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lift-mod
A game based off of Eureka Seven
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Issue
44
attachment: output_log.txt
(12.9 KB)
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Player: init engine
Direct3D:
Version: Direct3D 9.0c [ati2dvag.dll 6.14.10.6925]
Renderer: Radeon X1300/X1550 Series
Vendor: ATI
VRAM: 256 MB
desktop: 1440x900 60Hz; virtual: 1440x900 at 0,0
This machine has a private IP address
UnityEngine.Debug:Log(Object)
Menu_multiplayerCode:Awake()
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 1783)
TestConn:NAT punchthrough capable. Enabling NAT punchthrough functionality.
UnityEngine.Debug:Log(Object)
Menu_multiplayerCode:TestConnection()
Menu_multiplayerCode:Update()
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 1783)
TestConn:PrivateIPHasNATPunchThrough False True
UnityEngine.Debug:Log(Object)
Menu_multiplayerCode:TestConnection()
Menu_multiplayerCode:Update()
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 1783)
Requested new host list, got: 0
UnityEngine.Debug:Log(Object)
$:MoveNext()
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 1783)
Requested new host list, got: 0
UnityEngine.Debug:Log(Object)
$:MoveNext()
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 1783)
PlayNow: No games hosted, so hosting one ourselves
UnityEngine.Debug:Log(Object)
Menu_GUI:playNowFunction()
Menu_GUI:OnGUI()
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 1783)
Total Object count 2492 (Before unload 1235)
Sending enabled again
UnityEngine.Debug:Log(Object)
GameSetup:OnLevelWasLoaded()
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 1783)
HUD/quarterCircleValue_ sequence has 180 textures in it. Builtin array.
UnityEngine.Debug:Log(Object)
EGUI:LoadTexSequence(String, Int32)
TexArrayLoader:Awake()
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 1783)
HUD/centerCircleValue_ sequence has 180 textures in it. Builtin array.
UnityEngine.Debug:Log(Object)
EGUI:LoadTexSequence(String, Int32)
TexArrayLoader:Awake()
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 1783)
HUD/boostCircleValue_ sequence has 180 textures in it. Builtin array.
UnityEngine.Debug:Log(Object)
EGUI:LoadTexSequence(String, Int32)
TexArrayLoader:Awake()
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 1783)
trapar/SideSplash_0 sequence has 124 textures in it. Javascript array.
UnityEngine.Debug:Log(Object)
EGUI:LoadSequence(String, Int32)
TexArrayLoader:Awake()
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 1783)
trapar/Trail_00000_0 sequence has 21 textures in it. Javascript array.
UnityEngine.Debug:Log(Object)
EGUI:LoadSequence(String, Int32)
TexArrayLoader:Awake()
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 1783)
Adding info for new player feather
UnityEngine.Debug:Log(Object)
GameSetup:TellOurName(String, NetworkMessageInfo)
UnityEngine.NetworkView:Internal_RPC(NetworkView, String, RPCMode, Object[])
UnityEngine.NetworkView:Internal_RPC(NetworkView, String, RPCMode, Object[])
UnityEngine.NetworkView:RPC(String, RPCMode, Object[])
GameSetup:Awake()
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 1783)
spawns: 2
UnityEngine.Debug:Log(Object)
GameSetup:OnNetworkLoadedLevel()
UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions)
UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions)
UnityEngine.GameObject:SendMessage(String, SendMessageOptions)
GameSetup:Awake()
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 1783)
Registering game for Lift
UnityEngine.Debug:Log(Object)
GameSetup:Awake()
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 1783)
Sending playerid to server list
UnityEngine.Debug:Log(Object)
GameSetup:SetPlayerID()
scoreBoard:SetPlayerInfo()
PlayerInfos:Start()
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 1783)
Attempting to add 0.1520127 to the playerlist
UnityEngine.Debug:Log(Object)
GameSetup:TellOurId(Single, NetworkMessageInfo)
UnityEngine.NetworkView:Internal_RPC(NetworkView, String, RPCMode, Object[])
UnityEngine.NetworkView:Internal_RPC(NetworkView, String, RPCMode, Object[])
UnityEngine.NetworkView:RPC(String, RPCMode, Object[])
GameSetup:SetPlayerID()
scoreBoard:SetPlayerInfo()
PlayerInfos:Start()
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 1783)
Something of mine entered a store
UnityEngine.Debug:Log(Object)
StoreActivator:OnTriggerEnter(Collider)
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 1783)
changing use case to: True
UnityEngine.Debug:Log(Object)
LFOStore:OnGUI()
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 1783)
valid left shoulder weapon
UnityEngine.Debug:Log(Object)
UnityEngine.MonoBehaviour:print(Object)
LFOStore:FinishedLFO(Int32)
UnityEngine.LayoutedWindow:DoWindow(Int32)
UnityEngine._Window:Do()
UnityEngine.GUI:BeginWindows(Event, Int32, IDList, Int32)
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 1783)
valid right shoulder weapon
UnityEngine.Debug:Log(Object)
UnityEngine.MonoBehaviour:print(Object)
LFOStore:FinishedLFO(Int32)
UnityEngine.LayoutedWindow:DoWindow(Int32)
UnityEngine._Window:Do()
UnityEngine.GUI:BeginWindows(Event, Int32, IDList, Int32)
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 1783)
A script just disabled input
UnityEngine.Debug:Log(Object)
UnityEngine.MonoBehaviour:print(Object)
PlayerInfos:DisableInput()
$:MoveNext()
UnityEngine.MonoBehaviour:StartCoroutine_Auto(IEnumerator)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(IEnumerator)
LFOController:Awake()
UnityEngine.Network:Instantiate(Object, Vector3, Quaternion, Int32)
UnityEngine.Network:Instantiate(Object, Vector3, Quaternion, Int32)
LFOActivator:UseLFO()
LFOActivator:LFOActivator$UseLFO$(Object, Object[])
System.MulticastDelegate:invoke_object_object_object[](Object, Object[])
Boo.Lang.Runtime.RuntimeServices:Dispatch(Object, String, Type[], Object[], DispatcherFactory)
Boo.Lang.Runtime.RuntimeServices:Dispatch(Object, String, Object[], DispatcherFactory)
Boo.Lang.Runtime.RuntimeServices:Invoke(Object, String, Object[])
UnityScript.Lang.UnityRuntimeServices:Invoke(Object, String, Object[], Type)
LFOStore:FinishedLFO(Int32)
UnityEngine.LayoutedWindow:DoWindow(Int32)
UnityEngine._Window:Do()
UnityEngine.GUI:BeginWindows(Event, Int32, IDList, Int32)
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 1783)
NullReferenceException: Object reference not set to an instance of an object
Radar.Awake ()
UnityEngine.GameObject:set_active(Boolean)
UnityEngine.GameObject:set_active(Boolean)
UnityEngine.GameObject:SetActiveRecursively(Boolean)
UnityEngine.GameObject:SetActiveRecursively(Boolean)
UnityEngine.GameObject:SetActiveRecursively(Boolean)
$:MoveNext()
UnityEngine.MonoBehaviour:StartCoroutine_Auto(IEnumerator)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(IEnumerator)
LFOController:Awake()
UnityEngine.Network:Instantiate(Object, Vector3, Quaternion, Int32)
UnityEngine.Network:Instantiate(Object, Vector3, Quaternion, Int32)
LFOActivator:UseLFO()
LFOActivator:LFOActivator$UseLFO$(Object, Object[])
System.MulticastDelegate:invoke_object_object_object[](Object, Object[])
Boo.Lang.Runtime.RuntimeServices:Dispatch(Object, String, Type[], Object[], DispatcherFactory)
Boo.Lang.Runtime.RuntimeServices:Dispatch(Object, String, Object[], DispatcherFactory)
Boo.Lang.Runtime.RuntimeServices:Invoke(Object, String, Object[])
UnityScript.Lang.UnityRuntimeServices:Invoke(Object, String, Object[], Type)
LFOStore:FinishedLFO(Int32)
UnityEngine.LayoutedWindow:DoWindow(Int32)
UnityEngine._Window:Do()
UnityEngine.GUI:BeginWindows(Event, Int32, IDList, Int32)
(Filename: Line: -1)
NullReferenceException: Object reference not set to an instance of an object
CharacterShadowAssigner.DisableShadow () <0x0000a>
PlayerMovement.UseEnclosedVehicle () <0x00043>
(wrapper dynamic-method) PlayerMovement.PlayerMovement$UseEnclosedVehicle$ (object,object[]) <0x0002a>
Boo.Lang.Runtime.RuntimeServices.Dispatch (object,string,System.Type[],object[],Boo.Lang.Runtime.DispatcherCache/DispatcherFactory) <0x0007e>
Boo.Lang.Runtime.RuntimeServices.Dispatch (object,string,object[],Boo.Lang.Runtime.DispatcherCache/DispatcherFactory) <0x00022>
Boo.Lang.Runtime.RuntimeServices.Invoke (object,string,object[]) <0x0007a>
UnityScript.Lang.UnityRuntimeServices.Invoke (object,string,object[],System.Type) <0x00019>
LFOActivator.UseLFO () <0x001c6>
(wrapper dynamic-method) LFOActivator.LFOActivator$UseLFO$ (object,object[]) <0x0002a>
Boo.Lang.Runtime.RuntimeServices.Dispatch (object,string,System.Type[],object[],Boo.Lang.Runtime.DispatcherCache/DispatcherFactory) <0x0007e>
Boo.Lang.Runtime.RuntimeServices.Dispatch (object,string,object[],Boo.Lang.Runtime.DispatcherCache/DispatcherFactory) <0x00022>
Boo.Lang.Runtime.RuntimeServices.Invoke (object,string,object[]) <0x0007a>
UnityScript.Lang.UnityRuntimeServices.Invoke (object,string,object[],System.Type) <0x00019>
LFOStore.FinishedLFO (int) <0x002e4>
LayoutedWindow.DoWindow (int) <0x000c6>
_Window.Do () <0x0006e>
UnityEngine.GUI.BeginWindows (UnityEngine.Event,int,UnityEngine.IDList,int) <0x008c4>
(Filename: Line: -1)
attempting to spawn left weapon
UnityEngine.Debug:Log(Object)
UnityEngine.MonoBehaviour:print(Object)
LFOWeaponSetup:LeftShoulder(GameObject)
LFOWeaponSetup:NetworkLeft(String)
LFOWeaponSetup:Start()
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 1783)
attempting to spawn right weapon
UnityEngine.Debug:Log(Object)
UnityEngine.MonoBehaviour:print(Object)
LFOWeaponSetup:RightShoulder(GameObject)
LFOWeaponSetup:NetworkRight(String)
LFOWeaponSetup:Start()
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 1783)
Something of mine exited a store
UnityEngine.Debug:Log(Object)
StoreActivator:OnTriggerExit(Collider)
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 1783)
attempting to attach left weapon
UnityEngine.Debug:Log(Object)
UnityEngine.MonoBehaviour:print(Object)
LFOWeaponSetup:AttachLeft()
LFOWeaponSetup:CheckVehicleModel()
LFOWeaponSetup:SetVehicleModel(Transform)
UnityEngine.Component:SendMessage(String, Object, SendMessageOptions)
UnityEngine.Component:SendMessage(String, Object, SendMessageOptions)
UnityEngine.Component:SendMessage(String, Object)
$:MoveNext()
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 1783)
attempting to attach right weapon
UnityEngine.Debug:Log(Object)
UnityEngine.MonoBehaviour:print(Object)
LFOWeaponSetup:AttachRight()
LFOWeaponSetup:CheckVehicleModel()
LFOWeaponSetup:SetVehicleModel(Transform)
UnityEngine.Component:SendMessage(String, Object, SendMessageOptions)
UnityEngine.Component:SendMessage(String, Object, SendMessageOptions)
UnityEngine.Component:SendMessage(String, Object)
$:MoveNext()
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 1783)
A script just enabled input
UnityEngine.Debug:Log(Object)
UnityEngine.MonoBehaviour:print(Object)
PlayerInfos:EnableInput()
$:MoveNext()
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 1783)
Can't add component 'Rigidbody' to Player(Clone) because such a component is already added to the game object!
UnityEngine.GameObject:AddComponent(String)
UnityEngine.GameObject:AddComponent(String)
PlayerMovement:StopVehicle()
PlayerMovement:PlayerMovement$StopVehicle$(Object, Object[])
System.MulticastDelegate:invoke_object_object_object[](Object, Object[])
Boo.Lang.Runtime.RuntimeServices:Dispatch(Object, String, Type[], Object[], DispatcherFactory)
Boo.Lang.Runtime.RuntimeServices:Dispatch(Object, String, Object[], DispatcherFactory)
Boo.Lang.Runtime.RuntimeServices:Invoke(Object, String, Object[])
UnityScript.Lang.UnityRuntimeServices:Invoke(Object, String, Object[], Type)
LFOController:ExitLFO()
LFOController:OnGUI()
[..\..\Runtime\Mono\MonoExportUtility.cpp line 616]
(Filename: ..\..\Runtime\Mono\MonoExportUtility.cpp Line: 616)
NullReferenceException: Object reference not set to an instance of an object
CharacterShadowAssigner.EnableShadow () <0x0000d>
PlayerMovement.StopVehicle () <0x000ec>
(wrapper dynamic-method) PlayerMovement.PlayerMovement$StopVehicle$ (object,object[]) <0x0002a>
Boo.Lang.Runtime.RuntimeServices.Dispatch (object,string,System.Type[],object[],Boo.Lang.Runtime.DispatcherCache/DispatcherFactory) <0x0007e>
Boo.Lang.Runtime.RuntimeServices.Dispatch (object,string,object[],Boo.Lang.Runtime.DispatcherCache/DispatcherFactory) <0x00022>
Boo.Lang.Runtime.RuntimeServices.Invoke (object,string,object[]) <0x0007a>
UnityScript.Lang.UnityRuntimeServices.Invoke (object,string,object[],System.Type) <0x00019>
LFOController.ExitLFO () <0x001df>
LFOController.OnGUI () <0x000f3>
(Filename: Line: -1)
This SERVER OR CLIENT has disconnected from a server
UnityEngine.Debug:Log(Object)
Connect:OnDisconnectedFromServer(NetworkDisconnection)
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 1783)
Cleanup player
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