Garry's Mod

Garry's Mod

Resident Evil 2 Inventory
Ivy Lyons 11 Aug, 2024 @ 9:22pm
all errors i am getting (though mod itself mostly works fine) and my thoughts on what it might be
Idk what this one means but maybe the note of it would be useful to you. On first loadin a map.
"
[Resident Evil 2 Inventory] lua/includes/extensions/net.lua:248: net.ReadType: Couldn't read type 32
1. error - [C]:-1
2. ReadType - lua/includes/extensions/net.lua:248
3. ReadTable - lua/includes/extensions/net.lua:184
4. func - lua/re2inv_cl_init.lua:144
5. unknown - lua/includes/extensions/net.lua:38

"


Editor not seemin to work, a button just says "label" and this error:
"
[Resident Evil 2 Inventory] lua/re2inv_cl_init.lua:1116: bad argument #1 to 'ipairs' (table expected, got nil)
1. ipairs - [C]:-1
2. RE2_INV_ReloadClassNameList - lua/re2inv_cl_init.lua:1116
3. RE2_INV_ShowSimpleGUI - lua/re2inv_cl_init.lua:976
4. unknown - lua/re2inv_cl_init.lua:1273
5. unknown - lua/includes/modules/concommand.lua:54
"
(i have a custom toolmenu skin, idk. i use one called "frutiger aero" on this workshop that seems to be fine otherwise. i do not think it would do this... idk.) I can't figure out how to get it to screenshot that on steam but if you find it useful i can comment an imgur embed or whatever is possible to get an image through somehow.


noticed no nullcheck on RE2_INV_remove so when i call it without argument, it throws an error.
"
[Resident Evil 2 Inventory] lua/re2inv_sv_init.lua:362: attempt to concatenate local 'classname' (a nil value)
1. RE2_INV_RemoveItem - lua/re2inv_sv_init.lua:362
2. unknown - lua/re2inv_sv_init.lua:387
3. unknown - lua/includes/modules/concommand.lua:54
"
maybe it causes issues elsewhere? i mean having a line like "if not classname then return end" or something else more contextually appropriate but same function, ending the script thread or sending it somewhere else so the script doesn't terminate unexpectedly with an error.


i get the net overflow issue someone else mentioned as well. later on in loading a map i saw logged "command RE2_INV_ReloadStorage does not exist" type of line. maybe these are related.


i havent opened the whole thing yet and i dont do lua much in garry's mod specifically but these are things i noticed so far. i think its a really cool mod and please don't feel like i am poking fun at you or anything. the actual gameplay mechanics are workin totally fine.


I suppose i might also ask, could there be a setting to disable access to the storage and merchant? the merchant gives people basically an option to buy entities at all times which can be really cool at times but it might be neat to have just your local inventory during certain events i think. the storage i haven't figured out but i assume it's like an inventory extension that would persist no matter if the normal inventory is set to clear when you die. i just thought of this one while considering the other suggestion but i know it would encourage players to hide items creatively on the map if they can't just put them in an "item bank account" that sticks around no matter what. unless i don't understand what storage is XD


thank you for all the work on this, i love the pixelly text graphic when you are using an item :)
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Cutta  [developer] 20 Aug, 2024 @ 12:16pm 
Working on this right now
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