F1F7Y

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Another slightly different stacktrace ``` materialsystem_dx11.dll 0x284f9 0x7ff9de8284f9 materialsystem_dx11.dll 0x28769 0x7ff9de828769 materialsystem_dx11.dll 0x7700d 0x7ff9de87700d materialsystem_dx11.dll 0x75fd5 0x7ff9de875fd5 materialsystem_dx11.dll 0x8808f 0x7ff9de88808f tier0.dll 0x1ba3b 0x7ffa0389ba3b KERNEL32.DLL 0x17614 0x7ffa3d027614 ntdll.dll 0x526b1 0x7ffa3df826b1 ```

The entire point of this is so clients can know what mods the server uses. Making atlas only send the ones required on client is just a step back and...

FYI required on client mods aren't exposed on script so script treats all mods as required on client.

> Yes they are? https://github.com/R2Northstar/NorthstarMods/blob/main/Northstar.Client/mod/scripts/vscripts/ui/menu_ns_modmenu.nut#L198 Script uses this to compare local and remote mods. This struct had no requiredonclient field meaning clients will need to match mods and their versions...

also thinking about setting ``` PointerAlignment: Right ReferenceAlignment: Right ```

On another note `disconnect` can just be ignored by the client so `CClient::Disconnect` ( or script equivalent `NSDisconnectPlayer` ) should always be used to make sure the client is actually...

Either I'm blind or there isn't a sound browser. Either way currently the model and texture browsers both function differently down to the ui. Imo the best longterm solution is...

> .fgd not loading might be a game pack thing, still not sure where and how game packs are read in memory. The main config for each is in the...

This would be a nice to have. I'm unsure if we'd want this to be a separate executable. The size limits is def nice, if we're feeling adventurous we could...