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I regret to inform you that I received another error when posting a screenshot:

Code:
[2024-12-11 23:58:40,702] [INFO]  HTTP: Sending request #18 POST https://halloffame.cs2.mtq.io/api/v1/screenshots
[2024-12-11 23:58:54,501] [INFO]  HTTP: Request #18 completed (500).
[2024-12-11 23:58:54,604] [ERROR]  HTTP: Error response 500 for request #18: {"statusCode":500,"message":"Internal server error"}
HallOfFame.Utils.LogExtensions:ErrorSilent(ILog, Object) (at C:\Users\Morgan\Documents\Projets\HallOfFame\HallOfFame\Utils\LogExtensions.cs:51)
HallOfFame.Http.HttpQueries:ParseResponse(UnityWebRequest) (at C:\Users\Morgan\Documents\Projets\HallOfFame\HallOfFame\Http\HttpQueries.cs:191)
HallOfFame.Http.<UploadScreenshot>d__20:MoveNext() (at C:\Users\Morgan\Documents\Projets\HallOfFame\HallOfFame\Http\HttpQueries.UploadScreenshot.cs:42)
System.Runtime.CompilerServices.MoveNextRunner:InvokeMoveNext(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
System.Threading.Tasks.AwaitTaskContinuation:InvokeAction(Object)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task:FinishStageThree()
System.Threading.Tasks.Task`1:TrySetResult(VoidTaskResult)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(VoidTaskResult)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder:SetResult()
HallOfFame.Http.<SendRequest>d__8:MoveNext() (at C:\Users\Morgan\Documents\Projets\HallOfFame\HallOfFame\Http\HttpQueries.cs:104)
System.Runtime.CompilerServices.MoveNextRunner:InvokeMoveNext(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
Game.UnityWebRequestAwaiter:OnRequestCompleted(AsyncOperation)
UnityEngine.AsyncOperation:InvokeCompletionEvent()
[2024-12-12 00:18:03,903] [INFO]  Mod: OnDispose complete.
 
@skst Thanks for the report. According to the server logs it seems like you've again hit a file size limit again (what kind of pictures are you taking ?? :D)
The error on your side was a bit different because it's another part of the stack that was unhappy with it.
I'll fix this asap by setting the same limit I applied last time.
 
:D AFAIK, just "normal" screenshots. But, ofc, my monitor is 3440x1440 and this one was a wide-angle of my whole city, so it prob didn't compress very well. ;) The attachment below is pretty close to what I was doing. It's about 1.4M as a JPEG.

20241211235925_1.jpg
 
Ah yes indeed, kinda what I expected, an unusual resolution that makes supersampling produce a super big image and a crazy amount of details! You may try to upload again I pushed a fix earlier, didn't test it yet but it should be okay.
 
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Just saw the issue happen again in my error reporting tool. I'll take more time to tackle this issue, if it was you again I'm very sorry for the inconvenience!
 
Recently having the issue where the confirmation screen never loads after hitting the HOL button and instead auto uploads the picture. Accidently uploaded multiples of the same scene before I realized it was happening
Hi! The issues has been identified and is a regression caused in the latest version.
A fix will be published today :)

For anyone that tried to upload, please know that even if there's no feedback, your image was indeed published once you hit the Upload button.
If you've uploaded many images by mistake, no worries, I will delete duplicates and merge likes.