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Post by Aves Dominari on Sept 25, 2012 11:58:34 GMT -5
Ask simple questions here so that our Supreme Commander doesn't have to answer them a dozen times over.
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Post by Aves Dominari on Oct 1, 2012 15:37:45 GMT -5
Alright, here's a fun one. As best as I can tell, it reads: GAURM FRSOS: BT:;ioiuibljzf(* } Sebd uokooxn mbp Cflm lez: '<' Psets aoy kfy tp fxjt I'm guessing it's one of those fatal errors where one of the ASCII tiles is wrong in my blueprints file, but I don't see anything wrong with it. I've stuck it on my post so you can take a look at it. Attachments:
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Post by Aves Dominari on Oct 1, 2012 15:53:42 GMT -5
Ah, I think I fixed it. the X-COM sign was placed in the terrain slot instead of the props slot.
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Post by Kyzrati on Oct 1, 2012 19:45:57 GMT -5
That's the game proving you don't know how to read alien!
Seriously, it's a known bug that on some fatal errors the console mangles the ASCII text. Haven't looked into that one yet, since if it happens, you can still always get the true error message at the end of run.log. Until I fix that, if you see that funky screen check run.log.
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Post by Aves Dominari on Oct 13, 2012 23:16:42 GMT -5
I've actually got a quick question for you. What determines player control? Does the Entity in question need the XCOM trait or just belong to the XCOM faction?
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Post by Kyzrati on Oct 13, 2012 23:29:13 GMT -5
XCOM faction only (though note that the new psi-amp shows how you can create a faction-switching effect).
The XCOM trait was added just for detection of certain ability effects, since back then I hadn't yet added a condition that could detect and test an entity's faction. Now there is a faction test, so that particular trait is obsolete, I believe.
Traits are currently used only as a way to control what objects a given ability might affect, and now as a way to affect mission scoring.
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Post by Aves Dominari on Oct 13, 2012 23:29:51 GMT -5
Alrighty then. Thank you~
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Post by Aves Dominari on Oct 16, 2012 19:49:58 GMT -5
While testing my conversion project, I killed a human guard with a spell. The game crashed, no error message or anything, and this is in the log:
**************************************************** *** A Programm Fault occured: *** Error code C0000005: ACCESS VIOLATION **************************************************** *** Address: 0046E840 *** Flags: 00000000 **************************************************** *** CallStack: ****************************************************
Fault Occured At $ADDRESS:0046E840 with 11 00 93 01 06 00 00 00 00 00 00 00 98 F2 94 03 00 00 00 00
*** 0 called from $ADDRESS:00436DBF with A3 06 78 39 00 00 36 01 00 00 00 00 00 00 36 01 16 00 00 00
*** 1 called from $ADDRESS:00437CD3 with DF 0F 78 39 D4 FA 12 00 8F 06 78 39 E4 F5 12 00 CC F9 12 00
*** 2 called from $ADDRESS:004A9BE7 with F3 0C 78 39 D4 FA 12 00 A0 06 65 77 D4 77 66 76 84 00 00 00
*** 3 called from $ADDRESS:004D9E75 with 90 3C 24 01 D8 E2 36 01 01 00 00 00
*** 4 called from $ADDRESS:0041BBD0 with D8 E2 36 01
*** 5 called from $ADDRESS:0042CC2B with D8 E2 36 01 90 DF 36 01 00 00 00 00
*** 6 called from $ADDRESS:0041BBD0 with 90 DF 36 01
*** 7 called from $ADDRESS:0041E3F0 with 50 64 58 00
*** 8 called from $ADDRESS:004195AC with 04 00 00 00 BC FA 12 00 50 64 58 00 BC FA 12 00 06 00 01 00
*** 9 called from $ADDRESS:004199B4 with E0 FE 12 00 E8 0E 18 01 E8 0E 18 01 E8 0E 18 01 00 00 00 00
*** 10 called from $ADDRESS:00502453 with 02 00 00 00 D0 FE 12 00 00 00 40 00 58 43 4F 4D 52 4C 00 00
*** 11 called from $ADDRESS:0052C715 with 02 00 00 00 D0 FE 12 00 E0 FE 12 00 EC FE 12 00 00 00 00 00
*** 12 called from $ADDRESS:0052C7CE with 00 00 40 00 00 00 00 00 84 1A 2F 00 0A 00 00 00 D7 09 78 39
*** 13 called from $ADDRESS:0052BC39 with 00 F0 FD 7F
*** 14 called from $ADDRESS:76663823 with 00 F0 FD 7F 53 FF 12 00 00 00 00 00 00 00 00 00 00 F0 FD 7F
*** 15 called from $ADDRESS:7762A9BD with
*** 16 called from $ADDRESS:00000000 ************************************************************
Any idea what happened?
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Post by Aves Dominari on Oct 16, 2012 19:52:45 GMT -5
Actually, it doesn't seem to be the act of killing guards, destroying watchtowers, or anything else I can easily replicate
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Post by Kyzrati on Oct 16, 2012 20:53:21 GMT -5
SO glad I implemented that remote debugging log...
With the data you sent me I can see the specific line of code that's causing the problem, so I'll have a fix soon. It has to do with the code handling a certain projectile hitting your tower.
It would be fastest if you could send me your data folder and tell me what item and prop are (probably) involved in the problem.
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Post by Aves Dominari on Oct 16, 2012 22:18:11 GMT -5
Here's the data folder; the whole thing is too large for the forum to handle. It's probably the 'barricade' destructable and the Hatred projectile; those are the only custom ones involved in the crash. Attachments:
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Post by Kyzrati on Oct 16, 2012 23:34:16 GMT -5
Oooh, our forum's very first attachment. I'll get to this later today.
Yeah, to make the data attachment fit you can always leave out the audio directory, which takes up most of the space and I already have anyway. (Unless of course you've modded the audio, but I don't think anyone knows how to do that yet. You can already add sounds for weapons, explosions, abilities, whatever, I just haven't done it yet so there aren't any examples.)
EDIT: Besides the audio files, the game .exe and any saved games are what take up all the room (I'm not compressing the saved games yet, so they can get rather large).
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Post by Kyzrati on Oct 17, 2012 1:22:30 GMT -5
Well, I had assumed something like that would've been easily repeatable, but as is I can't cause it to happen--works fine for me. I would guess it might have something to do with your Hatred spell. You've apparently found a bug somewhere--that's what you get for playing around with experimental features I haven't done much with myself yet! Seriously, good job so far, since you're obviously learning how to do some fun stuff in there. For this particular problem, looks like you'll have to see if you can find some exact steps to repeat it. Pretty soon I'll be testing that part of the game (intrinsic abilities) more myself, so I may run across it, but I've got to finish up some other feature enhancements first. As a side note, special ability projectiles fired with the SHOOT effect should be of the "SA" type. Yours is currently "WE", but I looked at the source and this should have no impact on the game whatsoever--it might in the future, so the next version will have a check on that to make sure the type is right. EDIT: Also, I would suggest that you or anyone else working on a bigger mod remove a bunch of the original cells/props you don't need so you can reclaim their map key ASCII for your own creations. Obviously a good many of my terrain objects are fairly basic and can be reused, but I took most of the good/easy ASCII already!
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Post by Aves Dominari on Oct 17, 2012 11:22:36 GMT -5
Yeah, at the very least all of your signs can be cannibalized. I'll let you know if I get any more crashes. In other news, have you noticed how long the enemy turns are? I've been running it for a few minutes and it still isn't my turn yet.
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Post by Kyzrati on Oct 17, 2012 20:00:59 GMT -5
Yeah, at the very least all of your signs can be cannibalized. I'll let you know if I get any more crashes. Definitely try and remember how it happened so you can repeat it, since you've found a bug. Another way we can solve things like this (*if* it's caused by something the AI can use/do) is for you to send me your entire game and I can do an -autoRun under the debugger. In other news, have you noticed how long the enemy turns are? I've been running it for a few minutes and it still isn't my turn yet. Well... what happened after that? If it *never* came back to your turn, then the AI hit an infinite loop somewhere. Not too likely, but not impossible, either. If it did come back to your turn, then it must mean you have a *lot* of enemies out there, which can theoretically take a while. Not because the AI is slow--it's actually very fast, but if they can [and want to] move a lot, because their moves do take up some amount of real time they won't pass by instantly. To help mitigate this, I've sped up all unseen movement to 20 ms/space. (Not sure what I'm going to do about having tons of enemies once you can actually *hear* their unseen movement, because then I'll have to slow it down again... Will have to do some testing on that once I add movement sounds.) Cataclysm turns could start to take longer once you had a good 100-200 zombies out there, but even at 200+ zombies AI turns still took less than 1 minute. In any case, like the first issue, if it's a recurring problem that I can see you can send me your game and I can watch it and figure out what's going on. More description of the problem, like under what conditions it occurs and how frequently, would help a lot, though.
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