Project Zomboid

Project Zomboid

地下室
Say Gex 2022 年 12 月 4 日 上午 9:17
Map not loading when entering basement
I built a basement in a house in multiplayer. Once built, the materials for crafting have not been consumed. When I try to enter the hatch I get an error saying the map has not loaded. The mod has not been added to an existing save.
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正在显示第 1 - 15 条,共 15 条留言
Larz 2023 年 2 月 7 日 下午 10:17 
same
Pertominus  [开发者] 2023 年 2 月 8 日 上午 7:08 
its because your PC and server cant load the map within the allocated tick time
Hamburguesa 2023 年 2 月 8 日 上午 11:32 
same problem here how to fix my friend can enter but me i cant enter
Hamburguesa 2023 年 2 月 8 日 下午 12:41 
Its lets me enter the 2 frits minute of the game then i get the error of cant load map somone can help?
Hamburguesa 2023 年 2 月 10 日 上午 9:10 
Log:
LOG : General , 1675955922784> 88.075.742> -----------------------------------------
STACK TRACE
-----------------------------------------
function: createPartInventoryItem -- file: Vehicles.lua line # 1056 | Vanilla
function: Default -- file: Vehicles.lua line # 363 | Vanilla

ERROR: General , 1675955922784> 88.075.742> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: attempted index: getConditionMax of non-table: null at KahluaThread.tableget line:1689.
ERROR: General , 1675955922785> 88.075.743> DebugLogStream.printException> Stack trace:
java.lang.RuntimeException: attempted index: getConditionMax of non-table: null
at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1689)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:641)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1980)
at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1842)
at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:128)
at zombie.vehicles.BaseVehicle.callLuaVoid(BaseVehicle.java:8991)
at zombie.vehicles.BaseVehicle.createParts(BaseVehicle.java:1211)
at zombie.vehicles.BaseVehicle.createPhysics(BaseVehicle.java:795)
at zombie.vehicles.BaseVehicle.addToWorld(BaseVehicle.java:8458)
at zombie.vehicles.VehicleManager.clientReceiveUpdateFull(VehicleManager.java:870)
at zombie.vehicles.VehicleManager.clientReceiveUpdate(VehicleManager.java:934)
at zombie.vehicles.VehicleManager.clientPacket(VehicleManager.java:1314)
at zombie.network.GameClient.receiveVehicles(GameClient.java:5107)
at zombie.network.PacketTypes$PacketType.onMainLoopHandlePacketInternal(PacketTypes.java:1028)
at zombie.network.GameClient.mainLoopHandlePacketInternal(GameClient.java:644)
at zombie.network.GameClient.mainLoopDealWithNetData(GameClient.java:621)
at zombie.network.GameClient.update(GameClient.java:431)
at zombie.GameWindow.logic(GameWindow.java:232)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71)
at zombie.GameWindow.frameStep(GameWindow.java:765)
at zombie.GameWindow.run_ez(GameWindow.java:667)
at zombie.GameWindow.mainThread(GameWindow.java:495)
at java.base/java.lang.Thread.run(Unknown Source)
LOG : General , 1675955922787> 88.075.745> -----------------------------------------
STACK TRACE
Hamburguesa 2023 年 2 月 10 日 下午 3:05 
Still the error wont let the map load i need to try 20 times to just to enter the basement
Pertominus  [开发者] 2023 年 2 月 10 日 下午 3:51 
引用自 Pertominus
its because your PC and server cant load the map within the allocated tick time
^ afaik this is the reason. there is no solution i can provide
Pidzi5B0x 2023 年 2 月 16 日 上午 11:11 
i have the same issue on my coop server. my pc is high end and the game is installed on an ssd. what can be done to fix the issue? if i spam, 1/10 times i can enter my small sized bunker. Thanks for the help.
Pertominus  [开发者] 2023 年 2 月 17 日 下午 4:15 
okay so i didnt write this code and i only barley know how to decipher it.
"Oh no, it seems the game didn't load the map..."
this line is displayed under two conditions. the first is if the basement did not load in time and the second is if the basement location is considered void.

if it work 1/10 of the time then the issue is certainly that its taking too long to complete the action. i cant explain why this is the case. its just the game engine being bogged down with tasks associated with generating a new map area. MAYBE from insane amounts of zombie migration/movement, bulky mods or unloading complicated/detailed chunks(?)

the only solution is to allow more time for the basement to load before the fail safe coding kicks in, sends your character back to a safe location and display the "Oh no, it seems the game didn't load the map..."

do this by moving the basements mod to local and editing the following file for both users.

mods\Basements\media\lua\shared\BasementMod\Basement.lua

line: 332 if ticks < 300 then

Change it to

if ticks < 600 then

cant guarantee a fix and this may affect other things im over looking
esschallert 2023 年 12 月 7 日 下午 6:51 
引用自 Pertominus
okay so i didnt write this code and i only barley know how to decipher it.
"Oh no, it seems the game didn't load the map..."
this line is displayed under two conditions. the first is if the basement did not load in time and the second is if the basement location is considered void.

if it work 1/10 of the time then the issue is certainly that its taking too long to complete the action. i cant explain why this is the case. its just the game engine being bogged down with tasks associated with generating a new map area. MAYBE from insane amounts of zombie migration/movement, bulky mods or unloading complicated/detailed chunks(?)

the only solution is to allow more time for the basement to load before the fail safe coding kicks in, sends your character back to a safe location and display the "Oh no, it seems the game didn't load the map..."

do this by moving the basements mod to local and editing the following file for both users.

mods\Basements\media\lua\shared\BasementMod\Basement.lua

line: 332 if ticks < 300 then

Change it to

if ticks < 600 then

cant guarantee a fix and this may affect other things im over looking

does the fix work for multiplayer? Or what I wanted to ask, does this need to be edited on the serverside and also on all player who join?
最后由 esschallert 编辑于; 2023 年 12 月 7 日 下午 7:05
Pertominus  [开发者] 2023 年 12 月 7 日 下午 8:27 
引用自 esschallert
does the fix work for multiplayer? Or what I wanted to ask, does this need to be edited on the serverside and also on all player who join?

just use bestments patch
Pertominus  [开发者] 2023 年 12 月 7 日 下午 8:27 
or make you own version of it
Menace 2023 年 12 月 24 日 下午 7:05 
@Pertominus do you know if a modded map is always a considered void? I am asking because becuase if i wanna enter the basement i get following error in the logs: IsItemOnGroundNear ERROR: squareToCheck or ItemTypeToFind NULL.

Maybe it doesnt work in a modded map?
最后由 Menace 编辑于; 2023 年 12 月 24 日 下午 7:05
igorleonardo128 2024 年 8 月 30 日 下午 8:59 
引用自 Pertominus
okay so i didnt write this code and i only barley know how to decipher it.
"Oh no, it seems the game didn't load the map..."
this line is displayed under two conditions. the first is if the basement did not load in time and the second is if the basement location is considered void.

if it work 1/10 of the time then the issue is certainly that its taking too long to complete the action. i cant explain why this is the case. its just the game engine being bogged down with tasks associated with generating a new map area. MAYBE from insane amounts of zombie migration/movement, bulky mods or unloading complicated/detailed chunks(?)

the only solution is to allow more time for the basement to load before the fail safe coding kicks in, sends your character back to a safe location and display the "Oh no, it seems the game didn't load the map..."

do this by moving the basements mod to local and editing the following file for both users.

mods\Basements\media\lua\shared\BasementMod\Basement.lua

line: 332 if ticks < 300 then

Change it to

if ticks < 600 then

cant guarantee a fix and this may affect other things im over looking



onde encontro o documento do mod ?
Zames 2024 年 10 月 31 日 上午 6:14 
引用自 Pertominus
okay so i didnt write this code and i only barley know how to decipher it.
"Oh no, it seems the game didn't load the map..."
this line is displayed under two conditions. the first is if the basement did not load in time and the second is if the basement location is considered void.

if it work 1/10 of the time then the issue is certainly that its taking too long to complete the action. i cant explain why this is the case. its just the game engine being bogged down with tasks associated with generating a new map area. MAYBE from insane amounts of zombie migration/movement, bulky mods or unloading complicated/detailed chunks(?)

the only solution is to allow more time for the basement to load before the fail safe coding kicks in, sends your character back to a safe location and display the "Oh no, it seems the game didn't load the map..."

do this by moving the basements mod to local and editing the following file for both users.

mods\Basements\media\lua\shared\BasementMod\Basement.lua

line: 332 if ticks < 300 then

Change it to

if ticks < 600 then

cant guarantee a fix and this may affect other things im over looking


And if this doesn't work out for you, try larger value. For me, value of 6000 instead of 300 worked!
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