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Hi,

I just wanted to try out to enable caves.

But unfortunately I noticed, that at least one of my client_only mods does not work like intendend when caves are active?!

Eg. the action queue mod does not work: https://steamcommunity.com/sharedfiles/filedetails/?id=609051112
 

when enabling caves, it seems I always automatically start a server. Maybe this is causing the trouble?
Any idea how to fix this mod?
 

 

50 minutes ago, Serpens said:

But unfortunately I noticed, that at least one of my client_only mods does not work like intendend when caves are active?!

"Notice: this mod can not work if enable No More Lag mod when you are not the host."

 

Do you have that mod? Or any mod that disables movement prediction for clients?

When you are the host without caves, you play as the server (no prediction needed).

When you are the host with caves, you host a dedicated server and you join it locally (prediction enabled by default).

Mod seems to work for hosts and people with prediction enabled.

No, I don't have the mod "No More Lag" or any other Lag mod. So I assume the movement prediction should be enabled?

This problem is also with the "auto actions" mod http://steamcommunity.com/sharedfiles/filedetails/?id=651419070
E.g when holding a pickaxe and leftclicking a tree, my char should change to axe and cut down the tree (or at least hit it once).
But with caves enabled, he changed to axe and immediately back to pickaxe without moving to the tree.

 

I assume that it could indeed be a problem with "movement prediction", but I don't know why it should be disabled. How can I check this?

 

Edited by Serpens
28 minutes ago, Serpens said:

How can I check this?

You can enter in console: ThePlayer:EnableMovementPrediction(true)

To enable prediction, you put true, to disable it, false.

In the console log it should say if prediction was disabled/enabled.

You should enter the command when console doesn't have the "Remote:" (press Ctrl to toggle) on the side, because you want to run it on your simulation, and not send the command to the server.

It is the waypoint mod.. I will ask the author why it disables it, cuase I thought movement prediction would be also needed for this mod :D

 

Quote

if ThePlayer.components.locomotor == nil then
    ThePlayer:EnableMovementPrediction(true)
else
    ThePlayer:EnableMovementPrediction(false)
end

https://steamcommunity.com/sharedfiles/filedetails/?id=714735102

 

 

Edited by Serpens

okay, I found out what happend.

In the last update the author if this mod added a toggle button to activate/deactivate movement prediction (for some reason). And I did not understand what this button does so I clicked it several times, but I did not notice a difference.
It seems I disabled movement prediction that way :D

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