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Well as long as it's not something you can do and it's a Keen problem there is nothing I can do to help :p Well I could disable all the mods and plugin and play pure vanilla but what's the point if I can't try out my idea that I got from last update.
Thx for the reply though you are one of the few mod creator I've followed so most of your work is just great!
You should still have the log file, find the first exception/stacktrace, or post the log in keen's #modding-programming discord channel if you need help narrowing it down.
The problem you saw was more of a warning sign of something going really wrong.
It's always best to fully restart game after getting a mid-loading error because mods don't properly get unloaded (this is reported to keen for a long while).
If this logger wouldn't have crashed, you would instead load into a world with event hooks from a previous world on different instances of mod scripts, likely causing errors on mods that otherwise work fine, sending you and their modders on wild goose chases xD
I'm still a fairly new shooter, so by no means an authority on the subject, and prefer irons over RDS as RDS don't play well with my astigmatism. I gotta try out those holographic sights, IRL. Quite different from RDS, from what I'm told.
Shame you can't simply make a key bind to cycle the reticles.
As for the reticle, it is rendered with code (no longer part of the model) which means I can color and resize it whatever, and change its shape too with new textures.
The main issue is that I don't have a nice way for user to cycle them, IRL you'd press buttons on the sight, but here... I dunno. Chat commands are not an option because I don't like'em xD
@Bi0HazardXIII, it doesn't work that like and would take a massive refactoring effort of the base game to even consider making that a reality. The weapons are items, they are not modular - the reticle is defined within the rifle item. As far as the game is concerned, there are no parts to that rifle, just like a metal plate. It's why you see mods make weapon variants with different attachments; for a modder, it just isn't possible.
I haven't personally seen any optics that let you change the size of the reticle IRL (FFP optics not withstanding), as most reticles and dots are actually meticulously pre-sized to correspond with minute of angle (MOA), a measuring system pretty much every shooter has heard of, and probably used at some point. Your typical red dot is 1 MOA, meaning the dot overlaying a target at 100 yards (not meters), will be equal to 1 inch on the target from the shooter's perspective. This is easy to see IRL, but not in gaming, so most developers use over-sized reticles compared to real life. Since SE doesn't get into the ballistic simulation like Arma 3 (which you can actually make use of MOA calculations), MOA is not really an issue, so it would make sense to have the option to adjust reticle size for display resolution purposes.
As for what you've already accomplished, I'm impressed! Keep up the superb work, Digi!
Bi0HazardXIII brings up a good request.
I haven't personally used a holo sight IRL, but I do have some high quality RDS optics IRL, and many have multiple preset brightness, and typically offer both red and green. For those unfamiliar with how illuminated optics work, you want a color that contrasts well against the background, and is just bright enough to be easily picked up. Too bright, and it obscures your view (a problem I often have in video games vs real life).
Having the ability to change colors and brightness would be fantastic in SE. Red for lush Earthlike environments, and green for desert planets like Mars and Pertam (I live in a desert IRL, and prefer green over red for this reason).
I've no idea what to do for the launchers xD I've not seen anything in reality for that glass panel targetting thing, and the scope one is fine, it's not so obviously painted-on as the rifles/pistol were.
So they need a bit of work too.
are there any changes planned for the new rocket launchers?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2239107077
It was more so that it would load and then encounter an error and then shutdown. This is the line that stands out to me at least. You might be able to make more sense of this them me, I am still fairly new to the game:
2020-09-25 07:37:33.660 - Thread: 1 -> Exception while loading world: Value cannot be null.
Parameter name: path1
2020-09-25 07:37:33.661 - Thread: 1 -> at System.IO.Path.Combine(String path1, String path2)
at VRage.Game.MyModContext.Init(ModItem modItem)
at Sandbox.Game.World.MyScriptManager.LoadData()
at Sandbox.Game.World.MySession.PrepareBaseSession(MyObjectBuilder_Checkpoint checkpoint, MyObjectBuilder_Sector sector)
at Sandbox.Game.World.MySession.Load(String sessionPath, MyObjectBuilder_Checkpoint checkpoint, UInt64 checkpointSizeInBytes, Boolean saveLastStates, Boolean allowXml)
at Sandbox.MySandboxGame.InitQuickLaunch()
If you still have the world that caused the issue, can you upload it?
TO NOTE: This issue started on my server only a few days ago. I was notified by one of my users that they had an issue with spawning the night of the 22nd and when I tried to join on the 23rd the server had not recovered from its nightly reboot and update cycle.
and i have none of the mods he have installed in his world, nor the Better Holographic sight mod
Just zip the world up and use google drive or something :P
The mods for the world:
Modern Arms Weapon Kit [MAWK]
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2056227361
Air Traffic
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=973526550
Vanilla Planet Crashed Ground Encounters
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1144946326
Surface Occupation
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1135484957
Invasion of Wolves
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1163665793
Milky Way Skybox (insane resolution)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=670718659
AQD - Quality of Life
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1804604586
For some reason i can't upload worlds so i cant share it with you.
Context necessary because there's nothing obvious in the code to throw that error.
Was some specific floating object spawned?
if you load that world again does it happen? If so can you upload it somewhere and link it.
GameMode=Creative
OnlineMode=OFFLINE
Server=True
DS=False
Defined=STABLE,
[22:40:49] ERROR: System.NullReferenceException: Object reference not set to an instance of an object.
at Digi.BetterHoloSight.BetterHoloSightMod.EntityAdded(IMyEntity ent)
[22:40:49] ERROR: System.NullReferenceException: Object reference not set to an instance of an object.
at Digi.BetterHoloSight.BetterHoloSightMod.EntityAdded(IMyEntity ent)
[22:40:49] ERROR: System.NullReferenceException: Object reference not set to an instance of an object.
at Digi.BetterHoloSight.BetterHoloSightMod.EntityAdded(IMyEntity ent)
[23:55:39] Unloaded.
As far as the reticle and accuracy goes, you could use mine (adjusted for accuracy). I also edited the code a bit to change colours and make both versions the same size... but I'm not posting that, just the reticle.dds.
Preview: http://ei8ht.net/Image_hosting/crosshair.png
DDS file: http://ei8ht.net/Image_hosting/Reticle.dds
(hosted on my own site/server, if yer curious about the address)
Did some testing with and without your mod. Basic rifle ironsights are reasonably close to dead on, maybe a touch high but scatter will handle it. Vanilla sights on precision and elite suffer from the same problem, impacts at the top of the ring. Shots land roughly 2/3 up from the dot to the ring on your elite sight due to it's size increase. Shots from your precision sight hit the top of the ring.
Another thing of note is that it seems the crosshair sits lower in the window than memory serves. Like an offset is wrong in the game coding.
An idea for a potential workaround. Instead of a circle and dot, use an inverted V. Since the point of impact seems to be the top of the ring, the point of the V should land at the point of impact on the sights. No idea if that's possible tho.
an now you're telling me.... you sir... ma... my my how the mods haaave chaaaaanged... i am going to sleep well tonight... Good night America!