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Re: Tentative changelist for 2.1.19
Posted: Wed Feb 18, 2015 4:23 pm
by Drakkan
I have a question regarding the ladder object - even when i disable all components, the ladder is still visible on auto map and could be climbed (even invisible). Any way how to really "disable" its functionality ? Is that a bug, or correct behavior ?
Re: Tentative changelist for 2.1.19
Posted: Wed Feb 18, 2015 6:23 pm
by Isaac
JKos wrote:Anyway, thank you again, you guys are the best game devs ever.
I'll second that!
Dr.Disaster wrote:Isaac wrote:It's a shame that I cannot run the game [or any 3D game*] to have checked before posting an assumption.
*
"Pink screen of death"
It's an Nvidia driver issue. I think I am going to have to revert to an earlier driver version.
You can try changing the driver but from my experience it's far more likely that your Video RAM or it's soldering is giving up.
Very likely, I know; but I'm 'treading water' until I can buy a good replacement card that works well with the [Blender] Cycles renderer.
Re: Tentative changelist for 2.1.19
Posted: Thu Feb 19, 2015 12:29 pm
by Granamir
Drakkan wrote:I have a question regarding the ladder object - even when i disable all components, the ladder is still visible on auto map and could be climbed (even invisible). Any way how to really "disable" its functionality ? Is that a bug, or correct behavior ?
Why would u use a ladder if u set it invisible, don't wanto to use nor to appear on automap?
Re: Tentative changelist for 2.1.19
Posted: Thu Feb 19, 2015 5:43 pm
by Isaac
Granamir wrote:Drakkan wrote:I have a question regarding the ladder object - even when i disable all components, the ladder is still visible on auto map and could be climbed (even invisible). Any way how to really "disable" its functionality ? Is that a bug, or correct behavior ?
Why would u use a ladder if u set it invisible, don't wanto to use nor to appear on automap?
Perhaps not for a grappling hook; or a hidden ascent.
Re: Tentative changelist for 2.1.19
Posted: Thu Feb 19, 2015 6:21 pm
by Drakkan
Isaac wrote:Granamir wrote:Drakkan wrote:I have a question regarding the ladder object - even when i disable all components, the ladder is still visible on auto map and could be climbed (even invisible). Any way how to really "disable" its functionality ? Is that a bug, or correct behavior ?
Why would u use a ladder if u set it invisible, don't wanto to use nor to appear on automap?
Perhaps not for a grappling hook; or a hidden ascent.
well I do not want the ladder to be acessible in the begining, so just wanted enable it later. Seems instead I will have to spawn it later on...
Re: Tentative changelist for 2.1.19
Posted: Fri Feb 20, 2015 12:30 pm
by Granamir
Drakkan wrote:
well I do not want the ladder to be acessible in the begining, so just wanted enable it later. Seems instead I will have to spawn it later on...
Now that u mention this i remmeber that something similar happens with forest exit (and/or forest underwater exit, some monts from since i found this), is impossible to disable the exit component.
Re: Tentative changelist for 2.1.19
Posted: Fri Feb 20, 2015 2:10 pm
by JKos
If you want it to be invisible on map, you can probably define your own ladder object and set automapIcon to something that is not visible on that location.
Re: Tentative changelist for 2.1.19
Posted: Fri Feb 20, 2015 4:37 pm
by Granamir
Drakkan wrote:
well I do not want the ladder to be acessible in the begining, so just wanted enable it later. Seems instead I will have to spawn it later on...
Since u need code to make it accessible (and as jkos told, probably, u need to define your own ladder without automap icon) i guess is shorter to spawn it when u need.
Re: Tentative changelist for 2.1.19
Posted: Sat Feb 21, 2015 8:58 pm
by JohnWordsworth
Just read the portrait changes - that's super awesome Petri

. Will make adding support for character portraits to my GUI system a breeze, and I really love the fact that you will be able to switch out a champion's portrait to allow for polymorphs etc!
Re: Tentative changelist for 2.1.19
Posted: Sat Feb 21, 2015 9:07 pm
by JohnWordsworth
I don't know if I mentioned this previously (apologies if I did), but one thing I think would really help all of us modding is if the error log could include a path when you get the dreaded "attempt to concatenate field 'id' (a nil value)" crash upon saving. Just adding "attempt to concatenate field 'id' in object 'myObject' (a nil value)" would be great. Even better would be "attempt to concatenate field 'id' in object 'entity.script.outerObject.innerObject' (a nil value)".
This would literally have saved me hours of debugging on my GUI toolkit (it's happened only twice now, but when you've got a thousand lines of script - finding just where the bug is can be a nightmare!).
Another option would be to have a "test save" button in the editor. I've contemplated trying to write one, but without debug.getlocal I don't think it's possible.