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@nolanritchie - I'll take it down if you ask me.
Split screen should also be relatively simple, if you read in a bit.
LOG : General , 1718752423644> 617 978 075> [SoundDirectionIndicator] IGNOREGENS=2 instanceofgen=false
ERROR: General , 1718752427980> 617 982 411> java.nio.BufferUnderflowException
Is there a connection between them or is the reason for another fashion?
It could also display text above a zombies head, rather then showing a wheel. Like making a zombie say *Bang Bang Bang*, "Uooarghh!" or *Growls*. Similar to a human talking or a TV.
There's probably already a mod for that though.
The sound will still be displayed when set to Yes.
Looking at the code there doesn't appear to be anything limiting the code from going off. So if there are say 100 zombies the code will run for each zombie multiple times per second. Plus the code doesn't actually check if the zombie is making a sound it just checks if a zombie exist. So every single zombie gets formula done on it to determine it's position along with world events that make sound which actually do have limits.
So if this is a runaway mod that will slow down your pc i suggest just limiting the code to something like one second, cutting the code from processing more than 10 zombies and/or making it so the code only goes off if the player is standing still for more than say 5 seconds.
I have noticed a bit of increased lag around large hordes. Would it be possible to remove the print line below as WolfShine indicates? I would remove it myself but that doesn't help the MP issue
Try this:
Comment the print on line n.133 on SoundDirectionIndicatorMain.lua
print("IGNOREGENS=" .. tostring(SDIGetOption("IGNOREGENS")) .. " " .. "instanceofgen=" .. tostring( instanceof(objsource,"IsoGenerator") ) )
this remove the spam from the logs and stop filling the console.txt file
I searched this trait out because of audio issues. It's an accessibility feature. They should add it to the base game
Here are a couple additional sandbox options that would be great, IMO: