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AlexRyder

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Posts 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 ];->

    • Like 1
  2. 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? %)

  3. 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.

  4. 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.

  5. 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 ;)

     

    • Like 1
  6. On 2/2/2018 at 5:54 PM, chloe said:

    Okay.... yes my code expects int, if the vanilla importer has no problems with floats I will change this. 

     

    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 :)

     

     

     

    • Like 1
  7. 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 9_9

    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 :)

     

    • Like 1
  8. 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.

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