Barotrauma

Barotrauma

EK Utility | Awesome Compatibility Patch
13 Comments
Zeorik Apr 3, 2023 @ 4:43pm 
Funny you link that, I noticed it too. And what's funnier is that I helped them with... a rather big bug. :D They built the original patch out of outdated EK versions, but as rfar as I can tell we've hashed out "most" of the remaining bugs and issues. Aside from the basegame - broken thrusters
Taj the King  [author] Apr 3, 2023 @ 3:09pm 
@Zeorik Hey hey,

So seems like someone else has also taken on the task of fixing EK related bugs.

https://steamcommunity.com/sharedfiles/filedetails/?id=2954237072

I don't know just how far they're taking their efforts but on first glance it seems like they're much more committed to quick and total fixes.

I'll still be adjusting my compatibility patch over here reworking stuff to be more fun/interesting the way I see fit but if you're looking forward to quicker fix, well, this might be up your alley :D
Zeorik Mar 25, 2023 @ 3:55pm 
Before I forget: You'll need to patch the lighting of the Sonar monitor if you plan to use it. ITs got the black lighting bug thing.

under Lightcomponent, you'd need to add alphablend="false" to fix. Not sure exactly which file it's in
Taj the King  [author] Mar 20, 2023 @ 11:58pm 
- - -

I did some testing with the flamethrower and it seems the gun lost it's ability to push out ammo, this is probably due to outdated gun code and so all flames particles drop directly towards the floor, killing the flamer.

I will work more on the rest of the things tomorrow.

- - -

After more thought I think I will end up copy pasting the fixes of this mod to another file before re-adapting the functionality of this mod towards my main project: "Awesome Package".
Taj the King  [author] Mar 20, 2023 @ 11:58pm 
@Zeorik

Thanks for more info! I got to working on it today.

I fixed the 40mm Thermite and smoke grenades.

The 40mm beehive seems like something that's going to take a lot more work to fix due to the original functionality of the code seems completely lost.

Darts are working again, they've been reworked to stick to characters and apply their effect over 7s of time. This does not mean it is balanced, I think it's going to take a good while before all darts a properly adjusted. For example, Explosive dart is bugged and 1 shots atm.

Dynamite works, you just need to press "E" when equipped and holding right click.

Rocketbelt (Jetpack) is also functional but requires character to be free falling in order to work. (This is the same as before.)
Zeorik Mar 17, 2023 @ 5:47pm 
So lemme save you the trouble in some regards: the EK thrusters/ ramming prow/ etc. can't be fixed, and need Devs to fix it. The spawnitem code is used on the Alien Turret vanilla item, and also crashes.
Zeorik Mar 16, 2023 @ 5:57pm 
Yep, literally every item that uses that code causes crashes. So something about that code is the issue. (Containable items and spawnitem identifier changes with each item)

<ItemContainer hideitems="true" drawinventory="false" capacity="1" canbeselected="false" characterusable="false">
<Containable items="ekgunnery_dummyprojectile" />
<StatusEffect type="OnUse" target="Contained">
<SpawnItem identifier="ekgunnery_dummyprojectile" spawnposition="ThisInventory" />
</StatusEffect>
</ItemContainer>

Simplest form of the code associated with crashes
Zeorik Mar 16, 2023 @ 5:51pm 
Got some minor headway. Can't say how helpful it is though.

EK's Ramming Prow has the same instant crash. It also has some very similar code. I'm not smart, so take this observation with a grain of salt.


<ItemContainer hideitems="true" drawinventory="true" capacity="1" canbeselected="false" characterusable="true">
<StatusEffect type="Always" target="This" Condition="-10.0" disabledeltatime="true">
<Conditional Condition="gt 90" />
</StatusEffect>
<Containable items="ekdockyard_newthrusterforcer_mediumalt_500" />
<StatusEffect type="OnUse" target="Contained">
<SpawnItem identifier="ekdockyard_newthrusterforcer_mediumalt_500" spawnposition="ThisInventory" />
</StatusEffect>
</ItemContainer>

Both have this code... which only triggers on activation. They crash on activation. Beyond that I don't know how to "fix" it though.
Zeorik Mar 16, 2023 @ 5:29pm 
And on the note of thrusters... I got nothing for a fix beyond the symptoms. It's fine until the thruster is turned "on", and from the code it seems like that means it spawns something/ adds it to its inventory. And that's what's crashing it? Idk. I'm stupid and useless.
Zeorik Mar 16, 2023 @ 3:04pm 
... I'm mildly dumb. Minor correction: The missile/ rocket thrusters are from EK Gunnery, not dockyard. They're part of the modular missile system. Still cause instant crash.
Taj the King  [author] Mar 15, 2023 @ 10:09pm 
@Zeorik Thanks for the update, I'll take a look at them tomorrow. I'll update you fixing it will take more time.
Zeorik Mar 15, 2023 @ 6:56pm 
EK Armory: 40mm modded grenades (Thermite, smoke) don't appear to work at all. Beehive 40mm instantly explodes/ turns the grenade launcher into a blunderbuss. Dynamite does not seem to work. Darts seem to hit or miss on functionality? Flamethrower particles spawn in character and don't travel at all. Also, railgun halfshells are broken.

EK Dockyard: *Inhales* Lots of things. Text displays are bugged/ super bright, Fixed Thrusters crash the game on activation. Rocket thruster included in that. Guidance Computer seems useless/ broken.Lighting issues with distributor junction boxes/ standard boxes, terminals, etc. from the mod. sure other issues from parts I don't use... Thanks again for even looking into the mods!
Zeorik Mar 15, 2023 @ 6:55pm 
So, to recap on stuff found that'd need fixing:

EK Gunnery: All Good, from what I can tell.

EK Utility: (If these are bug that you've fixed, ignore them) the placeable functionality on items are broken, couldn't mount battery assembly to wall. Rocketbelt seemed to not work as intended, but I may be dumb. Shelf/ small shelf has a texture glitch/ flicker whenever it has items in it.