Realised it still happens with mempool error messages. Disabling "mempool_print_error" in juiced.ini bypasses the issue. Otherwise hotkeys seem to work fine.If the MessageBox pops up it broke the key bindings for some reason
Realised it still happens with mempool error messages. Disabling "mempool_print_error" in juiced.ini bypasses the issue. Otherwise hotkeys seem to work fine.If the MessageBox pops up it broke the key bindings for some reason
is it the one?crashdump and log of that crashdump not the log from console
Like most un-allowed file you can just put the files together in a zipsorry Idk why I cannot upload the .dmp file
yeah, I didn't think of that. ThanksLike most un-allowed file you can just put the files together in a zip
ExpandClothingLimit was incorrect and didn't expand strings/hash sizes for the clothing and the implementation in Juiced didn't even expand some usage of the function (so in some functions it was still pointing to the old clothing array's checksums rather than the new one) it also expanded it to 3000 slots when the player can only own 2048 in the game and in the save, I'm making a separate plugin that'll be a limit adjuster for some stuff and it'll expand it dynamically depending on how many are in the xtbl, and there might be dynamic save sizing in itI have a few issues and a few questions.
1. Upgrading from v9.0.3 to v9.0.4 causes my game to crash at 80% loading with DLC enabled. This is caused by the removal of "ExpandClothingLimit". I had only the following files from M2M installed at the time:
customization_categories.xtbl, customization_flags.xtbl, customization_icons.xtbl, customization_slots.xtbl.
Is this feature going to be either restored or replaced with something better?
2. The .gxt extension doesn't work for me. .cxt works fine though. (Either way, this is a really useful feature.)
3. What does "addon_bitmaps" do exactly? I mean, I can read the description in the .ini, but does it mean loose .png/.dds files can be loaded? And how would the game know where to apply textures with custom names? Is this mainly for use with importing models?
4. How come Cutscene Telemetry [F3] was never officially implemented? I can't understate how important a tool that was for Cutscene Patch v1.4, and I rarely ever experienced any technical issues while using it...
To add to what clippy said. addon_bitmaps comes in very helpful if you idk, clone a smesh/cmesh that use the same textures as one already loaded into the game. You can edit the smesh/cmesh etc and have it load new textures and then just edit the peg with the new texture names and the game will more or less load it. Comes in handy at least did for me when I just cloned a box item and wanted it to have a different texture than it normally did. Also came in handy for a fix tervel and or clippy did for the unused sr1 mp lobby map with missing textures, and also handy for the sr1 baseball bat fix that tervel did ages ago. So in a nutshell, yeah kinda useful for new models and such.I have a few issues and a few questions.
1. Upgrading from v9.0.3 to v9.0.4 causes my game to crash at 80% loading with DLC enabled. This is caused by the removal of "ExpandClothingLimit". I had only the following files from M2M installed at the time:
customization_categories.xtbl, customization_flags.xtbl, customization_icons.xtbl, customization_slots.xtbl.
Is this feature going to be either restored or replaced with something better?
2. The .gxt extension doesn't work for me. .cxt works fine though. (Either way, this is a really useful feature.)
3. What does "addon_bitmaps" do exactly? I mean, I can read the description in the .ini, but does it mean loose .png/.dds files can be loaded? And how would the game know where to apply textures with custom names? Is this mainly for use with importing models?
4. How come Cutscene Telemetry [F3] was never officially implemented? I can't understate how important a tool that was for Cutscene Patch v1.4, and I rarely ever experienced any technical issues while using it...
So its possible to create like, texture variants for weapons? like beretta have 2 personal textures (without replace) and can be used normally in game?To add to what clippy said. addon_bitmaps comes in very helpful if you idk, clone a smesh/cmesh that use the same textures as one already loaded into the game. You can edit the smesh/cmesh etc and have it load new textures and then just edit the peg with the new texture names and the game will more or less load it. Comes in handy at least did for me when I just cloned a box item and wanted it to have a different texture than it normally did. Also came in handy for a fix tervel and or clippy did for the unused sr1 mp lobby map with missing textures, and also handy for the sr1 baseball bat fix that tervel did ages ago. So in a nutshell, yeah kinda useful for new models and such.