@IStoleYourMeme to my knowledge, no moderator has ever banned someone for "this sucks", or anything less.
They ban for violations of the rules which are either legal reasons, severe infractions, or violations repeated several times despite warnings.
If anyone has been unjustly banned, please contact us.
LAN stands for Local Area Network, and the way computers connect over any such network is with IP addresses, they will just be LAN IPs instead of global, and that can already be done with the current version of MP.
This does not inherently improve performance, just you probably won't have as many people connected (and network lag should be far less), however when I tried building for Android, I could not even connect to my local server, it simply didn't function.
It is most likely possible to fix this somehow, but debugging something like this on Android is a massive pain (PC MP is already much more difficult to debug than my other mods, and Android is always harder to debug) , and only people with some of the latest flagship devices would really be able to run it anyway...
@QuickNils Remove the comma, the IP you're trying to connect to I believe is 157.7.205.136. Only the highlighted part belongs in that box.
If you're still having issues after that, open the dev console and enter the command MPToggleDebugMode, to enable MP debug logs, then try to connect, and after it fails send me your output_log.txt, located in C:\Users\[Username]\AppData\LocalLow\Jundroo\SimplePlanes (you can upload it to pastebin or somewhere similar, and give me the link).
@Axartar it also says he waits dreaming.
How can one wait dreaming while dead?
Perhaps "dead" has a different meaning here.
That said, I was not on the team back during Cthulhu development, nor have I actually read the stories (I've been meaning to pick them up...), so I cannot speak much on accuracy or why Cthulhu was designed exactly that way.
This should work (only did a tiny bit of testing, though. Hasn't been through my standard QA process).
Anybody that has set their icon offset may need to set it back to the default0,0,0.
This should work (only did a tiny bit of testing, though. Hasn't been through my standard QA process).
Anybody that has set their icon offset may need to set it back to the default0,0,0.
This should work (only did a tiny bit of testing, though. Hasn't been through my standard QA process).
Anybody that has set their icon offset may need to set it back to the default0,0,0.
@KingHandspider Thanks! It shows the assembly in the assemblies for me, and building it results in a perfectly functional mod with the script acting as I would expect... The script doesn't work in the sandbox for you?
@KingHandspider would you mind sending me your project folder zipped up, so I can take a look? Or an separate/dedicated demonstration project folder, as long as it clearly has the same issue.
@KingHandspider after you extract the zip, there is a Unity package inside, which should be imported into Unity using the "Import Package" context menu.
What program are you using to unzip it?
Also, I'm not sure if it's there on Mac, however on PC Steam installation, within the installation folder there is a "ModTools" folder which contains the unity package.
You shouldn't need any tag on the game object, or a using directive just to compile your own scripts into the mod...
If the Unity package doesn't change anything, I just want to confirm that you've actually tried running the mod and the scripts, and they indeed fail? If not, perhaps it's just not showing the assembly in the mod builder for some weird reason that you don't need to worry about...? However if it does fail, it's possible the error message(s) in-game (or your outputlog after trying to load the mod/scripts) would be helpful.
I'm not sure, but it sounds like you're expecting the script file to be saved/listed in the mod builder individually? If that's the case, it isn't supposed to, all scripts will be compiled into <ModName>-Assembly-CSharp.dll, which should be listed under "Assemblies" in the mod builder :)
@Meepmaster87 part positions, rotations, and explosions are synced every so often, so bombs and missiles work... To some extent. It's rather poorly done and unreliable at this time.
When the upload feature was first added, the site did not yet support accounts.
When accounts were added later, it was known who made some of the planes, and so they were linked to the creator's new account.
@DuckMintnewprofile I'd need to see the errors to really have a clue... It's not the same project that you created in a newer version of Unity is it? That might break things when going back to 5.3.6...
Unfortunately SimplePlanes and the mod tools are built with Unity 5.3.6, and newer versions may entirely break it. For modding SimplePlanes at this time, 5.3.6f1, as is noted on the modding wiki, is recommended (and anything else may or may not break). You can get it from the Unity archive (or through the link on that modding wiki).
@Jetpackturtle ya, you gotta run the installer again, install in the same location, and unchecked everything except Windows Build support (the error is because you don't have Windows build support installed, doing this should install Windows build support without reinstalling everything else)
@Chancey21 if you are asking whether the tournament validator mod will be updated to account for these, the answer is no, because it calls the game's internal tournament validation code, which was updated to account for these in this same update that added them :)
Hey, I personally love the ridiculously Over-Powered performance of this, however I suggest making up a fictional variant and explaining that it is OP if you are doing a "replica" with such performance, so it is not expected to perform like the real thing :)
If you can get it for your browser, @WNP78's Dark Theme Script adds this.
Edit: It seems @Mod beat me by just a smidge...
@Awsomur :'(
+2What if I make a garden?
+7@IStoleYourMeme to my knowledge, no moderator has ever banned someone for "this sucks", or anything less.
They ban for violations of the rules which are either legal reasons, severe infractions, or violations repeated several times despite warnings.
If anyone has been unjustly banned, please contact us.
+8Yes.
@HarryBen47 depends on what you mean by that.
LAN stands for Local Area Network, and the way computers connect over any such network is with IP addresses, they will just be LAN IPs instead of global, and that can already be done with the current version of MP.
+16This does not inherently improve performance, just you probably won't have as many people connected (and network lag should be far less), however when I tried building for Android, I could not even connect to my local server, it simply didn't function.
It is most likely possible to fix this somehow, but debugging something like this on Android is a massive pain (PC MP is already much more difficult to debug than my other mods, and Android is always harder to debug) , and only people with some of the latest flagship devices would really be able to run it anyway...
@QuickNils Remove the comma, the IP you're trying to connect to I believe is
157.7.205.136
. Only the highlighted part belongs in that box.If you're still having issues after that, open the dev console and enter the command
MPToggleDebugMode
, to enable MP debug logs, then try to connect, and after it fails send me youroutput_log.txt
, located inC:\Users\[Username]\AppData\LocalLow\Jundroo\SimplePlanes
(you can upload it to pastebin or somewhere similar, and give me the link).@Axartar it also says he waits dreaming.
How can one wait dreaming while dead?
Perhaps "dead" has a different meaning here.
That said, I was not on the team back during Cthulhu development, nor have I actually read the stories (I've been meaning to pick them up...), so I cannot speak much on accuracy or why Cthulhu was designed exactly that way.
@Axartar it is not supposed to be the kraken, it is Cthulhu (well, his head).
Diet Mt. Dew? Gross!
+9Everyone knows strawberry bubly is the finest beverage on the planet.
1.8th
+4@metallicplanes @cadillac1 @LancasterAce @QuickNils Updated :)
@Minecraftpoweer they should work about as well as they did in 1.7, but it's not guaranteed.
+2@LancasterAce nah
@metallicplanes @cadillac1 we're working on it, should be done this week.
+1@T8flightcrafts @JamesBoA @metallicplanes We are working on updating it to 1.8.
Experimental Fine Tuner fix:
PC/Mac: https://www.dropbox.com/s/1jf7iqda4g8uwim/FineTuner.spmod?dl=0
Android: https://www.dropbox.com/s/0l3gjdegkhtswpf/FineTuner.spmod-android?dl=0
This should work (only did a tiny bit of testing, though. Hasn't been through my standard QA process).
+3Anybody that has set their icon offset may need to set it back to the default
0,0,0
.For FineTuner, you can try this:
PC/Mac: https://www.dropbox.com/s/1jf7iqda4g8uwim/FineTuner.spmod?dl=0
Android: https://www.dropbox.com/s/0l3gjdegkhtswpf/FineTuner.spmod-android?dl=0
This should work (only did a tiny bit of testing, though. Hasn't been through my standard QA process).
Anybody that has set their icon offset may need to set it back to the default
0,0,0
.PC/Mac: https://www.dropbox.com/s/1jf7iqda4g8uwim/FineTuner.spmod?dl=0
Android: https://www.dropbox.com/s/0l3gjdegkhtswpf/FineTuner.spmod-android?dl=0
This should work (only did a tiny bit of testing, though. Hasn't been through my standard QA process).
+1Anybody that has set their icon offset may need to set it back to the default
0,0,0
.@Prolex917 it should be in
C:\Users\[YourUsername]\AppData\LocalLow\Jundroo\SimplePlanes\Mods
@BlobfishMaster to install on mac, check out the "OSX" section here.
Opening it through Steam shouldn't be a problem after it's installed as directed :)
... But it is one of those posts, that's literally the title.
+3@TheEpicMOONHAWK in this instance "mod" is short for "moderator".
+6@KingHandspider Unfortunately I can't think of anything else, and I don't have a Mac of my own to test with.
I will note this down with a link, and hopefully one of the other devs with a Mac can check it out after SR2 development has settled down a bit.
Sorry for the inconvenience.
@KingHandspider yeah, it adds 2m/s to airspeed when I press 9...
+1I assume you enabled the mod in the mods menu... hmm... what version of macOS are you running?
@KingHandspider Thanks! It shows the assembly in the assemblies for me, and building it results in a perfectly functional mod with the script acting as I would expect... The script doesn't work in the sandbox for you?
@KingHandspider would you mind sending me your project folder zipped up, so I can take a look? Or an separate/dedicated demonstration project folder, as long as it clearly has the same issue.
You can send it to william@jundroo.com
@KingHandspider after you extract the zip, there is a Unity package inside, which should be imported into Unity using the "Import Package" context menu.
What program are you using to unzip it?
Also, I'm not sure if it's there on Mac, however on PC Steam installation, within the installation folder there is a "ModTools" folder which contains the unity package.
You shouldn't need any tag on the game object, or a using directive just to compile your own scripts into the mod...
If the Unity package doesn't change anything, I just want to confirm that you've actually tried running the mod and the scripts, and they indeed fail? If not, perhaps it's just not showing the assembly in the mod builder for some weird reason that you don't need to worry about...? However if it does fail, it's possible the error message(s) in-game (or your outputlog after trying to load the mod/scripts) would be helpful.
@KingHandspider where did you get the version you are using?
What about just extracting the zip file?
@KingHandspider that's probably not it, then...
@KingHandspider You should not have to use Unity's build player menu... Are you using Unity 5.3.6f1?
Could I see a screenshot of your mod builder window, and the project window in the folder with your scripts?
@KingHandspider hmm.. have you actually hit the build button, yet?
I'm not sure, but it sounds like you're expecting the script file to be saved/listed in the mod builder individually? If that's the case, it isn't supposed to, all scripts will be compiled into <ModName>-Assembly-CSharp.dll, which should be listed under "Assemblies" in the mod builder :)
Saw it coming
+6lol
+48@Meepmaster87 part positions, rotations, and explosions are synced every so often, so bombs and missiles work... To some extent. It's rather poorly done and unreliable at this time.
@Windworn see here
@HistoricBirds delete the old
SimplePlanes Multiplayer.spmod
file from your mods folder, download the new one, and put it in the mods folder@NaCl10 it can be run on Linux using the mono runtime
When the upload feature was first added, the site did not yet support accounts.
+11When accounts were added later, it was known who made some of the planes, and so they were linked to the creator's new account.
@DuckMintnewprofile hmm, I don't remember that one... you could try deleting the library and obj and see if that fixes it...
+1@DuckMintnewprofile you could copy-paste the full error or upload a screenshot if you want. As long as I can read it, it doesn't really matter to me.
@DuckMintnewprofile I'd need to see the errors to really have a clue... It's not the same project that you created in a newer version of Unity is it? That might break things when going back to 5.3.6...
Unfortunately SimplePlanes and the mod tools are built with Unity 5.3.6, and newer versions may entirely break it. For modding SimplePlanes at this time, 5.3.6f1, as is noted on the modding wiki, is recommended (and anything else may or may not break). You can get it from the Unity archive (or through the link on that modding wiki).
+2@Jetpackturtle ya, you gotta run the installer again, install in the same location, and unchecked everything except Windows Build support (the error is because you don't have Windows build support installed, doing this should install Windows build support without reinstalling everything else)
Your post has been removed because it appears to have broken the website rules. You can read them here
Hello,
+5Please stop telling everyone to upvote your posts, as this is against the website rules.
Thanks!
@Chancey21 if you are asking whether the tournament validator mod will be updated to account for these, the answer is no, because it calls the game's internal tournament validation code, which was updated to account for these in this same update that added them :)
Hey, I personally love the ridiculously Over-Powered performance of this, however I suggest making up a fictional variant and explaining that it is OP if you are doing a "replica" with such performance, so it is not expected to perform like the real thing :)