Barotrauma

Barotrauma

Multiplayer crew manager
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Akronyhm 4 Nov, 2022 @ 1:25pm
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Last edited by Akronyhm; 4 Nov, 2022 @ 1:26pm
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Showing 1-14 of 14 comments
one-stop killing 7 Nov, 2022 @ 5:41am 
Wallet funds don't transfer round to round, I don't know if this is a bug or if its not possible to implement it so that each player/bot has a persistent wallet.
Akronyhm 7 Nov, 2022 @ 1:57pm 
Originally posted by one-stop killing:
Wallet funds don't transfer round to round, I don't know if this is a bug or if its not possible to implement it so that each player/bot has a persistent wallet.
I am unable to reproduce this.

I had 5328mk in bank, took a mission that would pay 1600mk

Controlled to one character, gave that character 1000mk and set his salary to 10%

Controlled another character, gave him 500mk and set his salary to 15%

Began (Switched round) and Finished mission, awarded 1600mk.

1st character new salary 1160mk (1600 * 0.1 => 160 + 1000)
2nd character new salary 740mk (1600 * 0.15 => 240 + 500)

New Bank = 6528 ( 1600 * 0.75 => 1200 + 5328)

As far as i can see this works as intended - I havn't tried with other players in the lobby however, that could screw it some stuff...

Can you reproduce these steps? Give a character an initial amount, and set their salary to something easy (like 10%) and finish a single mission. See if that changes anything
Last edited by Akronyhm; 7 Nov, 2022 @ 1:58pm
Olyvion 7 Nov, 2022 @ 6:24pm 
Oddly enough my friend that is hosting on lue is unable to switch crew members however me and another friend is able to.
Akronyhm 8 Nov, 2022 @ 12:25am 
Originally posted by Olyvion:
Oddly enough my friend that is hosting on lue is unable to switch crew members however me and another friend is able to.
Sounds like he either didn't install clientside lua - or its not working as intended.

Reinstall client-side lua and if that doesn't work try disabling other mods (one of them might be crashing it)
Olyvion 8 Nov, 2022 @ 11:25am 
Alright I'll see if reinstalling lua will do the trick, we tried doing a clean state no mod for test he's unable to change readily to another crew or control his character, but it worked fine for us still.
Akronyhm 8 Nov, 2022 @ 2:20pm 
Originally posted by one-stop killing:
Wallet funds don't transfer round to round, I don't know if this is a bug or if its not possible to implement it so that each player/bot has a persistent wallet.
might be something to this, I've at the very least been able to confirm that salaries have been randomly reset, not sure why it happens but i´ll investigate
[I2P]amnesia 3 Dec, 2022 @ 6:43pm 
My character save is being overwriten with an assistant. Please message me on Discord so I can respond imendetly. casual#7475
Akronyhm 4 Dec, 2022 @ 11:40am 
Originally posted by casual@home ~$:
My character save is being overwriten with an assistant. Please message me on Discord so I can respond imendetly. casual#7475

Are you using custom jobs?

When you say "Overwritten" do you mean the inventory or the whole character is being replaced with an assistant thats lvl 1?
[I2P]amnesia 5 Dec, 2022 @ 10:14am 
Originally posted by Akronyhm:
Originally posted by casual@home ~$:
My character save is being overwriten with an assistant. Please message me on Discord so I can respond imendetly. casual#7475

Are you using custom jobs?

When you say "Overwritten" do you mean the inventory or the whole character is being replaced with an assistant thats lvl 1?
I fixed the issue, I had to go into my game's character save, and replace the SteamIds to whatever PIPE/whatev you do with it to work, but I had to remove people I no longer play with else I'd get 32 AI in game.
Akronyhm 7 Dec, 2022 @ 10:33am 
If this is an intermittent issue, it can arise from any number of variables...

If clones of player characters starts appearing that would indicate that the mod fails to bind characters to the appropriate account - But if the entire character is replaced that could either point to an issue when saving player data upon map change, or that the data cannot be read upon loading the save file

Unless it starts happening frequently or we manage to find steps to reproduce it, There is currently no way to telling what exactly failed
[I2P]amnesia 7 Dec, 2022 @ 12:45pm 
Yeah, but I had to regex the player save, I thought you would have the mod do that automatically, but it did not. And I did not see any advise for campaigns that are adding the mod mid way. And when you create "PIPE" on the steam user ids, you should probably add a file for each character being created by a real person with their ID so you can easily convert it back to vanilla.
You can run a RegEx on the character xml to convert players, but I'd recommend that you'd give the user a UI or something to choose who will be saved since it has everyone who has ever played with them on it.
I'd love to make a pull request with my change, but sadly I don't know C#, but if I get the chance to do it, I will give it a push for you to look at.

TLDR; Your work does not work for campaigns with characters that already exist, such as a end game campaign. You have to change the character XML to support your PIPE.
[I2P]amnesia 7 Dec, 2022 @ 12:46pm 
s/Your work/Your Workshop item
Akronyhm 8 Dec, 2022 @ 7:54am 
I'll have to check it out

To be perfectly candid, i only stepped in when Hoist The Sails broke the mod entirely... All credit for its conception and creation goes to Oiltanker

I was however under the impression that character inventories etc... were stored separately from the regular "campaign" save... and then merged when re-creating the characters

But im not sure where in the code i read that, on a closer inspection last night it does seem like everything is stored in the regular campaign save

As for including it in a pre-existing save... I think this should be possible, atleast according to the tests i´ve ran - but there could be some underlying issue here that doesn't quite wanna play ball
[I2P]amnesia 8 Dec, 2022 @ 8:19am 
source: https://github.com/oiltanker/multiplayer-crew-manager/
When using the mod, I noticed that it will overwrite the `Save_CharacterData.XML` without the steam characters and create new PIPE characters when people join into it. [/csharp/server/mcmsave.cs]
Although, in the description of this mod, it states "ALWAYS keep your campaign files backed up". So I'm assuming that it's on purpose to not bring over the characters.
Hindsight: It would be nice to convert the players who join into an AI of the .old.XML of their saved character data. Via creating a new `Save_CharacterData.XML.old` for checking if a player already has a character. It's an easy convert since I've done it via Regex by changing steam ids to PIPE(and changing steam-id to what you had in yours).
This is really cool especially if every medic leaves the game after 10 minutes.
Thank you for contributing on this amazing mod.
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