SignArtist

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Total Downloads: 39,221 - First Release: Apr 29, 2015 - Last Update: Jan 19, 2018

4.88966/5, 145 likes
  1. Are the signs part of a big building by any chance? And if they are can you try going to another area, put down a single foundation with a single wall and attach a sign to that and check if the issue occurs on that as well? And could you stand in front of the signs that will give you the error message and open up the ingame console and use the command "lookingat" and post the result here?
     
    Last edited by a moderator: Jan 20, 2018
  2. After today's update, it still can't detect the signs. We've tried vanished, unvanished, with ownerid, and without. They have the permissions necessary, but we're literally pressed right against the sign trying and still nothing. We've tried at several distances too.
     
  3. Yes, several times. As well as a server restart.
     
  4. Please check my previous message, right above yours: Sign Artist
     
  5. We've tested it on canvas and wood signs, as well as the townsigns, hanging banners, banners on poles, road signs. Nothing seems to be working correctly for it, and it is showing that we're looking at it.
     
  6. @Shark-A-Holic I've modified the current version to include a little bit of debug output, would you mind testing the attached version and get back to me with what it printed in console?
     
  7. Sure thing, let me get that in for ya!
    [DOUBLEPOST=1516488255][/DOUBLEPOST]Oddly enough, now it's working properly! @Mughisi I pasted an R2-D2 photo on 2 signs, and this is what it said:
    Code:
    [Sign Artist] IsLookingAtSign(Shark-A-Holic[156770/76561198027895382])
    [Sign Artist]     Physics.Raycast hit something: UnityEngine.RaycastHit
    [Sign Artist]         hit collider: sign.wood.2x1_LOD0 (UnityEngine.MeshCollider)
    [Sign Artist]         hit entity: sign.small.wood[198801]
    [Sign Artist] IsLookingAtSign(Shark-A-Holic[156770/76561198027895382])
    [Sign Artist]     Physics.Raycast hit something: UnityEngine.RaycastHit
    [Sign Artist]         hit collider: sign.wood.2x1_LOD0 (UnityEngine.MeshCollider)
    [Sign Artist]         hit entity: sign.small.wood[201394]
     
  8. And those signs didn't work before? Or did you try new signs?
     
  9. They weren't working before. Now they are. Not sure what changed, maybe a config issue? Wonder if when it wiped the config out it fixed it.
     
  10. [Sign Artist] IsLookingAtSign([Deuce] Wild[23130/76561197972754633])

    Still same error on Mine running debug plugin.

    I also just ran away from base built a fresh wall and put up a new sign and got the same message.
     
  11. Can you check what the max distance is set to in the config?
     

  12. Ok deleted everything config plugin lang etc and re-added all works now.
    [DOUBLEPOST=1516490344][/DOUBLEPOST]
    I had never modified the config from first install. but deleting everything and starting over worked. wish I had kept a copy to look at.
     
  13. @Mughisi Ok, found what you were talking about. Could you add something to the plugin so that the players are obliged to respect these resolutions on the signs?
     

    Attached Files:

  14. The plugin already resizes the images to the sizes on that list with minimal quality loss unless the image is stretched. The issue is that the actual image on the sign on the end doesn't even match those sizes so the client resizes them causing most of the quality loss :(
    [DOUBLEPOST=1516576106][/DOUBLEPOST]
    So I've had a go with it to use gifs but because of some limitations all the frames need to be stored in memory and saved on every update which means that you are basically limited to playing the gif in slow motion and it is constantly doing IO operations on the server and constantly sending the new image to the clients nearby
     
  15. So I really do not understand why it do this crappy resolution with the wooden signs only and not with the pictures frames.
    Looks, with picture frames no problems. And we don't respect resolutions (few pages ago), just apect ratio :
     

    Attached Files:

  16. The width and height of the image on the sign does not match the width and the height of the actual image. For most signs the image is stretched to fit causing it to be more pixelated. Even if you would use the correct width and height to begin with it won't make a difference.
     
  17. so this is a problem? cause if it works then it works, slow mo or not, either way sounds like a breakthrough. gifs ahoy.
     
  18. how come when i post an image to a sign it just comes up as a blurry "?"
     
  19. Wulf

    Wulf Community Admin

    See Sign Artist.