mods earlier in the life of the game using a derived mod manager class to override the base game's methods. Added an optional link method to the IPatcherMod class to mimic SDX/DMT Added a utility class and methods Refactored some code Updated the NLog.config to display colored text Cheers
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Again, thanks for your wonderful feedback, Arramus. If it wasn't for you pointing out that discrepancy, I wouldn't have been able to fix that bug. I was determined to figure out what the heck was wrong with it compared to vanilla zombies Cheers!
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Heyas! Updated TE_Zombies to version 0.2. Check it out and let me know what you think! Notes: Fixed animator attack pause issue(maybe, hopefully). Added two new Freddy variants. Added localization. Download zip A21 Mods on Github
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Warning: Any mod using this tool is NOT EAC friendly!
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Hey everyone! Here's a new rebooted version of DMT by Hal9000 that works for Alpha 21. It does what Harmony cannot. Only for advanced modding purposes such as virtualizing or publicizing methods and properties to allow the creation of derived classes for base classes like EntityVehicle. The only other change is the addition of the ModManager.LoadMods method moved to an earlier place to allow for harmony mods to override most MonoBehaviour scripts/methods before they run. This is not a replacement for the built-in Harmony system that the Fun Pimps put in place, which I greatly appreciate ❤️ but just to enhance certain mods that a small number(all two) of us would like to release without writing Harmony patches for every single method in a class ❤️ Anywho, hope you like it and let me know if you have any feedback or issues. Current version 1.1 - Updated: 11/02/2023 Download at Github Repo - Direct Link to release: v1.1-46ModsLater Join us on Discord: https://discord.gg/DN33qqM7am Love you all ❤️ Emu