kraken121 Posted May 6, 2014 Share Posted May 6, 2014 Please use this thread to post any bugs you find in the mod, this includes but is not limited too, 1. crashes2. things not working as intended 3. exploits4. glitches5. art problems Please take a screen shot of the bug or crash screen. Please be as detailed as possible and try to explain exactly what happened to better ensure the bug gets fixed as soon as possible. Thanks, Krak 1 Link to comment Share on other sites More sharing options...
Minik435 Posted May 7, 2014 Share Posted May 7, 2014 Grammar error found:Paladin when choosing have writed:1. *Blah blah*2. Can use shEIlds3. *Blah blah* 4. *Blah blah* Link to comment Share on other sites More sharing options...
kraken121 Posted May 7, 2014 Author Share Posted May 7, 2014 Grammar error found:Paladin when choosing have writed:1. *Blah blah*2. Can use shEIlds3. *Blah blah* 4. *Blah blah*haha will fix that, thanks Link to comment Share on other sites More sharing options...
Minik435 Posted May 7, 2014 Share Posted May 7, 2014 (edited) I tested in all ways digging hole/grave:RoG - crashNo RoG - crashRoG w/o mods - crashW/o RoG and mods - crashThere is same bug as I reported on thread in mods and tools.I hope it have been fixed. Edited May 7, 2014 by Minik435 Link to comment Share on other sites More sharing options...
kraken121 Posted May 7, 2014 Author Share Posted May 7, 2014 will look into it Link to comment Share on other sites More sharing options...
soul Posted May 9, 2014 Share Posted May 9, 2014 Did any1 else get this?? my file might not be up-to-date ... anyways...having lots of fun playing!! Link to comment Share on other sites More sharing options...
DeathDisciple Posted May 9, 2014 Share Posted May 9, 2014 gah, the north one happens because game load no-hat version on north idle animation - it is supposed to load hat-version and but it does just when you're moving. Wonder if spriter one suffers from the same issue... might just scale the 'hat' up a bit tho, being that it's smaller than common full hats. Link to comment Share on other sites More sharing options...
Scalepelexis Posted May 9, 2014 Share Posted May 9, 2014 (edited) Is there a way to remake the side view so that it doesn't have the notch cut out for the goblins ear? But still have the ear cut out when equipped to the goblin. Maybe it reads that png for the goblin and a different png when on the player? Edited May 9, 2014 by Scalepelexis added question Link to comment Share on other sites More sharing options...
kraken121 Posted May 9, 2014 Author Share Posted May 9, 2014 Did any1 else get this?? my file might not be up-to-date ... anyways...having lots of fun playing!! yeah, we will touch this up, glad ur enjoying it Link to comment Share on other sites More sharing options...
soul Posted May 11, 2014 Share Posted May 11, 2014 regarding the bug with graves...culprit can be "Dem Bones" ...it started working fine when i disabled this mod Link to comment Share on other sites More sharing options...
simplex Posted May 11, 2014 Share Posted May 11, 2014 regarding the bug with graves...culprit can be "Dem Bones" ...it started working fine when i disabled this mod Considering Dem Bones was written a long time ago, and the original author vanished, I'd say that's very likely the cause (or at least one of the causes). Especially since his mods did tend to override files, explaining the missing component under RoG . Link to comment Share on other sites More sharing options...
DeathDisciple Posted May 11, 2014 Share Posted May 11, 2014 Oh, I ended up putting extra checks afterwards, but yeah if that thing is not ROG-compatible using it will cause other issues. Should prob put a warning somewhere about it. Link to comment Share on other sites More sharing options...
Minik435 Posted May 13, 2014 Share Posted May 13, 2014 regarding the bug with graves...culprit can be "Dem Bones" ...it started working fine when i disabled this modYeah... I now know what was going on. Dem Bones were automatically on in mods and that was my mod from Hunger DS... BTW I used it only for hair Now I'm only force enabling mods cuz Camp Cuisine does not works if not force enabled Link to comment Share on other sites More sharing options...
orian34 Posted May 29, 2014 Share Posted May 29, 2014 I was loading my pre0.0.4 save of HitD, all works well, fine! I pass one day, eat some honey nuggets, kill some pigs in my village and i hear hound barking(usual as possible)..so i run to my "eyefield" and wait to the barkings end...And BAM crash...So i think : 1. Saves created before 0.0.4 does not includes the all new system of hound waves( orcs etc) so it creates desync and crash...2. The whole new system of hound waves just bug...(for now!!!) Link to comment Share on other sites More sharing options...
DeathDisciple Posted May 29, 2014 Share Posted May 29, 2014 I was loading my pre0.0.4 save of HitD, all works well, fine! I pass one day, eat some honey nuggets, kill some pigs in my village and i hear hound barking(usual as possible)..so i run to my "eyefield" and wait to the barkings end...And BAM crash...So i think : 1. Saves created before 0.0.4 does not includes the all new system of hound waves( orcs etc) so it creates desync and crash...2. The whole new system of hound waves just bug...(for now!!!)I could use a log or a screenshot of an error, but I think it's 1. the old saves are missing the table I added on 0.04, we'll update with the potential fix in a sec. Link to comment Share on other sites More sharing options...
kraken121 Posted May 29, 2014 Author Share Posted May 29, 2014 I was loading my pre0.0.4 save of HitD, all works well, fine! I pass one day, eat some honey nuggets, kill some pigs in my village and i hear hound barking(usual as possible)..so i run to my "eyefield" and wait to the barkings end...And BAM crash...So i think : 1. Saves created before 0.0.4 does not includes the all new system of hound waves( orcs etc) so it creates desync and crash...2. The whole new system of hound waves just bug...(for now!!!)Yeah, always try to provide a screen shot if you can Link to comment Share on other sites More sharing options...
orian34 Posted May 29, 2014 Share Posted May 29, 2014 it's easily doable, when it crashes, it reload the day beforethe crash... OMG it's the Groundhog day!!!! Link to comment Share on other sites More sharing options...
kraken121 Posted May 29, 2014 Author Share Posted May 29, 2014 i uploaded a fix, try to download it and see if it fixes the problem. Link to comment Share on other sites More sharing options...
soul Posted June 3, 2014 Share Posted June 3, 2014 (edited) So I had this problem last time I played..since I don't have access to my comp if some1 can crosscheck it would be great.. In the new version, my game would crash as soon as I tried using pitchfork.If I remember correctly it said pt/pl/pr nil value (1 of the 3 p's) Edited June 3, 2014 by soul 1 Link to comment Share on other sites More sharing options...
kraken121 Posted June 3, 2014 Author Share Posted June 3, 2014 So I had this problem last time I played..since I don't have access to my comp if some1 can crosscheck it would be great.. In the new version, my game would crash as soon as I tried using pitchfork.If I remember correctly it said pt/pl/pr nil value (1 of the 3 p's)good catch, yeah pitchfork is crashing it, we will take a look at it Link to comment Share on other sites More sharing options...
kraken121 Posted June 3, 2014 Author Share Posted June 3, 2014 (edited) So I had this problem last time I played..since I don't have access to my comp if some1 can crosscheck it would be great.. In the new version, my game would crash as soon as I tried using pitchfork.If I remember correctly it said pt/pl/pr nil value (1 of the 3 p's)seems its a conflict between UnA and HitD , Death is looking into it now. seems it was our mistake after all, Edited June 3, 2014 by kraken121 Link to comment Share on other sites More sharing options...
simplex Posted June 3, 2014 Share Posted June 3, 2014 good catch, yeah pitchfork is crashing it, we will take a look at it That's just a minor lapse, Death forgot to pass the self parameter to old_canterraformpoint in modmain.lua:1351.@@ -1348,7 +1348,7 @@ AddClassPostConstruct("components/terraformer",function(self) local old_canterraformpoint=self.CanTerraformPoint function self:CanTerraformPoint(pt)- if(old_canterraformpoint(pt))then+ if(old_canterraformpoint(self, pt))then -- since it's blocking just hardcoded crap... one day I'll move this local ground = GetWorld() if ground thenAnd oh, HitD is crashing with Always On Status. The issue (which is on Always On Status' end) is that it adds a custom component to characters (the "switcher" component), but it does so by iterating through the character names (including modded ones, but only if they were added to MODCHARACTERLIST by then, i.e. if their mods run before Always On, which is not the case for HitD). This can be fixed on the HitD side (even though it should be fixed within Always On...) by attaching the "switcher" component if Always On is enabled via a player prefab postinit (as in modmain.lua:1365); a sim postinit would probably not work, since the HUD is initialized before it runs, so the crash would likely keep happening.Two more tiny little details: the "inspectable" component is being added twice to prefabs/fa_bbq.lua, and the "activatable" component is being added twice to prefabs/fa_dungeon_entrance.lua. 1 Link to comment Share on other sites More sharing options...
DeathDisciple Posted June 3, 2014 Share Posted June 3, 2014 seems its a conflict between UnA and HitD , Death is looking into it now. seems it was our mistake after all,This is what happens when 'someone' gets my first impression based on an error report he made with 100 mods active and hurries up to post it as a fact... His stack trace showed HitD terraformer override calling UA terraformer override calling main function, so the first guess was that perhaps those 2 somehow made a mess before I looked at the code itself. Anyway, yeah, what Simplex said above. I've cleared the extra components warnings earlier too, but they're not on live yet. Never really used Always On tbh, I'll have to look into that, thanks. 1 Link to comment Share on other sites More sharing options...
simplex Posted June 3, 2014 Share Posted June 3, 2014 (edited) @DeathDisciple As it turns out, Always On Status has different implementations for the forum download version and the Steam Workshop one... the switcher component is added (and required) by the Workshop version, but it doesn't even exist in the forum one. And they're both labeled as version 7.74, with no modinfo-based way of distinguishing between the two (except due to their description strings being different, but that's certainly not a reliable check). So HitD is compatible with the forum version of Always On, and incompatible with the Workshop version. I suggest that, if Always On is enabled, you add the switched component within a pcall. That's what I'm doing in U&A for Winnie. I don't get why Kiopho feels he has to split every mod he makes into so many different versions. He has 4 versions of Always On Status as a forum download (and the Workshop one is distinct from all 4, totalling 5 versions): one with bars, one with icons, one compatible with RPG HUD 55 and one compatible with RPG HUD 20-25. Something doesn't feel right when a modder has to publish several versions of his mod for compatibility with other mods himself wrote . Edited June 3, 2014 by simplex 1 Link to comment Share on other sites More sharing options...
kraken121 Posted June 3, 2014 Author Share Posted June 3, 2014 This is what happens when 'someone' gets my first impression based on an error report he made with 100 mods active and hurries up to post it as a fact... His stack trace showed HitD terraformer override calling UA terraformer override calling main function, so the first guess was that perhaps those 2 somehow made a mess before I looked at the code itself. Anyway, yeah, what Simplex said above. I've cleared the extra components warnings earlier too, but they're not on live yet. Never really used Always On tbh, I'll have to look into that, thanks.love how 4 mods turns into 100 1 Link to comment Share on other sites More sharing options...
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