oiltanker / multiplayer-crew-manager Goto Github PK
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License: MIT License
https://steamcommunity.com/sharedfiles/filedetails/?id=2775613786
License: MIT License
My friend and I have been playing an MCM campaign, and we've been trying to load into the last stage (or maybe 2nd last). It's the stage before the reaaally long straight path. When we first tried transitioning to that stage, the game got stuck in an infinite loading screen and we eventually returned to the lobby. Now, whenever I try to load the campaign, it gets stuck in an infinite loading screen. I gave the save files to my friend so he could host it instead, but that didn't change anything.
I unfortunately don't have any logs to provide, because the game doesn't seem to generate any logs from this.
The respawning shuttle has been misbehaving for some time. It would appear that the instance isn't properly reset between respawning (Items aren't replaced, batteries aren't replenished etc...)
The shuttle has been reported to spawn in when restarting a mission.
The shuttle has been reported to "reset" while approaching the main sub with newly spawned characters in it
If the shuttle was docked with the main sub, both the shuttle and the main sub can start to warp around
Mod broke with the new game patch
I already have it fixed; but i havn't commited the changes yet - im looking into solving some issues that i havn't had the energy to deal with properly yet.
I will commit to my own fork; do some testing and when im happy with the results i´ll do a pull request
No errors or warnings appears in the multiplayer campaign in the console. It's just consuming mcm commands in chat but do nothing.
As the result the game doubling player characters making previous ones as bots.
McmSave.cs 194
if (charData.WalletData != null) {
var character = Character.CharacterList.FirstOrDefault(c => charData.CharacterInfo.GetIdentifier() == c.Info.GetIdentifier());
Above code needs to be guarded against a nullreference if Character does not return a valid List
Still a problem with inventories getting reset when attmepting to import a running campaign.
XP and talents are preserved, but health and inventory gets nuked (confirmed).
I'll look into it
Using dynamic europa, took the raving pirate vessel mission and saw this exception at the top of the server log:
[11/09/2023 03:36:29]
Starting a new round...
[11/09/2023 03:36:38]
[LuaCs] [MCM-SERVER] Loading multiplayer campaign
[11/09/2023 03:37:05]
[LuaCs] [SV LUA ERROR] System.NullReferenceException: Object reference not set to an instance of an object.
at MultiplayerCrewManager.McmSession.<>c__DisplayClass22_0.b__0(Int32 minAmount, Int32 maxAmount, Single levelDifficulty, Random rand)
at MultiplayerCrewManager.McmSession.OnPirateMissionInitPirates(PirateMission self)
at MultiplayerCrewManager.McmMod.b__39_1(Object instance, ParameterTable ptable)
at Patch_mcm_piratemission_initpirates_02d3302055484158acdfea6c1ed14d1d_Barotrauma_PirateMission-Void_InitPirates__.HarmonyPrefix(MethodBase __originalMethod, Object __instance)
When ending a round (finishing mission or leaving a base), inventory of character currently controlled by player gets reset to start of last round. Only happens to controlled character.
Can be temporarily be fixed for current round by closing without saving and restarting.
Thank you for creating such a great mod, but this mod no longer works after the 0.19.11.0 update, please fix.
So at least one player has experienced issues that arose from playing as a custom class/job.
I've managed partially isolate it to the "TryCeateClientCharacter"-method in serverside McmMod.cs
The issue occurs because as the server iterates through all available spawn points on the player submarine, no one matches with the custom job descriptor.
A quick/dirty solution to this would be to create "a fail-over to an assistant" in the method... This means that if the server cannot find a "preferred" spawn point, it'll spawn it on an assistant point, and give the character the job-related items for that spawn point.
This could possibly also solve the incompatibility with "alien races" such as "play as a mudraptor".
I'll be submitting a pull request in the coming days as I progress further down this line.
I assume this is unintended behaviour, as it makes sense for player-controlled crew to respawn, but not bot crew members, especially when they haven't actually died. This also means the crew member is duplicated if they are then retrieved from the reserve.
A workaround is to disable respawn, send crew to reserve, transition the level, then reenable respawn. Though this obviously means no one else can respawn before that level transition.
Same as prior issues - When re-creating the CharacterData we don't migrate the wallet data property. This means that individual wallets are wiped when the mod is imported into an ongoing save.
Fix should be easy enough; I'll get around to it soon enough
Pulled from the steam comments:
pyro557
I have respawn turned on but we still lose our skill levels and talents any help would be appreciated
Worth exploring; i may have broken something when attempting to fix so that characters can be imported into campaigns
If respawn is turned on, then characters killed by the delete or reserve commands will also be respawn
My English is not very good, I use deepl to translate, I try to explain the problem and the cause of the problem
For example, the "reserve" command has a character named Shimo, and I use reserve get to release him.
Halfway through the game, our mission fails and we go back to the beginning of the game. At this point, using the "reserve" command again will reveal that there are no stored characters.
The reason for this is that the reserve store file is updated in real time and will not be rolled back with save
First issue :
Well we were playing with a friend, our other friends decided to join. They joined but they didnt spawned... We wrote the autospawn etc... Well It didnt worked... We tried manual one but our friends had code 0. Both of em.THEY JOINED MIDGAME
Well we didnt able to spawn them... Also I had weird thing... When I spawned my character got perma-ragdolled. Not a keyboard issue. My character just stood there. I took control of the ai but my character still stood there in ragdoll. At some point he died?
Second But Minor issue :
We decided to recreate the same GAME. But I spawned on a wrong person?
Thats all! Other functions like controlling AI etc works very well.
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