KosmosisDire / TeammateRevive

A simple Risk of Rain 2 mod that allows teammates to revive their fallen colleagues.
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Totem not spawning after first level of first run (ver. 3.3.4) #8

Closed spindocks closed 3 years ago

spindocks commented 3 years ago

When playing on a lobby with 5 members (using toomanyfriends) the totem never spawns and disallows the ability to revive. Tried on a 2 player lobby and still the same result; no totem so no ability to revive.

Here is my mod list: thingformod

Here is my log output: logformod.txt

I will be available for the rest of the night if there are any questions and/or requests for more resources.

KosmosisDire commented 3 years ago

Yeah I have been trying to figure this out as it seems to be working for me in my testing but not for other people. I think it's not a problem with toomanyfriends tho. As for the logs it doesn't look like the players got set up at all. We're you the host? Since the mod is mostly server-side you have to be the host to see most of the logging. Also you have to turn on logging in the config. If you want to you can turn on file logging and that will log only the logs for my mod into a .txt file

spindocks commented 3 years ago

I did not have logging turned on in the config. I was the host. I can do another test when one of my pals get back from eating with the logs on.

KosmosisDire commented 3 years ago

Okay cool, and thanks

spindocks commented 3 years ago

Here it is, tell me if I did it wrong I'm still a bit new to log outputs haha : log for mod2.txt

We tried twice because the first time I had a suspicious encounter where it did in fact work but when we pressed "continue" after dying my friend got kicked from the game. Second time through it worked like above, though, no totem so no revive. (The first time through I was the one to die first, the second time through they were. Maybe it's host based? In all the games where we used it I wasn't the first to die.)

KosmosisDire commented 3 years ago

Hmmm... It looks like nothing logged again. Check the logging again. But also maybe turn on file logging cause it easy to see if it's working or not. If you can't get it to work don't stress

KosmosisDire commented 3 years ago

Those are good observations though, and I'll check it out as much as I can

spindocks commented 3 years ago

I'll give it another go with file logging in a bit, expect it in an hour or so

KosmosisDire commented 3 years ago

Okay, just make sure that once you start the game you can find the .txt file. If it's there then you know it's working and you can continue testing. Just in case, I wouldn't want you to finish testing and realize it's not there hehe

On Sun, Jul 25, 2021, 10:48 PM spindocks @.***> wrote:

I'll give it another go with file logging in a bit, expect it in an hour or so

— You are receiving this because you commented. Reply to this email directly, view it on GitHub https://github.com/KosmosisDire/TeammateRevive/issues/8#issuecomment-886330775, or unsubscribe https://github.com/notifications/unsubscribe-auth/AJMY5VA665ZOZT3MRBNFYITTZTEIVANCNFSM5A7CFVFA .

spindocks commented 3 years ago

Here is the console log again, just incase (I realized that r2mm didn't actually save my config presets): consolelog.txt

And, here is the file log: filelog.txt

Again, in the first session I (spin) died and the skull did actually spawn, followed by my friend (jubin) dying and the skull for them also spawning. However, in the second session they spawned first and the skull did not spawn, and then when I died the skull did not spawn either. I was the host, so (with my lack of coding skills) I feel like this could be related to networking. The log says that the skull spawns during both sessions but it does not on the second.

KosmosisDire commented 3 years ago

Okay that's very helpful. Out of which of those four times that you died did the skull spawn?

KosmosisDire commented 3 years ago

Oh wait I didn't finish your comment lol nvm

spindocks commented 3 years ago

Okay that's very helpful. Out of which of those four times that you died did the skull spawn?

The first two times during the file log. [Info] - Setup Teammate Revival - 7/25/2021 11:41:42 PM

[Info] - Num Players - 1 - 7/25/2021 11:44:50 PM

[Info] - spin added. - 7/25/2021 11:45:02 PM

[Info] - jubin added. - 7/25/2021 11:45:02 PM

[Info] - spin Setup - 7/25/2021 11:45:03 PM

[Info] - jubin Setup - 7/25/2021 11:45:04 PM

[Info] - All Players Setup Succesfully - 7/25/2021 11:45:04 PM

[Info] - Skull spawned on Server and Client - 7/25/2021 11:45:31 PM

[Info] - spin Died! - 7/25/2021 11:45:31 PM

[Info] - Skull spawned on Server and Client - 7/25/2021 11:45:58 PM

[Info] - jubin Died! - 7/25/2021 11:45:58 PM

[Info] - Game Over - reseting data - 7/25/2021 11:45:58 PM

both of these deaths, sorry for the wall.

spindocks commented 3 years ago

Oh wait I didn't finish your comment lol nvm

oh whoops lol

KosmosisDire commented 3 years ago

Okay yeah that makes sense. I think I figured it out!! I have a list of alive players and dead players. In the last few updates I added a list of all players. But I forgot to reset the allplayers list between stages and runs so it just keeps adding duplicate players. That means that on the second run there are two players that dont actually exist and it's messing it all up. I'll fix that and push a new update (It might take a little bit). Let me know if that fixes it when you can, and I can close this issue!

spindocks commented 3 years ago

I'd also recommend double checking the issue of the client dying first. It's interesting that that was happening but in serious runs we did with 5 members if one of us (other than me) died no totem would spawn. This was without playing other runs so this player list issue wouldn't have any interference.

spindocks commented 3 years ago

I'd also recommend double checking the issue of the client dying first. It's interesting that that was happening but in serious runs we did with 5 members if one of us (other than me) died no totem would spawn. This was without playing other runs so this player list issue wouldn't have any interference.

I could maybe run a test with the client dying first but that would be awhile, sorry.

KosmosisDire commented 3 years ago

The problem also happens when it loads a new stage (but in your particular test you didn't go to the second stage). So it should technically work on the first stage of the first run all the time. Then after that it wont work

spindocks commented 3 years ago

Ohh, I see. That makes sense. First death was on stage 3 so that checks out. Glad to know we got it resolved, it's a very neat mod idea.

KosmosisDire commented 3 years ago

Thanks! :) And thank you for taking the time to submit an issue! I really appreciate it! Hopefully this fix works

KosmosisDire commented 3 years ago

I pushed the update, so if there are still problems go ahead and post another issue