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Post by strangeguy on Dec 30, 2012 13:52:52 GMT -5
I decided to test it out to make sure I wasn't doing something wrong with 2 of the entity I was testing one gang and one alien, and after trying killing each one and both I only got score for the alien one.
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Post by Kyzrati on Dec 30, 2012 13:59:05 GMT -5
Okay, thanks for checking, I'll definitely fix it since scoring needs to work regardless of faction. Assume it will soon
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Post by Kyzrati on Jan 3, 2013 12:25:31 GMT -5
I decided to test it out to make sure I wasn't doing something wrong with 2 of the entity I was testing one gang and one alien, and after trying killing each one and both I only got score for the alien one. Yep, I just tested this and turns out you are totally right. When I first went to look at the source I was paying attention to the dynamic DEATH score tallying, which works as expected. Been a while since I looked at that stuff so I didn't realize that KILLED, which was tallied a bit before that, was still limiting it to alien faction members only since that's all I needed in Cataclysm--forgot to convert that part when I opened it to modding! It's fixed now.
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Post by Kyzrati on Jan 4, 2013 12:07:33 GMT -5
If i rescue familymembers through EVAC_A they seem to count as killed and it looks like if they are in EVAC_B when you end game there they count as rescued. (Not sure about the last one, but definitly about the first) Just found this. It was caused because family members had a DYNAMIC_DEATH trait when they were prematurely destroyed by rescuing them through an evac zone, so you always lose points for doing that unless it happens at the exact same time X-COM also retreats. Sheesh ;p Good find. Fixed that.
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Post by Aves Dominari on Jan 13, 2013 2:20:04 GMT -5
*Debesh facedesks repeatedly.* So, I'm starting a new project. It's barely even started yet, but it'll get there. It didn't take me long to get myself stuck in a serious problem, though. For some reason, the third layer of the 'empty' area I'm using as filler is overlapping with the props section, causing a fatal crash because I don't have a cell mapped to the '#' key yet. As a placeholder I stuck the Earth tile in there so you can see exactly where the overlap is (in-game, at least). Nowhere else is this happening (to be honest I only have one other area right now, but if there's an overlap in one place you'd think it would show up somewhere else), but I can't find a reason for it. I've counted, repeatedly, and the third layer is 10x10 of empty spaces, just like the rest of it. Can anyone else look at it and see if it's just me being stupid? Attachments:
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Post by 10101 on Jan 13, 2013 5:57:19 GMT -5
Debug-Mode also talks about props of concrete rubble in Level 3 and 4 above your last area.
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Post by 10101 on Jan 13, 2013 6:17:05 GMT -5
Seems i found your Problem: Using roads in the map got me the error So i used the 'View All Characters'-Option in Notepad++ and got Tabs at the beginning of those lines. Attachments:
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Post by Kyzrati on Jan 13, 2013 6:25:59 GMT -5
Good job 10101--thanks for taking care of that. I haven't mentioned it before, but View All Characters is definitely a useful option to turn on occasionally when you want to confirm your spacing is correct in data files. I actually went into the key bindings and mapped the toggle to Shift-Alt-S for convenience, though there's also a button on the toolbar that does it. I'll add a warning to the xm parser that will warn you when the line length is incorrect for the amount of data it expects. Debesh should be the last one who has to suffer a facedesk over this issue
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Post by Aves Dominari on Jan 13, 2013 14:47:41 GMT -5
Thanks, guys, it's fixed now.
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Post by Aves Dominari on Jan 13, 2013 19:19:08 GMT -5
Oh dear god it's another crash.
**************************************************** *** A Programm Fault occured: *** Error code E06D7363: (unknown) **************************************************** *** Address: 76CCB09E *** Flags: 00000001 **************************************************** *** CallStack: ****************************************************
Fault Occured At $ADDRESS:76CCB09E with 63 73 6D E0 01 00 00 00 03 00 00 00 F8 EE 12 00 63 73 6D E0
*** 0 called from $ADDRESS:70C9872D with 14 EF 12 00 7C CA 1E 70 90 17 1B 70 B8 AF 9A 03 01 87 52 00
*** 1 called from $ADDRESS:701C0DCC with B8 15 59 00 70 AB 35 01
*** 2 called from $ADDRESS:0052C542 with 70 AB 35 01
*** 3 called from $ADDRESS:00527ABC with EC FF FF FF 8C 97 D8 03
*** 4 called from $ADDRESS:0041B72B with EC FF FF FF 40 5B 86 03
*** 5 called from $ADDRESS:0040F475 with 05 00 00 00 03 00 00 00 EC FF FF FF FF B2 B2 37 EC F0 12 00
*** 6 called from $ADDRESS:00509B7F with 40 5B 86 03 A8 FC 35 01 00 00 00 00
*** 7 called from $ADDRESS:0041CCF0 with FF BB B2 37 07 00 00 00 D4 FA 12 00 A0 F1 12 00 A0 08 44 00
*** 8 called from $ADDRESS:0050931E with A8 FC 35 01 90 E4 35 01 01 00 00 00
*** 9 called from $ADDRESS:0041CCF0 with 90 E4 35 01
*** 10 called from $ADDRESS:0042F9BB with 90 E4 35 01 48 E1 35 01 00 00 00 00
*** 11 called from $ADDRESS:0041CCF0 with 48 E1 35 01
*** 12 called from $ADDRESS:0041F4D0 with F7 B8 B2 37 FE FF FF FF 04 78 CF 76 D0 00 7B 77 E2 76 CF 76
*** 13 called from $ADDRESS:0041A8D8 with 02 00 00 00 BC FA 12 00 90 25 5B 00 BC FA 12 00 04 00 00 00
*** 14 called from $ADDRESS:0041AA91 with E0 FE 12 00 D8 0E 0E 01 D8 0E 0E 01 D8 0E 0E 01 00 00 00 00
*** 15 called from $ADDRESS:0052395A with 02 00 00 00 D0 FE 12 00 00 00 40 00 58 43 4F 4D 52 4C 00 00
*** 16 called from $ADDRESS:0054DE35 with 02 00 00 00 D0 FE 12 00 E0 FE 12 00 EC FE 12 00 00 00 00 00
*** 17 called from $ADDRESS:0054DEEE with 00 00 40 00 00 00 00 00 4C 1A 2C 00 0A 00 00 00 87 BD B2 37
*** 18 called from $ADDRESS:0054D34F with 00 80 FD 7F
*** 19 called from $ADDRESS:76CF3823 with 00 80 FD 7F 12 FF 12 00 00 00 00 00 00 00 00 00 00 80 FD 7F
*** 20 called from $ADDRESS:7778A9BD with
*** 21 called from $ADDRESS:00000000 ************************************************************
If it helps at all, I was taking snapshots through a window when I got the crash.
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Post by strangeguy on Jan 13, 2013 19:59:07 GMT -5
I have also been encountering crashes. In something unrelated to my mod I was testing out making a disposable rocket launcher just on the empty mod map. It works (though firing destroys it, which since actually dropping it when empty would be nothing but a waste of time I can't disagree with it however I'm going to have to put in a rather long firing description that includes dropping it if it ever features in a mod) but there appears to be about a 40% chance of crashing whenever I fire it. So I guess it's not really working very well.
**************************************************** *** A Programm Fault occured: *** Error code C0000005: ACCESS VIOLATION **************************************************** *** Address: 00427A4A *** Flags: 00000000 **************************************************** *** CallStack: ****************************************************
Fault Occured At $ADDRESS:00427A4A with 43 4B 31 86 B4 FA 18 00 00 73 A8 05 5F 43 48 41 4E 43 45 5F
*** 0 called from $ADDRESS:0047D6C6 with 5B 42 31 86 B4 FA 18 00 00 00 FA 01 00 00 00 00 E8 0B 16 05
*** 1 called from $ADDRESS:004C5B0A with 57 41 31 86 A5 22 01 42 C0 03 00 00 10 6D A2 00 00 00 00 00
*** 2 called from $ADDRESS:004FA4B4 with B0 3F F0 01 08 AF FA 01 01 00 00 00
*** 3 called from $ADDRESS:0041CC80 with 08 AF FA 01
*** 4 called from $ADDRESS:0042F69B with 08 AF FA 01 60 E3 FA 01 00 00 00 00
*** 5 called from $ADDRESS:0041CC80 with 60 E3 FA 01
*** 6 called from $ADDRESS:0041F4A0 with 90 25 5B 00
*** 7 called from $ADDRESS:0041A65C with 03 00 00 00 9C FA 18 00 90 25 5B 00 9C FA 18 00 05 00 01 01
*** 8 called from $ADDRESS:0041AA64 with C0 FE 18 00 F0 10 E4 01 F0 10 E4 01 F0 10 E4 01 00 00 76 00
*** 9 called from $ADDRESS:0052395A with 02 00 00 00 B0 FE 18 00 00 00 40 00 58 43 4F 4D 52 4C 00 00
*** 10 called from $ADDRESS:0054DE35 with 02 00 00 00 B0 FE 18 00 C0 FE 18 00 CC FE 18 00 00 00 00 00
*** 11 called from $ADDRESS:0054DEEE with 00 00 40 00 00 00 00 00 94 30 76 00 0A 00 00 00 BB 44 31 86
*** 12 called from $ADDRESS:0054D34F with 00 E0 FD 7E
*** 13 called from $ADDRESS:74FE33AA with 00 E0 FD 7E 69 9D CE 76 00 00 00 00 00 00 00 00 00 E0 FD 7E
*** 14 called from $ADDRESS:77379EF2 with 92 D4 54 00 00 E0 FD 7E 00 00 00 00 00 00 00 00
*** 15 called from $ADDRESS:77379EC5 with
*** 16 called from $ADDRESS:00000000 ************************************************************
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Post by Kyzrati on Jan 13, 2013 20:42:12 GMT -5
Oh dear god it's another crash. **************************************************** *** A Programm Fault occured: *** Error code E06D7363: (unknown) **************************************************** *** Address: 76CCB09E *** Flags: 00000001 **************************************************** *** CallStack: ****************************************************
Fault Occured At $ADDRESS:76CCB09E with 63 73 6D E0 01 00 00 00 03 00 00 00 F8 EE 12 00 63 73 6D E0
*** 0 called from $ADDRESS:70C9872D with 14 EF 12 00 7C CA 1E 70 90 17 1B 70 B8 AF 9A 03 01 87 52 00
*** 1 called from $ADDRESS:701C0DCC with B8 15 59 00 70 AB 35 01
*** 2 called from $ADDRESS:0052C542 with 70 AB 35 01
*** 3 called from $ADDRESS:00527ABC with EC FF FF FF 8C 97 D8 03
*** 4 called from $ADDRESS:0041B72B with EC FF FF FF 40 5B 86 03
*** 5 called from $ADDRESS:0040F475 with 05 00 00 00 03 00 00 00 EC FF FF FF FF B2 B2 37 EC F0 12 00
*** 6 called from $ADDRESS:00509B7F with 40 5B 86 03 A8 FC 35 01 00 00 00 00
*** 7 called from $ADDRESS:0041CCF0 with FF BB B2 37 07 00 00 00 D4 FA 12 00 A0 F1 12 00 A0 08 44 00
*** 8 called from $ADDRESS:0050931E with A8 FC 35 01 90 E4 35 01 01 00 00 00
*** 9 called from $ADDRESS:0041CCF0 with 90 E4 35 01
*** 10 called from $ADDRESS:0042F9BB with 90 E4 35 01 48 E1 35 01 00 00 00 00
*** 11 called from $ADDRESS:0041CCF0 with 48 E1 35 01
*** 12 called from $ADDRESS:0041F4D0 with F7 B8 B2 37 FE FF FF FF 04 78 CF 76 D0 00 7B 77 E2 76 CF 76
*** 13 called from $ADDRESS:0041A8D8 with 02 00 00 00 BC FA 12 00 90 25 5B 00 BC FA 12 00 04 00 00 00
*** 14 called from $ADDRESS:0041AA91 with E0 FE 12 00 D8 0E 0E 01 D8 0E 0E 01 D8 0E 0E 01 00 00 00 00
*** 15 called from $ADDRESS:0052395A with 02 00 00 00 D0 FE 12 00 00 00 40 00 58 43 4F 4D 52 4C 00 00
*** 16 called from $ADDRESS:0054DE35 with 02 00 00 00 D0 FE 12 00 E0 FE 12 00 EC FE 12 00 00 00 00 00
*** 17 called from $ADDRESS:0054DEEE with 00 00 40 00 00 00 00 00 4C 1A 2C 00 0A 00 00 00 87 BD B2 37
*** 18 called from $ADDRESS:0054D34F with 00 80 FD 7F
*** 19 called from $ADDRESS:76CF3823 with 00 80 FD 7F 12 FF 12 00 00 00 00 00 00 00 00 00 00 80 FD 7F
*** 20 called from $ADDRESS:7778A9BD with
*** 21 called from $ADDRESS:00000000 ************************************************************
If it helps at all, I was taking snapshots through a window when I got the crash. Hm, this is an engine error that occurred because it found an invalid character for the sideview ASCII of either a cell or prop. Must've been because of that window. Something special about your window there? I have also been encountering crashes. In something unrelated to my mod I was testing out making a disposable rocket launcher just on the empty mod map. It works (though firing destroys it, which since actually dropping it when empty would be nothing but a waste of time I can't disagree with it however I'm going to have to put in a rather long firing description that includes dropping it if it ever features in a mod) but there appears to be about a 40% chance of crashing whenever I fire it. So I guess it's not really working very well. **************************************************** *** A Programm Fault occured: *** Error code C0000005: ACCESS VIOLATION **************************************************** *** Address: 00427A4A *** Flags: 00000000 **************************************************** *** CallStack: ****************************************************
Fault Occured At $ADDRESS:00427A4A with 43 4B 31 86 B4 FA 18 00 00 73 A8 05 5F 43 48 41 4E 43 45 5F
*** 0 called from $ADDRESS:0047D6C6 with 5B 42 31 86 B4 FA 18 00 00 00 FA 01 00 00 00 00 E8 0B 16 05
*** 1 called from $ADDRESS:004C5B0A with 57 41 31 86 A5 22 01 42 C0 03 00 00 10 6D A2 00 00 00 00 00
*** 2 called from $ADDRESS:004FA4B4 with B0 3F F0 01 08 AF FA 01 01 00 00 00
*** 3 called from $ADDRESS:0041CC80 with 08 AF FA 01
*** 4 called from $ADDRESS:0042F69B with 08 AF FA 01 60 E3 FA 01 00 00 00 00
*** 5 called from $ADDRESS:0041CC80 with 60 E3 FA 01
*** 6 called from $ADDRESS:0041F4A0 with 90 25 5B 00
*** 7 called from $ADDRESS:0041A65C with 03 00 00 00 9C FA 18 00 90 25 5B 00 9C FA 18 00 05 00 01 01
*** 8 called from $ADDRESS:0041AA64 with C0 FE 18 00 F0 10 E4 01 F0 10 E4 01 F0 10 E4 01 00 00 76 00
*** 9 called from $ADDRESS:0052395A with 02 00 00 00 B0 FE 18 00 00 00 40 00 58 43 4F 4D 52 4C 00 00
*** 10 called from $ADDRESS:0054DE35 with 02 00 00 00 B0 FE 18 00 C0 FE 18 00 CC FE 18 00 00 00 00 00
*** 11 called from $ADDRESS:0054DEEE with 00 00 40 00 00 00 00 00 94 30 76 00 0A 00 00 00 BB 44 31 86
*** 12 called from $ADDRESS:0054D34F with 00 E0 FD 7E
*** 13 called from $ADDRESS:74FE33AA with 00 E0 FD 7E 69 9D CE 76 00 00 00 00 00 00 00 00 00 E0 FD 7E
*** 14 called from $ADDRESS:77379EF2 with 92 D4 54 00 00 E0 FD 7E 00 00 00 00 00 00 00 00
*** 15 called from $ADDRESS:77379EC5 with
*** 16 called from $ADDRESS:00000000 ************************************************************ This one's caused by the fact that the weapon destroys itself before actually firing. It happens about 40% of the time because the weapon data in this case is only checked on missing the target, and by then it's gone. What method did you use to make it disposable? Show me the items.xt weapon data so I can determine the best way to fix it.
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Post by strangeguy on Jan 13, 2013 21:02:29 GMT -5
I put an ammo count of one on the weapon itself. I thought if that wasn't allowed and you either needed unlimited ammo or to load it, that it wouldn't work at all but since it sometimes works I thought I could use it, but unless there is some special value for reload to use or something I won't be able to get it working, at least not like this. I could easily give them it with one ammo loaded and not carrying any more for an easy approximation, and would have options with it, I have another rocket launcher with the same explosion and I may or may not want to allow them to share ammo.
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Post by Aves Dominari on Jan 13, 2013 21:35:23 GMT -5
It's a reinforced window, a bit weaker than concrete walls (it used to ignore projectiles, but I changed it; I doubt this would have an effect on the crashing but you can never be sure).
"Reinforced Window" , NONE WALL2 VLINE2 NONE NONE white 0 "Glass" 0 1 0 8 NONE 0 0 0 20 100 "Glass Rubble" 0 1 0 0 1 1 1 1 0 0 0 0 0 0 - -
The sideview ASCII is the same VLINE2 that most walls use.
EDIT: Figured it out. Turns out that I was using WALL for side views; game doesn't like that, it seems.
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Post by Kyzrati on Jan 14, 2013 8:44:23 GMT -5
I put an ammo count of one on the weapon itself. I thought if that wasn't allowed and you either needed unlimited ammo or to load it, that it wouldn't work at all but since it sometimes works I thought I could use it, but unless there is some special value for reload to use or something I won't be able to get it working, at least not like this. I could easily give them it with one ammo loaded and not carrying any more for an easy approximation, and would have options with it, I have another rocket launcher with the same explosion and I may or may not want to allow them to share ammo. Yep, this method is supposed to work as I used it with throwing knives (the original weapon I made that option for), but it turns out that even the knives are broken! They have a short range and are likely to hit, so I never noticed the game actually crashes when they miss when the last one is thrown and the item is destroyed. Same problem with your one-use launcher. I'll fix it now. EDIT: Figured it out. Turns out that I was using WALL for side views; game doesn't like that, it seems. Ah, excellent. Yeah, WALL is only for top-down walls that need to be re-drawn to orient themselves with adjacent like walls. Sideview can't use that one since for now it's meaningless when viewed from the side--all walls would generally use vertical lines, though there should be better options available in the future.
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