|
Post by Kyzrati on Apr 29, 2013 0:17:21 GMT -5
I found an easy way to add proper specimen counting so I'll be putting it in 9.1. It will only count once for a single entity's multi-part body so you can expect scores to be correct in this regard.
|
|
|
Post by 10101 on Jun 2, 2013 12:21:21 GMT -5
Look what i stumbled over. Attachments:
|
|
|
Post by Kyzrati on Jun 3, 2013 7:49:36 GMT -5
Ah, if isn't my favorite thread to read... That is a weird one. How'd you manage it I wonder. Looks like the game was unable to find a body type to create for an entity that was knocked unconscious. That doesn't really make sense though, since there are TWO checks in separate places to make sure every entity that needs a body has one. Are you fooling around with some strange designs here? My guess is you've created an SA that is forcing unconsciousness on even those races which are immune to it by setting their stun level through MOD_ENT. Is that it? That would explain it (I just added a check in the code on that).
|
|
|
Post by 10101 on Jun 4, 2013 0:04:18 GMT -5
The only things i have to make things unconscious are the small launcher and the stunrod. I didn't mess around with them, though i have some new bodies for aliens with psi abilities, but i hadn't any problems with them so far. [PS] Couldn't recreate the problem, but i found 2 other things, that might be an issue: - A chrysalid reacting on someone that gets into meleerange doesn't seem to convert that guy into a zombie.('just' killing him)
- A chrysalid reacts even if he's unconscious. (so moving by an unconscious chrysalid is lethal)
|
|
|
Post by Kyzrati on Jun 4, 2013 0:43:18 GMT -5
Okay, I seem to have found it. Chryssalids aren't supposed to become unconscious in the first place according to the data, but I forgot to test racial immunity in the unconsciousness code. Fixed that yesterday as I'd mentioned and with this new report I see that reaction fire isn't testing whether the entity is unconscious. Strangely this hasn't shown up before, but I haven't played much with stun myself. I added a check on it for the next release.
The non-zombification during reaction attacks is the way system works, mostly because chryssalids already require a bit of hacking to work (it even has it's own dedicated SA...), so I left out that situation. The original rules somewhat complicate the chryssalid ability since the effect is delayed to prevent the chryssalid from zombifying all of your troops in short order (they'll keep attacking the same target until it dies or they run out of TU).
|
|
|
Post by 10101 on Jul 26, 2013 1:39:47 GMT -5
Trying to create a trajectory weapon i accidentally used 1 instead of -1 which created a weapon with 1 way point to set. Trying to shoot with it came to this: Attachments:
|
|
|
Post by Kyzrati on Jul 26, 2013 1:49:00 GMT -5
That's odd. I just tried a 1-waypoint weapon by reducing the blaster to a single waypoint and it worked fine.
EDIT: Still testing here and I can't make anything go wrong... Wonder what else could be different with what you're doing.
|
|
|
Post by 10101 on Jul 26, 2013 2:19:04 GMT -5
After making it a -1 trajectory and finding that i made the wrong grenade AM-type, i still get the error. Seems like a problem with the ammo,animation or sound.
That's the items.xt:
- "Grenadeammo" AM - gray_5 - - 18 2 1 1 H 20 300 240 - - 1 - 0 0 0 0 0 0 0 0 MB 10 0 0 - Grenadeammo Grenade - - - Melee 100 30 MB -1 Throw Grenadeammo IMPACT 0 0 - - - - - - - - - - - - - -
- "Laser Rifle Gren.mode" WE - yellow_4 - - 8 8 3 2 H 20 0 42300 "Grenadeammo" 1 0 - 65 25 0 0 100 50 0 0 - 0 -1 20 - - Gun - - - Melee 100 30 MB -1 Throw - - 0 0 - SwitchToLaser - - - - - - - - - - - -
As you can see, the discussion about converting weapons made me try alternative fire modes (again). This time between laser rifle with grenade launcher and laser rifle in grenade mode. As the laser rifle doesn't use ammo i thought that shouldn't make any trouble, but i could be wrong about that. Converting into grenade mode works perfectly and there is no ammo so you have to load it first. All works fine until u try to shoot. Even if you go into grenade mode, load it, switch back to laser mode and back to grenade mode again, you only loose that ammo but no error occurs.
[EDIT]Found it myself: missing projectile animation. Simply an error not checked, yet.[/EDIT]
|
|
|
Post by Kyzrati on Jul 26, 2013 2:37:51 GMT -5
Give me your SwitchToLaser SA and I'll put it together and try it out (and I assume you're using the stock Laser Rifle for this, then?). I've used item conversion myself before, but never for loaded weapons; it seems there's an issue or two with them. In any case, I certainly think there are lots of fun possibilities to be had with conversions ***By the way, if anyone needs data copied to the forum to be more readable/useful once copied out, copy them into Notepad++, select the lines, and replace all instances of four consecutive spaces with a tab (you'll have to copy-paste a tab character into the find & replace dialogue since by default it changes the field of focus). Being the web, this forum decides it wants to convert all tabs to spaces, obviously wreaking havoc on tab-delimited .xt file formatting...
|
|
|
Post by 10101 on Jul 26, 2013 3:35:25 GMT -5
No i used another rifle to have some with and some without grenadelauncher. But as you can read from my [EDIT] above, i found the problem myself.
|
|
|
Post by Kyzrati on Jul 26, 2013 3:44:24 GMT -5
Oops, wasn't looking at that. Yeah, there are virtually no sanity checks on object data loading right now. The only system that has just about every possible check I could think of is the SA system, since that one is really complicated and easy to get wrong, and would've been a pain to add checks for later. The most basic checks elsewhere haven't been added since I was waiting until the format was finalized, but they will definitely be needed later to avoid annoying mistakes like this one.
|
|
|
Post by Aves Dominari on Aug 14, 2013 19:11:15 GMT -5
Hey, Kyzrati, remember that crash where you missed the last shot of a weapon with its own ammunition supply (i.e. a weapon with ammo tied to itself instead of to a clip)? Well, it's still there. I don't know if you ever tried to fix it; if you didn't you can just ignore me.
|
|
|
Post by Aves Dominari on Aug 14, 2013 19:17:32 GMT -5
You know, an example would be good to have :l Just start the game and open fire with the SHIV; the last shot will crash the game. Attachments:
|
|
|
Post by Kyzrati on Aug 14, 2013 19:18:15 GMT -5
Seriously?! Hm, I have record of fixing that in R8.4. I wonder if it either crept back in somehow, or there is a new/alternate way the same thing can occur. I'll look into it soon because that was an annoying bug that can totally crash the game.
EDIT: Yeah, always helps to have some data to make the testing go quicker, thanks.
|
|
|
Post by Kyzrati on Aug 14, 2013 21:00:39 GMT -5
Thanks for the files--made solving the issue much faster. Just started it up, tried what you said, and found the error immediately.
Turns out it would actually happen even if you don't miss (I know I fixed the earlier problem as recorded), and was introduced when I added support for salvo weapons. Easy fix, and I'll see about making a few more fixes to the game as suggested on the blog then release R9.4 soon. Until then, give your SHIV's a rest.
|
|