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Everything posted by CarlZalph

  1. Steam beta has a new feature that lets you play with other people as if they were also there, using the same input systems as you.  Shared keyboard/mouse/controller.

    More info at:


    Downside is that it only works for games that are flagged for local coop and have had the a-okay from the publisher to let it be done.

    Well, that's the alleged restriction.



    Steam games need some magic applied to function, but non-Steam games are very easy to do.

    1. Mobbstar


      But we know, most of you came here for one thing. I think it's to see where we're porting Skyrim next!

  2. As far as I know anything that uses the print function will print to the logs by default. Hook prefab spawns by a prefab post init, and check for death by listening for the ondeath event fired from your prefab post init.
  3. Not getting daily drops on Sundays

    Not sure if it's the same as it is for PC, but on PC the daily timer resets at 5:40PM EST.
  4. 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.
  5. 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.
  6. Your other computer is on your LAN if it's using the same router as you are. It should show up in that list for you to join instead of trying to join through the online game list.
  7. Bunnymen farms spew out carrots, and with Wormwood's farming there are vegetables all over. Butterflies in the early game are, in the code, a vegetable as far as I recall. But yeah, come Winter all Wurts will be ice-crunchers or something.
  8. -- Given function somefunc(a, b, c) print(a,b,c) return b end -- Test1 print("_Test 1_") print(somefunc("test", "ing", 1, 2, 3)) -- Do local oldfunc = somefunc somefunc = function(arg1, arg2, ...) arg1 = "prehook changes arguments!" local retval = {oldfunc(arg1, arg2, ...)} retval = {"posthook changes return values!"} return table.unpack(retval) end -- Test2 print("_Test 2_") print(somefunc("test", "ing", 1, 2, 3)) For DST, table.unpack may just be unpack. Output: _Test 1_ test ing 1 ing _Test 2_ prehook changes arguments! ing 1 posthook changes return values!
  9. I'll go with the the first one. There's a very useful "feature" under Windows that if you hold the <action key> for picking up items you can click off the window and do some browsing- the game does not pick up the <action key up> event in this case and your character continues to pick up things in the background. This does not work under OS X, and as far as I know never has.
  10. Maxwell Memes: The Sequel

    I'm sure, then, that this makes you feel even more comfortable.
  11. image.png.6bc8c37fe008f3a3c92041be73feeaa7.png



    Just posting for the gaggles and jiggles.  And a recorded timestamp for the inevitable to come.

    1. Show previous comments  1 more
    2. Mobbstar


      Are you sending skin requests to achieve these things? I don't think a "The World" skin request would work at all. Whatever you do, it's amazing.

    3. Starlogy


      is that a JOJO reference?

    4. minespatch
  12. It is as you've heard- the game is made in Unity and as such a lot of the base code is exposed for people to edit to their whim. Having a global leaderboard would give rise to a lot of very low times and such and would, as you pointed out, need moderation. Mark, the lead dev for this project, made mention on the discord that the team thought about having a community-moderated board by having an 'overwatch' styled review system like Valve does with counterstrike or have elected people do moderation. Me, personally, after probing the leaderboards multiple times would say that a global leaderboard would be a really bad idea unless these safeguards were put in place well before the times were exposed to everyone else. It'd look bad to see all the cheats and frauds run amok the legitimates.
  13. Twigs HD

    Insofar as I know once the texture uploads to the GPU, regardless of initial format, it'll get converted to something the GPU handles more efficiently; it may do some form of DXT conversion on the fly to either some raw DXT block or DDS. This would also include it generating mipmaps if needed. So it may be more beneficial for you to do the conversion beforehand for some performance increase during loads/texture swaps, but I'm not sure how the engine+hardware handles such things exactly. This would also let you fine tune how much lossy compression is applied to your texture by visual inspection to see the degradation of the various settings at your disposal. Only making a mention of this since you've declared RGBA as a visual standard- it's good for things that have a desire to be edited, but baking into a GPU texture for rendering would increase runtime performance either during loading or texture swapping states.
  14. I need to meet more of your acquaintances; too many of mine find Hallowe'en to be not a jolly time period.
  15. Posting these things on this forum is forbidden under the name and shame rules set forth. However, information as to which server was affected and what actions were done are not. This being said, there's little to be discussed other than this post being a heads up if you play on public servers to be weary of similar activity.
  16. Options for everything is something I'd always advocate for. The issue comes with having too many options and not a clean enough way to present them. Currently the in-game options menu is nothing more than a bunch of checkboxes with no real order or grouping. If these features are to be added, then I'd also have to suggest a cleanup on the UI for the options to have some categorization. Someone looking to turn off sounds has no business reading about how they can change the resolution of the rendering window. Also shameful plugs for 1&2 in the time being:
  17. I wouldn't mind Klei adding it in the base game or taking my limiter verbatim. They did it for some performance related doodads in Hamlet when I put my mod up for that related to the vines and such which benefits people more than those who subscribed to one of my mods.
  18. I'd like to see something that isn't quite restricted to Hallowe'en time. Thematic, sure, but able to be summoned outside the set time frame.
  19. SetMultColour() issues in Hamlet only

    This seems to imply that the shader used in Hamlet differs from the non-Hamlet versions. When something goes wrong on the shader level the engine itself explodes as, as far as I know, when this happens the graphical context gets deleted- it's a runtime error on the GPU. The only things that I can think of that have special handling are the vines, light rays, and the black overgrowth spots in the jungle. Try setting in your options for the game to turn them off and see if your mod still explodes. If this doesn't help it, then I'm not sure- it's something with a shader somewhere not compliant with the rest of the game's assets.
  20. 64*1.2 = 76.8 units away from any player.
  21. Alternatively if you have multiple Steam accounts you can also, for the time being, offload items onto it via Steam trading. In case you don't want to melt items to the trade-inn person, or market them.
  22. There's a global sound mixer that has an audio volume output that's being added into it, so now they can make some sounds relatively louder than others easier, and the Front End is just a construct that houses all of the GUI, sounds, etc that the user sees directly and can influence.
  23. The density around 'mega' bases surely is the worst offender, but from what I've seen people tend to self manage their bases as-is to keep it not so populated. It may be a nonissue practically, but I tend to look for the edge cases. I'd hate to see honeypot servers wherein once you join the client crashes from out of memory, either maliciously or from an accidental admin command.
  24. Oh man, this reminds me of that one Willow rework stream where V2C tried to explain why Willow got nerfed. It makes me glad that Klei's trying to make it more enjoyable to have other players nearby instead of doing PvP balancing.
  25. [1] Processing power isn't how much memory the system has. The CPU itself has its own cache that's effectively RAM on steroids, but that's besides the point- 4GByte of RAM isn't CPU processing power. The job of the CPU is to fundamentally move data from one part of the system to the other and let other components do work on it. If you want to make it an umbrella term for how much throughput the entire computer can handle at once, then you may consider using a more general term such as 'computing power' or something. [2] Having more RAM doesn't benefit the engine's entity logic tick rate. You can have more entities with more RAM, but in the end this game's engine uses LUA in a single-threaded instance and is thus capped by the CPU's single-threaded throughput. There's also the side effect of a server having the ability to house more entities than the client is able to, where any client joining a server with 128GByte of RAM full of entities would surely run out of RAM on join if the entities were within the client's view. This effect is lessened when there's a memory cap guaranteeing that both sides are not going to outperform one another on any modern computer. [3] The Steam workshop limits are limited to by currently the old ISteamRemoteStorage set of API, whereas Valve has an updated ISteamUGC set of API that has more freedom. Current old: Unused new: [4] Not necessarily the case. It would highly depend on the user's GPU's VRAM size and/or system RAM for when the GPU automatically offloads stale textures to the system memory. You're pretty right in the storage system, it's compressed and has gone through a lossy transition to reduce its memory footprint. [5] It'd mainly be an issue with having too much demand from a 64-bit server to a 32-bit client, either from too many mods populating memory or too many entities that the client can't load all at once. The rest of it would operate the same, though Klei may need to rework their networking packet generator/serializer/deserializer section to accommodate for the variable bit-lengthed structures and such. Can't tell from here, this is source-code-only information to know. Personally I don't think that the 64-bit version would be warranted, but then again I don't make/use such high memory requirement mods. If Klei had programmed the engine with 64-bit in mind in case they wanted to make a build for it at the get-go, then this wouldn't be such a big issue. But hindsight is 20/20, so it is what it is. Klei's already put on the limitation to themselves to not increase the system minimum requirements, and I don't blame them. Zenimax Online did this for Elder Scrolls Online and it made quite a few people upset about it- they completely removed dx9 support in favour of dx11. Activision-Blizzard did this, too, with Heroes of the Storm- dx9 removal. Again, a same bit of outrage from the people who were able to play the game and then suddenly not because of an update. I've been there, and it feels almost like a betrayal by the company to have an actively played game taken away due to factors decided by some corporate executive to make their games look shinier.