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error in game: [string "lib/managers/menu/menuscenemanager.lua"]:1328: attempt to index local 'unit' (a nil value) #51
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Has the mod been working fine for you before, or is this the first time trying biglobby? Have you confirmed the cause is biglobby by only running the game with only the biglobby mod enabled and no other mods? Please confirm that both BLT mod and PDMOD are enabled for biglobby and that they are the latest version from the releases page. |
1)No, it's not the first time, but it happens every time the amount of entity increase |
This kind of still happens for me: 4 players work fine, but the 5th player wont completely load into the lobby (the others only see question marks, the joining player only sees the others for a short time) and then the connection gets lost. When clicking ok, the Game usually crashes with
As its log. But that crash only happens when leaving the lobby (has to be fixed too), but for me tha major problem is that I can't actually get a 5th player to join the lobby. Tons of bots work fine though, so I guess it's either network related (maybe some networking code istn't updated and times out?) or gui related (something in the lobby screen?) EDIT: The crash doesn't happen in the mission briefing screen, but the 5th player still can't join (I mean can join for a short moment and then loses connection), so this specific crash is gui based, but the joining issue seems to be a network thing. EDIT 2: The joining 5th player is able to see the host, but not the other lobby members, which leads me to think that the |
Hi @Shad0wlife , as per the main repo notice at https://github.com/polarathene/biglobby , community has forked BigLobby into a new version not requiring pdmod(although it should still be updated in BLT side to correctly make modifications to network methods when required). They decided not to contribute those fixes/improvements to my repo and continue development at their own one here: https://github.com/payday-restoration/BigLobby3 I would suggest raising the issue with your findings in that repo :) Yes the problem is either due to an update requiring new network methods/changes to be synced or one was missed in a previous update. If it's not due to that, it is very possible BLT code needs improvement, I don't think much has changed on that side, it's quite possible that devs have since added/modified code there as improvements or to support new features/modes since this mod was initially released(eg henchman, crimespree, etc). I know quite a few network methods were added for the pdmod, but as the mod was in maintenance mode, if it just adding them restored functionality, original codebase was not investigated for changes to apply to the BLT end of this mod. |
crash log:
Application has crashed: C++ exception
[string "lib/managers/menu/menuscenemanager.lua"]:1328: attempt to index local 'unit' (a nil value)
SCRIPT STACK
Callstack:
Current thread: Main
System information:
Application version : 1.72.257
CPU : Intel(R) Core(TM) i5-3230M CPU @ 2.60GHz (1 core); SSE; SSE2; SSE3; SSSE3; SSE4.1; SSE4.2
DirectX : 12.0
GPU : AMD Radeon HD 7600M Series / aticfx32.dll[8.17.10.1404]
Language : @IDf3225f08b2a80303@
Memory : 8088MB 284KB
OS : 6.2.9200 () 0x300-0x1 (64 bits)
Physics : threaded
Renderer : DX9 threaded
Sound : IDT (Altoparlanti / Auricolari (IDT High Definition Audio CODEC))
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