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Bug Comments posted by CarlZalph
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Something on Klei's engine side for the AnimState.
[AnimState] Error serializing symbol override count for entity wickerbottom[186308] - 64 symbols; exceeds maximum size of 63
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Something on Klei's engine side for the AnimState.
[AnimState] Error serializing symbol override count for entity wickerbottom[186308] - 64 symbols; exceeds maximum size of 63
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3
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Something on Klei's engine side for the AnimState.
[AnimState] Error serializing symbol override count for entity wickerbottom[186308] - 64 symbols; exceeds maximum size of 63
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3
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Could up zip up the world and upload it here? I have a suspicion that the part of the world there has some sharp edges in the nav mask making the game think that where you're trying to go has a bunch of walls in between.
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I have found a repeat case for this bug:
1) Kill a spider to spawn a soul.
2) Teleport away before the soul is collected but after it starts following you- timing required.
3) Repeatedly teleport away until the following soul is 64*1.2 units away and goes into limbo.
4) Wait the remaining 6 seconds before the 'miss' timer calls.
5) Server crash because the owner isn't valid anymore (soul is in limbo or spawner is in limbo/deleted).
This can be fixed by editing~
scripts/components/projectile.lua:167::
function Projectile:Miss(target) local attacker = self.owner if self.owner.components.combat == nil and self.owner.components.weapon ~= nil and self.owner.components.inventoryitem ~= nil then attacker = self.owner.components.inventoryitem.owner end
To be:
function Projectile:Miss(target) local attacker = self.owner if attacker ~= nil and attacker.components.combat == nil and attacker.components.weapon ~= nil and attacker.components.inventoryitem ~= nil then attacker = attacker.components.inventoryitem.owner end
All of the other base code makes the assumption that the attacker field can be nil so passing nil to it won't be an issue for the '.onmiss' callback.
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The warg uses the world's hounded component to spawn things. In the caves the hounded component's prefabs that spawn are the worms.
You've used the console to spawn a prefab in the caves that doesn't by normal game standards ever exist there.
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1
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One is a polling method and the other is an event driven system.
In Windows when you alt-tab out of a program it no longer has focus and thus key events don't fire. So holding down a key and then switching focus won't fire the key-up event.
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5 hours ago, JustTheBast said:Hmm, if I understand the intent of the original code correctly, only one of the top-level if-clauses is supposed to be executed, but the list you received indicates that they all were.
My suggestion to retain the original intention would be the following:
function
GetOfficialCharacterList
()
local
list
=
MAIN_CHARACTERLIST
if
IsDLCEnabled
(
PORKLAND_DLC
)
then
if
IsDLCInstalled
(
REIGN_OF_GIANTS
)
then
list
=
JoinArrays
(
list
,
ROG_CHARACTERLIST
)
end
if
IsDLCInstalled
(
CAPY_DLC
)
then
list
=
JoinArrays
(
list
,
SHIPWRECKED_CHARACTERLIST
)
end
list
=
JoinArrays
(
list
,
PORKLAND_CHARACTERLIST
)
elseif
IsDLCEnabled
(
CAPY_DLC
)
then
if
IsDLCInstalled
(
REIGN_OF_GIANTS
)
then
list
=
JoinArrays
(
list
,
ROG_CHARACTERLIST
)
end
list
=
JoinArrays
(
list
,
SHIPWRECKED_CHARACTERLIST
)
elseif
IsDLCEnabled
(
REIGN_OF_GIANTS
)
then
list
=
JoinArrays
(
list
,
ROG_CHARACTERLIST
)
end
return
list
end
Checking for enabled DLC in order from latest to earliest and using
elseif
to ensure only one is executed should work as intended.Doing that is functionally equivalent to the 'fixed' code posted, and looks as much of a jumble as the 'unfixed'.
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I just looked at this out of curiosity and they did it in an alternatively alternative alt way:
if tags ~= nil then for _,item_tag in pairs(tags) do if item_tag == tag then return true end end end
The code pyramid rises a step!
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You might be able to workaround this by disabling Steam's cloud feature. Doing so won't let you sync your saves to the Steam servers for multiple computer use and emergency backups, but it should let you keep the world locally.
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An update just released and my quests were cycled.
It's now updated to be Winona's quest.
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Already reported, and it is as you suspect- modded characters are the cause.
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Could you double check the ports specified in server.ini and cluster.ini and see if they're the ones you are forwarding?
Further, double check the DHCP client IP on the device you're using to host with the forwarded ports' target IP.
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My mod here can be used until this is fixed:
https://steamcommunity.com/sharedfiles/filedetails/?id=1540599594
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I think it's due to the floral lady selling petals, and the petals themselves are turning into rot.
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For those looking at this bug page and want a hotfix/fix:
https://steamcommunity.com/sharedfiles/filedetails/?id=1540599594
So you don't have to, and it includes other things that can be turned off.
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Map revealing is shader based. Perhaps your integrated doesn't fully support the shader?
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Further, I would surmise that the loop only really catches if the username's disproportionally longer after the newline than before it.
"a\nBob" vs "Bob\na".
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This has been fixed.
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Your in-game one displays your best record of making it, since it's half the value chances are you gave it to the gnaw when it did not crave it giving half the rewards.
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Further, the fake hitting works here for all items.
The shovel/axe has no swing animations here so it disappears that entire arm when 'swinging', sort of neat.
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1
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This is an intentional behaviour done explicitly in the code to shut any opened container.
I always took it as the sudden lightning scares your player to jump at the noise/light.
Boat can move while anchor is lowered using a row
in Don't Starve Together: Return of Them
Posted
I'd like it to stay as-is even if it weren't- it's not game breaking and it's a user action that causes the small nudges.