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AlexRyder

Modz Gold Member
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Everything posted by AlexRyder

  1. We have successfully completed the migration to a new hosting platform. Everything should be working fine, but in case you notice some bugs, missing content, or any other kind of unexpected behavior, please report them here, contact any of the staff members, or use the "Contact Us" form at the very bottom of this page. PS. Since now I'm the server owner — beware ];->
  2. Bitdefender is know to cause problems with 3dxChat network activity for some users.
  3. You can't close a person's room from another char's account since the login credentials are required to do that (as far as I remember). You can in theory have a purposely broken avatar configuration that would cause the people trying to load it crash, but I doubt that would actually work beyond crashing a single game script or lead to a disconnect. I haven't explored such an opportunity either though, since, why even? %)
  4. Only if somebody manages to hack the 3dx server, but that's not very likely. And you can't tap into private conversations from the local client since the server only sends the messages to the participants.
  5. Uhm, I don't think you can do anything about it without at least some coding...
  6. This is probably something you need to discuss with the 3dx official support. You DO know this is an unofficial mods fan site, right?
  7. Just wondering, where are all the hot guys banners?
  8. Why wouldn't it be allowed? It's just a bunch of 3d object models, not real animals... or at least that's what my rational person perspective is suggesting %)
  9. There was an update to the save file format since patch 373. There is now a new string token {"valuetype", "float"} added to the file when saved with game version 373 and above. Now when reading the save file when there is no "valuetype" property (the game doesn't even check for its value, I think), the file is supposed to be an old style one, with ints. When the property is set, all transform and color values are supposed to be unmodified floats (i.e. the color components should be in the 0...1 range). Or at least something like that, I'm writing it from my head.
  10. Well, it will have to be saved correctly into a specific Asset Bundle and stuff, but yeah, pretty much so.
  11. According to this: ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a polygon with less than 3 vertices! Gu::ConvexMesh::loadConvexHull: convex hull init failed! Try to use the PxConvexFlag::eINFLATE_CONVEX flag. (see PxToolkit::createConvexMeshSafe) Failed to create Convex Mesh from source mesh "Cylinder_LOD0". Source mesh is likely have too many smooth surface regions. Please reduce the surface smoothness of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width sufficiently for this mesh. Setting scale failed, ignoring request. Please check all scaling axes are non-zero. you seem to be having a degenerate object somewhere in your scene. This is the engine's internal bug, so there is pretty much nothing you can do about it besides manually removing the broken item from your save file. Usually that would be a too small or too unevenly scaled (i.e. like 10000x0.00001x0.000001) object, but can actually be anything which hasn't aligned well with Unity's internal math.
  12. If you know how to create animations for Unity using the extracted char models, I have plans on making it possible to load user-made animations intro the game. Making the actual animations is the actual hard part here
  13. What do you mean by "turning off connection"?
  14. This is definitely a bug
  15. The ".world" file format saved by 3dxChat is only usable by 3dxChat, it's just holds some text data only applicable to this particular game.
  16. The game's code is reading vector values like this: int[] array = token.SelectToken("p").ToObject<int[]>(); With this technique the JSON serializer seems to always try to auto-convert data to the target format, so, it should work with floats unless the devs change the deserialization code. Which is pretty unlikely to happen any time soon
  17. Well, the vanilla reads raw Json data, and Json reader seems to auto convert floats to ints when it reads into int[] arrays, so I've decided to add a little extra precision (it's probably eaten away by float math though).
  18. You're probably using a JSON file from my alpha mod. I'm writing float values instead of ints to get higher precision between editor saves/loads. The vanilla game reads them just fine, but Chloe's deserializer is probably expecting ints only You can re-save the file with the vanilla game (loosing a couple of digits of precision) or ask Chloe to modify her code a little
  19. There was a discussion already somewhere on the 3dx forums about having different save file formats for editing/loading. It's all possible, but there is still some point in time when other people will be joining the room. Even if server was only allowing to download the room data by those who are in this room, they will be getting this data, and once the data is on one's PC, there is all kind of stuff you can do with it. It can be simplified or encrypted or whatever, but the client will need to get the raw data to create actual Unity objects at some point, and that is where it would always be possible to intercept it.
  20. Since all of the editing operations are local and the save files are downloaded to the user's PC, there is no way to make a signature check that couldn't be overridden or deleted or whatever.
  21. Somehow I actually like it. Like the good old Web 1.0 times
  22. I think most of the MMORPG game have a major part of their code executed on the server, not client-side. Are there even any game like that made in Unity?
  23. Yes. The room only needs to be uploaded to the server to be accessible, doesn't matter if it's open or the owner is online or not.
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