Space Engineers

Space Engineers

HudLcd - Display your LCD text on your HUD!
szalkerous 23 Dec, 2020 @ 6:45pm
Not working on Dedicated Server 1.197.73
So the dedicated server (rack server completely under my control--not a hosting service) loads the mods correctly it seems, and the Text HUD API shows the F2 notice when opening chat. Under Mod Settings and Mods, there is no data listed.

It appears that the Text HUD API is loading just fine. (You will notice the circular reference warning in the log below, but the mod author repeatedly states on the mod discussion page for the API that is not a blocker.)

However, when setting the LCD Custom Data to "// hudlcd" nothing is displayed on screen in the Cryo chamber, control seat, or control station on my static grid (planet base).

I tried putting it in the title field and no result.

I tried changing the target LCD from script to static text. No change.

The target LCD is a vanilla LCD panel, running a vanilla script.

I have tried reversing the load order of the HUD API and HudLcd mods, this did not seem to change anything.

I do not see any other log entries that are relevant.

Some details about my install:


Dedicated Server
Torch Version: v1.3.1.138-master
Game Version: 1.197.73

Config alterations:

Ingame Scripts Enabled
Scripter Role Enabled
Spectator Camera Enabled
5.00x Player Inventory (Default 3.00)
30m Stop Grids period (Default 15)

ModList (in configured load order):

<Mods>
<ModItem FriendlyName="HudLcd - Display your LCD text on your HUD!">
<Name>911144486.sbm</Name>
<PublishedFileId>911144486</PublishedFileId>
</ModItem>
<ModItem FriendlyName="Text HUD API">
<Name>758597413.sbm</Name>
<PublishedFileId>758597413</PublishedFileId>
</ModItem>
<ModItem FriendlyName="Wide-Angle Camera(Clean Overlay)">
<Name>646483164.sbm</Name>
<PublishedFileId>646483164</PublishedFileId>
</ModItem>
<ModItem FriendlyName="MA Pole Parts">
<Name>2302105467.sbm</Name>
<PublishedFileId>2302105467</PublishedFileId>
</ModItem>
<ModItem FriendlyName="SmartRotors: Solar">
<Name>1728457223.sbm</Name>
<PublishedFileId>1728457223</PublishedFileId>
</ModItem>
<ModItem FriendlyName="Builders ToolBox DX11 ( ReUpload ) For dedicated server">
<Name>1300695143.sbm</Name>
<PublishedFileId>1300695143</PublishedFileId>
</ModItem>
<ModItem FriendlyName="AWG Concrete Shapes Collection">
<Name>2236106657.sbm</Name>
<PublishedFileId>2236106657</PublishedFileId>
</ModItem>
<ModItem FriendlyName="More Pistons">
<Name>1719832915.sbm</Name>
<PublishedFileId>1719832915</PublishedFileId>
</ModItem>
<ModItem FriendlyName="Corner LCD Information">
<Name>1947947078.sbm</Name>
<PublishedFileId>1947947078</PublishedFileId>
</ModItem>
</Mods>

Mod Loading Log entries:

20:16:31.2468 [INFO] Keen: Downloading world mods - START
20:16:31.2639 [INFO] Keen: Server connected to Steam
20:16:31.2639 [INFO] Keen: Server PolicyResponse (1)
20:16:31.6012 [INFO] Keen: Reference issue detected (circular reference or wrong order) for mod 758597413
20:16:31.8092 [INFO] Keen: Up to date mod: Id = 646483164, title = 'Wide-Angle Camera(Clean Overlay)'
20:16:31.8092 [INFO] Keen: Up to date mod: Id = 758597413, title = 'Text HUD API'
20:16:31.8092 [INFO] Keen: Up to date mod: Id = 911144486, title = 'HudLcd - Display your LCD text on your HUD!'
20:16:31.8092 [INFO] Keen: Up to date mod: Id = 1300695143, title = 'Builders ToolBox DX11 ( ReUpload ) For dedicated server'
20:16:31.8092 [INFO] Keen: Up to date mod: Id = 1719832915, title = 'More Pistons'
20:16:31.8092 [INFO] Keen: Up to date mod: Id = 1728457223, title = 'SmartRotors: Solar'
20:16:31.8092 [INFO] Keen: Up to date mod: Id = 1947947078, title = 'Corner LCD Information'
20:16:31.8092 [INFO] Keen: Up to date mod: Id = 2236106657, title = 'AWG Concrete Shapes Collection'
20:16:31.8092 [INFO] Keen: Up to date mod: Id = 2302105467, title = 'MA Pole Parts'
20:16:31.8092 [INFO] Keen: Mod download time: 0.01 seconds
20:16:31.8202 [INFO] Keen: Downloading world mods - END
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Showing 1-7 of 7 comments
szalkerous 23 Dec, 2020 @ 6:47pm 
It should be noted that removing all other mods will break the world file, so that would be a tricky step to take.
szalkerous 23 Dec, 2020 @ 6:49pm 
Although I just realized you posted your code on GitHub, so I can try to debug with that in mind.

EDIT... at a high level I noticed your last commit of the wrapper API class was Jun 4, 2020, but the API mod has been updated 7 times since. Not sure if anything was a breaking change, but I'm going to guess if other people aren't complaining then that's unlikely.
Last edited by szalkerous; 23 Dec, 2020 @ 6:58pm
szalkerous 23 Dec, 2020 @ 8:38pm 
Another update .... since I added a battery monitor script to the LCD in question, the HUD mod started working randomly out of the blue. I was sitting in the control station when I made that change.
szalkerous 25 Dec, 2020 @ 4:32pm 
I think I found my original problem. Some of this is assumption since I can't 100% recreate the scenario.

I think one of two culprits were at play:

I had to add the first item while being IN the control station. Then leave, and go back in. Suddenly it updates and shows.

OR

Custom coords required on 21:9 ultrawide displays (which I use).

I did find one anomaly that I think the HUD API dev fixed but is possibly not included in this release of HudLcd. Any scripts that uses custom "Keen character pixels" to draw onto LCDs do not draw properly in HudLcd. I am going to include some screen shots when I can get them posted to an image host.
Jawastew  [developer] 28 Dec, 2020 @ 9:51am 
Hey there, thanks for the bug report, you seem to have put quite a bit of effort into trying to get this working.
It is quite possible that I'm using something outdated in the HUD API or more likely the SpaceEngineers API, as I haven't made any significant changes to that part of the code since the first batch of releases.
I think it is unlikely that a fix for the HUD API would be missing in HudLcd. As you can see on github, the HudAPIv2.cs is more or less a translation layer and contains little to no logic. I can update this file if you run out of ideas.

The behaviour you describe seems quite eratic and I'm not sure what the cause is, tbh.
One of the bugs I know exists, is that the Text Field doesn't get updated if you don't manually change something, but since you are using the Custom Data, I think it should work regardless.

I've had this mod on a regular (non-torch) server without any problems, but that was about 3 years ago ;)

I'm assuming you have loaded up your mod list on a local world and tested it there?
Did you try blueprinting a "working" grid into your server?

I'm happy to help, if I can, but I'm not sure I'm deep enough into C# and the SpaceEngineers API atm, to be of much help if this turns out to be a deeper issue.

Cheers
Last edited by Jawastew; 28 Dec, 2020 @ 9:51am
szalkerous 28 Dec, 2020 @ 8:56pm 
Thanks for the response! I think the remaining oddity I have left is an excessive-use case where the script in question is drawing graphics and not text... I've failed to get that uploaded somewhere yet. Holidays and all.

Admittedly I understand somewhat where you're at technically, I'm an MCSD/senior engineer of about 20 years now myself...very comfortable in managed and native code... but know absolutely bollocks about the ModAPI for SE itself which renders me mostly useless for debugging unless I load it all up on my development workstation (my gaming rig is purpose-built/used for gaming alone). So I surely could dig in if I can find the time to absorb the whole modding ecosystem, but in the meantime... I also know that reporting bugs is pointless without enough information to get a grip on the situation and test it locally. :)

Appreciate you giving me such a great response though. I'll do my best to post the shots of that last issue soon.

Jawastew  [developer] 29 Dec, 2020 @ 5:42pm 
Yeah, graphics definitely don't work with the way I implemented the mod, I'm pretty sure :)
Last edited by Jawastew; 29 Dec, 2020 @ 5:42pm
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