sneakpeak
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Posts posted by sneakpeak
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On 10/12/2020 at 2:54 AM, Robeloto said:
Sorry, I forgot to add the physicsbodies.xml file, so now I have added that. Download the mod again, otherwise Geist and Scarecrow won't work.
edit: LoudSoundsLowered and Disassemble Traps have been updated. When you disassemble traps you will not get resources anymore, but a 45% chance to get a full trap.
You missed one line in LoudSoundsLowered (items.xml), trying to craft auger throws a lovely wall of red errors at this moment.
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<property name="UnlockedBy" value="perkAdvancedEngineering,meleeToolAugerSchematic" />
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<property name="UnlockedBy" value="meleeToolPickT3AugerSchematic"/>
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It seems that "Loud sounds lowered" requires an update in items.xml.
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On 9/20/2020 at 11:05 PM, Sirillion said:
Well, looking at that I can understand the concern he has but I think that is isolated to the use of the playerpreview texture in the code and the claim that putting information on the compass sides is not necessarily true.
You get that same error that he mentions by opening and closing the character window also which leads me to conclude that it is the use of that playerpreview texture. It can of course be any information from the character frame window controller but since the error has animator in its name and the preview is animated that's where I would put my money.
Any other information in that window should probably be ok.I'm not competent enough to discuss why does it happen, but while using the fpsHUD i've noticed the lag spikes every time a container was opened (or more correctly when closed). Like you said that error appears every time a character window is opened or even when you press escape(while using a custom hud that uses playerpreview).
I've pinpointed the problem towards this part of the code being placed under the compass part of the HUD, since compared to statbar it stops rendering every time a container is opened and reappears when closed.
From my limited understanding this is a very 'hacky' way of rendering a window beyond the screen view for the sake of updating certain stats in realtime, unfortunately that window seems to throw errors every time it's rendered, and it seemed a bit problematic to close/render all the time.I think that i didn't manage to state that placing anything else under compass side will create lag... So i'm not really sure why this post was even mentioned here. Especially since i personally use Riles-Hud as a base with few modifications from different projects posted on the forum and i never had any lag with it.
For the sake of 'inspiration' here's what i personally ended up with:
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On 8/29/2020 at 8:21 PM, Oof said:
Just in case, make sure to update to the latest version. I simplified the code a bit, hopefully that helps if it was causing issues at all.
I see a lot of servers have that issue with inventory, but they don't have my HUD mod installed. That console information you're getting isn't something you would get from my HUD mod though, odd. If you have more mods, try adding them one by one until you find the culprit. However, it can very well be an issue with the game itself. As we all know, they JUST added the inventory sorting mechanism, wonder if that has anything to do with it.
In windows.xml if you move the code below from "windowCompass" to "HUDLeftStatBars" and reposition the hud elements again, that will get rid of the 'Calling Animator.GotoState on Synchronize layer' error that pops up everytime someone opens a container and seems to create a lot of lag in multiplayer games.
Spoiler<rect name="playerInfo" size="700,100" depth="99" pos="500,0" controller="CharacterFrameWindow"> <sprite depth="3" pos="-40,4" height="20" width="150" color="[darkGrey]" foregroundlayer="true" type="sliced"/> <sprite depth="4" pos="-40,4" height="20" width="150" color="{xpcolor}" sprite="menu_empty3px" type="filled" fill="{xp}" globalopacitymod="1.5" controller="ToolbeltWindow" standard_xp_color="85,125,180,200" updating_xp_color="[green]" deficit_xp_color="[red]" xp_fill_speed="3.5"/> <rect> <panel name="header" height="15" depth="1" pos="9999,9999" backgroundspritename="ui_game_panel_header"> <label depth="2" name="characterName" pos="42,-6" width="150" height="32" text="" font_size="32"/> <label depth="2" name="levelNumber" pos="240,-10" width="80" height="28" text="" color="[lightGrey]"/> </panel> <rect visible="{showcharacter}" pos="9999,9999" > <panel name="previewFrame" depth="0" pos="0,0" width="10" on_press="true" on_hover="true" disableautobackground="true" snap="false"> <rect> <texture depth="2" name="playerPreview" material="Materials/Transparent Colored" size="8,8" globalopacity="false"/> </rect> </panel> </rect> <label depth="5" name="TextContent" pos="-35,4" font_size="18" color="[white]" justify="left" pivot="topleft" text="Level: {playerlevel} - {playerxptonextlevel}" controller="PlayerStatsWindow"/> <label name="playerXP" font_size="18" pos="135,4" controller="PlayerStatsWindow" color="[white]" depth="5" effect="outline" text="KDZ - {playerpvpkills} | {playerdeaths} | {playerzombiekills}" justify="left"/> </rect> </rect>
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Snukfin's Server Side Z(S)ombies
in Mods
Posted · Edited by sneakpeak (see edit history)
entityclasses.xml line 187
<property name="HandItem" value="meleeHandGeits"/>
I'm not sure if it's intentional but this seems to be a typo, comparing to base mod naming it should be meleeHandGeist
[edit]
A typo without a doubt. Spawning geist throws an error loop, changing this line fixes it.