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[Bug] softlock when travelling to moon v1.8.3 #21

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LorenssLundgrenn opened this issue Apr 15, 2024 · 1 comment
Open

[Bug] softlock when travelling to moon v1.8.3 #21

LorenssLundgrenn opened this issue Apr 15, 2024 · 1 comment

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@LorenssLundgrenn
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With the latest version (1.8.3) when starting a game in a brand new save file I attempted to travel to a moon. After the loading completed nothing happened and the game was effectively softlocked (door still closed + could not change destination. The game was stuck traveling to the moon). I have only tried this with experimentation.

I tried switching to an older version: 1.8.2. Worked fine. Back on 1.8.3, I tried running the game with only malfunctions (and its dependencies) installed this time. Got the same exact issue as i described above.
To confirm, here is the modlist:

  • BepinExPack (5.4.2100)
  • OdinSerializer (2022.11.9)
  • LethalNetworksAPI (2.1.6)
  • Malfunctions (1.8.3)

Figured it would have been useful to mention that I used r2modman to manage these mods.

Error message (found in the console logs):
[Error : Unity Log] MissingMethodException: Method not found: int .RoundManager.PlayRandomClip(UnityEngine.AudioSource,UnityEngine.AudioClip[],bool,single,int,int)
Stack trace:
(wrapper dynamic-method) StartOfRound.DMDStartOfRound::openingDoorsSequence(StartOfRound)
RoundManager.FinishGeneratingNewLevelClientRpc () (at :0)
RoundManager.__rpc_handler_2729232387 (Unity.Netcode.NetworkBehaviour target, Unity.Netcode.FastBufferReader reader, Unity.Netcode.__RpcParams rpcParams) (at :0)
Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) (at <895801699cfc4b4ab52267f31e2a4998>:0)
Rethrow as Exception: Unhandled RPC exception!
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ClientRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkBehaviour:__endSendClientRpc(FastBufferWriter&, UInt32, ClientRpcParams, RpcDelivery)
RoundManager:FinishGeneratingNewLevelClientRpc()
d__115:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[Error : Unity Log] MissingMethodException: Method not found: int .RoundManager.PlayRandomClip(UnityEngine.AudioSource,UnityEngine.AudioClip[],bool,single,int,int)
Stack trace:
(wrapper dynamic-method) StartOfRound.DMDStartOfRound::openingDoorsSequence(StartOfRound)
RoundManager.FinishGeneratingNewLevelClientRpc () (at :0)
RoundManager+d__115.MoveNext () (at :0)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at :0)

@zealsprince
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zealsprince commented Apr 16, 2024

This is a strange issue. I'll take a look over the course of the week or the next since this one is really busy.

I've played about three sessions with this mod of which two were fresh starts. Since the compatibility update it's been without issues so I'm a bit confused what the problem might be. The playing random sounds also doesn't seem like something that shouldn't work but I have to check again since that was changed for v50.

Either way, really weird issue. Especially that it complains about that specific method call, as I believe that only happens during the power malfunction.

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