Posted by: JustVisiting
« on: 01. March 2024, 01:19:49 »As a bonus performance improvement, perhaps you could use normal mapping for further geometric detail so not as many tris need rendered?
This isn't a remaster. This is a remake. It literally says "Remake" in the thread title.I'm kinda more interested in this remaster than the official Remake!
NullReferenceException: Object reference not set to an instance of an object
at HealthManager.AwakeFromLoad () [0x00211] in /home/qmaster/Github/Citadel/Assets/Scripts/HealthManager.cs:689
at HealthManager.Load (UnityEngine.GameObject go, System.String[]& entries, System.Int32 index, PrefabIdentifier prefID) [0x0011b] in /home/qmaster/Github/Citadel/Assets/Scripts/HealthManager.cs:783
at SaveObject.Load (UnityEngine.GameObject go, System.String[]& entries) [0x003e2] in /home/qmaster/Github/Citadel/Assets/Scripts/SaveObject.cs:302
at Const+<LoadRoutine>d__320.MoveNext () [0x00c2e] in /home/qmaster/Github/Citadel/Assets/Scripts/Const.cs:1631
at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <eea339da6b5e4d4bb255bfef95601890>:0
(Filename: /home/qmaster/Github/Citadel/Assets/Scripts/HealthManager.cs Line: 689)
Error assigning 2D texture to 2DArray texture property '_MainTex': Dimensions must match
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEngine.Material:SetTexture (string,UnityEngine.Texture)
UnityEngine.Material:set_mainTexture (UnityEngine.Texture)
ImageSequenceTextureArray:Think () (at /home/qmaster/Github/Citadel/Assets/Scripts/ImageSequenceTextureArray.cs:916)
ImageSequenceTextureArray:Update () (at /home/qmaster/Github/Citadel/Assets/Scripts/ImageSequenceTextureArray.cs:846)
[C:\buildslave\unity\build\Runtime/Shaders/ShaderImpl/ShaderTextureProperty.h line 42]
(Filename: /home/qmaster/Github/Citadel/Assets/Scripts/ImageSequenceTextureArray.cs Line: 916)
8. There are repulsor lifts that working painfully slow. Specifically: repulsor lift in Alpha Grove; 5 repulsor lifts on level 8: 3 near robot charging station and detention cells, 2 from shortcuts of areas you unlock later; 2 repulsor lifts at the level 6 hub near paths to Alpha and Beta quadrants.IndexOutOfRangeException: Index was outside the bounds of the array.
at EnergySlider.SetValue (System.Single val) [0x00083] in /home/qmaster/Github/Citadel/Assets/Scripts/EnergySlider.cs:29
at UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) [0x00010] in <eea339da6b5e4d4bb255bfef95601890>:0
at UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) [0x00025] in <eea339da6b5e4d4bb255bfef95601890>:0
at UnityEngine.UI.Slider.Set (System.Single input, System.Boolean sendCallback) [0x00038] in /home/qmaster/Github/Citadel/Library/PackageCache/com.unity.ugui@1.0.0/Runtime/UI/Core/Slider.cs:518
at UnityEngine.UI.Slider.set_value (System.Single value) [0x00001] in /home/qmaster/Github/Citadel/Library/PackageCache/com.unity.ugui@1.0.0/Runtime/UI/Core/Slider.cs:255
at EnergySlider.OnEnable () [0x00038] in /home/qmaster/Github/Citadel/Assets/Scripts/EnergySlider.cs:18
UnityEngine.GameObject:SetActive(Boolean)
Utils:Activate(GameObject) (at /home/qmaster/Github/Citadel/Assets/Scripts/Utils.cs:65)
WeaponCurrent:ShowEnergyItems() (at /home/qmaster/Github/Citadel/Assets/Scripts/WeaponCurrent.cs:249)
WeaponCurrent:UpdateWeaponViewModels() (at /home/qmaster/Github/Citadel/Assets/Scripts/WeaponCurrent.cs:369)
WeaponCurrent:Update() (at /home/qmaster/Github/Citadel/Assets/Scripts/WeaponCurrent.cs:224)
(Filename: /home/qmaster/Github/Citadel/Assets/Scripts/EnergySlider.cs Line: 29)
17. When you enter level 8 for the first time dev console write this error but I'm not sure what breaks:IndexOutOfRangeException: Index was outside the bounds of the array.
at AIController.Walk () [0x00302] in /home/qmaster/Github/Citadel/Assets/Scripts/AIController.cs:590
at AIController.Think () [0x000cc] in /home/qmaster/Github/Citadel/Assets/Scripts/AIController.cs:406
at AIController.FixedUpdate () [0x000c7] in /home/qmaster/Github/Citadel/Assets/Scripts/AIController.cs:355
(Filename: /home/qmaster/Github/Citadel/Assets/Scripts/AIController.cs Line: 590)
18. Target Indentifier v1 and v2 works only when you deal NO DAMAGE and v3 breaks when you shoot camera, CPU, screen or corpse. Console writes first error below and then starts spamming the second one:NullReferenceException: Object reference not set to an instance of an object
at WeaponFire.CreateTargetIDInstance (System.String message, UnityEngine.Transform parent, HealthManager hm, UnityEngine.Transform playerCapsuleTransform, System.Single linkDist, System.Boolean range, System.Boolean health, System.Boolean attitude, System.Boolean name) [0x000db] in /home/qmaster/Github/Citadel/Assets/Scripts/WeaponFire.cs:1086
at WeaponFire.HitScanFire (System.Int32 wep16Index) [0x0063b] in /home/qmaster/Github/Citadel/Assets/Scripts/WeaponFire.cs:1028
at WeaponFire.FireWeapon (System.Int32 index, System.Boolean isSilent) [0x0046c] in /home/qmaster/Github/Citadel/Assets/Scripts/WeaponFire.cs:613
at WeaponFire+<CheckUIStateAndAttack>d__106.MoveNext () [0x00322] in /home/qmaster/Github/Citadel/Assets/Scripts/WeaponFire.cs:422
at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <eea339da6b5e4d4bb255bfef95601890>:0
(Filename: /home/qmaster/Github/Citadel/Assets/Scripts/WeaponFire.cs Line: 1086)
NullReferenceException: Object reference not set to an instance of an object
at TargetID.Update () [0x00086] in /home/qmaster/Github/Citadel/Assets/Scripts/TargetID.cs:70
IndexOutOfRangeException: Index was outside the bounds of the array.
at Const.CreditsStats () [0x0002c] in /home/qmaster/Github/Citadel/Assets/Scripts/Const.cs:1758
at CreditsScroll.OnEnable () [0x00047] in /home/qmaster/Github/Citadel/Assets/Scripts/CreditsScroll.cs:17
UnityEngine.GameObject:SetActive(Boolean)
MainMenuHandler:PlayCredits() (at /home/qmaster/Github/Citadel/Assets/Scripts/MainMenuHandler.cs:520)
GameEnd:Targetted(UseData) (at /home/qmaster/Github/Citadel/Assets/Scripts/GameEnd.cs:11)
TargetIO:Targetted(UseData) (at /home/qmaster/Github/Citadel/Assets/Scripts/TargetIO.cs:102)
Const:UseTargets(UseData, String) (at /home/qmaster/Github/Citadel/Assets/Scripts/Const.cs:1692)
HealthManager:UseDeathTargets() (at /home/qmaster/Github/Citadel/Assets/Scripts/HealthManager.cs:171)
HealthManager:Death(Boolean) (at /home/qmaster/Github/Citadel/Assets/Scripts/HealthManager.cs:437)
HealthManager:TakeDamage(DamageData) (at /home/qmaster/Github/Citadel/Assets/Scripts/HealthManager.cs:429)
ProjectileEffectImpact:OnCollisionEnter(Collision) (at /home/qmaster/Github/Citadel/Assets/Scripts/ProjectileEffectImpact.cs:57)
(Filename: /home/qmaster/Github/Citadel/Assets/Scripts/Const.cs Line: 1758)
9. Doors that has to be open/half-open appers to be closed but when you interact with them they play closing animation. It doesn't happen if you load near that door but after some time or when you reload level all doors close.Thanks, I'll have to try thisOk. For now to recreate 0/0/0/0, you can use the following cheat codes:
notarget (enemies can't see you)
god (can't be hurt)(optional)
iamshodan (nothing will be locked or blocked)
Cheat codes are entered by hitting ` tilde key to bring up console and enter a single command, press enter, text in the center will say the result, successful or otherwise.
There's also 'load #' and 'loadarsenal #' cheats to put you on particular levels and dump a pile of what you would likely have acquired by that point at your feet. Eg. 'load 6' replacing # with the level you want, 1 thru 9, or r for reactor or g1, g2, etc. for groves.