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Post by Aves Dominari on Oct 22, 2012 18:07:05 GMT -5
Does the AI run away when it's at low health? The Shades never seem to attack anyone; they just run away, and I think it has to do with their very low starting HP.
EDIT: The knight never does either, mounted or unmounted. Any idea what would cause that?
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Post by Kyzrati on Oct 22, 2012 19:50:44 GMT -5
Got another crashing error, this time while restarting my mission. I had just (before restarting) activated the Explosion Analysis (C-x) in debug mode, but no explosion was occuring and the crash was not until I restarted. I had successfully restarted before. Relevent log ssection: I=0144162 Deinitializing map UI I=0144163 GM::endGame() | Ending game I=0144173 \---DONE I=0144173 GM::startGame() | Starting game I=0144174 | Preparing new game data I=0144174 | BS::initialize() | Initializing BattleScape I=0144174 | | Loading Seed Settings... I=0144174 | | ...seeding map generation with value: 1350941199 (random) I=0144175 | | Loading Cataclysm Settings... I=0144177 | | ...Cataclysm settings loaded I=0144177 | | Loading map... I=0144177 | | ...found ground/earth cells I=0144177 | | Loading Cataclysm Area Data... I=0144180 | | ...18 Cataclysm areas loaded E=0144181 | | BS::loadMapChars_Cataclysm() | Random area pool emptied before map could be filled I=0144202 | | ...created 14400 cells I=0144203 | | ...adjusted slopes I=0144203 | | Loading props... F=0144203 | | BS::initialize() | Read unknown map Prop key: '\FF' F=0144203 Screenshot of error message: tnypic.net/j6kdk.pngI had had similar problems before, but it happened every time on the first map gen and it fixed itself then. I have not encountered it since. As it says in the log there, you had an unrecognized prop mapkey in one of your blueprints. It must have been an area that is only sometimes used, hence it'll only crash sometimes (when that area is generated). Perhaps you've changed/fixed since then so it no longer occurs? Check your blueprints file to make sure you didn't insert a character that is not associated with any prop. I should update that error message to tell you exactly what blueprint is causing the error. Normally it tells you the specific character that caused the problem in a readable format, but for some reason yours is looking garbled. Does the AI run away when it's at low health? The Shades never seem to attack anyone; they just run away, and I think it has to do with their very low starting HP. EDIT: The knight never does either, mounted or unmounted. Any idea what would cause that? Hm, they only may run away if they are scout/normal AIs, which is only possible if you don't set them to AGG(ressive). The AI doesn't check it's health, or do almost anything else you might thin is smart I haven't looked at your files for this yet, but might have to do with what faction they're on? Are they on a different non-hostile faction? Do they have a weapon they can actually use? (If not then they'll definitely run away.)
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Post by draxis on Oct 22, 2012 21:01:04 GMT -5
I have tested it enough that I am confident that it only happens on restarts. Also, my text editor was complaining about bad encoding, and when I changed the charset from UTF-8 to the default, the character ended up being 'ÿ'. I am certain that this is not in my blueprint file, and the FF (255) thing makes me thing that some byte is being written wrong. This could fit with the bad text in the error message.
Additionally, it turns out that hitting F10 on the opening prompt leads to some cool screen effects when you hit enter.
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Post by Kyzrati on Oct 22, 2012 21:30:50 GMT -5
I have tested it enough that I am confident that it only happens on restarts. Also, my text editor was complaining about bad encoding, and when I changed the charset from UTF-8 to the default, the character ended up being '�'. I am certain that this is not in my blueprint file, and the FF (255) thing makes me thing that some byte is being written wrong. This could fit with the bad text in the error message. Hm, I always use ANSI encoding, so it could be an issue if you're using something else. The game can't handle UTF encoding, or any kind of UNICODE. I'd like to do otherwise, but I'd have to convert my entire library, which would be a bit of a project on it's own... If you use/switch to ANSI and keep getting the same error, you could send your data dir to me and I could take a look. The FF error is a bit suspicious. Interesting that you changed from UTF-8 to default and it gave you that strange character, though... What editor are you using? Additionally, it turns out that hitting F10 on the opening prompt leads to some cool screen effects when you hit enter. I've known about that one, but didn't bother to fix it since it's correctable by hitting F10 again (and I'm going to refactor the UI processing, anyway). Consider it a computationally expensive screen saver
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Post by draxis on Oct 22, 2012 21:35:29 GMT -5
I use your Notepad++ for modding, but usually open run.log in gedit because it is the system default.
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Post by Kyzrati on Oct 22, 2012 21:40:41 GMT -5
8.1 will now tell you more about prop errors in the blueprint. I'd added it for cells in 8.0, but forgot to do the same thing for the prop side.
I've finished my 8.1 to-do list, so I'll try to push it today.
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Post by draxis on Oct 22, 2012 21:42:18 GMT -5
I would like to note that the character that shows up on the forum is not the one I got... I got a y with an umlaut.
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Post by Kyzrati on Oct 22, 2012 21:44:27 GMT -5
Interestingly, I saw that umlaut y when I first saw your post, then when I went to reply it switched to the question mark / unknown char symbol, so apparently the forum doesn't really know what to make of it, either...
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Post by Aves Dominari on Oct 23, 2012 22:33:40 GMT -5
Here's another one. Fresh bout of Aggression, moved my soldiers out, and ended my turn. The result?
**************************************************** *** A Programm Fault occured: *** Error code C0000005: ACCESS VIOLATION **************************************************** *** Address: 0040448D *** Flags: 00000000 **************************************************** *** CallStack: ****************************************************
Fault Occured At $ADDRESS:0040448D with 08 00 00 00 E4 ED 12 00 AA 86 C3 86 D4 FA 12 00 B4 EC 12 00
*** 0 called from $ADDRESS:0044B825 with 35 00 00 00 18 00 B7 01 00 00 00 00 00 00 00 00 00 00 00 00
*** 1 called from $ADDRESS:00426FDD with 35 00 00 00 18 00 B7 01 00 00 00 00 00 00 00 00 00 00 00 00
*** 2 called from $ADDRESS:004ADD8D with 35 00 00 00 50 B8 8B 03 2D F5 50 00 A0 17 91 03 F0 17 91 03
*** 3 called from $ADDRESS:004AE163 with 0A 8F C3 86 D4 FA 12 00 F8 F0 12 00 A4 F3 50 00 52 86 C3 86
*** 4 called from $ADDRESS:004AE8B2 with 2E 8C C3 86 D4 FA 12 00 01 00 00 00 BC F9 12 00 A0 06 FC 76
*** 5 called from $ADDRESS:004E0A05 with C8 D3 32 01 90 E2 32 01 01 00 00 00
*** 6 called from $ADDRESS:0041CC70 with 90 E2 32 01
*** 7 called from $ADDRESS:0042E30B with 90 E2 32 01 48 DF 32 01 00 00 00 00
*** 8 called from $ADDRESS:0041CC70 with 48 DF 32 01
*** 9 called from $ADDRESS:0041F490 with 10 F6 58 00
*** 10 called from $ADDRESS:0041A64C with 00 00 00 00 BC FA 12 00 10 F6 58 00 BC FA 12 00 02 00 01 00
*** 11 called from $ADDRESS:0041AA54 with E0 FE 12 00 D8 0E 22 01 D8 0E 22 01 D8 0E 22 01 00 00 00 00
*** 12 called from $ADDRESS:005095AA with 02 00 00 00 D0 FE 12 00 00 00 40 00 58 43 4F 4D 52 4C 00 00
*** 13 called from $ADDRESS:00533855 with 02 00 00 00 D0 FE 12 00 E0 FE 12 00 EC FE 12 00 00 00 00 00
*** 14 called from $ADDRESS:0053390E with 00 00 40 00 00 00 00 00 54 1A 1F 00 0A 00 00 00 0A 89 C3 86
*** 15 called from $ADDRESS:00532D79 with 00 C0 FD 7F
*** 16 called from $ADDRESS:76163823 with 00 C0 FD 7F 8D F4 12 00 00 00 00 00 00 00 00 00 00 C0 FD 7F
*** 17 called from $ADDRESS:76F9A9BD with
*** 18 called from $ADDRESS:00000000 ************************************************************
EDIT: Here's another one, this time when I started the scenario.
**************************************************** *** A Programm Fault occured: *** Error code C0000005: ACCESS VIOLATION **************************************************** *** Address: 0040448D *** Flags: 00000000 **************************************************** *** CallStack: ****************************************************
Fault Occured At $ADDRESS:0040448D with 08 00 00 00 E4 ED 12 00 67 4B 2A C2 D4 FA 12 00 B4 EC 12 00
*** 0 called from $ADDRESS:0044B825 with 35 00 00 00 18 00 1E 02 00 00 00 00 00 00 00 00 00 00 00 00
*** 1 called from $ADDRESS:00426FDD with 35 00 00 00 18 00 1E 02 00 00 00 00 00 00 00 00 00 00 00 00
*** 2 called from $ADDRESS:004ADD8D with 35 00 00 00 50 B8 97 03 2D F5 50 00 68 BB D6 03 88 BB D6 03
*** 3 called from $ADDRESS:004AE163 with C7 42 2A C2 D4 FA 12 00 00 00 D0 00 00 00 00 00 2C D2 D0 00
*** 4 called from $ADDRESS:004AE8B2 with E3 41 2A C2 D4 FA 12 00 58 0F 1D 01 00 00 00 00 A0 06 FC 76
*** 5 called from $ADDRESS:004E0A05 with C8 D3 D0 00 90 E2 D0 00 01 00 00 00
*** 6 called from $ADDRESS:0041CC70 with 90 E2 D0 00
*** 7 called from $ADDRESS:0042E30B with 90 E2 D0 00 48 DF D0 00 00 00 00 00
*** 8 called from $ADDRESS:0041CC70 with 48 DF D0 00
*** 9 called from $ADDRESS:0041F490 with 10 F6 58 00
*** 10 called from $ADDRESS:0041A64C with 00 00 00 00 BC FA 12 00 10 F6 58 00 BC FA 12 00 02 00 01 00
*** 11 called from $ADDRESS:0041AA54 with E0 FE 12 00 D8 0E 1D 01 D8 0E 1D 01 D8 0E 1D 01 00 00 00 00
*** 12 called from $ADDRESS:005095AA with 02 00 00 00 D0 FE 12 00 00 00 40 00 58 43 4F 4D 52 4C 00 00
*** 13 called from $ADDRESS:00533855 with 02 00 00 00 D0 FE 12 00 E0 FE 12 00 EC FE 12 00 00 00 00 00
*** 14 called from $ADDRESS:0053390E with 00 00 40 00 00 00 00 00 54 1A 1F 00 0A 00 00 00 C7 44 2A C2
*** 15 called from $ADDRESS:00532D79 with 00 E0 FD 7F
*** 16 called from $ADDRESS:76163823 with 00 E0 FD 7F FA E8 12 00 00 00 00 00 00 00 00 00 00 E0 FD 7F
*** 17 called from $ADDRESS:76F9A9BD with
*** 18 called from $ADDRESS:00000000 ************************************************************
EDIT EDIT: What did I do? It's crashing every time I try to play now :c
**************************************************** *** A Programm Fault occured: *** Error code C0000005: ACCESS VIOLATION **************************************************** *** Address: 0040448D *** Flags: 00000000 **************************************************** *** CallStack: ****************************************************
Fault Occured At $ADDRESS:0040448D with 08 00 00 00 E4 ED 12 00 99 7A B5 1C D4 FA 12 00 40 E5 58 00
*** 0 called from $ADDRESS:0044B825 with 35 00 00 00 15 00 7D 02 00 00 00 00 00 00 00 00 00 00 00 00
*** 1 called from $ADDRESS:00426FDD with 35 00 00 00 15 00 7D 02 00 00 00 00 00 00 00 00 00 00 00 00
*** 2 called from $ADDRESS:004ADD8D with 35 00 00 00 50 B8 92 03 2D F5 50 00 08 1D D2 03 28 1D D2 03
*** 3 called from $ADDRESS:004AE163 with 39 73 B5 1C D4 FA 12 00 00 00 42 01 00 00 00 00 2C D2 42 01
*** 4 called from $ADDRESS:004AE8B2 with 1D 70 B5 1C D4 FA 12 00 58 0F 0E 01 00 00 00 00 A0 06 FC 76
*** 5 called from $ADDRESS:004E0A05 with C8 D3 42 01 90 E2 42 01 01 00 00 00
*** 6 called from $ADDRESS:0041CC70 with 90 E2 42 01
*** 7 called from $ADDRESS:0042E30B with 90 E2 42 01 48 DF 42 01 00 00 00 00
*** 8 called from $ADDRESS:0041CC70 with 48 DF 42 01
*** 9 called from $ADDRESS:0041F490 with 10 F6 58 00
*** 10 called from $ADDRESS:0041A64C with 00 00 00 00 BC FA 12 00 10 F6 58 00 BC FA 12 00 02 00 01 00
*** 11 called from $ADDRESS:0041AA54 with E0 FE 12 00 D8 0E 0E 01 D8 0E 0E 01 D8 0E 0E 01 00 00 00 00
*** 12 called from $ADDRESS:005095AA with 02 00 00 00 D0 FE 12 00 00 00 40 00 58 43 4F 4D 52 4C 00 00
*** 13 called from $ADDRESS:00533855 with 02 00 00 00 D0 FE 12 00 E0 FE 12 00 EC FE 12 00 00 00 00 00
*** 14 called from $ADDRESS:0053390E with 00 00 40 00 00 00 00 00 54 1A 30 00 0A 00 00 00 39 75 B5 1C
*** 15 called from $ADDRESS:00532D79 with 00 F0 FD 7F
*** 16 called from $ADDRESS:76163823 with 00 F0 FD 7F 5E 46 12 00 00 00 00 00 00 00 00 00 00 F0 FD 7F
*** 17 called from $ADDRESS:76F9A9BD with
*** 18 called from $ADDRESS:00000000 ************************************************************
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Post by Kyzrati on Oct 23, 2012 23:51:06 GMT -5
All of them are caused by the same thing: You used the P_FACTION_RANGE condition (as I suggested) in a special ability, but it's apparently being used in combination with something I didn't think of--actually, I haven't tested that one at all yet ;p
Show me the ability you have which is using it and I'll fix it.
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Post by Aves Dominari on Oct 24, 2012 0:59:34 GMT -5
...oh. Oh. Well, that was daft of me. I was using P_FACTION_RANGE instead of E_FACTION_RANGE for an entity-based ability (made all the speech check that there's an orc around to hear it, specifically).
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Post by Kyzrati on Oct 24, 2012 1:19:30 GMT -5
Always good to hear it's nothing on my end ;p
So you were combining that with an ENT_NEW_TURN trigger? There really should be checks that prevent any such invalid uses of conditions, but I'm sure I haven't caught them all (apparently I haven't).
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Post by Kyzrati on Oct 24, 2012 3:53:47 GMT -5
Ah, never mind. Although what you tried to do wouldn't achieve your goal and we figured it out anyway, you *did* find something wrong on my end: In cases where you use a prop condition on an entity trigger, it's *supposed* to refer to the prop at the ent's position (or automatically fail if no prop found). This gives you more versatility when using the conditions, but I didn't code it that way yet--it's assuming there's a prop, and crashes when it can't find one.
So that would've been even more annoying to find out why your code was never triggering... Make sure you choose the right scripts!
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Post by Aves Dominari on Oct 30, 2012 11:35:26 GMT -5
Just another quickie here; what determines naming? How does the game determine which entities get names and which ones don't?
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Post by Kyzrati on Oct 30, 2012 21:07:11 GMT -5
For now that's a hard-coded feature: The game picks random names from the list (based on gender) for entities of the Human race that are named Soldier/Rookie/Sergeant/Captain/Commander.
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