This breaks in latest PTE ... Reason breakage : assault_bot_tool_weapon.json ammo_id has changed from a string with json id to a array which breaks loading all ammo data which breaks all ! fix rBlueprintInfoFramework.js line 268: Code: if(_.isArray(currentAmmoPath)){ currentAmmoPath = currentAmmoPath[0].id; var currentAmmoID = currentAmmoPath.substring(currentAmmoPath.lastIndexOf("/") + 1, currentAmmoPath.indexOf(".json")); bif.ammo_id.push(currentAmmoID); if (bif.ammo[currentAmmoID] == null) { bif.doAmmoBlueprint(currentAmmoPath, currentAmmoID); } } else{ var currentAmmoID = currentAmmoPath.substring(currentAmmoPath.lastIndexOf("/") + 1, currentAmmoPath.indexOf(".json")); bif.ammo_id.push(currentAmmoID); if (bif.ammo[currentAmmoID] == null) { bif.doAmmoBlueprint(currentAmmoPath, currentAmmoID); } }
Updated to v1.4.4 Bugfixes Removed check for EULA (in v1.4.3) Support localisation for units and ammo @proeleert : Thanks for the v1.4.1 & v1.4.2 updates
Since the last few updates, I have to disable this mod to keep from crashing. I can't even load up a multiplayer game without it dumping me out, with no errors. It just kills everything and I'm back to my desktop, so it's a pretty hard crash. Granted, I have many other mods installed as well, but after disabling this one, then I have no issues.
Please try the following: Ensure all of your mods are up to date via PAMM. Disable all mods, then only re-enable this one and see if the crashes still occur. If not, re-enable the mods you use one by one until you experience the crashes again, and let me know which one it was. I have tested with this mod, Unit Database & Hotbuild2 enabled (those two are the only ones that use this framework, as far as I can see).
OK, sorry, I had a lot of mods enabled, so this took a while to find. First off, my mods are ALWAYS up to date, thanks to the awesomeness that is PAMM!!!! (can't thank you enough for that effort!) Basically, I found the conflict. It appears that the Infinite Build mod does not play well with Blueprint Info Framework. Having both the Infinite Build mod and Blueprint Info Framework enabled at the same time will cause the game to completely crash to the desktop (with "PA.exe stopped working error"). The crash happens after a multiplayer game is started (also occurs with AI only games as well). Just after the player/commander screen disappears, then you see the skybox and system (start points don't even load yet), and the crash is triggered. Happens every time, so you basically need to choose between one or the other. Hope that helps. FYI, I also tested the following mods with Blueprint Info Framework, and they were all enabled at the same time without issue: -Advanced Planet Details 2.1c -Awesome Projectiles -Better in-lobby planet generation -Better System View -Blueprint Info Framework -Bulk Create Units -Circle to Line mod -Custom Skybox -Faster Server Browser -Favourite Colour -Hidden Biomes -Highlighted Buildings -Improved Player Control -include KO Deferred -Optimise User Tag Map -PA Stats Online -Sandbox Unit Organizer -Sandbox Unit Toolbox -Save Server Browser Filters -Section of Research And Exploration -Sentient Replays -Server Browser - Show Cheat Servers -Show Secondary Colour -Surface Area -System Sharing -Team Commander Explosion Color -Team Commander Landing Color -Team Uber Cannon Color -Team Teleporter Color -Unit Database
It seems that not all scenes are covered. I had to manually add this framework to the live_game_selection scene. Is this a feature or a bug? Would there be some way for the framework to be automatically accessible everywhere? https://github.com/orfjackal/pa-bui...b72192387db8d99fd6aa7d36/src/modinfo.json#L19
Is this mod relevant any more? It has not been updated for 6+ months! I like "Build Power" and "Unit Database" which require this mod, but they are not essential.
I'm not a coder, so apologies if this is a dim question, but as a quasi-modder whose primary activity is shadowing and editing and tweaking existing unit values, will this help me or hurt me? How? I gather it makes something make more sense, makes something easier to deal with, but I don't understand what. I suspect if I did understand my modding experience would be better. Hence this post
Vanilla provides very limited information on the actual units. If your mod needs to know the kinds of things that the unit database mod will show you the user, then this might be useful. The strategic filters mod uses it to get the unittypes and spawn layers of units so it can filter them in a reasonable way. I believe hotbuild uses it to get the unit list (very important) and
I'm noticing slower startups with 88163, and a lot of 404 for 'base' icon and strategic icon images in the logs.
Feel free to fix it. It should probably be removed from a whole lot of scenes as well. Maybe create a panel itself and then use messages to query data in other scenes. So it's only loaded once and not in every scene....
It seems that I was low on disk space; I guess BIF was putting extra stress on the virtual memory system or something.
Raevn's github repo is still 1.4.4. Should I just post patch files here? I copied getFilteredUnitIDsFromArray, then found a bug and made a major perf improvement for large unit lists.
Just found another bug, this one is a typo that prevents the ready callbacks from being fired if ammo is the last to load, which it usually is for me. Should I post patches? Fork the repo and copy over the released mod files to work from?
You can do anything you want Raevn is not really maintaining it, and me neither. But it would be great to have the fixed version in PAMM, so do what easiest.
Actually I had found the separate repo and missed the mods-raevn version. Have you found a good way to work with amalgamated repos like this, or do you just copy files back and forth?