Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I get it. It's an unstable build of a mod based on an unstable build of another mod based on the unstable build of the game. But it's still funny, and conveys how much of a house of cards game modding can become.
Currently, VMF1.6 unstable build for VF1.6 unstable build for RW1.6 unstable build is available on my Discord (and GitHub).
BTW, IS IT OKAY TO CHANGE THE NAMESPACE IN 1.6? I DON'T WANT TO CAUSE ANY MORE CONFUSION. IS THAT REALLY OKAY? ARE YOU SURE? THANKS.
How to report bugs is described a little above this comment section. The image only shows one error that seems unrelated to my mod...
I couldnt figure out how else to share the relevant bug.
Im simply trying to descontruct a vehicle
I want to ensure compatibility with other mods, so don't hold back. The problem has been fixed.
(This is probably an issue with the way the turret draws it's line of fire, not this mod, but I found it funny)
It did, however, set another map vehicle on fire that then couldn't be extinguished. I had to reload.
OK, then I'll push it to Steam. The final patch is essentially the same as before, but it seems that the cause was optimization bugs in the JIT compiler that differed depending on the OS.
Thank you for your cooperation.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3511303968
CPU: Apple M1 Pro
OS: Mac OS X 10.16.0 (In System Settings, it is macOS Sequoia 15.4.1)
Memory: 16384 MB
I've checked the integrity of the game files. It still crashes.
The VoidMonolith object triggered an Effecter in its Tick() method, which attempts to get TargetInfo.CenterVector3. The Patch_TargetInfo_CenterVector3.Postfix method, when ___thingInt is null and ___mapInt is not null, the code attempts to call ___mapInt.IsNonFocusedVehicleMapOf(out var vehicle).
Null Reference Cause: Either ___mapInt itself is null, or in the ToBaseMapCoord(vehicle) method, some property of the vehicle object is null (such as vehicle.VehicleMap, vehicle.cachedDrawPos, etc.).
Fix: add ___mapInt != null check to Patch_TargetInfo_CenterVector3.Postfix and add vehicle?.VehicleMap != null check to ToBaseMapCoord.
I looked at the log, but this is a really, really strange issue. Something is corrupted at a random location before my patch is executed.
This requires looking into more low-level (native) causes. Please provide the specific version of your OS. (Platform information can be included in the HugsLib log.)
Also, please check the integrity of your game files.
https://gist.github.com/HugsLibRecordKeeper/1b6be9499b8dd33d88f5d593dc66ae1d
Was Anomaly installed?
It seems like an issue unrelated to the platform. But I haven't been able to reproduce the problem no matter what I try. It's a really weird error.
Are there any errors when starting up? If possible, please share Player.log in some way.
@PIKA4Y
Please share your HugsLib log. I don't see such a problem with the minimum configuration.
-Technical map Vehicles
-Vehicle Map Framework
В игре происходит неисправность, не возможно увидеть где проходит электрокабель и зоны которые должен обхватывать территорию ( например, телевизор при установке не показывает зон которую он обхватывает, а также все предметы )
Exception ticking VoidMonolith7488 (at (98, 0, 49)): System.NullReferenceException: Object reference not set to an instance of an object
at Verse.LocalTargetInfo.get_CenterVector3 () [0x00015] in …
at Verse.TargetInfo.get_CenterVector3 () [0x00014] in …
- POSTFIX com.harmony.oels.vehiclemapframework: Void VehicleInteriors.VMF_HarmonyPatches.Patch_TargetInfo_CenterVector3:Postfix(Thing ___thingInt, Map ___mapInt, Vector3& __result)
at Verse.SubEffecter_Sprayer.GetAttachedSpawnLoc (Verse.TargetInfo tgt) [0x00000] in …
at Verse.SubEffecter_Sprayer.MakeMote (Verse.TargetInfo A, Verse.TargetInfo B, System.Int32 overrideSpawnTick) [0x00032] in …
at Verse.SubEffecter_SprayerContinuous.SubEffectTick (Verse.TargetInfo A, Verse.TargetInfo B) [0x0002b] in …
at Verse.Effecter.EffectTick (Verse.TargetInfo A, Verse.TargetInfo B) [0x00010] in …
The bundle for Linux 64-bit has been confirmed to be built correctly, BTW, what you're talking about is a compatibility issue with the Vehicle MAP Framework, right?
For crash logs, we can only share the Player.log after the game crashes.
Crashes upon generating a new world/Save file immediately upon start if it starts at all.
I can't think of any factors that would prevent that, but there have been reports of instability when doing so. Basically, it is not recommended.
However, without information, there is no way to improve. Like HugsLib logs, Performance Analyzer screenshots, etc.
No matter how you look at it, it'll be after Vehicle Framework is upgraded to 1.6.
Hmm, this issue has been reported before, but I couldn't reproduce it on my end, so I only fixed the suspicious parts locally, but I'll push it to Steam. I think (hope) this will probably fix it.
There was something in the log -
Could not resolve reference to object with loadID Thing_Human3237969 of type Verse.Pawn. Was it compressed away, destroyed, had no ID number, or not saved/loaded right? etc
Not sure if that is sounding like a culprit? Sorry not super clued on with this stuff.
I can't uninstall the mod as it turns my home map fully greyed out - appreciate any suggestions, Cheers
https://gist.github.com/HugsLibRecordKeeper/b72a3a374684de04c5d9acdf1ecdeb22
As for languages other than Japanese and English, I'm just merging pull requests from GitHub. So, if you or someone else can send me the translation file by some means, I'll include it.
Planes: none
Blimps: I want to create it. However, I am busy dealing with version 1.6 and don't have time to draw sprites.
@警觉调整者
Your version of Adaptive Storage Framework is quite old. The log shows 1.1.1, but the latest version is 1.2.4. The patch is basically designed to work with the latest version of Steam.
There are also issues with initializing the Combat Extended patch, and I think there is a version issue there as well.
It seems to conflict with "Adaptive Storage Framework", making it impossible to build a DriverSeat or a GunnerSeat
BTW, there were no problems with launching and starting the game in your mod list. Isn't it just a memory shortage? Or if it's an addition to a mid-save, I don't think it's very safe. And as for crash issues, Player.log after the crash is more useful than HugsLib log before the crash.
一直用的自动。抱歉。我是看吧里有个人说问题不大,他说多层可以放到载具空间内部之类的。问题是我之前只留了这个mod也会闪退。
我话说重了,第一句话有问题,抱歉。你模组列表里面有两个性能优化模组起码要放到最底下:Performance Optimizer放最底下,RocketMan放最最底下。并且 [多层(multifloor)] 的页面也有写到“强烈不建议和载具地图框架一起使用",估计是模组冲突了,正好前面几条留言就在说这个。
你这个模组排序整个就不对,你这是软件自动ABCD顺序排的,先解决模组排序问题