CarlZalph

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Posts posted by CarlZalph


  1. 3 hours ago, Bird Up said:

    I've had someone continuously rejoin every few minutes just to burn chests and leave - and the guy was banned with unanimous vote twice. There's nothing you can do about it.

    Hmm.  Have you tried walling in the person's last known position so they get stuck on rejoin?  Using end tables or something else that won't break without a hammer or something.

    2 hours ago, GiddyGuy said:

    I think there is one? The only one I'm 100% sure is in the game is if you stay in the character select and do nothing for too long.

    Yeah, there is one that after ~10 minutes of not sending any RPC action the server will kick out the client.

    • Thanks 1

  2. 16 minutes ago, IThatGuyI said:

    Oh. So you're saying that not every item has it's own prefab file.

    Ok, thanks for clearing that out for me.

    Correct, but every prefab must be defined.

     

    It also may not be so clear using a find where it was defined at, either.

    For example, take a look at the chesspieces.lua:

    local prefabname = materialid and ("chesspiece_"..PIECES[pieceid].name.."_"..MATERIALS[materialid].name) or ("chesspiece_"..PIECES[pieceid].name)
    return Prefab(prefabname, fn, assets, prefabs)

    So you may need to delve a bit and think of synonyms to finding the thing you're looking for, and if all else fails then perhaps using the in-game console to inspect whatever you're after.


  3. Known issue with how the game handles stuff in the backend.

    Current workaround is to either trade-inn your dupes to get your item count down, or trade your items to an alt account for storage.

     

    The items should still all be viewable in the Steam inventory interface, it's just an upper limit cap somewhere between Klei and Steam for inventories that they haven't resolved yet.

    • Like 2

  4. While the two may resemble each other, the two have a rather large underlying infrastructural change.

    Spriter is a simple symbol and bone-based interpolation animation system, whereas flash has a lot more under the hood.

    To convert one to another and back again would be a rather big mess to do, for little value; flash has been deprecated and will no longer be supported in 2020 as-is.

    • Thanks 1

  5. 7 hours ago, minespatch said:

    Too bad I'm in the states.:wilson_ecstatic:

    Too bad, indeed.  Even though unsolicited visits from fans can be annoying to game studios, there's always the potential to have a good show.

    My advice if you do plan on ever going there is to let someone know of it there, so it's not some stranger showing up at their office acting like they know everyone.

    Spoiler

    jazz.png.48f39a2df5dee5937d13f04bac8d5fe2.png

     

    • Haha 1

  6. 11 hours ago, Jessie223 said:

    Hey there.  First post was back on Sept 13, 2016 by me:

    Klei's been pretty chill about the asset stuff.  The gray backgrounds started with the skin thread showcasing all skins in the game.  People conformed to it because keeping things consistent makes viewing large libraries of images more manageable.

     

    10 hours ago, Electroely said:

    The point of encrypting files is that no one uses them for their mods, not a select few do so. This is just selfish.

    And plus, you say "Modded Community" but I make mods, I browse the modding subforum and I haven't seen anyone talk about dyn files relating to mods in any way. And the fact that you "can not reveal" shows that this is just something you want for your personal gain, not the modding community's.

    I had posited an idea to let people have their assets dyn'd up after their input was fuzzed to make the output randomized, though the Klei dev I talked to didn't think having it was a good idea so I left it as just an idea.

    Having assets `locked` behind something like dyn just makes it slightly harder for people to get at the raw assets to those who are more inclined to break into things.  Ultimately, there's nothing you can do to protect assets in games.  It will, at some point, have to be rendered/played/etc which can be exported/recorded/etc in pristine quality.

     

    Quote

    its not like the people behind the decompiler spent months trying to find a way to decrypt the current one

    I sort of feel bad that so much time was used in this endeavour.  What took me such a small time span to pump out a program took you folks so much more.  Alas, it can't be helped.  My hands were, and still are, tied by promises.

    • Like 2
    • Thanks 1

  7. Just now, Parusoid said:

    mod is just supposed to gather data stored in default character's component and then display it using bigpopupdialog widget
    is server check this "if GLOBAL.TheNet and GLOBAL.TheNet:GetIsServer() then" bcos i have it 

    You'll need a netvar if you want S->C data transfer to happen, then it'd be up to the client to listen for when the variable is dirty to refresh the widget you're using.


  8. 9 minutes ago, Parusoid said:

    so where can i find possible solutions? looking for cave keywords in forums does not return results that satisfy me

    It really depends on what you're doing.  No one size fits all, as they say.

     

    Adding interactions between client and server stuff?  RPCs + Netvars.

    Doing simple things like editing components?  Probably just a server check is all that's needed.

    More cases, etc.

    • Like 2