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Re: Beta-1.2.13 now available!

Posted: Mon Oct 01, 2012 4:50 pm
by Grimwold
I appreciate all the comments. Thanks. Sorry for sounding like a total sourpuss. And I really appreciate all the hard work the devs have put in on the editor, you guys are amazingly generous towards your fans.

Re: Beta-1.2.13 now available!

Posted: Mon Oct 01, 2012 5:05 pm
by Lilltiger
The bad object issue I reported is still there, here is a better description i guess:

Code: Select all

script_1:
arr = { spawn("blue_gem") }

function gemName()
   print( arr[1].name )
end

gemName() -- This prints: blue_gem

script_2:

function callGemName()
   script_1.gemName()
end

callGemName() -- This prints: blue_gem (if script_1 is initiated before script_2, all well this far)

item.lua:

cloneObject{
   onItemUse = function(self,champion)
		             script_2.callGemName() -- This will cause an "bad object" error in script_1 at the print,
                                                                 --  but the object should be just fine, and this work before the
                                                                 --  "bad object" check was added/changed for destroyed items
		             return false  
                       end
}

Re: Beta-1.2.13 now available!

Posted: Mon Oct 01, 2012 5:10 pm
by Lilltiger
Also the second issue i reported is still there, this happens when you have a table in a table as the key, it works fine in the preview but not in the game when exported:
SpoilerShow
script_entity_2: cannot serialize table key of type table
stack traceback:
[C]: in function 'error'
[string "ScriptEntity.lua"]: in function 'saveValue'
[string "ScriptEntity.lua"]: in function 'saveState'
[string "GameMode.lua"]: in function 'saveGame'
[string "GameMode.lua"]: in function 'autoSave'
[string "GameMode.lua"]: in function 'newGame'
[string "GameMode.lua"]: in function 'startGame'
[string "NewGameMenu.lua"]: in function 'startGame'
[string "NewGameMenu.lua"]: in function 'update'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk

OS Version 6.1

OEM ID: 0
Number of processors: 4
Page size: 4096
Processor type: 586

Total memory: 8168 MB
Free memory: 4787 MB

Display device 0:
Device name: \\.\DISPLAY1
Device string: NVIDIA GeForce GTX 560 Ti
State flags: 08000005

Display device 1:
Device name: \\.\DISPLAY2
Device string: NVIDIA GeForce GTX 560 Ti
State flags: 00000001

Display device 2:
Device name: \\.\DISPLAYV1
Device string: RDPDD Chained DD
State flags: 00200008

Display device 3:
Device name: \\.\DISPLAYV2
Device string: RDP Encoder Mirror Driver
State flags: 00200008

Display device 4:
Device name: \\.\DISPLAYV3
Device string: RDP Reflector Display Driver
State flags: 00200008

Re: Beta-1.2.13 now available!

Posted: Mon Oct 01, 2012 5:17 pm
by petri
Ok, I'll take a look at the bad object thing tomorrow. Has anyone else encountered this problem?

Re: Beta-1.2.13 now available!

Posted: Mon Oct 01, 2012 5:18 pm
by Komag
found an "import party" bug (maybe a bug)

I tried it with the dungeon "The Onkalo Project" which resets the party to just one newbie player, and I tried to import a party I had who were all level 6. It worked, but in the game Contar Stoneskull (now a rogue) only has a Dodge skill of 4 but seems to apparently be able to wear light armor without the evade penalty, since he could in my savegame. The health is also from the savegame. Maybe these issues could be "fixed" by the author setting up his party nerf better, since that is a complex thing to do

Tried import in another dungeon (Sever the Wicked), seems to work well, no inventory (which is good), but all stats carried over

Perhaps a bug - Food meter also seems to have carried over!

Re: Beta-1.2.13 now available!

Posted: Mon Oct 01, 2012 5:20 pm
by petri
Lilltiger wrote:Also the second issue i reported is still there, this happens when you have a table in a table as the key, it works fine in the preview but not in the game when
As the error message says tables as table keys are not supported by save games. Why do you need this?

Re: Beta-1.2.13 now available!

Posted: Mon Oct 01, 2012 5:28 pm
by petri
Komag wrote:found an "import party" bug (maybe a bug)

I tried it with the dungeon "The Onkalo Project" which resets the party to just one newbie player, and I tried to import a party I had who were all level 6. It worked, but in the game Contar Stoneskull (now a rogue) only has a Dodge skill of 4 but seems to apparently be able to wear light armor without the evade penalty, since he could in my savegame. The health is also from the savegame. Maybe these issues could be "fixed" by the author setting up his party nerf better, since that is a complex thing to do

Tried import in another dungeon (Sever the Wicked), seems to work well, no inventory (which is good), but all stats carried over

Perhaps a bug - Food meter also seems to have carried over!
Party import just copies all stats from the save game so if the mod sets any stats they will overwrite imported stats. The skill system also doesn't support taking away talents such as armor proficiencies when skill levels are decreased. So what's happening is "expected behavior" but certainly at least odd.

Re: Beta-1.2.13 now available!

Posted: Mon Oct 01, 2012 5:49 pm
by Lilltiger
I use party.getChampion(n) as key to make sure the table is linked the the right hero, so even if one changes the name or two heroes has the same name, it wont mess up, but maybe there is a better value to use, the id maybe?

Re: Beta-1.2.13 now available!

Posted: Mon Oct 01, 2012 7:45 pm
by Omenpapa
Importing premade parties? No more freaking party creation for 5 mins, now i can finally just clickNplay with my sweeat 4xlvl1 mage party :)

Love ya guys :)

Re: Beta-1.2.13 now available!

Posted: Mon Oct 01, 2012 7:49 pm
by petri
Lilltiger wrote:I use party.getChampion(n) as key to make sure the table is linked the the right hero, so even if one changes the name or two heroes has the same name, it wont mess up, but maybe there is a better value to use, the id maybe?
You can use champion's ordinal number for this. it's an unique id that never changes and meant for cases like this. See Champion:getOrdinal().