Errol Posted February 13, 2017 Share Posted February 13, 2017 Could it be toggled-able between a long and a short hard coded time? Quote Link to comment Share on other sites More sharing options...
Falco01 Posted February 14, 2017 Share Posted February 14, 2017 An idea woudl be to have a 4 different effects (particle FX i mean) 2 with the old effect and 2 with the new one, one short one long and be able to switch between them using a config or smth. Also, idk if it's a feature but if I use the autostrutting it trigger the fx at takeoff on the parts with autostruts, it will also trigger again on those parts if a part break (any part) or a kerbal eva if you use the old fx it never goes away unlike the other one and if I use the autostrutting it trigger the fx at as soon as physics kick in on the parts with autostruts, it will also trigger again on those parts if a part break (any part) or a kerbal eva (if autostruts ofc) It's pretty taxing on the pc and make it unplayable rather quickly, rigid attachment doesn't do it though. I'll make a log later, I just stumbled upon this thread on a break to prepare my lab so no game right now I hope this will be helpful in some way, have a nice day Quote Link to comment Share on other sites More sharing options...
Errol Posted February 14, 2017 Share Posted February 14, 2017 I can confirm I ran into the same bug with autostruts. Quote Link to comment Share on other sites More sharing options...
Falco01 Posted February 14, 2017 Share Posted February 14, 2017 (edited) An other idea with the fx, give it a starting velocity like 90% of the one of the emitter then slowing down to a steady rise as it does rn, sometimes it look a bit silly to have a very fast object leaving a perfectly still trail of smoke and fire. Especially noticable with the new effect in my opinion. Look at the flame effect in beamNG drive to see what I mean Edited February 14, 2017 by Falco01 Quote Link to comment Share on other sites More sharing options...
Azimech Posted February 16, 2017 Share Posted February 16, 2017 If this can be made into a full fledged part module, the possibilities increase tremendously. Quote Link to comment Share on other sites More sharing options...
Errol Posted February 16, 2017 Share Posted February 16, 2017 I think it would look great if it just had a much shorter duration. I tend to have lots of joints break at once, which means lots of flames at near each other in time. Autostrut bug too.... Quote Link to comment Share on other sites More sharing options...
Guest Posted February 18, 2017 Share Posted February 18, 2017 @Errol Some people want it to have a long duration (like me) Quote Link to comment Share on other sites More sharing options...
Errol Posted February 18, 2017 Share Posted February 18, 2017 Making it toggleable between long and short would make both camps happy. Quote Link to comment Share on other sites More sharing options...
Guest Posted February 18, 2017 Share Posted February 18, 2017 On 2/13/2017 at 7:35 AM, SpannerMonkey(smce) said: its not something that can be done in a cfg or a patch, the values for emission and duration are hard code @Errol Quote Link to comment Share on other sites More sharing options...
Errol Posted February 19, 2017 Share Posted February 19, 2017 (edited) That response was to a request to make the duration user definable, which is different then making it toggleable between two settings, now isn't it? Heck, this request literally requires no coding, if there is large enough demand for it (at least a few people have shown interest) they could just recompile the plugin with different settings and have seperate downloads. That wouldn't be unprecedented; there are a number of visual mods that offer low and high res versions. Edited February 19, 2017 by Errol Quote Link to comment Share on other sites More sharing options...
smokytehbear Posted February 19, 2017 Share Posted February 19, 2017 This is a quick picture of the autostrut bug in action: Gotta admit it looks pretty but is absolute hell on framerate. That and it's just autostruts, nothing is actually exploding in a massive fireball... so yeah. Quote Link to comment Share on other sites More sharing options...
Guest Posted February 19, 2017 Share Posted February 19, 2017 18 hours ago, Errol said: Heck, this request literally requires no coding, Oh, so toggles for settings don't reqiure coding? Listen, almost everything reqiures coding. Anything that has to do with GUI's reqiure codes. Heck, to even run the GUI's and stuff, it all reqiures coding. Mods, these are the things that esspecialy reqiure coding, because they are different parts (or whatever the mod is about) that are not stock. Probaly everything in this game has at least a little bit of coding. There. Now let's not argue about this any further or a moderator will give us a warning point. Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted February 19, 2017 Author Share Posted February 19, 2017 18 hours ago, Errol said: That response was to a request to make the duration user definable, which is different then making it toggleable between two settings, now isn't it? Heck, this request literally requires no coding, if there is large enough demand for it (at least a few people have shown interest) they could just recompile the plugin with different settings and have seperate downloads. That wouldn't be unprecedented; there are a number of visual mods that offer low and high res versions. As @Murican_Jeb said. it requires coding - Not a lot but a maybe a couple of hours of my time to make it configurable. The thing is that I have a lot of more interesting stuff to do at this very moment (I have to continue working on the next release of BDArmory and also I'm playing RO/RSS !) Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted February 19, 2017 Share Posted February 19, 2017 One thing to note - whatever the FX for DestructionFX ends up being, the KSP Particle Emitter(s) used for DFX need to be updated to use the TransparentFX layer - without it, particle FX is regarded as solid and propagates mach/re-entry FX as if it were part of the vessel proper, resulting rendering weirdness and a substantial drop in FPS. Quote Link to comment Share on other sites More sharing options...
Guest Posted February 19, 2017 Share Posted February 19, 2017 @SuicidalInsanity Same problem for BDA. Apparently it had something to do with a unity version older than the one they should have used. I think as soon as the fix for BDA comes, then they will probaly do a little tinkering with DFX. Quote Link to comment Share on other sites More sharing options...
Errol Posted February 20, 2017 Share Posted February 20, 2017 Forgive me for assuming that duration would be a single parameter in code, making it simple to release two seperate versions of the plugin entirely, each compiled with a different value in that parameter and a unique filename/download. If it is actually more complicated then that, forgive my ignorance and I'll drop it. Quote Link to comment Share on other sites More sharing options...
Guest Posted February 20, 2017 Share Posted February 20, 2017 @Errol Hey, don't worry man! We all make lots of mistakes, esspecialy on the internet! I hope you aren't offended. Quote Link to comment Share on other sites More sharing options...
The Aziz Posted February 23, 2017 Share Posted February 23, 2017 (edited) Autostrut bugs? That would explain this.... Not that is a problem to me but looks hilarious :v Edited February 23, 2017 by The Aziz Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 12, 2017 Share Posted March 12, 2017 Getting nullrefs when loading: Spoiler (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Exception handling event onPartJointBreak in class FlamingJoints:System.NullReferenceException: Object reference not set to an instance of an object at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException: Object reference not set to an instance of an object at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) EventData`2:Fire(PartJoint, Single) PartJoint:DestroyJoint() Part:ReleaseAutoStruts() Part:OnDestroy() (Filename: Line: -1) Exception handling event onPartJointBreak in class FlamingJoints:System.NullReferenceException: Object reference not set to an instance of an object at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException: Object reference not set to an instance of an object at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) EventData`2:Fire(PartJoint, Single) PartJoint:DestroyJoint() Part:ReleaseAutoStruts() Part:OnDestroy() (Filename: Line: -1) Exception handling event onPartJointBreak in class FlamingJoints:System.NullReferenceException: Object reference not set to an instance of an object at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException: Object reference not set to an instance of an object at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) EventData`2:Fire(PartJoint, Single) PartJoint:DestroyJoint() Part:ReleaseAutoStruts() Part:OnDestroy() (Filename: Line: -1) Exception handling event onPartJointBreak in class FlamingJoints:System.NullReferenceException: Object reference not set to an instance of an object at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException: Object reference not set to an instance of an object at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) EventData`2:Fire(PartJoint, Single) PartJoint:DestroyJoint() Part:ReleaseAutoStruts() Part:OnDestroy() (Filename: Line: -1) Exception handling event onPartJointBreak in class FlamingJoints:System.NullReferenceException: Object reference not set to an instance of an object at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException: Object reference not set to an instance of an object at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) EventData`2:Fire(PartJoint, Single) PartJoint:DestroyJoint() Part:ReleaseAutoStruts() Part:OnDestroy() (Filename: Line: -1) Exception handling event onPartJointBreak in class FlamingJoints:System.NullReferenceException: Object reference not set to an instance of an object at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException: Object reference not set to an instance of an object at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) EventData`2:Fire(PartJoint, Single) PartJoint:DestroyJoint() Part:ReleaseAutoStruts() Part:OnDestroy() (Filename: Line: -1) Exception handling event onPartJointBreak in class FlamingJoints:System.NullReferenceException: Object reference not set to an instance of an object at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException: Object reference not set to an instance of an object at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) EventData`2:Fire(PartJoint, Single) PartJoint:DestroyJoint() Part:ReleaseAutoStruts() Part:OnDestroy() (Filename: Line: -1) Exception handling event onPartJointBreak in class FlamingJoints:System.NullReferenceException: Object reference not set to an instance of an object at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException: Object reference not set to an instance of an object at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) EventData`2:Fire(PartJoint, Single) PartJoint:DestroyJoint() Part:ReleaseAutoStruts() Part:OnDestroy() Full log here:https://www.dropbox.com/s/i7df2o4mmx55izm/outputlog4dmagic.zip?dl=0 Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted March 12, 2017 Author Share Posted March 12, 2017 7 minutes ago, linuxgurugamer said: Getting nullrefs when loading: Hide contents (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Exception handling event onPartJointBreak in class FlamingJoints:System.NullReferenceException: Object reference not set to an instance of an object at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException: Object reference not set to an instance of an object at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) EventData`2:Fire(PartJoint, Single) PartJoint:DestroyJoint() Part:ReleaseAutoStruts() Part:OnDestroy() (Filename: Line: -1) Exception handling event onPartJointBreak in class FlamingJoints:System.NullReferenceException: Object reference not set to an instance of an object at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException: Object reference not set to an instance of an object at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) EventData`2:Fire(PartJoint, Single) PartJoint:DestroyJoint() Part:ReleaseAutoStruts() Part:OnDestroy() (Filename: Line: -1) Exception handling event onPartJointBreak in class FlamingJoints:System.NullReferenceException: Object reference not set to an instance of an object at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException: Object reference not set to an instance of an object at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) EventData`2:Fire(PartJoint, Single) PartJoint:DestroyJoint() Part:ReleaseAutoStruts() Part:OnDestroy() (Filename: Line: -1) Exception handling event onPartJointBreak in class FlamingJoints:System.NullReferenceException: Object reference not set to an instance of an object at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException: Object reference not set to an instance of an object at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) EventData`2:Fire(PartJoint, Single) PartJoint:DestroyJoint() Part:ReleaseAutoStruts() Part:OnDestroy() (Filename: Line: -1) Exception handling event onPartJointBreak in class FlamingJoints:System.NullReferenceException: Object reference not set to an instance of an object at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException: Object reference not set to an instance of an object at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) EventData`2:Fire(PartJoint, Single) PartJoint:DestroyJoint() Part:ReleaseAutoStruts() Part:OnDestroy() (Filename: Line: -1) Exception handling event onPartJointBreak in class FlamingJoints:System.NullReferenceException: Object reference not set to an instance of an object at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException: Object reference not set to an instance of an object at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) EventData`2:Fire(PartJoint, Single) PartJoint:DestroyJoint() Part:ReleaseAutoStruts() Part:OnDestroy() (Filename: Line: -1) Exception handling event onPartJointBreak in class FlamingJoints:System.NullReferenceException: Object reference not set to an instance of an object at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException: Object reference not set to an instance of an object at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) EventData`2:Fire(PartJoint, Single) PartJoint:DestroyJoint() Part:ReleaseAutoStruts() Part:OnDestroy() (Filename: Line: -1) Exception handling event onPartJointBreak in class FlamingJoints:System.NullReferenceException: Object reference not set to an instance of an object at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException: Object reference not set to an instance of an object at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) EventData`2:Fire(PartJoint, Single) PartJoint:DestroyJoint() Part:ReleaseAutoStruts() Part:OnDestroy() Full log here:https://www.dropbox.com/s/i7df2o4mmx55izm/outputlog4dmagic.zip?dl=0 Yes.I've seen that today too...I will do a hotfix Thanks! 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Guest Posted March 12, 2017 Share Posted March 12, 2017 @linuxgurugamer @jrodriguez It's probaly the FX problem that BDA has again. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 12, 2017 Share Posted March 12, 2017 I don't have BDA installed Quote Link to comment Share on other sites More sharing options...
Guest Posted March 12, 2017 Share Posted March 12, 2017 (edited) @linuxgurugamer I was reffering what the problem was. Both BDA and DFX have this problem, wether you have BDA or not. Edited March 12, 2017 by Murican_Jeb Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 12, 2017 Share Posted March 12, 2017 Oh, ok. Quote Link to comment Share on other sites More sharing options...
Guest Posted March 25, 2017 Share Posted March 25, 2017 Just to tell you guys, DFX works fine on 1.2.9 pre release Quote Link to comment Share on other sites More sharing options...
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