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[[DrGBase] Sephiroth] lua/entities/drg_roach_ff7_eb0021.lua:2624: attempt to call method 'GetModel' (a nil value)
1. CreateAfterImageClient - lua/entities/drg_roach_ff7_eb0021.lua:2624
2. func - lua/entities/drg_roach_ff7_eb0021.lua:2585
3. unknown - lua/includes/extensions/net.lua:34
Fixed afterimages (again)
Still don't know what causes the sword trails to crash, if that happens please disable them in the FF7 DrG settings
ERROR: Sprite model's (trails/tube.vmt) not supported any more except in legacy temp ents (class C_BaseFlex#-1) (x6)
ERROR: Sprite model's (trails/laser.vmt) not supported any more except in legacy temp ents (class C_BaseFlex#-1) (x2)
ERROR: Sprite model's (trails/tube.vmt) not supported any more except in legacy temp ents (class C_BaseFlex#-1) (x6)
ERROR: Sprite model's (trails/laser.vmt) not supported any more except in legacy temp ents (class C_BaseFlex#-1) (x2)
ERROR: Sprite model's (trails/tube.vmt) not supported any more except in legacy temp ents (class C_BaseFlex#-1) (x6)
ERROR: Sprite model's (trails/laser.vmt) not supported any more except in legacy temp ents (class C_BaseFlex#-1) (x2)
and all of this bascially loops over and over
The warning is very self explanatory - you are (or something on your game) is using a sprite as a model on an entity.
I can try adding the entity's classname to the warning to maybe help pin it down.
your second response proves it, with the quote
"[C]:-1 means the crash happened inside C++ engine code (not Lua itself), likely because Lua gave it an invalid model — in your case, a deprecated sprite."
i'm looking into it though, please stay tuned
🔹 What this crash log is telling us
-Lua Stack Traces- ==================
Client 0.
DrawModel - [C]:-1
1. v - lua/entities/drg_roach_ff7_eb0021.lua:2744
2. (null) - lua/includes/modules/hook.lua:102
Server *Not in Lua call OR Lua has panicked*
MenuSystem *Not in Lua call OR Lua has panicked*
DrawModel / [C]:-1
This is the engine trying to draw a model.
[C]:-1 means the crash happened inside C++ engine code (not Lua itself), likely because Lua gave it an invalid model — in your case, a deprecated sprite.
lua/entities/drg_roach_ff7_eb0021.lua:2744
This is the line in your Lua script where it tried to draw or set the model.
This is almost certainly where the old sprite model is being used.
(null) - lua/includes/modules/hook.lua:102
Hooks are called every frame — if the invalid sprite is used here, it can spam the engine tens of thousands of times, causing lag.
Server *Not in Lua call OR Lua has panicked*
This means the Lua VM itself got overwhelmed or the engine panicked.
When Lua “panics,” it can no longer safely execute scripts until the error is handled or the engine restarts the Lua state.
Your previous error:
Sprite model's not supported any more except in legacy temp ents (x32752)
Shows that the script is repeatedly trying to use a deprecated sprite model.
The Lua crash log shows that the repeated attempts are overwhelming the Lua VM and/or engine, resulting in stack traces and panics.
✅ In short: yes, these are the same underlying problem — your Lua script is using old sprite models in a way the engine no longer allows, and doing so every frame is eventually crashing or lagging the game.
🔹 What to do
Locate the offending code (line 2744 in drg_roach_ff7_eb0021.lua).
Replace the old sprite model call with either:
render.DrawSprite() for visual effects, or
ParticleEffect() if it’s a temporary visual effect.
Add checks to prevent the function from running too often:
if not IsValid(self) then return end
Optional: Throttle the effect — don’t spawn/draw every frame if not needed.
unfortunately i have no idea what that error means, even googling it brought up like 3 results, all of which were mapping related
There was this error that has been flooding my console constantly whenever sephiroth wraps or something like that.. it sometimes massively barrages this error on certain wraps that sephiroth does
here is it
ERROR: Sprite model's not supported any more except in legacy temp ents (x32752)
The crash is associated with a popup message that tells you what is wrong.
***** OUT OF MEMORY! attempted allocation size: 81920 ****
Your game client was trying to render too many things at the same time with multicore rendering active.