Author Topic: ► V13 Bugs  (Read 33896 times)

When I try executing a favorite via console (AvatarGui.clickFav(#);), even when using the AvatarGui itself, I get the following error:
Code: [Select]
Executing config/client/AvatarFavorites/7.cs.
Error: GuiObjectView::hideNode() - null shape instance
Error: GuiObjectView::hideNode() - null shape instance
Error: GuiObjectView::hideNode() - null shape instance
Error: GuiObjectView::hideNode() - null shape instance
Is this a problem with my client, or with the game?

Badspot

  • Administrator
When I try executing a favorite via console (AvatarGui.clickFav(#);), even when using the AvatarGui itself, I get the following error:
Code: [Select]
Executing config/client/AvatarFavorites/7.cs.
Error: GuiObjectView::hideNode() - null shape instance
Error: GuiObjectView::hideNode() - null shape instance
Error: GuiObjectView::hideNode() - null shape instance
Error: GuiObjectView::hideNode() - null shape instance
Is this a problem with my client, or with the game?

You must be doing it wrong because that doesn't happen.

When I try executing a favorite via console (AvatarGui.clickFav(#);), even when using the AvatarGui itself, I get the following error:
Code: [Select]
Executing config/client/AvatarFavorites/7.cs.
Error: GuiObjectView::hideNode() - null shape instance
Error: GuiObjectView::hideNode() - null shape instance
Error: GuiObjectView::hideNode() - null shape instance
Error: GuiObjectView::hideNode() - null shape instance
Is this a problem with my client, or with the game?
The avatar selection GUI is closed.

The avatar selection GUI is closed.
...even when using the AvatarGui itself...

You must be doing it wrong because that doesn't happen.
I will try reinstalling/fix my script.

Air control keeps breaking for me in some servers. It's not an add-on issue since others in the server can still move around, my keys work fine apart from in the air and occasionally switching windows and back will fix it. It's annoying to climb things when it does go wrong, though...
I've noticed this as well, but I haven't been able to pin it on anything specific that causes the issue.  Only thing I've noticed is that it only happens to me on servers where I am admin, so it may have something to do with the admin ball.
On some occasions I also can't crouch.

When ghosting if a vehicle has a thin baseplate not fully supported from undearneath it (acts) like it falls through and when done ghosting it stays there but is still physically on the baseplate
« Last Edit: January 12, 2010, 12:08:05 PM by Sebster 105 »

Ok, it was reinstalling that fixed the problem I had yesterday.

I've noticed that if a brick fades when you activate it, if anyone is standing behind it, any helmet or hat they might be wearing is not rendered as soon as the brick begins to fade in or out. this is only during the stage where the brick is fading, not when the brick isn't there.

Badspot

  • Administrator
I've noticed that if a brick fades when you activate it, if anyone is standing behind it, any helmet or hat they might be wearing is not rendered as soon as the brick begins to fade in or out. this is only during the stage where the brick is fading, not when the brick isn't there.

Real time rendering is a series of compromises. 

When ghosting if a vehicle has a thin baseplate not fully supported from undearneath it (acts) like it falls through and when done ghosting it stays there but is still physically on the baseplate
Your client doesn't know that the baseplate actually exists when it's ghosting bricks - it hasn't recieved that data yet. If a vehicle appears before the supporting plates your client attempts to predict where it'll go according to the physics it has and apparently there's nothing there so it falls. Without physics prediction driving would become very laggy as your vehicle would keep stopping waiting for server updates.

This nasty little glitch woen't allow me to send events, even on my own brick.


This nasty little glitch woen't allow me to send events, even on my own brick.


Hi 2D.