spencer320 Posted June 14, 2014 Share Posted June 14, 2014 It's not that late!! Link to comment Share on other sites More sharing options...
Developer SethR Posted June 14, 2014 Author Developer Share Posted June 14, 2014 Hope this is helpful. Very helpful, thank you! Found the problem very quickly with your steps. Cheers. Link to comment Share on other sites More sharing options...
Coastal Posted June 14, 2014 Share Posted June 14, 2014 The new, "Improved UI feedback for when you have a pre-built/buffered placeable recipe in the crafting tabs.", SUCKS! I had a pre-built endothermic fire set up for an emergency in summer time for the last two summers and I didn't need it the entire time. Then I download the patch and now every single time I pick up or drop an object I get the annoying bell chime that I can build something is pounding my ear drum. I wish KLEI had not changed this feature. I ended up being forced to build this thing in a rain storm in spring at night to maintain my own sanity and not Wilson's sanity! If the Developers are reading this please change this back to what it was. Love the game otherwise, thank you. Coastal Link to comment Share on other sites More sharing options...
TheG4MER14 Posted June 14, 2014 Share Posted June 14, 2014 The new, "Improved UI feedback for when you have a pre-built/buffered placeable recipe in the crafting tabs.", SUCKS! I had a pre-built endothermic fire set up for an emergency in summer time for the last two summers and I didn't need it the entire time. Then I download the patch and now every single time I pick up or drop an object I get the annoying bell chime that I can build something is pounding my ear drum. I wish KLEI had not changed this feature. I ended up being forced to build this thing in a rain storm in spring at night to maintain my own sanity and not Wilson's sanity! If the Developers are reading this please change this back to what it was. Love the game otherwise, thank you. Coastal Im hoping that stupid bell chime is a bug and not intentional. Either way it needs to be gone. Link to comment Share on other sites More sharing options...
simplex Posted June 14, 2014 Share Posted June 14, 2014 @SethRThe handling of boolean options for mod configuration has not been fixed. Of the three things I pointed out, only the issue in the mod configuration screen constructor (at modconfigurationscreen.lua:40) was fixed: if v.name and v.options and (v.saved ~= nil or v.default ~= nil) then The remaining issues had code changes, but they are not effective, since exactly the same issues from before remain. In modutil.lua:18 we now have return v.saved ~= nil and v.saved or v.defaultand in modconfigurationscreen.lua:290 local default_value = options[idx].value ~= nil and options[idx].value or options[idx].defaultIf v.saved is the boolean false (in the first case) and if options[idx].value is false (in the second case), the or shortcircuit will still evaluate to v.default and options[idx].default, respectively. In Lua, an and-or triple is not the same as the ternary operator in C; it almost always behaves that way, but when the middle expression is the boolean false it does not. Please use if blocks. In the first case: if v.saved ~= nil then return v.saved else return v.default endand in the second case: local default_value if options[idx].value ~= nil then default_value = options[idx].value else default_value = options[idx].default end Link to comment Share on other sites More sharing options...
simplex Posted June 14, 2014 Share Posted June 14, 2014 @SethROne more issue with mod configuration (again, happening for boolean options with "false" as a saved value). In modindex.lua:function ModIndex:UpdateConfigurationOptions(config_options, savedata) for i,v in pairs(savedata) do for j,k in pairs(config_options) do if v.name == k.name and v.saved then k.saved = v.saved end end endendIf v.saved is false, then k.saved is not updated, effectively discarding the saved option, since it doesn't get loaded. The fix is to replace "v.saved" with "v.saved ~= nil".After implementing the above fix as well as the ones I mentioned before, all seems to be working correctly. This is a mod implementing the fixes (by simply overriding files and functions, since it is meant to become obsolete very soon).ModCfgFix.zip Link to comment Share on other sites More sharing options...
DeathDisciple Posted June 14, 2014 Share Posted June 14, 2014 Except that you can't really tell people to download a mod fix to be able to use your own mod configurator properly... so I don't see how that helps anyone (except devs, if they want to be helped anyway) Link to comment Share on other sites More sharing options...
simplex Posted June 14, 2014 Share Posted June 14, 2014 Except that you can't really tell people to download a mod fix to be able to use your own mod configurator properly... so I don't see how that helps anyone (except devs, if they want to be helped anyway) That's why I didn't release it. It's not meant to "help" or otherwise be used by players. I wrote it because I tired of postponing implementing configuration support in Up and Away due to the API support being broken; using it, I can at least implement the support in the dev version, waiting for the base game to be fixed before releasing the "configuration enabled" mod, instead of only then starting to implement it. As for my reason to post it here, yes, it was as a reference for how to fix the base game, in the hope this might speed up the process. It's been too long already, 3 weeks is a bit too much for fixing the bugs in a bare bones mod cfg support implementation. Link to comment Share on other sites More sharing options...
DeathDisciple Posted June 14, 2014 Share Posted June 14, 2014 That's why I didn't release it. It's not meant to "help" or otherwise be used by players.I wrote it because I tired of postponing implementing configuration support in Up and Away due to the API support being broken; using it, I can at least implement the support in the dev version, waiting for the base game to be fixed before releasing the "configuration enabled" mod, instead of only then starting to implement it.As for my reason to post it here, yes, it was as a reference for how to fix the base game, in the hope this might speed up the process. It's been too long already, 3 weeks is a bit too much for fixing the bugs in a bare bones mod cfg support implementation. Yeah I fully agree, hence the last part of my comment... Link to comment Share on other sites More sharing options...
Minik435 Posted June 14, 2014 Share Posted June 14, 2014 Uhm... I got this error: Reset() returningscripts/screens/mainscreen.lua(525,1) platform_motd table: 2186BC70...t Starve/data/scripts/screens/slotdetailsscreen.lua:15: variable 'global_loading_widget' is not declaredLUA ERROR stack traceback: =[C] in function 'error' D:/Program Files/Don't Starve/data/scripts/strict.lua(23,1) D:/Program Files/Don't Starve/data/scripts/screens/slotdetailsscreen.lua(15,1) in function 'ShowLoading' D:/Program Files/Don't Starve/data/scripts/screens/slotdetailsscreen.lua(241,1) in function 'Continue' D:/Program Files/Don't Starve/data/scripts/screens/slotdetailsscreen.lua(92,1) in function 'onclick' D:/Program Files/Don't Starve/data/scripts/widgets/button.lua(37,1) in function 'OnControl' D:/Program Files/Don't Starve/data/scripts/widgets/widget.lua(112,1) in function 'OnControl' D:/Program Files/Don't Starve/data/scripts/widgets/widget.lua(112,1) in function 'OnControl' D:/Program Files/Don't Starve/data/scripts/widgets/widget.lua(112,1) in function 'OnControl' D:/Program Files/Don't Starve/data/scripts/widgets/widget.lua(112,1) in function 'OnControl' D:/Program Files/Don't Starve/data/scripts/screens/slotdetailsscreen.lua(126,1) in function 'OnControl' D:/Program Files/Don't Starve/data/scripts/frontend.lua(236,1) in function 'OnControl' D:/Program Files/Don't Starve/data/scripts/input.lua(138,1) in function 'OnControl' D:/Program Files/Don't Starve/data/scripts/input.lua(312,1)scripts/frontend.lua(723,1) SCRIPT ERROR! Showing error screenForce aborting... My version is 104053 Same is w/o mods installed... Link to comment Share on other sites More sharing options...
Dantas3 Posted June 14, 2014 Share Posted June 14, 2014 The sound effect of opening chest, breaking trees and background music are muffled and very low ...But if I create a new game, the sound is normal. Will I lose my other saved then? Link to comment Share on other sites More sharing options...
Colev Posted June 14, 2014 Share Posted June 14, 2014 Im hoping that stupid bell chime is a bug and not intentional. Either way it needs to be gone. This. OMFG. Need to put this game on pause until it's fixed. Link to comment Share on other sites More sharing options...
Coastal Posted June 15, 2014 Share Posted June 15, 2014 OMG! What happened to the sound after this patch hit!? I've had to quit/save and reload several times to regain normal sound in spring while playing vanilla reign of giants and now that its summer time it's just not going away. The only sound that seems normal are Wilson's foot steps but all the other sounds sound like the are taking place on the far end of a massive warehouse. The morning summer started this problem became chronic. Link to comment Share on other sites More sharing options...
diegodiegui Posted June 15, 2014 Share Posted June 15, 2014 Bug summer sound =(I went back to playing I'm on day 56 in the summer the sound is bad What do I do?each fix........ more bugs appear u-u Link to comment Share on other sites More sharing options...
Madman666 Posted June 15, 2014 Share Posted June 15, 2014 What do I do? Wait till Monday morning, when hotfix will be out. Link to comment Share on other sites More sharing options...
XirmiX Posted June 15, 2014 Share Posted June 15, 2014 Crock pot rotting bug is back, everyone! Link to comment Share on other sites More sharing options...
monochromatic Posted June 15, 2014 Share Posted June 15, 2014 Could the "non-stop screaming spiders" bug be caused by one of these latest patches as well? I never had this problem until I created a new world 5 minutes ago. I just checked again and it is now also happening to my old save (with 80 days in it). Link to comment Share on other sites More sharing options...
Coastal Posted June 16, 2014 Share Posted June 16, 2014 So my previous post on the sound was on a pre-patch game. I started a new game post patch, the first winter started, on the second day I did a normal save game/quit, I came back to the game a couple hours later and the game loaded with the terrible sounds again but now it's winter. The game is just not playable with this sound bug, it almost makes you nauseated hearing these distant, muffled, reverberating noises mixed with some normal noises. My game is completely vanilla, reign of giants, never downloaded a mod. Link to comment Share on other sites More sharing options...
NextRa Posted June 17, 2014 Share Posted June 17, 2014 There is still no fix makes me really sad. I can't play this game because of sound bug. Link to comment Share on other sites More sharing options...
barts Posted June 17, 2014 Share Posted June 17, 2014 Yeah, it's realy sad and it's second time in a row when they leave game half fixed during the weekend Link to comment Share on other sites More sharing options...
Developer SethR Posted June 17, 2014 Author Developer Share Posted June 17, 2014 Hey everyone, sorry I didn't post yesterday--I was pretty busy digging into the sound issue. At this point, I've got it in a state where the lua side of things is correctly managing the DSP state, but there's something going on (probably on the C++ side) that's making it sound strange. I'm looking into it today. Link to comment Share on other sites More sharing options...
spencer320 Posted June 17, 2014 Share Posted June 17, 2014 Thanks for the update. Will the pengulls not acting right be patched too? They seem to want something on the right side of the map... Not sure what but they keep wanting to head that way! Link to comment Share on other sites More sharing options...
Madman666 Posted June 17, 2014 Share Posted June 17, 2014 Yeah, and the constant dinging of the "Light Tab" needs to be patched badly... I can play even with broken DSP, but this is killing my brain quite effectively. Link to comment Share on other sites More sharing options...
Developer SethR Posted June 17, 2014 Author Developer Share Posted June 17, 2014 Yep, the pengull issues and the buffered build dinging/highlighted squares issues are fixed as well. Link to comment Share on other sites More sharing options...
Madman666 Posted June 17, 2014 Share Posted June 17, 2014 Yep, the pengull issues and the buffered build dinging/highlighted squares issues are fixed as well. Oh, good to hear. Thanks for the info, as always =) Link to comment Share on other sites More sharing options...
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