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AlexRyder

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Everything posted by AlexRyder

  1. It's quite possible (and pretty easy) to set up you own shoutcast server and stream directly from your PC
  2. Probably it's a .fbx initially, or any other supported by Unity format, though Unity converts animations into its own format on import. You can even create them from scratch in Unity.
  3. There are a couple of debug actions left in the propaction.Update() method which would break the new animated props whenever keys W or E are pressed.
  4. This is the Unity engine's "issue" (well, sorta). Simply putting, Unity uses hardware mouse movement detection, while TeamViewer (or any other remote desktop system, including MS's RDP) can only use software emulation. So as long as Input.GetAxis() is used to acquire mouse position, there is no way to "fix" it on the user side. Though it is possible to walk around this by replacing all of the GetAxis() calls with a custom method tracking cursor's desktop position instead, obviously it can only be done in the game sources by the devs. ...or also it will be in my next mod release, whenever it's ready
  5. Thought it'd be worth mentioning there are a lot of serialization errors on most of the scenes which should be easily fixable by removing the missing/deprecated components from the troubled objects and resaving the scenes and/or prefabs. The most common error is "The referenced script on this Behaviour (Game Object '%object name%') is missing!" and most probably refers to the CubeSwapper component now missing from the Assembly-CSharp assembly in 2.0, but there are also a few more, not sure what scripts they're missing. Here is the list of the affected object names by scene: House: "shell_wood_1", +1 unnamed object Yacht: "bottle_beer", "perila_3", "perila_7", "perila_8" Fresco: "bottle_beer_lod1", "bottle_beer_lod2", "bottle_beer_lod3", "macbook_glass" Night Club: "fence_glass", "macbook_glass", "Object017", "shell_wood_1" Sin Club: "BDSM_bar", "BDSM_hall", "BDSM_room1", "BDSM_scene", "BDSM_table_1", "BDSM_table_2", "bottle_beer", "CubeManager", "fire_ground_small", "wineglass_LOD1", +1 unnamed object Love Island: "Beach_fire_ground_small", "bottle_beer_lod1", "bottle_beer_lod2", "bottle_beer_lod3", +3 unnamed objects Character editor: "Camera Preview" I suppose the same CubeSwapper script may be missing from some of the prop objects in rersources, but I haven't checked each of them. Another error that persists on Sin Club and Love Island is: A script behaviour (probably FXScaler?) has a different serialization layout when loading. (Read 32 bytes but expected 40 bytes) Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts? Not sure which object or component that refers to, it probably doesn't even load due to the error.
  6. Not sure if this is a bug or suggestion... But since the data server is apparently using CloudFlare, sometimes a situation happens when CloudFlare returns an error page on a WWW request instead of the requested data. Since it's not technically considered an error by the WWW class and the game doesn't perform any data validity checks, it may cause pretty weird behavior. Like, once the error page got partially listed as my friends list It can also lead to exceptions when the game tries to parse such data as a character or a room setup, or pretty much anything else.
  7. The server has been very laggy lately, the room data file may have been corrupted on upload or something, I think. At least I've noticed receiving corrupt data from server a few times in the recent days.
  8. The database (dunno if it's an SQL or something else) is only used to store static data — room layouts, characters setups, gifts and stuff like that. Most of this data is stored as plain xml. All of the live communication between players is managed by a photon-like service which just exchanges text messages between clients (that's why when you have "disconnect" errors you are usually still able to load your rooms and chars — those layers are separated). Not sure why an SQL database is supposed to be "a disaster", but eons ago those things have been specifically designed to work fast with millions of records with multiple clients, so there is no way it should cause any performance issues with the population of 3dx (don't think it ever goes up above 2000 people) requesting static blobs of data every now and then. Of course, one could always come up with a totally horrific database design which would prevent it from working properly, but that's completely different matter...
  9. Actually it's Depth of Field setting on/off, the amount is configurable from the camera menu. But I think it's not present yet in the current beta.
  10. You'll need to ask people around in-game about this stuff
  11. If you're using vanilla client, you can't have more than 7 lights on a scene, light cubes excluded.
  12. Lol, guys, what are you talking about? Just a few script changes and a +1 to the server node version (this is the thing that separates users on different versions of the client)
  13. So I suppose there will be some use to the customizable controls feature then
  14. Uhm, the F5 thing? People have mentioned it a number of times already in the previous posts
  15. That is a matter of editing an existing video, I was referring to the possibility of getting it right at the source
  16. The zooming is performed in steps in-game (one "step" of the mouse wheel just corresponds to one zooming step), I don't suppose any external software will be able to make it smooth, editing camera controls script will be required. There are values that set the zoom step and camera transition speed per step, I think...
  17. It's offline messages, you will receive them when you login with the char that has this flashing symbol.
  18. Lately with each consecutive update server node version has been advanced to a higher version. People connected to different node versions can't see each other or user rooms, that's why you can't see each other if you're using different patch versions, or if you're trying to use a hacked .dll from a previous version
  19. The server doesn't really store a lot of user data - just the .xml files with serialized(-ish) character settings, rooms layouts and stuff like that, so the only room-induced server load here could be from bigger file sizes to download, which shouldn't really be a problem for any server - it's not like people keep coming in in hundreds per second All of the actual objects and scripting are client-sided. So are all the lags The messaging server on the other hand must be pretty loaded (all of the communication between clients is based on text message exchange, even stuff like walking or poses, you just don't see those messages in the chat window
  20. As a solution to the blurry fonts problem, this pretty dirty hack (executed on scene/gui additive load) seems to work (simplified code with no checks): foreach (Text text in Resources.FindObjectsOfTypeAll<Text>()) { text.font.material.mainTexture.filterMode = FilterMode.Point; } Makes text crisp, but has another visual drawback — scaled text may look "jumpy" if the scale factor does not result in an integer font size — very noticeable in the chat window, but can be corrected by dragging text size slider until the letters straighten up. Obviously, not the optimal solution ever both logic and performance wise, but changing Canvas options doesn't make a difference, so most likely the imported font's settings should be changed (setting Font size to a high value like 300...500 and Rendering mode to "smooth"). Maybe
  21. Replacing the .dll on the incorrect game version replaces half of the game scripts and may lead to unpredictable results, depending on how much has changed there since a previous release. It might still work though, but would just mean you revert that part of the game to a previous release state.
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