Mario384 Posted April 30, 2015 Share Posted April 30, 2015 Okay, so basically, I have a player turn into a deerclops and it works fine as the host. However, clients don't see it. What could possibly be the issue? Link to comment https://forums.kleientertainment.com/forums/topic/53362-client-crash/ Share on other sites More sharing options...
Maris Posted April 30, 2015 Share Posted April 30, 2015 Check all_clients_require_modAlso check inst.entity:AddNetwork() etc Link to comment https://forums.kleientertainment.com/forums/topic/53362-client-crash/#findComment-633357 Share on other sites More sharing options...
DarkXero Posted April 30, 2015 Share Posted April 30, 2015 @Mario384, so the mod just suddenly stopped working?I remember we got it working, maybe something skin related changed?Post the master postinit of the deerclops char. Link to comment https://forums.kleientertainment.com/forums/topic/53362-client-crash/#findComment-633412 Share on other sites More sharing options...
Mario384 Posted April 30, 2015 Author Share Posted April 30, 2015 @Mario384, so the mod just suddenly stopped working?I remember we got it working, maybe something skin related changed?Post the master postinit of the deerclops char. The mod does work, but the thing is, I never tested it from a client, as I was always the host. It DOES work for the host, but the other clients don't see the character. Along with that, if a client plays as any mob, they will crash upon activating ghost mode. I only assume this has to do with Networking. Link to comment https://forums.kleientertainment.com/forums/topic/53362-client-crash/#findComment-633426 Share on other sites More sharing options...
DarkXero Posted April 30, 2015 Share Posted April 30, 2015 @Mario384, what's the mod?Can you post link/upload zip? Link to comment https://forums.kleientertainment.com/forums/topic/53362-client-crash/#findComment-633480 Share on other sites More sharing options...
Mario384 Posted April 30, 2015 Author Share Posted April 30, 2015 @Mario384, what's the mod?Can you post link/upload zip? http://forums.kleientertainment.com/files/file/1175-playable-mobs-dst/ Link to comment https://forums.kleientertainment.com/forums/topic/53362-client-crash/#findComment-633486 Share on other sites More sharing options...
DarkXero Posted April 30, 2015 Share Posted April 30, 2015 @Mario384, I played the deerclops and died and experienced no crash. The issue is, you can't see the monsters if you have movement prediction enabled. Because clients with movement prediction use a different stategraph, because then the client uses SGwilson_client and SGwilsonghost_client and gives no ****s about the bank and build and stategraph changes of the character. This is probably the cause of the crashes too, with people with the ghost client stategraph. Make a function in your mod to disable movement prediction for the player or put a warning.Put that line in places like the common_postinit of the characters, or inside setChar.ThePlayer:EnableMovementPrediction(false) Link to comment https://forums.kleientertainment.com/forums/topic/53362-client-crash/#findComment-633498 Share on other sites More sharing options...
Mario384 Posted May 1, 2015 Author Share Posted May 1, 2015 @Mario384, I played the deerclops and died and experienced no crash. The issue is, you can't see the monsters if you have movement prediction enabled. Because clients with movement prediction use a different stategraph, because then the client uses SGwilson_client and SGwilsonghost_client and gives no ****s about the bank and build and stategraph changes of the character. This is probably the cause of the crashes too, with people with the ghost client stategraph. Make a function in your mod to disable movement prediction for the player or put a warning.Put that line in places like the common_postinit of the characters, or inside setChar.ThePlayer:EnableMovementPrediction(false) Thanks for your help. Not sure if this will work, but I'll have to see if people mention this bug after I update the mod tonight with this in it. Link to comment https://forums.kleientertainment.com/forums/topic/53362-client-crash/#findComment-633519 Share on other sites More sharing options...
Mario384 Posted May 1, 2015 Author Share Posted May 1, 2015 (edited) @Mario384, I played the deerclops and died and experienced no crash. The issue is, you can't see the monsters if you have movement prediction enabled. Because clients with movement prediction use a different stategraph, because then the client uses SGwilson_client and SGwilsonghost_client and gives no ****s about the bank and build and stategraph changes of the character. This is probably the cause of the crashes too, with people with the ghost client stategraph. Make a function in your mod to disable movement prediction for the player or put a warning.Put that line in places like the common_postinit of the characters, or inside setChar.ThePlayer:EnableMovementPrediction(false)Actually, it now tells me ThePlayer is a nil value. Should something else be there? Edited May 1, 2015 by Mario384 Link to comment https://forums.kleientertainment.com/forums/topic/53362-client-crash/#findComment-633525 Share on other sites More sharing options...
DarkXero Posted May 1, 2015 Share Posted May 1, 2015 (edited) @Mario384, where are you putting it?I was wrong, you shouldn't put it inside setChar, we need it to run locally.setChar gets executed on the server, ThePlayer is nil. Put in the common_postinit of the prefabs:inst:DoTaskInTime(0, function() if ThePlayer then ThePlayer:EnableMovementPrediction(false) endend) Edited May 1, 2015 by DarkXero Link to comment https://forums.kleientertainment.com/forums/topic/53362-client-crash/#findComment-633537 Share on other sites More sharing options...
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