IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
edited June 2013
@ghosthree3
NOPE!
No hotfix incoming.
This was not a result of luajit, and was a change Brian had made to fix a problem, but as a byproduct it caused a problem for some mods.
So some mods will have to adjust - its nothing drastic - just a pain for some.
Had a word with Sewlek, this has been an internal misunderstanding that will be fixed in the next patch.
In the meantime, I've edited Client.lua and Server.lua to load mods and that has revealed that Class_Reload() no longer (successfully) edits network tables. All of my mod's variables are nil on the client! Any ideas @Sewlek?
Edit: aha, PreLoadMod.lua needs to be called at the top of the file. PostLoadMod.lua goes at the bottom.
Comments
@IronHorse I TOLD you there'd be a hotfix!
You will need to add Script.Load("lua/PreLoadMod.lua") and Script.Load("lua/PostLoadMod.lua") to your mod's entry files defined in game_setup.xml.
NOPE!
No hotfix incoming.
This was not a result of luajit, and was a change Brian had made to fix a problem, but as a byproduct it caused a problem for some mods.
So some mods will have to adjust - its nothing drastic - just a pain for some.
All is fine, cancel the air sirens. :-P
I don't understand. The whole point of the entry file system was to avoid messing with game_setup.xml.
My entry file (lua/entry/teaminfohud.entry) currently looks like this:
Nothing appears in the console and breakpoints in the file aren't hit in Decoda.
In the meantime, I've edited Client.lua and Server.lua to load mods and that has revealed that Class_Reload() no longer (successfully) edits network tables. All of my mod's variables are nil on the client! Any ideas @Sewlek?
Edit: aha, PreLoadMod.lua needs to be called at the top of the file. PostLoadMod.lua goes at the bottom.