Category | Farming Simulator 17 |
Created | 20.12.2016 11:22 |
Kari Halonen (Jurkkis) | 20.12.2016 11:23 |
---|---|
I'm editing big wheelloader bucket, its just standard Magsi 6000L bucket from FS17 Scaled to physically represent 22000L lightweight material bucket for Volvo 220H sized loader. It works in singleplayer flawlessy but in dedicated server it wont tip to ground. It will load from heaps and empty to trailers but not to ground or heaps.. I've adjusted the dischargeinfo widht from the xml, as it was too wide with the scaled bucket in singleplayer, meaning that when I tip to ground, the heap was double the widht of the bucket. Dunno if that causing the multiplayer problem. I will test it when I have server time to do so but its still slow to troubleshoot multiplayer issues. So if anyone have idea whats causing it would help alot. Maybe collisions and how they are relative to dischargenode? Server log is filled with this: Validity check failed in TransformGroup_setRotation: ..\..\..\src\engine\app\ReflectionAndScriptBinding.cpp (3340): MathUtil::isFinite(pArgs->arg[0].f) != 0 LUA call stack: dataS/scripts/vehicles/specializations/Shovel.lua (364) : printCallstack dataS/scripts/vehicles/Vehicle.lua (2689) : updateTick dataS/scripts/network/Server.lua (68) : updateTick dataS/scripts/BaseMission.lua (1509) : update dataS/scripts/FSBaseMission.lua (2159) : update dataS/scripts/missions/mission00.lua (333) : update dataS/scripts/main.lua (1862) : update Validity check failed in TransformGroup_setRotation: ..\..\..\src\engine\app\ReflectionAndScriptBinding.cpp (3340): MathUtil::isNaN(pArgs->arg[0].f) == 0 LUA call stack: dataS/scripts/vehicles/specializations/Shovel.lua (364) : printCallstack dataS/scripts/vehicles/Vehicle.lua (2689) : updateTick dataS/scripts/network/Server.lua (68) : updateTick dataS/scripts/BaseMission.lua (1509) : update dataS/scripts/FSBaseMission.lua (2159) : update dataS/scripts/missions/mission00.lua (333) : update dataS/scripts/main.lua (1862) : update |
Kari Halonen (Jurkkis) | 21.12.2016 01:42 |
---|---|
Found that problem was not only multiplayer, error occured always after emptying the bucket into trailer after savegame load. And not only my edit but the source mod didn't work either (looking at it now it seems very poorly done mod). Reason was that the bucket was scaled and all the nodes were under scaled parent so...Fix was to freeze all the transformations for scaling to 1 and move nodes to correct positions, adjust collisions, fine tune discharge and pickup widhts from xml and it worked.. |
Note: Log in to post. Create a new account here.