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Davin626

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Everything posted by Davin626

  1. Antique thread, but for anyone else with this bug, try talking to Valerica immediately when Durnehviir is defeated.
  2. Antique thread, but for anyone else with this bug, try talking to Valerica immediately when Durnehviir is defeated.
  3. I realize that this is an ancient thread, but for me it was More Colorful Potion Bottles. IDK the filename. To find which mod it was, I did a binary search - disabling half the mods, then if that group crashed enable half of those, otherwise half of the other half. So for 256 mods it would take 8 restarts instead of up to 256. e.g. 1-128 crash (range 128) 1-64 OK (range 64, half of whatever crashed last step) 65-96 crash (range 32, excluding ones that were OK last step) 65-80 crash (range 16) 65-72 OK (range 8.) 73-76 OK (range 4) 77-78 crash (range 2) 77 OK (range 1) Has to be # 78 (but run it to verify). It's more complicated if multiple mods are causing a problem. But you can also guess which ones might be it - in this case it was modifying assets that appear in the embassy, so people & AI, clothing, and items were more likely.
  4. If you play mods where the source has been released (e.g. Master Quest, which is similar to the original), it shouldn't be too hard to replace the definitions in mod_assets/scripts/monsters. You'd probably want to keep the name "crab" in the definition, so you don't need to edit every occurrence in the editor and scripts. You might just be able to do: cloneObject { name = "crab", baseObject = "green_slime", -- Or another monster. } And maybe scale health and damage.
  5. Hey, if anyone's still on this *Foorum* (I just discovered this game last year), I have a mod I'm making, a good fun romp through a 12-level dungeon. One thing I'm having an issue with is a "Bad Object". Apparently if a monster is killed (by the engine, e.g. normal damage, not via monster:destroy() AFAIK), and I try to get its data the same frame, it crashes. Sometimes. Arbitrarily (1% chance?). local entity = findEntity (id) -- Finds a seemingly valid entity local name = entity.name -- Crashes, sometimes So it may be something like a Lua-esque dangling pointer - thinking it's a valid pointer/reference, but to data that is now overwritten. (That's just a guess, and just one possibility). Is there a good way to work around this? I've tried "if entity == nil", "if.entity.id == nil", and "pcall()" (Lua's version of try-catch, which doesn't exist in this implementation). As I said, "findEntity()" thinks the entity is valid, but any attempt to further verify that (entity.name, etc.) crashes. Googling - Lua "bad object" - doesn't help. This currently seems to be specific to one script I'm using, but one that I really don't want to abandon. (Mwahahahaha! Got some nice tricks in this mod). That script does cache old data, and is perfectly happy with *handled* failure (using cached data instead of fresh data), but this has no handling, just a crash. Davin
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