v2.5.8
v2.5.8
Changelog
- Features
- Brazilian Portuguese translation by xCoiotex
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26274 |
Mar 1st at 3:43 AM |
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Bullseye_2.5.8.zip |
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v2.5.7
v2.5.7
Compatibility with 0.7.0 Animation Manager
Changelog
- Fixes
- Animation synchronization in multiplayer
- Performance issues in multiplayer
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761 |
Feb 27th at 6:16 AM |
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Bullseye_2.5.7.zip |
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v2.5.6
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412 |
Feb 25th at 10:19 PM |
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Bullseye_2.5.6.zip |
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v2.5.5
v2.5.5
Changelog
- Fixes
- Prevented crashes due to missing animations when used with Kobold Player Model Port
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785 |
Feb 22nd at 11:57 PM |
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Bullseye_2.5.5.zip |
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v2.5.4
v2.5.4
Brought back aiming animation and items smooth animations for bows. Now requires Animation Manager library mod. Animations still need a lot of tweaking and will be improved.
Changelog
- Added
- Bows now have aiming animation - hands follow cursor while aiming
- Bows now have smooth animation - instead of 3 stop-motion frames, bows have proper smooth drawing animation
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228 |
Feb 22nd at 7:38 PM |
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Bullseye_2.5.4.zip |
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v2.5.3
v2.5.3
Just a quick little patch to fix the beenade crash. I'm surprised enough people use them to find the issue so quickly! For those curious what the issue was, the devs made a change to make modding beehives a little easier, but ironically it broke the hack Bullseye was using to get around the issue.
Oh, and before I forget! Solveur contributed a part of the last update to make the mod 1.19 compatible. Many thanks to them!
Changelog:
- Fixed: Crash when throwing a beenade
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3719 |
Jan 29th at 12:22 PM |
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Bullseye_2.5.3.zip |
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v2.5.2
v2.5.2
Bullseye is finally 1.19 ready! I'm sorry about the wait, everyone. This is just a quick compatibility release; I haven't had the chance to investigate any of the more complex bug reports, but I think it should be mostly stable anyway. Oh, and the smooth pretty bow animations are disabled for now - the new animation system predictably broke them and I didn't want to risk more instability and delays by doing something more involved to fix them.
Changelog:
- Updated to VS 1.19 (thanks to Solveur for their contribution!)
- Disabled item animations. They don't work correctly with the new first-person animation system
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472 |
Jan 28th at 5:47 PM |
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Bullseye_2.5.2.zip |
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v2.5.1
v2.5.1
A quick hotfix for a major bug found by Lyndomen, where class damage benefits (and penalties) were accidentally counted twice. Sorry Hunters, you were a little too strong! Also included is another minor fix and a Russian translation contributed by Vulpeep. Thank you!
Changelog:
- Fixed: Class ranged damage bonus accidentally applied twice
- Fixed: Chalk stones did not use Bullseye aiming
- New: Russian translation by Vulpeep
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6000 |
Nov 17th 2023 at 3:43 PM |
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Bullseye_2.5.1.zip |
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v2.5.0
v2.5.0
Took a while, but the final 2.5.0 release is finally out! It's for VS 1.18.10 or newer, but just to make it clearer, this release is .NET 7 only!
The biggest news this time is the significant improvements to Fixed aiming mode, which is now ready for use! If you didn't like Bullseye aiming before, give this one a try - it won't take over your ability to turn like the default style, but won't rob you of the experience of aiming yourself. And since it's a client-side setting, it can be used in multiplayer on any server while your friends still keep their own style! Turn it on with the chat command '.bullseye set aimstyle fixed' (without the quote marks). You can always revert back to default by typing '.bullseye set aimstyle free' .
There are also some significant buffs for slings, especially for Malefactors! The Malefactor class has a pretty big range penalty on missile weapons, despite having a unique recipe for one. Even Commoners are better at using the sling in vanilla. No more of that! Ranged weapon penalties no longer apply to slings when used by Malefactors. This is also true for any modded class that has the Improviser trait. In addition, sling projectiles got a major buff in general and should be less frustrating to use and match intended balance better, especially when using regular sling stones.
Full changelog:
- Bullseye now targets .NET 7, and is no longer compatible with .NET Framework 4.6.1
- Fixed aiming mode has been significantly improved and is considered ready to use now
- Tweak: Malefactors no longer receive ranged penalties to slings (also applies to any modded class with Improviser trait)
- Tweak: Sling stone inaccuracy reduced from 2 degrees to 0
- Tweak: Sling stone and lead bullet velocity increased from 27 m/s to 35 m/s
- Tweak: Sling lead bullet drag reduced from 0.1 to 0.05
- Fixed: Broken aiming when mouse Y axis is inverted
- Fixed: Class bonuses/penalties to damage doubled in ammo select menu
- API: Refactored BehaviorRangedWeapon method Shoot into smaller methods, for easier extensibility and cross-mod support
- API: Ranged damage and velocity modifiers moved to GetProjectileDamage and GetProjectileVelocity methods
- Other: Minor code performance improvements
Other changes since 2.4.2:
- New: experimental 'static' aiming style
- Switch on by chat command '.bullseye set aimstyle fixed' (or '.bullseye set aimstyle free' to switch back)
- New: Thrown stones and beenades now use Bullseye aiming
- New: Reticle size is now scaled with the rest of the GUI
- Tweak: Reduced sling aiming difficulty
- Tweak: Silver/gold arrows, spears, and ruined spears buffed to iron level stats to be consistent with other weapons
- Tweak: Thrown stones, sling stones, and beenades now affected by class damage and velocity traits
- Tweak: Higher reticle sway when reticle is yellow
- Tweak: Smoother reticle movement when beginning a shot
- Fixed: Spears don't break when thrown with 1 durability left
- Fixed: Incorrect break chance display for sling stones
- Fixed: Rare crash caused by config loading in too late
- API: All item code migrated to CollectibleBehaviors
- All BullseyeItem classes are now marked obsolete and preserved for compatibility with older mods
- Legacy classes no longer support advanced features like ammo selection
- API: Renamed GetProjectileSpeed method to GetProjectileVelocity
- API: Projectile types can now be part of mutliple ammo categories, with separate damage values
- Other: JSON files are now correctly marked as JSON with Comments (JSON-C) in the VS Code workspace
- Other: Breaking change for mod developers, VINTAGE_STORY_DATA environment variable renamed to VINTAGE_STORY_DEV_DATA
- Other: Replaced spaces with underscores in mod filenames
- Other: Removed unfinished code for 3rd person item animations
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8681 |
Sep 3rd 2023 at 11:10 AM |
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Bullseye_2.5.0.zip |
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v2.5.0-rc.1
v2.5.0-rc.1
A new release for 1.18.0-rc.2, fixing a bunch of remaining bugs and doing a bunch of final tweaks, mostly minor buffs this time around. I had hoped I could write down a full description of all the changes now since 2.4.2 for this release, but sadly life has gotten in the way, so expect it for the stable release 2.5.0 instead! :)
This version is a release candidate. If no new bugs are found and nothing needs to be changed, it will become the stable version once the game reaches stable 1.18 as well.
Changelog:
- Tweak: Reduced sling aiming difficulty
- Tweak: Silver/gold arrows, spears, and ruined spears buffed to iron level stats to be consistent with other weapons
- Fixed: Broken first person bow animations
- Fixed: Player model twitching in 3rd person when aiming with bow or sling
- Fixed: Thrown stones much faster than intended
- Fixed: Unable to knap throwable stones
- Fixed: Iron and steel spears from 1.17 worlds appearing as unknown items
- Fixed: Rare crash caused by config loading in too late
- API: Renamed GetProjectileSpeed method to GetProjectileVelocity
- API: Projectile types can now be part of mutliple ammo categories, with separate damage values
- Other: Breaking change for mod developers, VINTAGE_STORY_DATA environment variable renamed to VINTAGE_STORY_DEV_DATA
- Other: Replaced spaces with underscores in mod filenames
- Other: Removed unfinished code for 3rd person item animations
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10461 |
Apr 9th 2023 at 11:36 AM |
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Bullseye_2.5.0-rc.1.zip |
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v2.5.0-pre.2
v2.5.0-pre.2
Another release for 1.18.0-pre.6. Just like before, this version of Bullseye is not thoroughly tested, and some features are not yet fully working. There may be bugs! (if you do find any, I'd be very grateful if you reported them <3)
This release is a big code upgrade to make it easier for other modders to add Bullseye support to their mods, and to add more content in the future; so far, it has allowed me to add proper Bullseye aiming to thrown stones and beenades. I'll go into more detail in the full 2.5.0 release news, whenever that happens.
Changelog:
- New: Reticle size is now scaled with the rest of the GUI
- Can be switched off by chat command `.bullseye set reticlescaling off`
- New: Thrown stones and beenades now use Bullseye aiming
- Tweak: Thrown stones, sling stones, and beenades now affected by class damage and velocity traits
- Tweak: Higher reticle sway when reticle is yellow
- Fixed: Spears don't break when thrown with 1 durability left
- Fixed: Incorrect break chance display for sling stones
- API: All item code migrated to CollectibleBehaviors
- All BullseyeItem classes are now marked obsolete and preserved for compatibility with older mods
- Legacy classes no longer support advanced features like ammo selection
- Other: JSON files are now correctly marked as JSON with Comments (JSON-C) in the VS Code workspace
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787 |
Mar 10th 2023 at 11:13 PM |
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Bullseye 2.5.0-pre.2.zip |
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v2.5.0-pre.1
v2.5.0-pre.1
A quick release for the new 1.18.0-pre.2 game version. Keep in mind this this version of Bullseye is not thoroughly tested, and some features are not yet fully working. There may be bugs! (as usual, I'm very grateful to anyone who takes the time to find and report those <3)
There are some new features as well - those will get a proper explanation in the changelog when the stable version of Bullseye is released later, but feel free to try them out already :)
Changelog:
- New: experimental 'static' aiming style
- Switch on by chat command '.bullseye set aimstyle fixed' (or '.bullseye set aimstyle free' to switch back)
- Tweak: smoother reticle movement when beginning a shot
- Fix: crash when trying to shoot a bow with no arrows
- Fix: Temporarily disabled broken bow animations
- Code improvements
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216 |
Feb 25th 2023 at 9:17 PM |
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Bullseye 2.5.0-pre.1.zip |
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v2.4.2
v2.4.2
One more quick patch, this time to fix a crash that may happen when a player dies while trying to use a bow or sling (thanks to Blackmare and RogueRaiden for their crash reports!) Also, the recipe for upgrading arrows with better arrowheads now refunds you the old arrowhead; this could be useful if you also have mods that let you recycle them :)
Note that this patch requires Vintage Story 1.17.11. If you aren't using it yet, I strongly recommend updating your game and servers as it has several important bugfixes, most importantly to compatibility between mods!
Also notable is the fact that this update is the first one made on Linux! The dev project is now fully working on Unix, including release packaging and multiplayer testing. Do note that for just like on Windows, for proper functionality you must be using Visual Studio Code.
Changelog:
- Tweak: Arrow upgrade recipe now refunds arrowheads
- Fix: occasional crashes when player dies while using bow or sling
- Fix: some JSON still not conforming to strict JSON standard
- Minor bug fixes and code improvements
- Finished ability to compile and debug on Linux (NodeJS required to debug multiplayer)
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1625 |
Feb 10th 2023 at 10:00 PM |
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Bullseye 2.4.2.zip |
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v2.4.1
v2.4.1
A quick release to fix compatibility with Weapons Pack Gamma and AnMiTech that was broken in 2.4.0. As a bonus you are now also able to knap 8 stone arrowheads at once, the most that can possibly be made out of a single knapping surface, to bring knapping closer to parity with smithing!
Changelog:
- Added knapping recipe for 8 flint and obsidian arrowheads
- Fixed compatibility with Weapons Pack Gamma and AnMiTech
- Fixed potential crash when loading a stream is cancelled partway through
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4583 |
Oct 6th 2022 at 6:06 PM |
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Bullseye 2.4.1.zip |
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v2.4.0
v2.4.0
The stable version is finally out! 🎉🎉 While there have still been a few rare reports of the frozen spear bug happening, by and large it seems mostly gone, and the remaining occurences appear not to be caused by Bullseye itself. Huge thanks to Acouthyt for working closely with me as I was trying to fix the issue, and also to Thranos, Under, Lohn and Xorberax for the detailed info about what the bug was like, and everyone else for reporting as well! Couldn't have done it without you <3
This release is a bit lighter on features than originally planned because of all the bugfixing, but there's still some new things! Most importantly, slings can now use lead sling bullets, made by casting lead into the new bullet clay molds. Lead bullets are very powerful and allow slings to keep up with bows longer, although more advanced bows with good arrows still eclipse them eventually. For the archers out there, crude arrows can be upgraded to flint arrows by adding feathers (idea by Acouthyt!), and all other arrows can be upgraded by crafting with an arrowhead. Iron and steel spears also have a new model, based on the vanilla ornamental silver spear.
Other than that, there is now (partial) compatibility with the Black Sands Megapatch mod, some minor balance changes and other things that you can find in the changelog below. Have fun!
Changelog (since v2.3.2):
Changelog (since v2.4.0-rc.4):
- Add lead sling bullets, and bullet molds to cast them in
- Lead bullets are faster, stronger, and more accurate ammunition than stones
- Meteoric iron sling stone damage increased to 6
- Crude arrows now have an accuracy penalty; crude bow accuracy increased to compensate
- Crude arrows can now be upgraded to flint arrows by adding feathers
- All other arrows can be upgraded by adding a new arrowhead (old arrowhead is lost)
- Custom ammo item readout re-added, now shows break chance in percent instead of lifetime projectile damage
- No longer replaces vanilla bow/spear/sling code
- Compatibility with Black Sand Megapatch mod
- API: Can now define projectile entity, spread, and speed per ammo type
- API: Renamed GetProjectileDamageOnImpact to GetProjectileDurabilityCost
- API: Renamed GetWeaponDamageOnShot to GetWeaponDurabilityCost
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566 |
Sep 30th 2022 at 8:04 PM |
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Bullseye 2.4.0.zip |
Install now |
v2.4.0-rc.4
v2.4.0-rc.4
(This is a release candidate. If no major bugs are found, it will be marked as stable later on.)
Apologies about another release just a few hours after the last one. I've identified one more spot that could potentially be causing an issue, this time in a patch for arrow description. I've reverted the patch for the time being, and will be reworking it in the future if it turns out to be the cause of the bug.
Changelog (since v2.4.0-rc.3):
- One more measure to fix the frozen spear bug
- Temporarily reverted arrow item description to vanilla
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835 |
Sep 20th 2022 at 12:38 PM |
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Bullseye 2.4.0-rc.4.zip |
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v2.4.0-rc.3
v2.4.0-rc.3
(This is a release candidate. If no major bugs are found, it will be marked as stable later on.)
The frozen spear bug sadly seems to have survived the previous squashing, so here goes another attempt. Also included are other various minor fixes, and a whole new model for iron and higher tier spears based on the ornate silver spear model. No more hammering out a spearhead just to have it look cobbled together from scrap!
Changelog (since v2.4.0-rc.2):
- Another attempt at fixing the frozen spear bug
- New model for iron, meteoric, and steel spears
- Fixed incorrect inventory and ground storage positions for iron, meteoric, and steel spears
- Fixed incorrect reticle texture for longbows
- Fixed spear attack sound pitch
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276 |
Sep 20th 2022 at 7:32 AM |
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Bullseye 2.4.0-rc.3.zip |
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v2.4.0-rc.2
v2.4.0-rc.2
(This is a release candidate. If no major bugs are found, it will be marked as stable later on.)
One more RC release to fix a few more bugs and other issues. Most notably, the spear fix from rc.1 accidentally left a part of the aiming code disabled, which might have left aiming feeling off. That's now resolved, and aiming should work the same way it did in previous versions of the mod.
Changelog (since v2.4.0-rc.1):
- Fixed frozen spear fix accidentally disabling a part of the reticle sway code
- FoV fix is now properly applied to slings as well
- Improvements in compatibility with other mods
- JSON format standardised to work with tools not familiar with JSON5
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929 |
Sep 3rd 2022 at 11:18 AM |
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Bullseye 2.4.0-rc.2.zip |
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v2.4.0-rc.1
v2.4.0-rc.1
(This is a release candidate. If no major bugs are reported, it will be marked as stable later on.)
1.17 is out already, so here's a quick first release to hopefully fix the infamous floating spears left behind! Unfortunately I still haven't been able to either make it happen myself or received the necessary info logs from anyone, so I can't guarantee it to be fixed, but I have high hopes! If you experienced the bug yourself, please tell me if it still happens to you or if it's fixed now. I'd be very happy to hear from you!
If you had a hard time using Bullseye before and your FoV was set higher than vanilla, you'll find the aiming less difficult now! A bug has made higher FoV increase aiming sway before and has also been fixed now.
Changelog (since v2.4.0-pre.1):
- Hopefully fixed floating spear bug
- Fixed higher FOV making it harder to aim
- Added safe guards against crashes caused by incompatible mods
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329 |
Sep 2nd 2022 at 10:19 PM |
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Bullseye 2.4.0-rc.1.zip |
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v2.4.0-pre.2
v2.4.0-pre.2
Fix for not being able to lean bows against walls (Thanks to Craluminum for catching this!)
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713 |
Aug 4th 2022 at 8:37 PM |
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Bullseye 2.4.0-pre.2.zip |
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v2.4.0-pre.1
v2.4.0-pre.1
An early 1.17 release for those who want to play with the RC versions already and want to keep Bullseye as well. Have fun!
Please note - some smaller bugs have been fixed, but a few of the larger ones from previous versions are still in, most notably spears frozen in midair. I am working on a likely fix but unfortunately it's not ready yet; it will be included in the proper release of Bullseye 2.4.0. But debug tooling has also been greatly improved and crash logs now have quite a bit more useful info, so if you encounter a bug, please send me crash logs even if the same logs were already posted earlier! It will help me resolve the issues much faster :)
Changelog:
- Updated the mod to 1.17
- Significantly improved debugging information
- Fixed various other small bugs
- Refactor of the config system
- Fixed indentation formatting (for Github)
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286 |
Aug 4th 2022 at 7:51 PM |
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Bullseye 2.4.0-pre.1.zip |
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v2.3.2
v2.3.2
As requested, this branch brings compatibility with WeaponPack Gamma, AnMiTech, and Primitive Tools. More bows and arrows for everyone! Be aware that Bullseye tries to respect balance changes in these mods however, so especially in the case of WeaponPack Gamma, you end up with bows vastly more powerful than vanilla or pretty much any mod out there expects.
This is where the second change may come in handy: new server commands to change the damage of arrows, spears, and slings, either separately or all together! Type /bullseye set arrowDamage 0.5 to cut arrow damage to half, as an example. For the rest of the commands, see the full changelog below!
Changelog:
- New server commands:
- `/bullseye set arrowDamage 0-1000` - set a multiplier to arrow damage
- `/bullseye set spearDamage 0-1000` - set a multiplier to spear damage
- `/bullseye set slingDamage 0-1000` - set a multiplier to sling damage
- `/bullseye set allDamage 0-1000` - set the arrowDamage, spearDamage, and slingDamage multipliers in one command
- Added mod compatibility for Primitive Tools, AnMiTech, and WeaponPack Gamma
- Fixed vanilla break chance appearing 100 times too low in arrow description
- Weapon ammo type now exposed in json instead of being hardcoded
- Added mod icon
- Minor code improvements
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2015 |
May 14th 2022 at 12:49 PM |
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Bullseye 2.3.2.zip |
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v2.3.1
v2.3.1
Likely fix for a multiplayer crash bug
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566 |
May 7th 2022 at 9:13 AM |
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Bullseye 2.3.1.zip |
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v2.3.0
v2.3.0
See the mod description or the front page on the forum post for an explanation of the new changes!
- New Features
- Basic sling implementation with smoother animation
- Fully animated bows in first person view
- Bows show the arrow you are shooting
- Ability to choose ammo type for bows and slings (press F to select)
- Support for shooting while mounted on an entity (horse, Vies airship, etc.)
- Rebalance
- Spears have slightly higher running aim penalty
- Spears have less vertical aim sway, to make judging throw distance easier
- Spears no longer have any random spread
- Slightly reduced aim sway for simple and crude bows
- Increased longbow damage bonus to +60%
- Increased longbow movement accuracy penalty to 130%
- Reduced recurve bow damage bonus to +35%, but made it charge slightly faster (still has the best sustained damage of all bows)
- Reduced recurve bow movement accuracy penalty to 50%
- Reduced aim sway of recurve bow
- Can no longer sprint when aiming a bow
- Walking when aiming is now slower (slowest with longbow, fastest with recurve bow)
- Other
- Better compatibility with Lichen
- Now also compatible with Ore Crystals, Useful Stuff, Feverstone Horses, and ViesCraft Machines
- "globalAccuracy" setting renamed to "aimDifficulty" ("globalAccuracy" is still recognised, too)
- Major code refactor
- Fix: less intrusive patching of arrow and spear damage
- Fix: now respects armour ranged penalties properly
- Fix: texture leak related to crosshairs
- Fix: removed old world migration from version 2.1.0 popping up even in worlds that never used the mod
- Fix: no longer try to pointlessly patch items, blocks and entities on the client
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478 |
May 1st 2022 at 6:54 PM |
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Bullseye 2.3.0.zip |
Install now |
v2.2.4
v2.2.4
Last minor patch before work starts on the sling and other bigger changes, unless a critical bug appears. 2.2.4 fixes more pre-release issues, adds support for the hacking spear, and brings compatibility support for the Lichen mod and its antler arrows!
More minorly, Bullseye's license was also changed to MIT No Attribution, an even more permissive license than the previous MIT License. The spirit of modding is open collaboration, and Bullseye is now completely open for both the game's developers and other modders take apart and use as they see fit :)
Changelog:
- Brought up-to-date with 1.16 changes to spears
- Less intrusive patching (with idea from Craluminum2413 <3)
- Added stats for and fixed hacking spear
- Compatibility with Lichen
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2811 |
Jan 6th 2022 at 11:14 PM |
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Bullseye 2.2.4.zip |
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v2.2.3
v2.2.3
Early release for versions 1.16.0-pre.9 and beyond. Partially tested, may contain bugs
May or may not work with game versions released after 1.16.0-pre.9
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502 |
Dec 15th 2021 at 7:14 PM |
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Bullseye 2.2.3 1.16-pre.zip |
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v2.2.2
v2.2.2
Fixes crash when killed while throwing a spear
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1049 |
Oct 21st 2021 at 1:56 PM |
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Bullseye 2.2.2.zip |
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v2.2.1
v2.2.1
Should fix an uncommon multiplayer crash related to thrown spears breaking
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540 |
Oct 13th 2021 at 10:01 PM |
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Bullseye 2.2.1.zip |
Install now |
v2.2.0
v2.2.0
- Fixed multiplayer crash bug related to bows running out of durability
- Added server-side setting 'globalAccuracy' to control how difficult it is to aim
- use command `/bullseye set globalAccuracy 0.8` to reduce reticle sway to 80%, and so on
- QoL: Added zeroing to bows - arrows fly slightly above the crosshair, for more intuitive point blank aiming without affecting long-range shooting
- QoL: Crosshair now changes to orange when it is possible to shoot, but accuracy is still low
- Accuracy stat calculation redone; Hunter class is now guaranteed to be exactly 30% more accurate
- Major code refactor
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486 |
Oct 8th 2021 at 4:12 PM |
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Bullseye 2.2.0.zip |
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v2.1.1
v2.1.1
Multiplayer issues hotfix
- Hopefully fixes a bug where one player trying to to aim would put every player in aiming mode
- Multiple animation bug fixes
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578 |
Sep 22nd 2021 at 4:47 PM |
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Bullseye 2.1.1.zip |
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v2.1.0
v2.1.0
- Renamed mod to Bullseye - Added obsidian arrows - Arrows can be crafted from bamboo in place of sticks, each bamboo bundle crafts 3 arrows - Aim resets to the center of the screen after 15 seconds of not shooting
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478 |
Sep 20th 2021 at 10:56 AM |
Show |
Bullseye.zip |
Install now |
v2.0.0
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624 |
Sep 10th 2021 at 11:53 AM |
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Archery.zip |
Install now |
Acsiel, Thank you for the suggestion. I jumped into a creative world with only this mod enabled and had the same problem. This time, I read the error message it was throwing more closely. @mooseisloose, thank you. Based on the error message, I upgraded the Animation Manager and got it to work. Just saw your note and appreciate you taking the time to help me out.
Tyrlaren Also had this issue, turns out I was running an outdated version of Animation Manager. (0.6.3). Updated to the most recent version (0.8.8) and now longbows work fine.
@Tyrlaren The longbow works fine for me. You probably have a mod conflict.
Hello. The mod works well with spears but crashes the game immediately when used with the longbow.
Please, consider changing the modid to follow the specs :
Must only contain lowercase letters and numbers. No special chars, whitespaces, uppercase letters, etc. allowed
I dont know if this is intended or not, but thought I should mention.
Snowballs are not using the bullseye aiming mechanic.
Hi! I have added compatibility of my mod Not Ony Spear Expantion with your mod!
Thx for well-written code with explanations!
Kanahaku
Look into Bullseye json patches and the way compatibility is added for vanilla bows and spears.
Hi! Some people was asking me about possibility of making my mod Not Only Spear Expantion compatible with yours.. i don`t know C# coding , so hoping that you can help with that (or make compatibility patch..) if you have something to talk about - you can find me in discord by same nickname as here, have a good day!
DotFX
It looks like normal, dont think you will have problems with it
Hi, I added the mod to an already existing world. On the first launch the remap script was executed. As I believe this is the only mod that I use that touches spears, it should be related to the mod. So, when the script was executed, I got 3 notifications in the game chat of MISSING REMAP something FOR GAMEITEM SPEAR IRON (and 2 more spears, 3 in total). It then said the script was executed succsessfully (1 out of 3), need to restart the server. I reloaded the world and it was ok. I haven't come to iron yet progression-wise, so can't check if I would get ghost items. Is it normal?
Great mod, can you make compatibility for javelins and chakri for this mod?: mods.vintagestory.at/show/mod/6522
Does this work with the crossbows mod?
Trundle
unrelated to this mod
I get these errors when loading the mod
17.6.2024 04:44:34 [Error] Grid Recipe 'game:recipes/grid/headonspear.json': Output Block code game:headonspear-looter-iron-north cannot be resolved
17.6.2024 04:44:34 [Error] Grid Recipe 'game:recipes/grid/headonspear.json': Output Block code game:headonspear-looter-meteoriciron-north cannot be resolved
17.6.2024 04:44:34 [Error] Grid Recipe 'game:recipes/grid/headonspear.json': Output Block code game:headonspear-looter-steel-north cannot be resolved
17.6.2024 04:44:34 [Error] Grid Recipe 'game:recipes/grid/headonspear.json': Output Block code game:headonspear-poacher-iron-north cannot be resolved
17.6.2024 04:44:34 [Error] Grid Recipe 'game:recipes/grid/headonspear.json': Output Block code game:headonspear-poacher-meteoriciron-north cannot be resolved
17.6.2024 04:44:34 [Error] Grid Recipe 'game:recipes/grid/headonspear.json': Output Block code game:headonspear-poacher-steel-north cannot be resolved
17.6.2024 04:44:34 [Error] Grid Recipe 'game:recipes/grid/headonspear.json': Output Block code game:headonspear-brigand-iron-north cannot be resolved
17.6.2024 04:44:34 [Error] Grid Recipe 'game:recipes/grid/headonspear.json': Output Block code game:headonspear-brigand-meteoriciron-north cannot be resolved
17.6.2024 04:44:34 [Error] Grid Recipe 'game:recipes/grid/headonspear.json': Output Block code game:headonspear-brigand-steel-north cannot be resolved
17.6.2024 04:44:34 [Error] Grid Recipe 'game:recipes/grid/headonspear.json': Output Block code game:headonspear-yeoman-iron-north cannot be resolved
17.6.2024 04:44:34 [Error] Grid Recipe 'game:recipes/grid/headonspear.json': Output Block code game:headonspear-yeoman-meteoriciron-north cannot be resolved
17.6.2024 04:44:34 [Error] Grid Recipe 'game:recipes/grid/headonspear.json': Output Block code game:headonspear-yeoman-steel-north cannot be resolved
17.6.2024 04:44:34 [Error] Grid Recipe 'game:recipes/grid/headonspear.json': Output Block code game:headonspear-deserter-archer-iron-north cannot be resolved
17.6.2024 04:44:34 [Error] Grid Recipe 'game:recipes/grid/headonspear.json': Output Block code game:headonspear-deserter-archer-meteoriciron-north cannot be resolved
17.6.2024 04:44:34 [Error] Grid Recipe 'game:recipes/grid/headonspear.json': Output Block code game:headonspear-deserter-archer-steel-north cannot be resolved
17.6.2024 04:44:34 [Error] Grid Recipe 'game:recipes/grid/headonspear.json': Output Block code game:headonspear-deserter-footman-iron-north cannot be resolved
17.6.2024 04:44:34 [Error] Grid Recipe 'game:recipes/grid/headonspear.json': Output Block code game:headonspear-deserter-footman-meteoriciron-north cannot be resolved
17.6.2024 04:44:34 [Error] Grid Recipe 'game:recipes/grid/headonspear.json': Output Block code game:headonspear-deserter-footman-steel-north cannot be resolved
Heyo, awesome mod. Got an issue though. There is a white thick line whenever I select my crude bow. Also, when I try to use the bow there is a thicker white line that creates a rectangle in my field of view preventing me from shooting anything. Using the most recent version.
Is there a way to have the sling crosshair not whip up the screen? it makes me a bit nauseous x.x
(FIXED)
Mod keeps crashing my game instantly after trying to charge my simple bow, I have other mods installed but it still crashes on a brand new world that never had any other mods installed. I have also tried deleting bullseye and the animation manager dependency and resintalling them both, to no avail. I can send my crash reports if you would like.
EDIT: If anyone encounters this issue in the future I have determined that it was because the 1-click install for the animation manager was downloading an older version for whatever reason, installing the latest version (0.7.14) has resolved this issue.
@Maltiez Thanks. Great set of mods btw.
Kunfyoozd
It is intended
The crosshairs for firearms and crossbows are standard FPS style as opposed to the free aim for slings, spears, and bows. Is this intended or do I have a hiccup somewhere? All mods are the latest version.
When I use the crosshair the game stops:(
@maltiez That did it, looks like the launcher auto downloaded a pretty old version of it. I should of verified before posting but thank you for replying!
NateDoesLife
Update AnimationManager lib to the latest version
Getting this error currently. Not sure if its on my end or the mods
md_5 paste - udazotajit (md-5.net)
The +xx.0000000x bug exists because of floating point innacuracy. If you just round the value a little bit before displaying it, the issue will disappear.
@Maltiez Okay I made a mistake, the problem seems to happen with having the Firearms mod installed, not the Bullseye mod ^^"
OwlsForever
I'll look into these bugs, thanks for report.
Graydient05
Cant reproduce, can you please ping me in official VS discord and sent logs after crash?
I crashed while trying to run and draw a primitive bow at the same time, says missing procedural running animation.
Hello. I found weird bug: when my character uses spear in melee, he attack, and then the animation of the second attack appears (only animation, no damage dealed). Any idea how to fix that?
And is it possible to fix how the damage stat for a Longbow is displayed? I see "+60.000004% piercing damage".
Maybe I have this problems because I play on Linux, but not sure.
Grunnco
Just tested it - works fine. Make sure you hammer them down until they actually joined and loose heated color.
Hello there, this is mod is super awesome. However I wanted to report a very very odd thing. For whatever reason, having this mod installed prevented me from forging Iron Anvils of all things. Heating up both sides and attempting to join them together visually joined them together, but after a world reload, the two halves were still seperated. Getting rid of this mod completely fixed that behaviour. Just thought i would let you know, it is very odd behaviour.
Kyrthrix
Look into roadmap
Hello. Like Maamessu was asking, and like I asked many years ago- will there be a chance of a config file being made?
I love everything about this mod except the sling. I'd rather use it like a slingshot instead of a proper sling, aka I would like the option of being able to turn it back into a vanilla sling.
The sling in this mod is nigh unusuable for me and my friends, but I love everything else this mod has to offer.
is there a bullseye target we can build (big round bail with target in it)?
@Germankursk you might need multiezbow https://mods.vintagestory.at/bows , I can see maltiezfirearms in your list but no multiezbow.
GermanKursk
Update mod to latest version
Unfortuantely, game crashes when I attempt to fire a bow. Any help is greatly appreciated.
Running on 64 bit Windows 10.0.22631.0 with 32542 MB RAM
Game Version: v1.19.4 (Stable)
3/7/2024 5:55:50 PM: Critical error occurred in the following mod: bullseye-continued@2.5.6
Loaded Mods: chiseltools@1.10.3, landformoverhaul@0.0.2, caninae@1.0.10, pantherinae@1.1.1, millwright@1.1.4, palisademod@1.1.0, primitivesurvival@3.4.6, spyglass@0.5.1, ot_SticksFromFirewood@1.1.0, Swordz@1.19.3, temporal_gears_stack@1.0.0, game@1.19.4, animationmanagerlib@0.7.2, betterruins@0.3.2, blacksmithenhancements@1.0.4, butchering@1.5.3, canbeignited@1.1.0, carryon@1.7.4, commonlib@2.3.0, hudclock@3.4.0, sailboat@1.2.7, medievalexpansion@3.13.1, meteoricexpansion@1.2.5, norottinghides@1.0.0, recyclebackpacks@1.0.0, rivers@2.7.0, scarecrow@1.4.3, storageoptions@1.0.2, toolworks@1.8.1, creative@1.19.4, vsimgui@1.1.1, survival@1.19.4, bullseye-continued@2.5.6, configlib@1.0.2, fsmlib@0.2.15, stainedbeams@1.0.0, stonequarry@3.2.1, maltiezfirearms@0.4.3
System.MissingMethodException: Method not found: 'System.Guid AnimationManagerLib.CollectibleBehaviors.AnimatableProcedural.RunAnimation(Int32, AnimationManagerLib.API.RunParameters[])'.
at Bullseye.BullseyeCollectibleBehaviorBow.StartDrawAnimation(Single timeModifier)
at Bullseye.BullseyeCollectibleBehaviorBow.OnAimingStart(ItemSlot slot, EntityAgent byEntity) in D:\Projects\VSBullseye\src\BullseyeCollectibleBehaviorBow.cs:line 62
at Bullseye.BullseyeCollectibleBehaviorRangedWeapon.OnHeldInteractStart(ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, Boolean firstEvent, EnumHandHandling& handHandling, EnumHandling& handling) in D:\Projects\VSBullseye\src\BullseyeCollectibleBehaviorRangedWeapon.cs:line 163
at Vintagestory.API.Common.CollectibleObject.OnHeldInteractStart(ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, Boolean firstEvent, EnumHandHandling& handling) in VintagestoryApi\Common\Collectible\Collectible.cs:line 1265
at Vintagestory.API.Common.CollectibleObject.OnHeldUseStart(ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, EnumHandInteract useType, Boolean firstEvent, EnumHandHandling& handling) in VintagestoryApi\Common\Collectible\Collectible.cs:line 1101
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseActiveSlotItem(BlockSelection blockSel, EntitySelection entitySel, EnumHandInteract useType, EnumHandHandling& handling) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 831
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsNoBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 386
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 89
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 186
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 809
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1013
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
@Maltiez Thank you so much for the help!
Floatsom
Update Animation Manager lib
Seems I've found a crash. Any help on whats going wrong
Running on 64 bit Windows 10.0.22621.0 with 32696 MB RAM
Game Version: v1.19.4 (Stable)
3/3/2024 8:09:48 PM: Critical error occurred in the following mod: bullseye-continued@2.5.8
Loaded Mods: aculinaryartillery@1.1.3, betterbackpacks@1.0.0, chiseltools@1.10.4, driedfirefuels@1.1.1, bgn_moreclasses@1.0.2, moreclasses@1.2.5, primitivesurvival@3.4.7, reducedwater@1.0.0, Swordz@1.1.5, toolsplus@1.0.1, visibleore@1.0.1, game@1.19.4, animationmanagerlib@0.6.3, betterbackpacksfixed@1.0.4, betterbackpacksnoiron@1.0.1, carryon@1.7.4, expandedfoods@1.6.8, sailboat@1.2.8, knifemold@1.0.1, mio@0.9.5, petai@2.2.3, rivers@2.7.0, simplestep@1.1.7, thecritterpack@0.8.9, creative@1.19.4, vsimgui@1.0.0, survival@1.19.4, vsvillage@0.9.2, bullseye-continued@2.5.8, tradercamps@1.1.2, configlib@1.0.0-pre.1, feverstonehorses@1.6.0, fsmlib@0.2.14, maltiezfirearms@0.4.3
System.MissingMethodException: Method not found: 'System.Guid AnimationManagerLib.CollectibleBehaviors.AnimatableProcedural.RunAnimation(Int32, Vintagestory.API.Common.Entities.Entity, AnimationManagerLib.API.RunParameters[])'.
at Bullseye.BullseyeCollectibleBehaviorBow.StartDrawAnimation(Entity player, Single timeModifier)
at Bullseye.BullseyeCollectibleBehaviorBow.OnAimingStart(ItemSlot slot, EntityAgent byEntity) in D:\Projects\VSBullseye\src\BullseyeCollectibleBehaviorBow.cs:line 62
at Bullseye.BullseyeCollectibleBehaviorRangedWeapon.OnHeldInteractStart(ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, Boolean firstEvent, EnumHandHandling& handHandling, EnumHandling& handling) in D:\Projects\VSBullseye\src\BullseyeCollectibleBehaviorRangedWeapon.cs:line 163
at Vintagestory.API.Common.CollectibleObject.OnHeldInteractStart(ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, Boolean firstEvent, EnumHandHandling& handling) in VintagestoryApi\Common\Collectible\Collectible.cs:line 1265
at Vintagestory.API.Common.CollectibleObject.OnHeldUseStart(ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, EnumHandInteract useType, Boolean firstEvent, EnumHandHandling& handling) in VintagestoryApi\Common\Collectible\Collectible.cs:line 1101
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseActiveSlotItem(BlockSelection blockSel, EntitySelection entitySel, EnumHandInteract useType, EnumHandHandling& handling) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 831
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsNoBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 386
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 89
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 186
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 809
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1013
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Event Log entries for Vintagestory.exe, the latest 1
==================================
{ TimeGenerated = 3/3/2024 8:06:55 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.4.0, time stamp: 0x65310000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x0x4c24
Faulting application start time: 0x0x1da6de0abebb3de
Faulting application path: D:\Games\Vintagestory\Vintagestory.exe
Faulting module path: D:\Games\Vintagestory\Lib\openal32.dll
Report Id: 348d8116-010f-4a6c-a777-18e812d8033c
Faulting package full name:
Faulting package-relative application ID: }
Cera
Fixed
Hello! I have encountered crashing when trying to throw a beenade
Running on 64 bit Windows 10.0.22621.0 with 32617 MB RAM
Game Version: v1.19.3 (Stable)
2/25/2024 1:08:03 PM: Critical error occurred in the following mod: bullseye-continued@2.5.5
Loaded Mods: advancedsmithing@1.3.0, bedrespawner@1.0.0, bettersticks@1.0.0, chiseltools@1.10.1, hqzlights@1.1.1, flourbags@1.0.2, leatherminingbag@1.0.1, primitivesurvival@3.4.6, rope-bridges@1.1.0, she1fish@1.1.0, sortablestorage@2.2.1, spyglass@0.5.0, game@1.19.3, abcsreborn@0.1.8, animationmanagerlib@0.6.3, betterfirepit@1.1.3, commonlib@2.3.2, farmlanddropssoil@1.4.0, hudclock@3.4.0, petai@2.2.1, storageoptions@1.0.2, creative@1.19.3, survival@1.19.3, metalrecovery@0.1.19-pre.1, bullseye-continued@2.5.5, feverstonehorses@1.6.0-rc.2, stonequarry@3.2.1, wolftaming@2.0.2
System.NullReferenceException: Object reference not set to an instance of an object.
at Bullseye.BullseyeCollectibleBehaviorRangedWeapon.CreateProjectileEntity(EntityAgent byEntity, EntityProperties type, ItemStack ammoStack, Single damage, Single dropChance, Single weight, Int32 ammoDurabilityCost) in D:\Projects\VSBullseye\src\BullseyeCollectibleBehaviorRangedWeapon.cs:line 588
at Bullseye.BullseyeCollectibleBehaviorRangedWeapon.Shoot(ItemSlot weaponSlot, EntityAgent byEntity, Vec3d targetVec) in D:\Projects\VSBullseye\src\BullseyeCollectibleBehaviorRangedWeapon.cs:line 467
at Bullseye.BullseyeCollectibleBehaviorRangedWeapon.OnHeldInteractStop(Single secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, EnumHandling& handling) in D:\Projects\VSBullseye\src\BullseyeCollectibleBehaviorRangedWeapon.cs:line 252
at Vintagestory.API.Common.CollectibleObject.OnHeldInteractStop(Single secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel) in VintagestoryApi\Common\Collectible\Collectible.cs:line 1289
at Vintagestory.API.Common.CollectibleObject.OnHeldUseStop(Single secondsPassed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, EnumHandInteract useType) in VintagestoryApi\Common\Collectible\Collectible.cs:line 1113
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleHandInteraction(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 313
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 160
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 82
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 831
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 723
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 163
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 675
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 650
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 318
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Maltiez
Thank you very much for looking into this. I dropped by the Toolworks mod page to leave a comment about this and I noticed you had already notified the mod owner; this is much appreciated!
DJLinder
Toolworks replaces spear items with their own, its compatibility patch have broken due to changed modid. I cant publish under old modid cause moddb not allow publishing under modid claimed by other modder earlier.
After sorting out the updated version, I can see now that in the logs the assemblies for both the Animation Manager Lib and the BullsEye-Continued mods are loading.
On this version, and verified on a new game along with my existing world, I can't get the Bullseye aiming system to work for spears specifically; in fact, I don't think the other changes for the spears were loaded either.
I can still use the Bullseye free or fixed aim styles when throwing a rock for example, and in the console, I can still ask the client what the current settings are and change them. Also, if I downgrade to 2.5.3 (last "working" version for me), the bullseye aiming for spears works again.
Any ideas what could be going wrong here?
VS Version 1.19.3
Mods loaded:
animationmanagerlib_0.6.3.zip
Auto Map Markers (1.19).zip
Bullseye_2.5.5.zip
buzzwords_1.6.0.zip
CarryOn-1.19_v1.7.4.zip
configlib_0.4.3.zip
FancySky.zip
hangingoillamps_1.0.1.zip
statushudcont_2.1.1.zip
toolworks_1.7.6.zip
vsimgui_0.3.4.zip
@Maltiez
That seems to have worked, I must have been a little fast in my troubleshooting earlier. Thank you very much for the assistance!
DJLinder
Remove extra mod archive from mods folder, leave only one version of Bullseye in it. This log says that two instances of same mod are loaded.
Maltiez
After updating to 2.5.5, I found that the bullseye aiming system fails to activate, and vanilla aiming is back. I tried reinstalling and downgrading to the last known good version, 2.5.3 in my case, but nothing I've done has restored the Bullseye system. I noticed in my system, both 2.5.3 and 2.5.5 were listed in the mod listing as active for a while; my trouble started after I disabled the older one earlier. I see this in the Server-Main log on my game
23.2.2024 22:46:38 [Error] [bullseye] An exception was thrown when trying to load assembly:
23.2.2024 22:46:38 [Error] [bullseye] Exception: Assembly with same name is already loaded
at System.Runtime.Loader.AssemblyLoadContext.<LoadFromPath>g____PInvoke|5_0(IntPtr ptrNativeAssemblyBinder, UInt16* ilPath, UInt16* niPath, ObjectHandleOnStack retAssembly)
at System.Runtime.Loader.AssemblyLoadContext.LoadFromAssemblyPath(String assemblyPath)
at System.Reflection.Assembly.LoadFrom(String assemblyFile)
at System.Linq.Enumerable.SelectListIterator`2.MoveNext()
at System.Linq.Enumerable.WhereEnumerableIterator`1.ToList()
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 475
VaelophisNyx
I had an idea for something very close to vanilla for people who don't get along with the current aiming system, but honestly I just couldn't get interested enough to work on it. The free aiming was the main point of the mod to me, the balance changes just naturally emerged from that and were somewhat secondary.
But the mod will soon be under new management anyway. We'll see where they'll take it :)
Morggin
Fixed in Bows 1.0.2 release
still wish completely unchanged vanilla aiming was around in this as an option. Ranged balance on stats is fantastically better with this mod, and the addition of iron and steel spears is great. But I just can't vibe with any of the aim settings included.
Hello,
I have tried switching the aim style between "Free" and "Fixed" but I haven't really been able to determine any difference between the two. Can anyone provide a brief explanation of how these two styles are supposed to work?
Thank you!
Roughgalaxy
Right now there's only this comment from lower down in this comment section, sorry!
Can you provide a commands/modifier section? I had to find a mod showcase video to find the .bullseye set aimstyle fixed command
Morggin
Note this part of the error message: maltiezbows:compatibility/bullseye. Maltiez's Bows was probably not updated with the latest version of Bullseye in mind, but that's fine, this error should be harmless anyway :)
Good evening, I noticed this in my server log after installing Bullseye mod.
[Error] Patch 0 (target: game:itemtypes/tool/bow.json) in maltiezbows:compatibility/bullseye/patches/bow-compatibility-bullseye.json failed because supplied path /behaviors/1/properties/animatedShape is invalid: The json path /behaviors/1/properties/animatedShape was not found. Could traverse until /behaviors/1, but then 'properties' does not exist. Full json at this path: {
"name": "Bullseye.Bow"
TeacupAngel
Alright I will give this a try and see how it goes! Thanks for pointing me in the right direction.
VoidLock
Adding Bullseye aiming to Toolworks spears might not be totally straightforward since Toolworks has shifted quite a few things around in code, but it might work if you replace the "Throwable" behavior in Toolworks spear.json with "Bullseye.Spear". To get it to work entirely correctly, you'd also need to add "bullseyeWeaponStats" and "damageByType" from Bullseye's itemtypes-tool-spear.json to Toolworks spear attributes.
Hello! I love this mod and have actually edited the file within the mod for my server to prevent the new mechanic where it would move your cursor without moving your characters look direction. That was the only thing that was off putting other than that we just changed the settings of the aiming within the same file.
I am wondering if it is possible for me to somehow add support for the toolworks mod that adds a new type of lashing system to Vintage Story. The spears that are created with that other mod do not currently use the new aiming system, but it should be easy to just add them to the mods spear file so it looks at their items and relays the new aiming system I would think. If anyone is able to help point me in the correct direction to add the new spears.
Is it possible we could get a config file to enable/disable certain features?
I find myself really torn, because on one hand I enjoy most of the changes you've done. On the other hand, I am a heavy sling user and I can't hit the broad side of a barn with the new sling mechanics. I'm not sure if I just prefer vanilla's sling or if I just can't figure out how the sling works now. Either way, a config file in the future would be pretty neat.
TeacupAngel It may not be technically mouse acceleration in the classical sense but it sort of has a similar effect for aiming when your turning has this dead zone in the middle of the screen meant for aiming. It's an aim mode I absolutely hate in space games too because of how it messes with the controls. I guess it might come down with what people grew up with but I played games that had very direct and twitch sensitive aiming. Either way, the other mode works fine. Maybe the bow is a bit in the way now if the reticule moves far to the left but that's just how it is for now.
Edit: I do think the crude arrows might be a bit weaksauce though. 50% break chance is a lot. I understand they shouldn't be too strong but they're still a class exclusive recipe and I feel there's no point in crafting them unless you really have no feathers available.
DarkThoughts
You'd be surprised how much visuals can change how it all feels, what was once reported as a bug with aiming difficulty turned out to be wrong sizing of the crosshair on different resolutions, haha. There's actually no mouse acceleration applied to Bullseye aiming at all, though I could see the sensitivity feeling wrong. Maybe the mod needs its own sensitivity setting separate from the game's own.
And oh, my bad, sorry about the borked command! I'm glad you got it figured out though, and that it's working out better for you :)
TeacupAngel Thanks. I didn't test this mod until 1.19 so I can't really compare but the animations weren't my issue here but rather what felt like extreme mouse acceleration, in combination with the jittery retticule to me, which made aiming or even turning around more or less impossible for how I play.
The command was missing a "set" though, so it is ".bullseye set aimstyle fixed". Based on some very quick initial testing shots this feels much better though and is still a vast improvement over the just random inaccuracy from vanilla.
Heebeejeebees
Headset479
Thank you for letting me know! The beenade issue is now fixed :)
DarkThoughts
You can try putting .bullseye aimstyle fixed into the chat to change to a more spear-like aiming system.
As for it being janky though... yeah. The new 1.19 animation system unfortunately broke all the little visual things Bullseye did to make it feel more natural, and I have neither the time nor the energy to do much about it now. If there's anyone who would like to try their hand at it, they are more than welcome to :)
Yet to trial this in a clean instance, but using any release of 1.19 (including 1.19.3), tossing a filled beenade immediately crashes the game.
Stingy fun for your local instance of Vintage Story. This doesn't happen in 1.18.15. Might wanna fix that TeacupAngel
I'll update once I am not invested in playing with my friends what goes in 1.19.3 on a Linux live session. Won't bother, sure Teacup'll finger it out. Speculation from me: might have something to do with the Beenade stuff in assets/patches/. Crashing resolves when itemtypes-resource-beenade file is deleted from the mod, which consequentily breaks this specific functionality.
Maybe, just copy itemtypes-resource-stone.json and change the item reference? Might try that myself.
Is there a way to get a more direct aim / turning again? This leading reticule thingy is extremely janky.
Excited to see the update!
Throwing a bee bomb seems to crash the game though haha
An update lessgoooooo
Yay! 1.19 update!
Love your mod, can't wait for a update
could you please add a per-weapon setting for inverted Y-axis aim? i can't use bows effectively without inverted Y-axis due to the way it affects the camera but aim normally for just about everything else
Point of note, this crashes on 1.19pre.7 when you draw a bow. Works for spears and rocks though. I expect it's the free aim system.
Yeah, I didn't test any super edge cases or anything but in a creative world as a hunter the numbers seemed to match what I expected when I did the math for it
ThatOnePerson
Thanks for checking! I guess something changed on XSkills side to make it work. I've now marked it as reported to be compatible :)
From what I can figure out the archer and spearman skills from xskills do work, did some testing in a creative world and the damage increases matched as best I could tell
Orcling
Haha yup! Chalk had an issue with the vanilla cave drawing behavior, got that fixed already. Thanks for reporting it!
Lyndomen
Oh my, that is a huge issue, I can't believe I missed that! I'll have a hotfix out soon to correct that. And thank you for bringing this to my attention, sorry for the trouble it caused on your server!
Chalk stones still use the old aim system, you forgot to patch those :D
Hello!
Thank you for the mod! I have been extensively testing damages in this mod, after noticing some odd behavior.
It appears that Hunter is benefiting from a 44% damage increase, as opposed to their listed 20% increase when shooting arrows. Similarly, Blackguard suffers from a 39% decrease in damage when using arrows.
All of these figures were gathered with a Simple Bow, shooting various Bells in a creative world.
As an example, I increased the Hunter damage bonus to a 100% increase. This resulted in arrows doing 4x base damage! Thrown spears did NOT inherit this behavior, and appear to scale according to the ranged damage statistic properly.
This is causing some issue on our multiplayer server, I am curious if anyone else can replicate this?
Fractomedus
Glad you got the problem fixed! If you want a crossbow mod with full Bullseye support, try Maltiez's Crossbows mod! He did a huge amount of work on it and lots of research to make it work with Bullseye.
Bows and crossbows not working
EDIT: I've fixed that problem like you said earlier, I just didn't checked your last reply, sorry for that. Deleted RangedWeapons and it works great now :). So just saying for people who got same problems with bows and crossbows and they got RangedWeapons mod
@TeacupAngel
RuneScholar
I had no idea it was a banned mod or why it would be, but thank you for the info and ill try to pinpoint the issue myself if not just remove it entirely.
ThePirateBrew
What RuneScholar said - I can't even try Medieval Fashion to see what the issue might be and if Bullseye is the problem. Best I can do is take a look at it if a "legal" version of MF is ever uploaded, I'm afraid
Asialsky
Thanks for trying it out! I'm currently working on a different project, but there should definitely be a 1.19 version by the time it goes stable :)
I would recommend not using Medieval Fashion. You probably won’t be getting any compatibility fies for it considering it’s now a banned mod.
ThePirateBrew
I got this crash error when I tried to use the deluxe bow from Medieval Fashion:
(Happened as soon as i let go of the arrow)
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.ItemBow.OnHeldInteractStop(Single secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel) in VSSurvivalMod\Item\ItemBow.cs:line 184
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleHandInteraction(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 332
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 165
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 59
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 796
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 712
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 668
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 643
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 77
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 313
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 129
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Also for whatever reason, firing any arrow from any bow (that does work) results in the arrow entity not firing, it just consumes the arrow.
Seems to be broken on v1.19-pre5, for anyone curious.
TeacupAngel
Thank you!
Ponchoandlefty
Yes it does, I've played with it myself and have no reports of it breaking on 1.18.15 :)
Does this mod still work in version 1.18.15?
Fractomedus
I'll need more details than that I'm afraid. You might have other mods that are not compatible with Bullseye, or there might be some other errors happening that I would need to see the log files to help you with. If you are using the Ranged Weapons mod, I'm afraid you'll have to choose between it and this mod because they don't work together.
Not working bro, Aiming part is working, but after RMB release arrow/bolt just dissappears instead of being shooted. Only spears works correctly.
VaelophisNyx
I thought I just said why it wouldn't be fine :p Vanilla doesn't support most of the balance changes Bullseye makes, it's not just a drop in to put the old aiming mechanics back. Plus I don't really see a point in adding the balance changes as they are to a fundamentally different system where many of them would have unintended effects, and unfortunately I have neither the time nor the will to maintain two separate balance systems to make it work. I would love to have a vanilla-ish system that lets you be more hands off with aiming, but not if it doesn't mesh with the rest of the mod.
Anyone is more than welcome to try their shot at it though, and even use Bullseye as the base if they want! :)
I mean....you could literally just drop in vanilla's mechanics again and it'd be fine. There's no major issue with that? I'm aware of Fixed mode, it still isn't what I'm after, which is vanilla. I didn't mind it at all, and I'm confident a lot of others wouldn't as well.
Just needed a mod that makes spears not automatically better than a longbow when thrown by a hunter character, and makes bows actually worth the time and effort
VaelophisNyx
It's something I'd like to do, but it's a tough nut to crack, design-wise. Just putting the vanilla aiming system back doesn't work - it's endlessly frustrating to take a while drawing the bow and then miss because of RNG, even though you've done everything right, and it would be especially egregious with Bullseye since more powerful bows are harder to handle (and thus would have to be made less accurate).
If you have any ideas, I'd love to hear them! Otherwise you can try typing .bullseye set AimStyle Fixed in chat to try a different aiming style that might be more to your liking.
Could an aim style be added for those of us here for the weapon stat changes, but not the new aiming system at all?
Ketoth
I'm seriously considering it for the next balance pass. Last time I floated the idea there was pushback because people felt it would cheapen smithing, but arrows feel too precious for something that gets lost so easily so I'm more and more in favour of it.
TeacupAngel Any chance we can get a clay mold for arrowheads too? feels REALLY odd that there isn't one considering arrowheads were mostly cast all the way up to the iron age.
Yup that was it, thanks!
Roidgy
If you are playing on 1.18.9, that could be the issue! The newest version of Bullseye needs 1.18.10
I'm having the same issue where added items like steel spears seem to have disappeared from the game. Updated from 2.5.0rc, installed 2.5.0 and deleted the old folder. Husband is having the same problem as well, both playing on 1.18.9
Glad to hear you are liking it! :)
Amazing solid combat mod :3 perfect for pvp servers
grunt009
Hi there, thanks for the report! Do you have any more info, what version did you update from, what version of Bullseye do you run, and so on? I just tested the newest version on 1.18.8 and can't reproduce the problem, and no one else has mentioned having such an issue, so there might be something specific about your case.
Submitted an issue on github, but posting here for visibility.
Looks like items are busted in 1.18.8? Spearheads and other items from the mod are showing up as unknown after updating. Recipes and items no longer appear in the handbook.
Aiming still works as expected.
Thank you for telling me that mod.
flamelord3
Oh, I wasn't aware inverted movement doesn't work! That would be a bug, thanks for letting me know :)
RikeiR
I won't be doing that, sorry. You can check out the Better than Heresy mod, you can find iron spears there too.
Is there a way to invert the move movement when in free mode as it messes with inverted look?
I want the iron spear only.
Please release a standalone version.
VaelophisNyx
Try the YABBA Forge mod. It has a spearhead mold among many others :)
would it be possible to get the spear head mold as a standalone mod?
MrTango
You can edit Bullseye config in-game as described in this comment, instead of having to do it manually :)
Aim Difficulty is a multiplier. 1 means 100% difficulty, 2 is 200% difficulty (so twice as hard), 0.5 is 50% difficulty / half as hard, and so on. Mainly it controls how much the reticle moves while aiming.
Aim Style is best edited through the chat command .bullseye set AimStyle Fixed (or .bullseye set AimStyle Free ), since that way you can use the actual name rather than numbers. Free is the default style, Fixed is a new alternative that's out for people to test now.
What do the config options mean? ie. what is aim difficulty of 1 meaning (will lower or higher be harder or easier)? and what is aim style 0 mean (what other styles are there/whats their number to enable)?
Teqa
A documentation update is still on my to-do list, but I can list them out for you here:
Client-side commands:
.bullseye set AimStyle [Free or Fixed] - changes how aiming works. Default is Free, Fixed is the new experimental style for people who don't like Free
.bullseye set ReticleScaling [on or off] - sets whether reticle size changes with gui scale. Default is on, not much reason to turn this off to be honest
.bullseye get AimStyle - shows current AimStyle
.bullseye get ReticleScaling - shows if ReticleScaling is on
Server-side commands:
/bullseye set AimDifficulty [0-1000] - sets how much the reticle wobbles. Default is 1
/bullseye set ArrowDamage [0-1000] - sets a multiplier to arrow damage. Default is 1
/bullseye set SpearDamage [0-1000] - sets a multiplier to spear damage. Default is 1
/bullseye set SlingDamage [0-1000] - sets a multiplier to sling damage. Default is 1
/bullseye get AimDifficulty - shows current AimDifficulty
/bullseye get ArrowDamage - shows current ArrowDamage
/bullseye get SpearDamage - shows current SpearDamage
/bullseye get SlingDamage - shows current SlingDamage
Note that to use the server-side commands, you need to be in singleplayer or have admin privileges on the server. Server commands apply for the entire world, client commands only affect the player who uses them.
Is there a list of the usable commands anywhere?
Aljistar
Sorry for the delayed reply! I haven't had much time for modding lately so there hasn't been much progress done on the customisation yet. It's definitely still on my to-do list though :)
TeacupAngel hello! a while back i had suggested toggle of your new aiming and vanilla aiming. you said you planned on that customization, were you able to do so?
RachelTGG
I'm hoping to do partial compatibility with Ranged Weapons in the next few releases. Guns and crossbows are a little too involved to think about yet, but bows should thankfully not be too hard to do once I actually find some time to get back to modding.
Thanks. Hopefully a compatibility patch (or compatible version?) comes because holy moly, bows are impossible to use without your mod. They are sooo bad
RachelTGG
As long as you haven't made any items added by Bullseye (iron spears, lead sling bullets, spears and sling bullet molds), it should be fine to remove it. If you have any of those items, they will become unusable or turn into an "unknown item", but other than that I'm not aware of any issues caused by uninstalling the mod.
TeacupAngel after playing for a long more, bows are broken. No crashing, but they dont work. I mean, the aim is changed but the arrow disappears when fired. Would it be fine to disable your mod mid-game? (wich i dont want to do but need to since i love all the aditions)
TeacupAngel
Alright. Well, the crude bow with normal flint arrow had no problems. In any case, hope to see compatibility between both someday
RachelTGG
Guns should be fine yes, but do be careful with bows, I had reports of them crashing when Bullseye and Ranged Weapons were loaded together. I think it might have been related to the poison arrows from Ranged Weapons.
Good news, just tested them both and what happens is that the the guns added by the mod use the vanilla aiming (wich seems apropriate to them)
TeacupAngel I imagine it is due the aiming changes right? Because if it is, how hard it would be to make "light" version without the aiming changes and just the other additions/tweaks?
RachelTGG
Not right now unfortunately, both Ranged Weapons and Bullseye change ranged weapon code too much to be easy to make compatible with one another. I do have some plans to make them play nicer, but that will take a while to get done and I'm not even sure right now if that will include guns. I can ask the author of Ranged Weapons if they feel like doing that part when the time comes :)
If i use this mod alongside the Ranged Weapons mod, what will happen? because i like all the things you added (arrow types, rebalance and stuff) but i would also like the guns from that mod.
TeacupAngel Dont have to change any animation. Just have to add the "behaviours" part to gamma pack bows so the ammo selection can be added by your mod. And the only thing what i change in yours is compatibility/weaponpackg/bow-compatibility-gammapack.json
in the first line of bows:
{ "side": "Server", "file": "weaponpackg:itemtypes/tool/crudelong", "op": "replace", "path": "/class", "value": "Bullseye.BullseyeItemNoTpUseAnimation" }
and added:
{
"side": "Server", "file": "weaponpackg:itemtypes/tool/crudelong", "op": "add", "path": "/behaviors/-", "value":
{
"name": "Bullseye.Bow"
}
},
{ "side": "Server", "file": "weaponpackg:itemtypes/tool/crudelong", "op": "add", "path": "/attributes/interactionLangCode", "value": "heldhelp-chargebow" },
{ "side": "Server", "file": "weaponpackg:itemtypes/tool/crudelong", "op": "add", "path": "/attributes/interactionCollectibleCode", "value": "arrow-" },
And now arrow type can be selected and the animation is lines up as well.
Anyways thanks for the mod, its lots of fun :D
HeraldRejn
I might have some good news for you then! Xandu tried it with XSkills himself and found the ranged weapon skills to work fine with Bullseye nowadays. Give it a try :)
Darkpaapi
That's good to know, thank you! I think I'll be able to get compatibility working all from Bullseye side, but actual animations were never supported and still won't be I think. It's very time consuming to change models and make them fit for animations, and Gammapack has a lot of them haha
Any idea when compatibility with xskills will be fixed? I really like both mods X_X but having bullseye without xskills spearman or archer is kinda useless on pvp server.
TeacupAngel Yes its understanable. Plus Gamma pack its kind of abondened and doesnt contains to make it possible. Managed to add it by editing both mods a bit, but another issue come up :D It took a while to fix it.
So in compatibility file saying:
{ "side": "Server", "file": "weaponpackg:itemtypes/tool/metallong", "op": "replace", "path": "/class", "value": "bullseye.ItemBow" },
and when i add the ammo selection part the 2nd shoot is not animated and going on the same place as the first one.
Had to change it to "Bullseye.BullseyeItemNoTpUseAnimation" with the selection box and now working flawlessly.
Kapibarion
Hello! I do plan to release a new version soon, likely sometime next week as I have only just finished moving into a new house. But like Darkpaapi said, 2.5.0-rc.1 should work just fine with 1.18.1 too, people have been playing with it and there haven't been any complaints so far :)
Darkpaapi
Heya, I'm glad you've been having fun! Unfortunately I couldn't yet update compatibility with other mods, as during pre-releases I didn't yet know which would be compatible with 1.18 and which wouldn't. I definitely want to work on that more and bring native compatibility back, though!
Hi TeacupAngel, lovin` your mod to bits. But run into a compatibility issue with Gamma weapons. On the normal bows you can select ammo type, but as soon as it comes to crude long and metal bows the function is dont realy want to work. Is it added in json or its in the dll. Just asking so i can do an easy fix on it on my side. Thanks
-Edit: Ok found the issue, the Gamma weapons not containting behaviour function so can not be added bullseye.bow.... had to edit gamma pack to work properly
Kapibarion i using it on mey server (1.18.1) and there is no issue with it.
Hello TeacupAngel ,
Do you still work on this mod to make it compatible with 1.18.1?
What is the approximate date when it will be ready?
Many thanks :)
artemax44
Hi there! If you play in singleplayer on your own server, you can type this into chat to make it much easier to aim:
/bullseye set aimdifficulty 0.5
You can use any number there, the lower the easier it will be to aim :)
TeacupAngel
The mod is very cool, but I would like the scope not to move so much. I prefer the randomness of vanilla since it becomes very difficult to aim. But I really like your idea.
Lithos
Oh no, and here I thought that bug was fixed already D: Thank you for letting me know, I'll look into it!
And you might be happy to hear that I'm already experimenting with a more spear-like aiming mode right now! It's already in the testing release for 1.18, and you'll be able to enable it clientside with just one chat command :)
Bullseye 2.4.2 with gameversion 1.17.11
Thrown spears have unlimited durability. They will reach 1 durability and stay there as long as they're thrown. After stabbing something, they'll finally break, but will not break when thrown.
No other mods enabled while testing this in a fresh single player game.
As far as customization goes, I love-hate the free aiming with bows, and would love to see the options you mentioned. Would it be possible to have a modifier key to enable/disable free aiming while the bow is drawn? It'd be perfect if I could be in "spear" mode until hitting a button, then go into free aim, or vise-versa. Not being able to move my view angle without drastically changing my point of aim post-draw is the only downside to this mod.
Bullseye 2.4.2 is now out, with an important bugfix and minor tweaks!
Blackmare
Thank you for the report! This release should fix the issue you encountered :)
Our server crashed because a player killed themselves with a sling.
8.2.2023 11:27:01 [Fatal] System.NullReferenceException: Object reference not set to an instance of an object.
at Bullseye.BullseyeItemSling.OnAimingCancel(Single secondsUsed, ItemSlot slot, EntityAgent byEntity, EnumItemUseCancelReason cancelReason) in E:\VintageStory Mods\1.17\Bullseye\src\BullseyeItemSling.cs:line 57
at Bullseye.BullseyeItemRangedWeapon.<>c__DisplayClass51_0.<OnHeldInteractStop>b__0(Single ms) in E:\VintageStory Mods\1.17\Bullseye\src\BullseyeItemRangedWeapon.cs:line 407
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\EventManager.cs:line 137
at Vintagestory.Server.CoreServerEventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerEventManager.cs:line 121
at Vintagestory.Server.ServerMain.Process() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerMain.cs:line 765
RogueRaiden
I was too curious and managed to piece together a mod dev environment, so I tried various resolutions for a few hours. I found out that the aim wobble being worse on high resolution is an optical illusion! Because the reticle is much smaller on higher resolutions, it appears to sway much more even if it covers the same distance on the screen. It actually tricked me too for a while, and I only realised what was going on when I compared arrow patterns from different resolutions side by side, and found them to be identical.
It's still a genuine issue though, and I've written down a note to try compensating the reticle size for resolution, so thank you for the reporting this! I'll update the Github issue later as well :)
IanDig
It's been a while since I last tested it, but I think neither melee nor ranged get any bonuses. Sadly XSkills is not open source, so I can't make Bullseye compatible with it; Xandu would either have to do it themselves, or they'd have to upload the source somewhere like Github.
VintageJazzacid
Not yet unfortunately! Catasteroid contacted me some time back though, saying they were thinking about making it compatible. I don't know if they are still working on it or not, that's a question for them I'm afraid :)
any compatibility with smoke and powder?
TeacupAngel if you add that customization that is all it needs. Thank you for your service! mods are made by the gods!
You mentioned that the spearman perk from the xskills mod doesn't work with the bullseye mod. Is it only the throwing damage that doesn'tt work, or does it also not work with the melee damage?
Aljistar
Thanks for the feedback! I understand why you might not enjoy the mod, the changes it makes are a bit divisive and clunky to some. But one of the main goals of the mod is to give you more control of aiming instead of the vanilla randomness, so going back to that would kinda make the mod pointless, haha :)
I do plan to focus on customisability a lot, though! Including being able to switch aiming styles of weapons, so that eventually you might be able to make bows use the same aiming system spears do (or possibly even vanilla) and tweak balance as you wish. It's a common request from folks who don't get along with the free aim style, so I'd like to accomodate that.
PhoenixMastM
I think I might include it as an option later, but currently I'm not considering doing that, since there's balance considerations to be made, and the fans of smithing aren't happy to see its use reduced. For now I'd recommend checking out the Additional Molds mod, though! :) https://mods.vintagestory.at/ddolds
RogueRaiden
Oh darn, sorry about that! Thanks for letting me know and for creating the Github issue. The mod is supposed to handle that, but I only had 1920x1200 and smaller screens to test it on and was hoping that would translate to working on larger screens as well. It's a shame that didn't work :c
I'd love to fix it, but unfortunately I'm not in a position right now to even check VS related stuff that often now, nevermind to actually work on the mod, and that will be the case for about two to three months still. I'm sorry about the inconvenience, but sadly there isn't much I can do about it right now :s
Any chance of adding an arrowhead mold?
IF possible i would offer a diffrent approach to the bow mechanic. I do not know anything about modding or if this can even be done.
the idea was to take your bow fixes and throw them out the window. return to vanilla bow mechanics. the spear i think is awesome but should have more slop its too accurate.
with vanilla bow replaced require the bow in the offhand and arrows selected on hot bar to fire. This will hinder bow users with no light source, and increase hunger.
reduce the default miss size for non hunters, this allows the hunter class to use its most vaulable skill of increased ranged accuracy.
or perhaps is it possibe to toggle your bow fix back to vanilla for user prefence that can be changed via options or config file?
my largest problem with the mod is that it detaches my charactor control for the aiming. I want to be able to turn my body while tracking my targets. the way this is i have to loose my nocked arrow or interupt it, turn then reknock to aim again, meanwhile im being killed.....
maybe speed up arrow nock speed as its so close to spear its not worth to use a bow. Thank you for reading my feedback!
A user brought something rather important to my attention. Seems the aim wobble gets much more wild with higher resolution monitors. He has a 2160p and 1080p display. On the 1080p, the wobble is rather slow and within a small area. When he moves to 4K, the wobble speeds up a lot and covers a much larger area. I personally play on 1440p and didnt think it was that bad but the difference i saw was rather huge.
Edit: Created a Github issue
ru translate for Bullseye
NerdimusPrime
I'm sorry it took me so long to reply, I'm still recovering I'm afraid, but thank you for letting me know! First time I'm seeing this issue, I'll make sure to write it down. I've done a little investigating and so far it looks like the crash is happening before Bullseye can even start doing its thing, so it'd make sense if it were a mod conflict like you say. I'll keep an eye out for that :) Here's hoping it won't get in the way too much in the meantime!
Hi Teacupangel, sorry to hear about your hand and hope it heals up quickly. I'm getting this occasional crash but luckily I can restart the game and it works fine again. Seems to happen only when remapping the world after adding new mods, but thought you might want to know about it regardless. This mod is such a great improvement over the vanilla bow system. Nice work!
Running on 64 bit Windows with 16 GB RAM
Game Version: v1.17.9 (Stable)
11/30/2022 3:29:48 PM: Critical error occurred
Loaded Mods:
System.NullReferenceException: Object reference not set to an instance of an object.
at Bullseye.BullseyeItemSpear.GetHeldItemInfo(ItemSlot inSlot, StringBuilder dsc, IWorldAccessor world, Boolean withDebugInfo) in E:\VintageStory Mods\1.17\Bullseye\src\BullseyeItemSpear.cs:line 240
at Vintagestory.API.Common.ItemStack.GetDescription(IWorldAccessor world, ItemSlot inSlot, Boolean debug) in VintagestoryApi\Common\Collectible\ItemStack.cs:line 370
at Vintagestory.GameContent.GuiHandbookItemStackPage..ctor(ICoreClientAPI capi, ItemStack stack) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 42
at Vintagestory.GameContent.GuiDialogHandbook.BuildPages_Async(List`1 allstacks) in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 516
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
Event Log entries containing Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 11/30/2022 3:29:54 PM, Site = , Source = Windows Error Reporting, Message = Fault bucket 2063857912588054362, type 5
Event Name: CLR20r3
Response: Not available
Cab Id: 0
Problem signature:
P1: Vintagestory.exe
P2: 1.17.9.0
P3: 63501532
P4: Bullseye
P5: 2.4.1.0
P6: cec899ad
P7: c5
P8: 0
P9: System.NullReferenceException
P10:
TeacupAngel
Awesome, that works. Thank you!
KraftLawrence
Hello! Apologies about the delay, I'm recovering from a hand injury and sadly can't release an update right now. I've tracked the issue down to an oversight in Bullseye code, but you might be able to fix it on RHAddition's end by adding an
"attributes": {}
tag to assets\rhadditions\itemtypes\resource\snowball.json. Hopefully this resolves your issue! :)Hello there,
one of the bigger servers right now (Rogue House) has it's own mods tweaking stuff and adding a class for example.
Sadly this mod crashes when loaded with Bullseye.
The crash report is rather short and I was hoping to dive into the lines and find the problem myself to then work on a fix, sadly I don't even know where to begin or what I need to do that ^^'
Would you mind terribly looking what it could be?
It doesn't have to be a fix, but knowing the source of the problem would help already.
I'd understand if that sort of compatability work isn't really something you would like to do, but it would enable a large server to enjoy the welcome changes you made to ranged weapons, including me of course ;)
Running on 64 bit Windows with 32 GB RAM
Game Version: v1.17.9 (Stable)
15.11.2022 12:51:33: Critical error occurred in the following mod: bullseye@2.4.1
Loaded Mods: game@1.17.9, rhadditions@2.2.0, creative@1.17.9, survival@1.17.9, bullseye@2.4.1
System.NullReferenceException: Object reference not set to an instance of an object.
at Bullseye.HarmonyPatches.ItemStonePatch.GetHeldItemInfoPostfix(ItemSlot inSlot, StringBuilder dsc) in E:\VintageStory Mods\1.17\Bullseye\src\BullseyeHarmonyPatches.cs:line 128
at Vintagestory.Common.CreativeTab.CreateSearchCache(IWorldAccessor world) in VintagestoryLib\Common\GameContent\Inventory\CreativeTab.cs:line 43
at Vintagestory.Common.CreativeTabs.CreateSearchCache(IWorldAccessor world) in VintagestoryLib\Common\GameContent\Inventory\CreativeTabs.cs:line 47
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
Event Log entries containing Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 15.11.2022 12:51:42, Site = , Source = Windows Error Reporting, Message = Fault bucket 1986825105190380695, type 5
Event Name: CLR20r3
Response: Nicht verfügbar
Cab Id: 0
Problem signature:
P1: Vintagestory.exe
P2: 1.17.9.0
P3: 63501532
P4: Bullseye
P5: 2.4.1.0
P6: cec899ad
P7: 12a
P8: 0
P9: System.NullReferenceException
P10:
This mod is fun
Exlium
Hello! Thank you for asking, I really ought to make a handbook page for this already haha
Crosshair colour doesn't affect velocity or damage, you are right! Yellow reticle means that you are ready to shoot but don't have a stable aim yet, and the reticle may still sway around a lot. Once it turns white, that means accuracy is at its highest. Risk vs reward kind of thing - you can make a quick shot while the reticle is still yellow, but there's always the chance an unexpected twitch can make the shot go wide.
Arrows can only break when hitting entities, yes! That's a vanilla thing that I want to change some day. Of course I'll buff arrow durability a lot if I ever do that :)
Spears not breaking at 1 durability left is a recently introduced bug, whoops! I've got it fixed for the next release now, thank you. In the meantime, I guess you get to enjoy your infinite spears, haha!
I tried testing some stuff and I don't really understand some of the mechanics. What is the difference between the yellow and white crosshair? It seems like it does the same damage and velocity. The arrows chance to break is only when hitting an entity, right? Also I noticed spears rarely break if they are thrown with 1 durability. I can basically use flint spears forever if I don't melee.
PhoenixMastM
I'll have to think about it, I like the idea since copper arrows especially are a bit of a pain to make, but at the same time I also have to consider how it would affect smithing and so on. In the meantime you could try the Additional Molds mod here: https://mods.vintagestory.at/show/mod/956. It hasn't been updated in a while, but it's also the kind of mod that is less likely to break with version updates so there's a good chance it might still work :)
Any chance at a casting mold for arrowheads?
More simple arrowheads were cast and slotted into the shaft rather than forged and worked as a cap onto the shaft.
LordOri
Hello, thank you for the translation! I'll see about adding it for the next release :)
Hello, please add russian translate to mod -> https://mega.nz/folder/z4F0jbgY#I-OPjXjNZSTZfaIdXPxkqw
Thanks!)
Darn, though understandable. That's just the downside of patch-based modding.
Lohn
Thank you again! Couldn't have done it without the feedback and reports from folks like you :) Have fun with the update!
OmegaHaxors
I'm sorry but I can't really do that, it would be a lot of effort to support a version that wouldn't even do what Bullseye is meant to be in the first place. I'm honestly having trouble imagining how the new aiming system would work with the vanilla balance of being able to shoot twice a second. Feel free to make a fork of your own without the balance changes though, or you can always make a patch mod with Bullseye as a dependency too :)
I don't like the balance changes and they break in my pack. Is it possible to release a version without them?
Gratz on the 2.4.0 stable release! I'm glad to hear you were able to fix it up to your satisfaction! :)
I'm also pleasantly surprised by the new additions! Thanks again for all of your hard work!
Xorberax
Huh, the entity behavior that handles Bullseye things was somehow missing. I can add a safety catch to stop the crash, but it's a pretty catastrophic error to be honest, I can't make ranged weapons work if that behavior isn't there. My guess is a mod conflict of some sort, might be worth seeing the server main log to see if there's an error thrown.
Lohn
So far so good, it seems, only getting other bug reports now haha! Thanks for all the help :)
Hey, I encountered a crash with Bullseye@2.4.0-rc.4 on VS 1.17.3 when I right-clicked a cobblestone slab while having a flint spear equipped.
Game Version: v1.17.3 (Stable)
9/23/2022 9:19:14 PM: Critical error occurred in the following mod: bullseye@2.4.0-rc.4
Loaded Mods: acorns@0.5.1, weaponpacka@1.3.1, ancienttools@1.4.7, tonwexp@1.1.0, attributer@1.0.1, auxiliarymod@1.0.4, bettercrates@1.5.1, betterruins@0.0.3, Ceramos@0.2.2, chiseltools@1.5.5, drdecor@1.0.0, extrachests@1.6.0, fancydoors@1.1.1, weaponpackg@1.0.1, hideandfabric@1.2.6, HumanSkinTones@0.0.2, meteoricexpansion@1.2.2, moredungeons@0.1.1, pieontheshelf@1.0.0, potontheshelf@1.0.0, primitivesurvival@3.0.5, shinglesandthethings@1.0.1, rpgitemrarity@1.0.2, rustandrails@1.0.3, sortablestorage@1.5.0, spyglass@0.4.5, survivalcats@1.2.3-rc.2, targetDot@1.0.2, thecritterpack@0.7.6, translocatorengineeringredux@1.2.0, game@1.17.3, wgenfix576@1.0.0, wildcrafttrees@1.0.1, wildcraft@1.4.3, calendar@1.0.0, captureanimals@2.2.0, carrycapacity@0.6.5, legendarymobs@1.0.7, lichen@1.6.1, miningtools@1.1.4, morepiles@1.2.2, petai@1.5.4, playercorpse@1.4.3, tprunes@1.0.5, tpnet@1.7.1, usefulstuff17@1.0.0, creative@1.17.3, vsquest@0.0.4, survival@1.17.3, xlib@0.6.10, xorberax-shader-mod@0.7.0, xorberax-bloodmod@0.3.2, xrowboat@0.0.5, knapster@2.0.0, bullseye@2.4.0-rc.4, cob@1.5.3, tradercamps@1.0.2, em@1.0.0, onestick@1.0.1, vsvillage@0.2.4, wolftaming@1.5.3, xskills@0.6.10, bricklayers@1.0.1
System.NullReferenceException: Object reference not set to an instance of an object.
at Bullseye.BullseyeItemRangedWeapon.OnHeldInteractStart(ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, Boolean firstEvent, EnumHandHandling& handling) in E:\VintageStory Mods\1.17\Bullseye\src\BullseyeItemRangedWeapon.cs:line 240
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseActiveSlotItem(BlockSelection blockSel, EntitySelection entitySel, EnumHandInteract useType, EnumHandHandling& handling) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 852
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseActiveSlotItem(BlockSelection blockSel, EntitySelection entitySel) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 835
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 540
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 86
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 201
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1174
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1362
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 202
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 709
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 613
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 125
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 476
at OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 452
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 375
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Hi TeacupAngel, I'll test out the latest version on 1.17.3 and let you know if I see the issue again!
TeacupAngel
I've used Bullseye since 1.16 (and possibly earlier that I forgot now) and only encountered the frozen arrows bug just recently - it seems quite aloof and random (hence your inability to easily trigger it on demand and replicate it) but I can confirm that I've not had it happen since, and that maybe the key to it was that crosshair issue "long shot" (pardon the pun, haha)
I have since that moment, also carried my bow on me and gone to aim (and even shoot at the floor, in case the reticule no longer bugs but arrows somehow do) and have yet to replicate it for my own self. If no one has experienced it since the update, with 230+ downloads I feel like it you may have squashed it. :)
Under Xorberax Lohn Qyvalar Thomas_Jefferson micko0o and everyone else who experienced the frozen spear bug-
Apologies for the ping, I have people telling me the floating spear bug is finally gone in 2.4.0-rc.4, but I can't confirm it since I still haven't seen the bug myself even once. If you are using the latest version of Bullseye, have you seen the bug at all since updating? This is the final confirmation I need to mark the latest version as stable, and come back to working on new features :)
Apologies about releasing again so soon, but Bullseye 2.4.0-rc.4 was just released with another potential fix for the big bad spear bug! VS also just released 1.17.4; this new version of Bullseye works with the new patch, but is still happy with 1.17.3 as well :)
iotid
If a thing can possibly go wrong, it will eventually go wrong I guess, haha. Glad you could get it working! :)
Checked with player getting the outright crash and they were indeed still on a 1.17.2 client, my own personal issue turned out to be a copy of rc.2 hiding in /modsbyserver/ and it was refusing to load rc.3 on demand for some strange reason (although I did have the server updated!), but cleaning up unused mods and shoving them back all into the same load dir fixed my end, all good now, ty :D
Under
I would be interested in that, yes! More data is always good, and if nothing else, it can always help me improve compatibility with other mods :)
iotid
This issue is usually caused by running the mod in an older version of the game than the mod needs. Are you running the latest 1.17.3 patch of Vintage Story?
Finding some odd crash/mod refusal to load problems with 2.4.0-rc.3, also running a decent amt of mods, info collecting then will throw what I can find onto the issue tracker, but the most consistent error is:
System.Exception: Don't know how to instantiate collectible behavior of class 'Bullseye_AnimatableAttach' did you forget to register a mapping?
Hi there,
I managed to make your mod work via modifying the json file (as you hinted). Since then I kept experiencing the bug from time time but did not want to complain since I am running unsupoported combination of server/mod versions.
Anyway quitting the game completely (to desktop) always solves the problem for me while only quitting to menu never worked.
I also noticed that when bug occurs there is the standard white crosshair displayed over the aiming reticule from the mod (and the reticule is no longer wobbling). This is how I know I am not supposed to throw spears or shoot arrows.
Would you be interested in the logs even though I am running non standard combination of game and version?
Bullseye 2.4.0-rc.3 is now out, with another try at fixing the bug, as well as some other minor bugfixes, and a new model for high-tier spears!
Rc.3 release coming soon. I just noticed a thing that could potentially cause issues; it's a long shot, but about the best I can do right now, without client logs or being able to reproduce the issue whatsoever.
I've also experienced the frozen-in-air bug for spears. I also encountered a bug where throwing spears would always result in them getting thrown south, no matter where I was aiming.
Lohn
Definitely worth noting, thank you. It's a bit unfortunate that quitting back to main menu doesn't fix it - up until now most people reporting it saw the bug happen in multiplayer where quitting and re-joining does seem to help. It's good to know and be able to give people better advice, though.
As for the floating arrows, you can try placing a block of dirt over them, if the game lets you, or letting a sand/gravel block fall into it if the game complains something is in the way. Someone reported that it made the game think the arrows hit the ground, and let them pick the arrows up :)
TeacupAngel
I'm glad to hear I helped with the direction, at least - now that I'm on the lookout for it, I'll be sure to save and quit the moment it occurs and get those logs. It only occured that one session, so far. Worth noting, but maybe obvious - a main menu refresh doesn't fix it, it stays until I fully close and open the game, and another thing of note; I current have 2 crude arrows and a copper arrow in the air still, that saved through a save and quit yesterday (the others prior I think got deleted before I closed the game, but these three were still in the world when I left) I'm not sure if or when they'll disappear.
Quick edit: Oh, and I can't pick up said arrows - they're still "mid flight" and not an actual arrow after collision on the ground so I phase through them.
Lohn
No worries, I wouldn't expect you not to play the game in the meantime, haha :) Pastebin links here are perfectly good, but feel free to send it in whatever way is the most convenient to you. Discord mention or DMs just as good ^^
And thank you for the extra info, it actually helps a lot! Seeing the default crosshair is actually a big clue no one's reported before, and means the issue is with a section of code I wasn't even suspecting before. The logs would still be very helpful because this honestly makes the error even more mysterious than it already was, but at least I'm pointed in the right direction now, haha. Thank you so much!
TeacupAngel
I currently don't have a log, because I started the game as I opened the mod page - but if it occurs again I'll definitely get those logs to you. Do you prefer a pastebin link here, or another way like Discord with an @ mention?
I currently can't replicate it, but I think it occured when firing and holding an arrow, then switching to a copper spear and still holding for a half second then releasing, which threw the spear.
I do know for certain that I couldn't free aim at all, and the default crosshair + showed overtop of the Bullseye aim crosshair. The arrows immediately get stuck floating just behind the shoulders/head of the character, and generally backwards-aimed.
I hope this helps a bit.
Lohn
Oh goodness, and here I thought I I squashed that bug in 1.17 already D: I could honestly use more info on that, yes. If you could send me the client log files (especially client-main.txt and client-debug.txt) after a game where the bug happens, that would be immensely helpful as these most likely have the data I need to actually track this bug down and fix it. You can find the log files in the same place you put mods - if you go one directory up from there, there should be a directory called Logs where the files should be.
Still, thank you for the report! It's good to have confirmation that the bug is still happening.
I just had my copper arrows (shot from a simple bow) get stuck floating, as per mentioned below; so I thought I'd inform you. If you need any info or such to help squash it, please ask. I tried shooting from a crude bow (that worked fine yesterday) from my rack but it caused floating, too. I tried all combinations of crude & copper arrows with crude and simple bow, all float. Upon exiting to the main menu and reloading world, they are gone but still float when shot. I notice they seem to snap backward (i.e. they aim towards my back) I hope somehow this helps fix it!
Thank you so much, I'm glad you are enjoying the mod! :)
Outstanding mod! This is a must-have IMO.
TeacupAngel
You are absolutely right, it did not occur to me that even after recent update our server is not 1.17.2. And reading the log the other way around obviously did not help :)
Under
Hello! The latest version of the mod needs Vintage Story version 1.17.2, but it looks like your server is still on 1.17.1. You should update the server if you are able to, not just for the mod, but also to get the latest bugfixes from the 1.17.2 patch. :)
If that's not an option for you, it might be possible to open the mod's zip file and edit the modinfo.json file, change all references from "1.17.2" to "1.17.1", and save the file. I'd recommend not doing this unless you absolutely have to, though.
Hi again,
we have "installed" your newest release to our MP server, but the mod is not loading. On the other hand in single player the mod works fine.
I have found following lines in the server log, maybe it will help:
7.9.2022 17:43:14 [Error] [bullseye] Could not resolve some dependencies:
7.9.2022 17:43:14 [Error] [bullseye] game@1.17.2 - Version mismatch (has 1.17.1)
7.9.2022 17:43:14 [Error] [bullseye] survival@1.17.2 - Version mismatch (has 1.17.1)
Bullseye 2.4.0-rc.2 is now released, with some important bugfixes as well. If you got rc.1, this one is greatly recommended!
Bullseye 2.4.0-rc.1 for 1.17.2 just released, hopefully fixing the dreaded floating spear bug! If you had issues with spears and arrows freezing in the mid-air, please tell me if you still see them or if the issue is gone now. I'd appreciate it greatly <3
Thank you! <3
Great mod! On 16.5
Under
No worries at all, there's no rush at all! I'm really grateful you would want to try get me these logs in the first place <3
TeacupAngel
I am sorry, it seems that I overestimated the way VS stores logs. I though that I will be able to get you fresh logs with the bug but I was unable to reproduce it today. And the old logs have been overwritten by todays logs so I have nothing to give you :(
I will try to collect logs if I run into the problem again. Sorry for inconvenience.
Under
Thank you! That's already helpful, I'll see if I can find more with this new clue.
The easiest way to send the logs would probably be to select them in File Explorer and include them in a VS forum post here, in the Bullseye topic. The browser should let you just drag and drop the logs into the text area to upload them :)
TeacupAngel
my screen resolution is currently 1680x1050, I am playing in fullscreen mode.
How do I send the logs? I can probably recreate the issue so it should not be problem getting fresh logs.
Under
Thank you! I forgot that VS doesn't have the actual resolution numbers in the options menu. If you happen to know what the resolution of your screen is that would be very helpful, as well as whether you play in fullscreen or not :) And if it's a possibility at all, the client logs as detailed in my previous comment would be much appreciated, or just client-main if that's easier. The crash logs in there would be incredibly helpful!
From what other people with the bug said, you should be able to retrieve the stuck arrows and spears by placing a block over them. That should make the game think they hit the ground, and let you pick them up.
Hi,
I also noticed that arrows and spears are getting stuck in the air. With arrows this happened when shooting from the edge of the block so I king of assumed it somehow hit the edge and did not pay too much attention to it. Then I tried throwing a spear and all of them got stuck in the air near my avatar. Both arrows and spears were impossible to reclaim (at least I did not figure out how to do it).
We are using version 2.3.2 along with other mods.
edit: Ingame resolution slider says 100% while FoV is 70°
Qyvalar
Hi there! Are you actually a player who this happened to? If you are, it would be incredibly helpful if you could send me all the client logs (from the Logs directory, in the same place where the Mods directory is) after a game where the bug happens, and also tell me the resolution and Field of View settings you play with. I've only had server owners report it before, but unfortunately servers don't have the information needed to see what the issue actually is. With more clues I could fix this bug much faster :)
Hi! Just wanted to add, also playing on 2.3.2, and it seems that no projectiles actually work. I've tried spears and sling so far, every time I throw a spear or sling the sling, the projectile is left stuck in mid air (for the sling, amusingly enough, this means I get to hit my own head if I don't immediately move out of the way).
TeacupAngel
Thank you for your reply! I'm glad you're aware and working on it. If you ever need a server to test it, I'd be happy to oblige once 1.17 stable hits.
Thomas_Jefferson
Thank you for the report! I'm aware of this bug and hope to have it fixed in the next release, though since it happens only on servers and to certain players, I can only guess whether it got fixed or not until someone else confirms it to me. The crash seems to happen at the client side, which is why you couldn't see anything in the logs. Hopefully next release on it won't be an issue anymore :)
In version 2.3.2, sometimes when players throw spears they are not actually thrown, but float in the air where the thrower was standing. This is visible to both the thrower and other players. I have no crash log or debug information to go off, as far as I'm aware. I disabled all mods with code that affected ranged weapons, and the problem persisted. I'm sorry I'm not able to be more helpful beyond informing you of the bugs existence. If you've already crushed it for the 1.17 update, great! If not, please consider finding a way to fix it. My players and I enjoyed your mod greatly, when it worked.
ManaWei
Whoops, thank you for pointing it out! Those are in-development items that were meant to be hidden, haha. If things go well, they might not have to be hidden anymore in the next release :)
Dunno if you noticed.. a few items seem to be missing names, and is listed as filepaths in the handbook.. <3
TeacupAngel
Oh!! Thank you so much!! 😭😍
I really appreciate that!! I love your mod and am a hunter in my server, so I primarily use bows... but my friend is a malefactor and uses slings and couldn't use this updated version!
I'm super excited for 1.17!!
Kyrthrix
Sorry about that! The description could definitely use updating. Unfortunately slings are hardcoded to be, well, slings, but I'll change that once I release a stable version for 1.17, so that you can either make aiming more like bows, or just revert back to the vanilla system. You'll have to edit one file in the mod to do it, but I'll be happy to show you how :)
Love this mod- just wish that it was mentioned that it alters the sling!
I wish I could go into the files and delete it, but after hours of trying, I'm sure not a coder LOL.
If there was any way you could make a version updated fully, just... without the sling adjustments... that would be amazing!! 😭
(Or at least an editable config?)
I am having a bug where when i try thow a spear it gets stuck in the air and I cannot pick it back up? I dont have any other weapon mods on
Absolutely love this mod !! <3
PSA, part 2 - I just released a mod to fix the compatibility issue below: https://mods.vintagestory.at/compatibilityfix. With it installed, I believe compatibility with Weapons Pack Gamma, AnMiTech, and others should now work fine! :)
PSA - because of a game bug (https://github.com/anegostudios/VintageStory-Issues/issues/1680), compatibility with other mods doesn't always work. This is true for all mods Bullseye has compatibility with, but Weapons Pack Gamma is affected the most. In singleplayer, you can make the problem go away by exiting your world and loading it again. Sadly for servers, I don't know of a way to do that.
I'm looking into ways of solving this issue. Thank you for your patience <3
Woohoo!
Many thanks for your effort! And the patch! Rahjital
Bullseye 2.3.2 just released, with more mod compatibility and customisation through server commands! See the full changelog for more.
ThePionier You might be interested in this! :)
Rahjital
Thank you for the time you sacrifice for it! And of course thanks for your answer :)
I'll just wait as long as it takes ;)
ThePionier
I'm actually working on it right now! Unfortunately the Gamma Pack changes pretty much every single thing relating to bows, and does it in a way that's quite unfriendly to other mods (it also breaks mods like Lichen or Ore Crystals, and those just try to add one arrow each!). So I have some work cut out for me there :)
I took a look at AnMiTech, and fortunately it looks like it should be a lot easier to create compatibility for. I'm hoping that if everything goes well, I might have a patch out in the next few days :)
Hello Rahjital!
Is there any news when there might be a compatibility patch for the Gamma Weapon pack? I would love to use the mod on my server, the AnMiTech mod is also used, which also adds javelins and spears.
Bullseye 2.3.1 is out now with a multiplayer crash fix!
FireFrost
Haven't seen your comment, it definitely didn't get posted neither here nor on the forums. If by poison you mean poisoned arrows from the Ranged Weapons mod, then yes, that mod is unfortunately not compatible with Bullseye and will not work alongside it.
Sorry it was ranged weapons - Idk why I posted here lol - it was throwing an error with poison on arrow release - when not using poison . - I took that out and added your mod sorry for the mix up , no wonder I couldnt see the post . lol sorry my bad
For anyone playing Bullseye with VS 1.16.4-rc.3 and wondering about the arrow break chance percentage not seeming right, especially for obsidian arrows - those are not accurate when playing with Bullseye! The mod calculates the chance differently, and the vanilla value is unused.
This is already fixed in the next release of Bullseye, which should hopefully come soon!
Just a reminder, Bullseye v. 2.2.4 is out and working with VS 1.16.0! If drifters deserve a ranged upgrade, so do you!
Travisplo
The pre-release version is not compatible with 1.15, but other than compatibility there were no changes at all. You can keep using Bullseye version 2.2.2 (the last 1.15 release) without missing out on any features :)
So, any idea if the new pre-release version will be backwards compatible with 1.15 versions still?
Rahjital Thanks for the tip. 👍
Abed
That's more of a vanilla game question, but yes, there is! If you place a hand basket or any other bag on the ground, bowstaves will dry in it just fine. You can place bags from your inventory the same way you place a skep with bees inside.
Is there a way to dry bowstaves without having to carry them in the inventory for days and days at a time? They're not drying out in boxes.
SingABrightSong Thanks for the report! I just released Bullseye 2.2.2 to fix that bug. :)
Hey, there appears to be a bug where a player will crash to the main menu if they're killed while holding a readied spear.
Oh that is a strange crash WickedSchnitzel, it seems related to a spear breaking during a throw, but that's never been an issue in testing and I can't see why it would happen yet. Could be a conflict with another mod? Either way, Bullseye 2.2.1 is now released, and should hopefully stop this crash from happening again. Apologies for the inconvenience again!
12.10.2021 20:58:59 [Error] System.NullReferenceException: Object reference not set to an instance of an object.
at Bullseye.ItemSpear.GetProjectileDamage(EntityAgent byEntity, ItemSlot weaponSlot)
at Bullseye.ItemRangedWeapon.Shoot(ItemSlot slot, EntityAgent byEntity, Vec3d targetVec)
at Bullseye.ItemRangedWeapon.ServerHandleFire(String eventName, EnumHandling& handling, IAttribute data)
at Vintagestory.Server.ServerEventAPI.PushEvent(String eventName, IAttribute data)
at Vintagestory.Server.NetworkAPI.HandleCustomPacket(_pZfqca2BJhMktch0CcWjLhsEFXc packet, ConnectedClient client)
at Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket)
Rahjital
Bullseye v. 2.2.0 just released! This brings several quality-of-life improvements, a config setting to adjust aiming difficulty, and an important bugfix; you can find the full change long in the files section as usual.
WickedSchnitzel I believe this patch should fix the issue that crashed your server. Sorry for the inconvenience!
WickedSchnitzel Apologies for the crash, and thank you very much for the report! It was really helpful. I'll try to release a fix tonight :)
21:33:56 [Server Fatal] System.NullReferenceException: Object reference not set to an instance of an object.
at Bullseye.ItemBow.OnShotCancelled(ItemSlot slot, EntityAgent byEntity)
at Bullseye.ItemRangedWeapon.<>c__DisplayClass21_0.b__0(Single ms)
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world)
at Vintagestory.Server.CoreServerEventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world)
at Vintagestory.Server.ServerMain.Process()
Your mod just crashed our server Rahjital
Thanks for trying the mod and for the feedback!
I might add an option to reduce the movement of the reticle. Drifters and animals are rather slow and move around so little that it'd make aiming at far distances very easy. I'll consider what to do about it, but in the meanwhile you'd have an option to reduce it for yourself :) I'm not quite sure what you mean in the part about spears, are you asking for them to do less damage than arrows? Spears have longer cooldown than bows, and better bows have large damage bonuses that make them stronger than spears, especially with iron and steel arrows.
And thank you for letting me know about the Movement mod issue, I'll take a look what's happening there!
I tried this, here's my take : Archery - Crosshair moved around too much to be enjoyable ; Spear - Less damage compared to Arrows , VSMovement (mod) Dash occurs while attempting to Throw Spear , doesn't affect it too much , but is a bit of a nuisance. With some tweaks , especially to Archery and aiming , I'll Reinstall this mod.