luffyyy / beardlib-editor Goto Github PK
View Code? Open in Web Editor NEWEditor for PAYDAY 2 using the power of BeardLib.
License: MIT License
Editor for PAYDAY 2 using the power of BeardLib.
License: MIT License
Crashes on any heist, at any time, for seemingly no reason.
Application has crashed: C++ exception
[string "core/lib/managers/coreportalmanager.lua"]:597: attempt to index a number value
SCRIPT STACK
Callstack:
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) zip_get_name
ntdll (???) RtlAllocateHeap
??? (???) ???
Current thread: Main
System information:
Application version : 1.75.290
CPU : Intel(R) Core(TM) i7-7700 CPU @ 3.60GHz (2 cores); SSE; SSE2; SSE3; SSSE3; SSE4.1; SSE4.2
DirectX : 12.0
GPU : NVIDIA GeForce GTX 1050 / nvldumd.dll[22.21.13.8528]
Language : @id94cca2fdaccfc2cd@
Memory : 12241MB 220KB
OS : 6.2.9200 () 0x300-0x1 (64 bits)
Physics : threaded
Renderer : DX9 threaded
Sound : Realtek Semiconductor Corp. (Speakers (Realtek High Definition Audio))
Loading an instance level to edit crashes, seems like its because it has no world.world so if some default one was added that instances load with when you edit them might work
Application has crashed: C++ exception
[string "core/lib/utils/dev/editor/worldholder.lua"]:42: levels/mods/instance_level_name/world.world is not in the database!
SCRIPT STACK
init() core/lib/utils/dev/editor/worldholder.lua:42
new() core/lib/utils/coreclass.lua:35
init_game() lib/setups/gamesetup.lua:633
core/lib/setups/coresetup.lua:405
The game crashes when loading hox_fbi_powerbox for some reason, here's the log of only that crash provided:
2017_07_26_log.txt
Even with the options checked on.
On clicking an element (even on a new project and level) you will crash.
Application has crashed: C++ exception
mods/BeardLib-Editor/Classes/Map/StaticEditor.lua:624: attempt to call global 'element_text' (a nil value)
SCRIPT STACK
update_element() @mods/BeardLib-Editor/Classes/Map/MissionScriptEditor.lua:322
update_positions() @mods/BeardLib-Editor/Classes/Map/MissionScriptEditor.lua:139
_create_panel() @mods/BeardLib-Editor/Classes/Map/MissionScriptEditor.lua:100
_build_panel() @mods/BeardLib-Editor/Classes/Map/Elements/spawnplayerelement.lua:8
work() @mods/BeardLib-Editor/Classes/Map/MissionScriptEditor.lua:39
set_element() @mods/BeardLib-Editor/Classes/Map/MissionEditor.lua:77
set_selected_unit() @mods/BeardLib-Editor/Classes/Map/StaticEditor.lua:497
select_unit() @mods/BeardLib-Editor/Classes/Map/StaticEditor.lua:527
mouse_pressed() @mods/BeardLib-Editor/Classes/Map/StaticEditor.lua:56
mouse_press() @mods/BeardLib-Editor/Classes/MapEditor.lua:159
mouse_press() 335
lib/managers/mousepointermanager.lua:339
Callstack:
payday2_win32_release (???) ???
payday2_win32_release (???) zip_get_name
payday2_win32_release (???) zip_get_name
payday2_win32_release (???) ???
payday2_win32_release (???) zip_get_name
??? (???) ???
??? (???) ???
??? (???) ???
??? (???) ???
??? (???) ???
??? (???) ???
??? (???) ???
??? (???) ???
??? (???) ???
Current thread: Main
System information:
Application version : 1.87.524.
CPU : Intel(R) Core(TM) i5-6600 CPU @ 3.30GHz (2 cores); SSE; SSE2; SSE3; SSSE3; SSE4.1; SSE4.2
DirectX : 12.0
GPU : AMD Radeon (TM) RX 480 / aticfx32.dll[22.19.162.4]
Language : english
Memory : 8144MB 176KB
OS : 6.2.9200 () 0x300-0x1 (64 bits)
Physics : threaded
Renderer : DX9 threaded
Sound : Microsoft (Speakers (Logitech G430 Gaming Headset))
After loading in a new package, placing props down and then saving the map didnt seem to properly apply the added package.
In the Assets UI menu using the find package method doesnt add a package to the ingame list, but will to the main.xml
Note: Adding any other packages after that will override the last added package and cause loading issues.
When I open a heist in the beardlib menu, it just doesn't load it into the editor, I get no grey loading box like this https://image.prntscr.com/image/yiB2He7fRRm5ougaH5-onw.png, either. F10 does nothing, even on OVERKILL heists (e.g. nightclub)
Here's a conversation I had with Quackertree about this issue:
What it says on the tin.
Issue appeared to start at some point after the menu style update as before then was the last time I tried modifying a special objective's access flags individually. Once opened the access flags menu refuses to close; popping back up an instant after closing.
Problem persists with all other mods removed and fresh install.
This is more of a personal issue, but compared to older versions of the editor, the environment editor is much more frustrating to use.
I'd like to see it partially return to the old system, where you can edit it from anywhere inside or outside of editor mode (when in SP only?), and for it to stop resetting things like the various shadow slice, etc. settings on startup. Additionally, I'd also like it to support manually typing in values that go past the default limit (the ingame one currently supports up to 10k for shadowslices? but ovk's envs use easily much more than that, fog values do this as well).
I'd also recommend making whatever panel it uses a very low opacity, or having a button to temporarily hide it while performing edits. Past that, though, I do quite like the current rendition of it.
Application has crashed: C++ exception
[string "lib/utils/game_state_machine/gamestatemachi..."]:601: attempt to index a nil value
SCRIPT STACK
Callstack:
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) zip_get_name
ntdll (???) RtlReAllocateHeap
ntdll (???) ZwQueryVirtualMemory
KERNELBASE (???) VirtualQueryEx
KERNELBASE (???) SetUnhandledExceptionFilter
KERNELBASE (???) SetUnhandledExceptionFilter
payday2_win32_release (???) ???
payday2_win32_release (???) zip_get_name
Current thread: Main
System information:
Application version : 1.68.209
CPU : Intel(R) Pentium(R) CPU 2117U @ 1.80GHz (1 core); SSE; SSE2; SSE3; SSSE3; SSE4.1; SSE4.2
DirectX : 12.0
GPU : Intel(R) HD Graphics / igdumdim32.dll[10.18.10.4358]
Language : @ID94cca2fdaccfc2cd@
Memory : 3985MB 280KB
OS : 6.2.9200 () 0x300-0x1 (64 bits)
Physics : threaded
Renderer : DX9 threaded
Sound : Realtek Semiconductor Corp. (Głośniki (Realtek High Definition Audio))
Latest payday release (not the beta) crashes on startup with the editor installed.
Crash log:
PAYDAY 2 Crash log
Application has crashed: C++ exception
[string "lib/utils/game_state_machine/gamestatemachi..."]:601: attempt to index a nil value
SCRIPT STACK
-------------------------------
Callstack:
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) zip_get_name
-------------------------------
Current thread: Main
Even on a fresh new map attempting to generate navigation leads to this crash:
Application has crashed: C++ exception
mods/BeardLib-Editor/Hooks/NavFieldBuilder.lua:7: attempt to index local 'status' (a nil value)
SCRIPT STACK
start_build_nav_segment() lib/managers/navfieldbuilder.lua:353
build_nav_segments() lib/managers/navfieldbuilder.lua:139
build_nav_segments() lib/managers/navigationmanager.lua:622
@mods/BeardLib-Editor/Classes/Map/InEditorOptions.lua:417
clbk() 169
RunCallback() 357
MousePressed() 70
MousePressed() 155
mouse_press() 329
lib/managers/mousepointermanager.lua:339
Callstack:
payday2_win32_release (???) ???
payday2_win32_release (???) zip_get_name
payday2_win32_release (???) zip_get_name
payday2_win32_release (???) ???
payday2_win32_release (???) zip_get_name
??? (???) ???
??? (???) ???
??? (???) ???
??? (???) ???
??? (???) ???
??? (???) ???
??? (???) ???
??? (???) ???
??? (???) ???
Hi there!
I've, since practically always, been editing light_omni by hand via the file, because I thought you couldn't edit that in-editor. Suddenly, someone tells you can - I go check it out, but apparantly the menu doesn't appear on my side?
I selected a light_omni, look in the left-side menu & then there's nothing except the standard "Transform" tag. Anything I'm missing here?
Naturally, I'm using the latest version of BeardLib.
I created an environment, saved it in the editor, and set the environment in the world section. After reloading the map, I keep crashing after a few seconds and I get this error:
Sat Jul 22 12:22:58 2017
Application has crashed: access violation
Callstack:
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
??? (???) ???
??? (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
Current thread: Main
Script stack:
35
() =(tail
call):-1 _load()
core/lib/managers/viewport/environment/coreenvironmentmanager.lua:257 preload_environment()
core/lib/managers/viewport/environment/coreenvironmentmanager.lua:107 preload_environment()
core/lib/managers/viewport/coreviewportmanager.lua:148 _set_environment()
core/lib/utils/dev/editor/coreworlddefinition.lua:717 WorldDefinition_create_environment()
core/lib/utils/dev/editor/coreworlddefinition.lua:733 WorldDefinition_create_environment()
@mods/BeardLib/Hooks/CoreWorldDefinition.lua:90 _create_environment()
@mods/BeardLib/Hooks/CoreWorldDefinition.lua:90 Create()
core/lib/utils/dev/editor/coreworlddefinition.lua:485 Create()
@mods/BeardLib-Editor/Hooks/WorldDefinition.lua:49 create()
@mods/BeardLib-Editor/Hooks/WorldDefinition.lua:49 create_world()
core/lib/utils/dev/editor/worldholder.lua:110 init_game()
lib/setups/gamesetup.lua:587
core/lib/setups/coresetup.lua:402 ()
=(tail call):-1
Hello, I've recently tried to make a custom interaction acting like a button for my custom heist using this code:
Hooks:PostHook( InteractionTweakData, "init", "interaction_custom_heist", function(self, tweak_data)
self.press_elevator_down = {}
self.press_elevator_down.icon = "develop"
self.press_elevator_down.text_id = "hud_do_not_press_that_button"
self.press_elevator_down.sound_event = "insert_usb_stick"
end )
After selecting this custom interaction in the menu, I tied it to a MoveUnit Element on my map with "Alternate" set to "Interacted" (I tried every other options but it didn't change anything). I can interact with the Element just well, the log shows me that the Element is executed but nothing at all happens.
Maybe I have done something wrong, but in the past, this was working just fine.
Thanks for looking into it.
Edit: After trying some more, I noticed that I can interact with my buttons only in the editor and not if launched through Crime.net. I must say that I am very confused.
Edit again: And now it seems to work properly for some other unknown reasons, might close the thread if it doesn't act weird again.
Ok seems like it was a bug from the editor, fixing the elements with the in-editor function solved my case. Next time, I will try this before submitting an issue. Sorry for the false alarm.
Ever since I moved from the original BLT to SuperBLT, I've been unable to use BeardLib's level editor because of it. First I get to the part where it loads the "cag_vents" for Car Shop for example, and then it crashes to desktop.
Thu Dec 28 20:37:26 2017
Application has crashed: C++ exception
mods/BeardLib-Editor/Hooks/MissionManager.lua:449: attempt to index field 'mission' (a nil value)
SCRIPT STACK
create_element() @mods/BeardLib-Editor/Hooks/MissionManager.lua:423
_create_elements() @mods/BeardLib-Editor/Hooks/MissionManager.lua:404
original() core/lib/managers/mission/coremissionmanager.lua:403
init() @mods/base/req/core/Hooks.lua:185
new() core/lib/utils/coreclass.lua:35
MissionManager_add_script() core/lib/managers/mission/coremissionmanager.lua:113
_add_script() @mods/BeardLib/Hooks/MissionManager.lua:10
_load_mission_file() @mods/BeardLib-Editor/Hooks/MissionManager.lua:90
parse() @mods/BeardLib-Editor/Hooks/MissionManager.lua:42
init_game() lib/setups/gamesetup.lua:640
core/lib/setups/coresetup.lua:402
Callstack:
payday2_win32_release (???) ???
payday2_win32_release (???) zip_get_name
payday2_win32_release (???) zip_get_name
Current thread: Main
System information:
Application version : 1.86.496.
CPU : Intel(R) Core(TM) i5-2500K CPU @ 3.30GHz (2 cores); SSE; SSE2; SSE3; SSSE3; SSE4.1; SSE4.2
DirectX : 12.0
GPU : NVIDIA GeForce GTX 960 / nvldumd.dll[23.21.13.8871]
Language : english
Memory : 8132MB 48KB
OS : 6.2.9200 () 0x100-0x1 (64 bits)
Physics : threaded
Renderer : DX9 threaded
Sound : Microsoft (Högtalare (High Definition Audio Device))
…What to do?
https://pastebin.com/5uVMGvvX
Always crash when I change script of any element... Do I am doing something wrong?
Even when I create new map, soo It's not a map faulth...
Reproduction unknown, but changing id from something like 100000 to 101000 fixes this.
Collisions and interactions are not affected but the prop unit cannot be seen
(Example of a problematic unit)
The title says it all, it may be a very silly mistake of me, however, I can't find it (I'm still not experienced enough to know how every piece of code should look), may have missed a slash there or there. Been working on english.txt and main.xml files when the crash began to occur. The log and entire project(if needed and if you could find the specific mistake xD) are here :
crashlog.txt
Infiltration_Project.zip
PS: I know you guys are busy, so you needn't rush it if it turns out to be complex, and this is quite a ridiculous reason for an issue post, but this is still causing crashes everytime. #TmwYouSpendMadAmmountOfHoursOnAProjectAndItCrashes
So, i installed BeardLib, BeardLib-Editor and the PDMOD on the readme but the game is crashing doing anything other than navigating the menus. There's no other mods installed.
BLT version 2.1
PAYDAY 2 version 2090578 aka 155.1
The crash files:
payday2_win32_release_2117156_crash_2017_9_5T20_14_59C0.zip
payday2_win32_release_2117156_crash_2017_9_5T20_18_34C0.zip
payday2_win32_release_2117156_crash_2017_9_5T20_24_47C0.zip
payday2_win32_release_2117156_crash_2017_9_5T20_27_58C0.zip
payday2_win32_release_2117156_crash_2017_9_5T20_46_39C0.zip
payday2_win32_release_2117156_crash_2017_9_5T20_47_14C0.zip
payday2_win32_release_2117156_crash_2017_9_5T20_56_32C0.zip
payday2_win32_release_2117156_crash_2017_9_5T20_58_25C0.zip
Crashes when swapping to/from bag/person, changing unit sequences, and setting or moving its position.
Edit: Saving also does not save its end point location.
Application has crashed: C++ exception
mods/BeardLib-Editor/Classes/Map/EditZipLine.lua:22: attempt to call method 'SelectedItem' (a nil value)
SCRIPT STACK
clbk() @mods/BeardLib-Editor/Classes/Map/StaticEditor.lua:253
RunCallback() 357
SetValue() 344
SetValue() 73
SetSelectedItem() 97
ContextMenuCallback() 55
MousePressed() 180
mouse_press() 320
lib/managers/mousepointermanager.lua:339
Application` has crashed: access violation
-------------------------------
Callstack:
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
-------------------------------
Current thread: Main
Script stack:
35
() =(tail
call):-1 clbk()
@mods/BeardLib-Editor/Classes/MapProjectManager.lua:172
@mods/BeardLib-Editor/Classes/MapProjectManager.lua:380 ()
=(tail call):-1
button_pressed() @mods/BeardLib/Hooks/KeyboardInputDialog.lua:209
@mods/BeardLib/Hooks/KeyboardInputDialog.lua:194
() =(tail
call):-1
core/lib/managers/controller/corecontrollerwrapper.lua:571
```
heyo ive read the other crashs and issues but mine seems to be slightly different but close.
i can use the beardlib editor menus to create new projects/ levels/ clone leves/ change values etc etc etc. but as soon as i try to load a level to edit it with the editor the game crashes. it shows the black loading screen with the spinning loading icon for about 5 seconds. then the loading icon freezes and the game crashes.
anything you can think of at the moment? :)
my crash file sadly always shows this:
Application has crashed: unknown exception
Callstack:
KERNELBASE (???) RaiseException
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
Current thread: Main
System information:
Application version : 1.76.332.
CPU : Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz (2 cores); SSE; SSE2; SSE3; SSSE3; SSE4.1; SSE4.2
DirectX : 10.0
GPU : NVIDIA GeForce GTX 960 / nvd3dum.dll[22.21.13.8205]
Language : english
Memory : 12240MB 516KB
OS : 6.1.7601 (Service Pack 1) 0x300-0x1 (64 bits)
Physics : threaded
Renderer : DX9 threaded
Sound : VB-Audio Software (VoiceMeeter Input (VB-Audio VoiceMeeter VAIO))
So I was working on this project for days now and suddenly it began crashing without a stop when being launched again and finishes the texture loading phase/sometimes not even till that.
Here's the crashlog info:
Sun Jul 30 18:31:39 2017
Application has crashed: access violation
Callstack:
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) zip_get_name
payday2_win32_release (???) zip_get_name
KERNEL32 (???) ???
ntdll (???) ???
ntdll (???) ???
Current thread: FileStreamer
Application has crashed: C++ exception
mods/BeardLib-Editor/Classes/MapProjectManager.lua:113: attempt to index field 'contract_visuals' (a nil value)
SCRIPT STACK
-------------------------------
Callstack:
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
ntdll (???) RtlQueryPerformanceCounter
-------------------------------
Current thread: Main
or
Application has crashed: C++ exception
[string "core/lib/utils/coretable.lua"]:21: bad argument #1 to 'pairs' (table expected, got nil)
SCRIPT STACK
Callstack:
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
ntdll (???) RtlQueryPerformanceCounter
-------------------------------
Current thread: Main
zipline doesn't save position for edited end translation or camera pos
What it says on the tin, there. This is a significant issue for making edits to vanilla levels, which is my primary goal with the editor.
Selecting an InstanceInput(or Output)Event element or InstancePoint element after the instance itself has been deleted or renamed will crash you
Application has crashed: C++ exception
mods/BeardLib-Editor/Classes/Map/Elements/coreinstance.lua:43: attempt to index a boolean value
SCRIPT STACK
update() @mods/BeardLib-Editor/Classes/Map/Elements/coreinstance.lua:91
update() @mods/BeardLib-Editor/Classes/Map/MissionEditor.lua:116
update() @mods/BeardLib-Editor/Classes/MapEditor.lua:471
func() @mods/BeardLib-Editor/EditorCore.lua:258
Call() @mods/base/req/core/Hooks.lua:109
original() @mods/base/lua/GameSetup.lua:6
update() @mods/base/req/core/Hooks.lua:260
update() lib/setups/networkgamesetup.lua:21
core/lib/setups/coresetup.lua:540
Callstack:
payday2_win32_release (???) ???
payday2_win32_release (???) zip_get_name
payday2_win32_release (???) zip_get_name
payday2_win32_release (???) ???
payday2_win32_release (???) zip_get_name
??? (???) ???
??? (???) ???
??? (???) ???
??? (???) ???
??? (???) ???
??? (???) ???
??? (???) ???
IPHLPAPI (???) register_icmp
??? (???) ???
payday2_win32_release (???) ???
??? (???) ???
??? (???) ???
??? (???) ???
??? (???) ???
??? (???) ???
??? (???) ???
??? (???) ???
??? (???) ???
??? (???) ???
??? (???) ???
??? (???) ???
??? (???) ???
??? (???) ???
??? (???) ???
??? (???) ???
??? (???) ???
??? (???) ???
Current thread: Main
System information:
Application version : 1.87.531.
CPU : Intel(R) Core(TM) i5-6600 CPU @ 3.30GHz (2 cores); SSE; SSE2; SSE3; SSSE3; SSE4.1; SSE4.2
DirectX : 12.0
GPU : AMD Radeon (TM) RX 480 / aticfx32.dll[22.19.162.4]
Language : english
Memory : 8144MB 176KB
OS : 6.2.9200 () 0x300-0x1 (64 bits)
Physics : threaded
Renderer : DX9 threaded
Sound : Microsoft (Speakers (Logitech G430 Gaming Headset))
Hello, I have started to use the editor few weeks ago and was playing with the MoveUnit Element and noticed that there was no option to copy the position of a unit on the map to the "Translate End Position" of the element. This is why I would like to ask if you could add such an option to this element so it is easier to move objects to a precise point.
Thanks for taking this in consideration.
Hey there, again, I know you're probably sick of me by now but I've finally manage to finish this big ass heist but one more problem occurred. There were more crashes like this but I managed to fix them on my own, however, this one seems to be beyond my power, couldn't find any flaws in objecties.objectives file or english.txt in localization as the crashlog identifies the crash as something related to hud_objectives:
crashlog.txt
I'd be grateful if you could figure out what's keeping the game from launching after starting and loading at blue loading screen with tips phase in your free time. Here are the heist files, once again, truly, for the last time:
Infiltration_project_done.zip
PS: seems to be objectives.objectives file that causes it after all, still dont know what's wrong with it :/
Edit: Managed to fix the loading issue, however, the hud related problem remains( although it does not crash anymore), as there is literally no hud :/
Changing a units position or rotation is totally ignored ineditor.
In World > Continents > 'Worldname' + button 'add mission script'
Pressing this will only select all units in the continent.
Hello, I've recently tried to make some elevators in the Beardlib Editor and I could notice that the clients couldn't see the Unit moving when they were supposed to. The Host was seeing the Unit moving while the clients saw the same unit moving only when it reached its end position for the host. The hitboxes are also not synced, meaning that if the host and the clients are using the same elevator at the same time, the clients will see the host going down while the rest of them will stay where they are and only move once the host is down.
Thanks for looking into it.
When I try to download the mod, it asks for a password.
I have Beardlib, Beardlib Editor, and the phsyics fix mod, but I still can't move objects or select elements. I've tried the different versions of Beardlib (master, dev, modworkshop), I've tried the different versions of the editor (same as Beardlib), and I've tried reinstalling the fix. Another issue is that whenever I uninstall, and reinstall the fix, my game crashes. The only way to fix it is if I verify integrity of game files. Even when I verify integrity of game files, the issue isn't fixed. I'm honestly out of ideas on how to fix it.
Moving elements in the world with the XYZ 3D arrows will cause frame drops, very noticeable on larger maps.
Moving many elements (usually with a unit selected) will not properly update the new position causing elements to move back on reload.
When I launch my project, I get an access violation crash during the "loading instances packages" screen. I've tried disabling my mods, but it didn't change anything.
Application has crashed: access violation
Callstack:
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
??? (???) ???
??? (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
When deleting an element that is linked to something and then saving elements can link unrelated elements together.
Example 'Element_A' (id 100111) is linked to 'Element_B' (id 100001) and 'Element_C' (id 100002) exists but isn't connected to either A or B.
When Element_B is deleted Element_C gets linked to Element_A.
Repro steps unknown exactly.
General Information:
I've recently found out about this amazing mod and I have to say that it's pretty impressive.
I could setup everything just fine and it works for the most part (Beardlib + Editor + Extensions).
My map is basically four stores without cars and trees, just a quick test.
Problem Description:
Now to my problem. I've done the mapping and I would like to decrypt my files now, to load and play my map (I assume that's how it works, the documentation is lacking a lot of information about the whole process). However as soon as I start the decryption process and try to convert world.mission from BINARY to GENERIC_XML and world.continent from BINARY to CUSTOM_XML, my game crashes.
Observed Result: Payday 2 crashes while decrypting the world.mission and world.continent files to the XML format that is required in order for maps to work.
Expected Result: Payday 2 shouldn't crash and convert the files as intended.
Attachments:
~ Crashlog.txt
In the continents.continents editor_only should have it set to editor_only.
<editor_only base_id="200000" editor_only="true" name="editor_only"/>
On the dev-branch.
When one object is selected, and I right click another object, the game crashes.
Had other mods, however, I did try without them too.
08:07:15 PM Lua: [Mods] Loading mod: base...
08:07:15 PM Lua: [Mods] Loading mod: BeardLib...
08:07:15 PM Lua: [Mods] Loading mod: BeardLib-Editor...
08:07:15 PM Lua: [Mods] Loading mod: No Post Processing! + Outlines Working + No Blue Filter on Main Menu v3...
08:07:15 PM Lua: [Mods] Loading mod: PocoHud3...
08:07:15 PM Lua: [Mods] Loading mod: WolfHUD...
Crashlog.txt
Sun Apr 23 20:06:28 2017
Application has crashed: access violation
Callstack:
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
Current thread: Main
Script stack:
ConfigureItem() 486
380
() =(tail
call):-1 ()
=(tail
call):-1 build_quick_buttons()
@mods/BeardLib-Editor/Classes/Map/StaticEditor.lua:38
build_positions_items()
@mods/BeardLib-Editor/Classes/Map/StaticEditor.lua:75 set_multi_selected()
@mods/BeardLib-Editor/Classes/Map/StaticEditor.lua:408
set_selected_unit()
@mods/BeardLib-Editor/Classes/Map/StaticEditor.lua:374 select_unit()
@mods/BeardLib-Editor/Classes/Map/StaticEditor.lua:400
mouse_pressed()
@mods/BeardLib-Editor/Classes/Map/StaticEditor.lua:250 @mods/BeardLib-Editor/Classes/MapEditor.lua:145
() =(tail
call):-1
195 ()
=(tail
call):-1 lib/managers/mousepointermanager.lua:308
() =(tail
call):-1
System information:
Application version : 1.68.209
CPU : AMD FX(tm)-8350 Eight-Core Processor (4 cores); SSE; SSE2; SSE3; SSSE3; SSE4.1; SSE5
DirectX : 10.0
GPU : Radeon (TM) RX 480 Graphics / aticfx32.dll[21.19.523.2]
Language : @ID94cca2fdaccfc2cd@
Memory : 16357MB 720KB
OS : 6.1.7601 (Service Pack 1) 0x100-0x1 (64 bits)
Physics : threaded
Renderer : DX9 threaded
Sound : Realtek Semiconductor Corp. (Kaiuttimet (Realtek High Definition Audio))
I was getting crashes on the master branch so i switched to dev and still had them so i decided to make an issue about it. Beardlib editor is the problem as when i take it out payday runs fine
Modlist:
Announcer
Bag Countour
base (of course)
Basic Voices
Beardlib
Beardlib Editor (crash)
Better Bots
Enhanced Hitmarkers
Iter
PerfectViewModel
Rain on all heists
WolfHUD
Crashlog: https://pastebin.com/Tqb2Anbg
(i don't actually have an intel card payday is a motherfucker and won't run my nvidia card)
Circumstances:
This is only when I run BeardLib and BeardLib-Editor in the mods folder together.
I have disabled/uninstalled other mods with only these 2 running with the crash reccuring. [Including mod_overrides]
I have disabled BeardLib-Editor with and without mods installed (not including BeardLib ofc) and I still crash.
Running the game with all mods except BeardLib-Editor seems to work every time.
Mods:
1. BeardLib
2. BeardLib-Editor [Cause of Crash]
3. FreeFlightCamera
4. RestorationMod
5. PocoHud3
6. Silent Assasin Mod
7. WolfHUD
At the time these were:
1. Enabled
2. Attempted Both
3. Disabled
4. Enabled
5. Disabled
6. Disabled
7. Disabled
8. Disabled
`Application has crashed: C++ exception
[string "lib/utils/game_state_machine/gamestatemachi..."]:601: attempt to index a nil value
SCRIPT STACK
Callstack:
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) zip_get_name
ntdll (???) RtlFreeHeap
??? (???) ???
??? (???) ???
ntdll (???) wcstok_s
KERNELBASE (???) SetUnhandledExceptionFilter
KERNELBASE (???) SetUnhandledExceptionFilter
payday2_win32_release (???) ???
payday2_win32_release (???) zip_get_name
Current thread: Main
System information:
Application version : 1.68.209
CPU : Intel(R) Core(TM) i3-4150 CPU @ 3.50GHz (1 core); SSE; SSE2; SSE3; SSSE3; SSE4.1; SSE4.2
DirectX : 12.0
GPU : NVIDIA GeForce GTX 950 / nvd3dum.dll[21.21.13.7849]
Language : @ID94cca2fdaccfc2cd@
Memory : 8079MB 332KB
OS : 6.2.9200 () 0x300-0x1 (64 bits)
Physics : threaded
Renderer : DX9 threaded
Sound : Logitech (Speakers (2- Logitech G430 Gaming Headset))
`
-Reintroduce "Disabled" element visuals:
Use a shaped icon with a cross in it to show its disabled.
-Show only and/or Select only [name] continent:
eg. have editor_only shown but cannot see the regular world continent.
-Visualise connected elements (up to: [number]):
If element 1 to 9 are linked in order and my visualise connected elements are enabled and set to 6 "element 1" will show its link to element 2 and element 2 will show its link to element 3, and so on until the limit.
-Preview unit animations:
If I have a Special objective, Enemy spawner or Civilian spawner element selected include a debug preview animations section.
-Add "interact" sequence to all unitsequencetriggers:
Currently you have to edit those in the mission_script file to apply them, they also show as blank when you use sequences the editor isnt aware of (Doors often use done_exploded, done_opened as their triggers and are not available on all doors Ive seen)
EDIT:
-Brushes:
I think its possible to finally add a massunit.massunit with SuperBLT but not 100% sure.
-Nav Obstacles:
No clue how they work exactly but they don't seem to work without adding a script and if you rebuild navigation nav obstacles break, says Quackertree long ago.
-Lighting: shadow_projection:
Tested and adding <projection_textures ls_spot="YOUR_TEXTURE_PATH_HERE"/> works but cannot be accessed in the editor menu, a browse textures option might be difficult but allowing people to type in their assets file path should be fine, like enemy/civilian units.
Additionally the code for lightmap gen seems to still be ingame, same goes for the orthographic code, having those would be really useful for map development.
EDIT:
Select all button for unit selection to mass select certain units like loot or editor items
A declarative, efficient, and flexible JavaScript library for building user interfaces.
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google ❤️ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.