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Unofficial XML Fixes


Clockwork Orange

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Don't know If you want this or not:

<biome name="water">
<spawn maxcount="3" respawndelay="4" time="Day"   entitygroup="ZombiesAll" />
      	<spawn maxcount="1" respawndelay="8" time="Any" entitygroup="AnimalsAll" spawnDeadChance="0" />
</biome>

 

Spawner.xml

 

To Allow spawns to happen in that biome, not all areas are actually undewater and It's pretty sparse with no entities walking around (except at Poi's).

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The AK47 is a military weapon, it's been left out of the military weapons group. the AK47 parts are listed in the military parts group.

 

Loot.xml

 

Added (I placed this above MP5)

<lootgroup name="AK47+ammo" count="all">

<item name="gunAK47"/>

<item name="762mmBullet" count="1,20"/>

</lootgroup>

 

Changed (orange)

<lootgroup name="militaryguns+ammo">

<item group="militaryWeaponParts" />

<item group="Ak47+ammo" prob="0.03" />

<item group="mp5+ammo" prob="0.03" />

<item group="sniperRifle+ammo" prob="0.03" />

<item group="rocketLauncher+ammo" prob="0.01"/>

</lootgroup>

 

Fixed, thanks for posting! But just to make sure you know, you need to make sure that your lootgroup name is exactly the same, Ak47+ammo --> Change to AK47+ammo

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Update (3/30/16)

 

Version 2.91

 

+Spawning

 

Fixed added missing entity spawns for new biome

 

<biome name="water">

<spawn maxcount="3" respawndelay="4" time="Day" entitygroup="ZombiesAll" />

<spawn maxcount="1" respawndelay="8" time="Any" entitygroup="AnimalsAll" spawnDeadChance="0" />

</biome>

 

+Loot

 

Fixed added missing AK47 from military weapons lootgroup

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Clockwork Orange,

 

Not sure what happened, but I dont have the previous update. 2.90 and 2.91

But between the two, all was working fine, and applying this last update, all of our groups containers are getting the

" object reference not set to an instance of an object "

 

I can't roll back to previous version since I overwrite the previous one.

But rolling back to vanilla there is no issue.

 

Thanks for all your hard work.

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Clockwork Orange,

 

Not sure what happened, but I dont have the previous update. 2.90 and 2.91

But between the two, all was working fine, and applying this last update, all of our groups containers are getting the

" object reference not set to an instance of an object "

 

I can't roll back to previous version since I overwrite the previous one.

But rolling back to vanilla there is no issue.

 

Thanks for all your hard work.

 

I had this problem yesterday, I merely did a quick file integrity check, reinstalled the xml fixes, and it solved the problem. It was the games patch that did it not the mods files.

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When the issue came up, I did a re-patch from the server and then uploaded all mods.

 

Issue came back.

 

I have a dedicated server running at lowlatencyservers. Everything is from a management gui.

The only option I appear to have is run the update to patch from steam. Not sure if thats doing the full integrity check.

 

rolled back to vanila xml files and do not get the error.

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When the issue came up, I did a re-patch from the server and then uploaded all mods.

 

Issue came back.

 

I have a dedicated server running at lowlatencyservers. Everything is from a management gui.

The only option I appear to have is run the update to patch from steam. Not sure if thats doing the full integrity check.

 

rolled back to vanila xml files and do not get the error.

 

You must have downloaded the update soon after I updated it I had to make a silent update fixing the lootgroup name for the AK47 added lootgroup.

 

If you download a fresh copy of the fixes and reinstall everything should be working fine.

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I noticed this morning that you can equip TVs (regular, large, and fallen). That seems odd to me, and I suspect is in error. It doesn't display anything in your hands (it's apparently a wielded weapon), and while I didn't hit anything with one, it probably doesn't do much.

 

Also, the officechair01 destroys to itself. I'd expect it to drop iron and leather, and otherwise be able to be picked up. Endtable and endtableLamp also have no destroy options.

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I noticed this morning that you can equip TVs (regular, large, and fallen). That seems odd to me, and I suspect is in error. It doesn't display anything in your hands (it's apparently a wielded weapon), and while I didn't hit anything with one, it probably doesn't do much.

 

Also, the officechair01 destroys to itself. I'd expect it to drop iron and leather, and otherwise be able to be picked up. Endtable and endtableLamp also have no destroy options.

 

I think "equip" in this case only places it into your hands so you can place it down not act like a weapon.

 

I will look into the furniture items. Thanks for posting!

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Update (3/31/16)

 

Version 2.92

 

+Blocks

 

officeChair01: Fixed added

<property name="CanPickup" value="true" />

<drop event="Harvest" name="wood" count="2" />

<drop event="Harvest" name="leather" count="2" />

<drop event="Destroy" count="0" />

 

endTable: Fixed Added missing

<drop event="Harvest" name="wood" count="2" />

<drop event="Destroy" count="0" prob="1" />

 

endTableLamp: Fixed Added missing

<drop event="Harvest" name="wood" count="2" />

<drop event="Destroy" count="0" prob="1" />

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Not sure if this is something you think should be addressed via this Fix.

 

In the Prefab area in Mag's Compo-Pack, there is a discussion about massive lag/FPS drops (mine goes to 5fps) being caused by some of the prefabs.

 

The block glassCTRSheet appears to be the root cause.

 

Not sure what part / piece of it that is causing the issue, but there was a mention that replacing the block info for that item with the block info for glassBusinessBlock.

 

Just putting it on your radar in case you feel it should be added.

 

Thanks.

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Not sure if this is something you think should be addressed via this Fix.

 

In the Prefab area in Mag's Compo-Pack, there is a discussion about massive lag/FPS drops (mine goes to 5fps) being caused by some of the prefabs.

 

The block glassCTRSheet appears to be the root cause.

 

Not sure what part / piece of it that is causing the issue, but there was a mention that replacing the block info for that item with the block info for glassBusinessBlock.

 

Just putting it on your radar in case you feel it should be added.

 

Thanks.

 

Are you talking about simply changing the localization becasue I highly doubt that that would have any effect on fps if anything it would have to do with a texture or mesh issue...

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Are you talking about simply changing the localization becasue I highly doubt that that would have any effect on fps if anything it would have to do with a texture or mesh issue...

 

Sorry I was not very clear.

Its an issue with the blocks.xml

Roland commented in the thread discussing it saying he has passed it along to TFP.

Link to where discussion starts.

 

 

Basically copy the parameters from glassBusinessBlock to the glassCTRsheet in blocks.xml

 

 

<block id="667" name="glassCTRSheet">
<property name="Material" value="glass" />
<property name="Shape" value="ModelEntity" />
<property name="Texture" value="241" />
<property name="Place" value="TowardsPlacerInverted" />
<property name="ModelOffset" value="0,0.5,0" />
<property name="Model" value="Entities/Buildings/glass_industrialPrefab" />
<property name="ModelOffset" value="0,0.5,0" />
<property name="DescriptionKey" value="glassGroupDesc"/>
<property class="UpgradeBlock">
	<property name="ToBlock" value="plainWoodWindowPlug" />
	<property name="Item" value="wood" />
	<property name="ItemCount" value="10" />
	<property name="UpgradeHitCount" value="4" />
</property>
<drop event="Destroy" count="0" />
</block>

 

with

<block id="667" name="glassCTRSheet">
<property name="Material" value="glass" />
<property name="Shape" value="CubeCutout" />
<property name="Mesh" value="transparent" />
<property name="Texture" value="285" />
<property name="DescriptionKey" value="glassGroupDesc"/>
<drop event="Destroy" name="brokenGlass" count="1,4" />
</block>

 

They are reporting back that this clears up lag/low FPS caused by various buildings that use that material.

 

Hope I stated this correctly.

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Update (3/31/16)

 

Version 2.93

 

+Blocks

 

glassCTRSheet: Fixed replaced code:

 

<block id="667" name="glassCTRSheet">
<property name="Material" value="glass" />
<property name="Shape" value="CubeCutout" />
<property name="Mesh" value="transparent" />
<property name="Texture" value="285" />
<property name="DescriptionKey" value="glassGroupDesc"/>
<property class="UpgradeBlock">
	<property name="ToBlock" value="plainWoodWindowPlug" />
	<property name="Item" value="wood" />
	<property name="ItemCount" value="10" />
	<property name="UpgradeHitCount" value="4" />
</property>
<drop event="Destroy" name="brokenGlass" count="1,4" />
</block>

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Few more items to correct:

 

<block id="156" name="solidScrapIronFrameWedge">

<block id="213" name="solidScrapIronFrameBlock">

<block id="216" name="solidScrapIronFrameCNRInside">

<block id="241" name="solidScrapIronFrameRamp">

 

These are missing the line <property name="CanPickup" value="false" />

 

 

Also, a few blocks have <property name="Group" value="Decor" />

These need to be corrected to <property name="Group" value="Decor/Miscellaneous" /> in order to appear correctly in the menu.

 

Thx.

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Few more items to correct:

 

<block id="156" name="solidScrapIronFrameWedge">

<block id="213" name="solidScrapIronFrameBlock">

<block id="216" name="solidScrapIronFrameCNRInside">

<block id="241" name="solidScrapIronFrameRamp">

 

These are missing the line <property name="CanPickup" value="false" />

 

 

Also, a few blocks have <property name="Group" value="Decor" />

These need to be corrected to <property name="Group" value="Decor/Miscellaneous" /> in order to appear correctly in the menu.

 

Thx.

 

I think by default you can not pick up a block unless it says can pick up true so there is no need to have a code that is for false.... unless I am mistaken or misunderstand.

 

I will fix thee decor ones soon.

 

Thanks for posting!

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Update (3/31/16)

 

Version 2.94

+Blocks

 

Fixed improper labels:

 

homelyFurRug: <property name="Group" value="Decor/Miscellaneous" /> <!-- This block is currently not being used but had improper label so i fixed it anyways

 

woodTable: <property name="Group" value="Decor/Miscellaneous" />

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Yup. True enough but these 4 are Extended from the ones that do have the CanPickup True, so they have incorrectly inherited this property.

 

Thx

 

 

Ah ok, fixed now thanks for posting! :)

 

- - - Updated - - -

 

Update (4/1/16)

 

Version 2.95

 

+Blocks

 

solidScrapIronFrameWedge: Added missing code <property name="CanPickup" value="false" />

 

solidScrapIronFrameBlock: Added missing code <property name="CanPickup" value="false" />

 

solidScrapIronFrameCNRInside: Added missing code <property name="CanPickup" value="false" />

 

solidScrapIronFrameRamp: Added missing code <property name="CanPickup" value="false" />

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Loot.xml is missing the sniper Rifle Schematic in the Military Weapons Parts group, all other military weapons are here as well as in the rarebooks group.

 

<lootgroup name="militaryWeaponParts">

<item name="partsMP5_barrel"/>

<item name="partsMP5_stock"/>

<item name="partsMP5_receiver"/>

<item name="partsMP5_parts"/>

<item name="partsAK47_barrel"/>

<item name="partsAK47_stock"/>

<item name="partsAK47_receiver"/>

<item name="partsAK47_parts"/>

<item name="partsSniperRifle_barrel"/>

<item name="partsSniperRifle_stock"/>

<item name="partsSniperRifle_receiver"/>

<item name="partsSniperRifle_parts"/>

<item name="partsRocketLauncher_barrel"/>

<item name="partsRocketLauncher_stock"/>

<item name="partsRocketLauncher_receiver"/>

<item name="partsRocketLauncher_parts"/>

<item name="smgSchematics"/>

<item name="ak47Schematic"/>

<item name="sniperRifleSchematic"/>

<item name="rocketLauncherSchematic"/>

</lootgroup>

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