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Klei Bug Tracker

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Posts posted by tehMugwump

  1. So, uh... apparently people don't play the game the same way that I do. I tend to click a lot and do all my walking manually. Different strokes, I guess.


    From the feedback that we've received, I've re-thought the attack controls. Here are the new details:


    * There is an attack button (F) and an action button (space), and a force attack modifier (ctrl)

    * You can hold these buttons to repeat actions/attacks

    * The action radius is the size that it used to be

    * The attack button will autowalk you to a target if you are not currently WASD walking

    * Dragging the mouse to walk, and then passing over the UI will not stop you

    * The attack button will not automatically target friendlies or neutrals. You can use the force attack button with it to initiate combat 

    * If you press attack, and there's nothing around, nothing happens. This feels kinda gross, but it was confusing if you whiffed on a friendly.

    * Action button mining works again


    This will go live in a hotfix tomorrow. 

    Ah, I thought I notice some unexpected attack movements when I did a CTRL+F to enable free building in Mini Tools.  I'm leaving it though.  Won't try and guess what Keys the game will use next.

  2. It's quite funny how people immediately want the old system back because they haven't gotten used to the new one even though it's only been out for like 3 days, obviously it's gonna take a while.

    Normally, when you've bought a game and played it for many months, you don't expect the control system to change on you (can't remember when this has ever happened in a game I've bought).  You really can't expect people to change how they've played the game this many months without a squeal here and there.


    Myself, being an old gamer, have a little trouble learning new commands, especially when they stray away from the norm.  I often buy a game, give it a go, get frustrated with the controls and just leave the game sit.  I've played DS so long, at this point I don't think I'm interested in learning new controls and probably won't.


    I think Klei is taking a long term look at the game (this includes mods) so those of us that are hanging on now.. well, it can be a bit painful, but to the new buyers out there, they'll get a much more polished game.

    • Like 1

  3. Have you ever used a tool like WinMerge? If you make a copy of the scripts folder before updating to the preview branch, and then compare the two, it will show you exactly what's changed. I know this is not really what you're asking for, but I do find it a useful technique for spotting smaller differences especially.

    Thanks, yeah, I've been using NotePad ++ with the compare plugin to do just that.  It's saved my arse more than once.

  4. I'm glad that this announcement was generally well-received. I'll admit that I was a bit anxious when we were drafting it :-)


    Just to clarify: there's still going to be some content in the remaining patches - just not as much as some of the earlier patches. For example, Maxwell didn't get his rework in the SNP update. The first level of caves still needs some love. I would also consider controller support to be content - it's a lot of work on our end, at any rate.


    But yes, the amount of absolutely NEW stuff per update has to come down over time. We need to shift over to focusing upon making everything work well together. We can't go full speed ahead and then stop suddenly- things need time to settle, and we need to leave the game in a really good state. It would be really crappy if the last scheduled update added a new enemy that was unbalanced, and then we didn't have time to fix it. That would be irresponsible. It would also be a huge disservice to the mod community, which will be providing tonnes of new and crazy content for a very long time if we support it correctly now.


    We cut some of the specifics on the roadmap because there wasn't enough time left in the scheduled support window, and we don't want to push out a lot of broken stuff right at the end. It's important to remember that items on roadmaps aren't promises - they're targets. Game development is an inexact science, and stuff gets cut / rearranged / added all the time as production continues. We are very open with our development method, and share things as early as we are reasonably confident about them. But even then - sometimes we are wrong. I'd rather share and be wrong sometimes than talk only in super-guarded marketing-speak all of the time.


    As for the DLC - it's going to be fun. Since it an optional, modular pack-in, we *can* make crazy changes, and add new systems. It's been a while since we've been able to be so reckless, and I'm looking forward to seeing what the team comes up with when they don't have to worry as much about upsetting the existing balance.

    Thanks for being up front about all this.  I can't blame you guys at all and I've said so.  I, as the torch holder to Test Tools, hope to do the same thing and leave a well written, functioning mod for players to use for the life of the game.  (with the latest game UI changes, it doesn't look too promising though).


    Edit: Changed 'to' to 'too'.

  5.  All the widgets should be exporting a single class now, so anything in the widgets folder requires that assignment to local, e.g. UIAnim, TextButton, etc. Doing that should cover mostly everything... 

    If you look at the signature for Spinner (spinner.lua line 31) it has 7 possible parameters. It's the atlas, the 6th parameter, which is screwing up. Make sure that in testscreen.lua line 548 that the atlas is in fact in the 6th parameter slot?


    If you're not supplying the atlas or textures list at all, then something is screwey and I can look further into it.

    The frustrating part is not knowing what all changed and having to blindly poke around in the dark (not your problem, I know)


    Moving the atlas to the 6th slot looks like it got the buttons showing, but they're now all off screen.  Just a corner of one is showing in the lower left corner.  


    My set up mirrors the setup in the OLD customizationscreen:

    testscreen -self.itemSpinner = Spinner(uncraftableItemOptions, 180, spinnerHeight, spinnerFont, spinner_atlas, spinner_images)customizationscreen - opt:AddChild(Spinner( spin_options, w, spin_height, spinfont, spinner_atlas, spinner_images ))

    I also see that a lot's changed from the old customizationscreen.lua to the new:

    Things like:


    local presetspinnerFont = { font = BUTTONFONT, size = 30 }local w = 200self.presetspinner = self.presetpanel:AddChild(Spinner( self.presets, w, 50, presetspinnerFont, spinner_atlas, spinner_images ))self.presetspinner:SetPosition(-self.presetspinner:GetWidth()/2, 50, 0)


    local w = 400self.presetspinner = self.presetpanel:AddChild(Spinner( self.presets, w, 50))self.presetspinner:SetPosition(0, 50, 0)

    Hell, in the new customization.lua they aren't even using things like spinner_atlas now.


    I'll return to spelunking... or maybe just go play Spelunky instead.


    On a lighter note, I got Personal Backpack and Amulet working for Nightmares.  Serious UI changes there.

  6. (taking my moderator hat off....)

    Walk on over to the Cube World forums if you want to see how NOT to run an indie game.  First thing you'll notice is their forums have been locked for a month and the last 'tweet' from the (one) dev was 23 days ago. No timeline for development, no communication. Reddit is turning into a lynching mob over Cube World.


    I think the money spent for DS has already paid for itself a few times over.  The devs can't working for nothing just to keep giving out updates.  You make your best guess at the beginning how things will be done and then you change as needed when reality sets in.


    Don't know about you, but I've haven't gotten so much use out of a game since Minecraft.  And that's saying a lot.

    • Like 2

  7. @Ipsquiggle, I've managed to get most of the new pointers to where all the screen files are (widgets) for Test Tools testscreen.lua:
    local Widget = require "widgets/widget"require("util")local Screen = require "widgets/screen"require("widgets/button")require("widgets/animbutton")local Image = require("widgets/image")require("widgets/uianim")local Spinner = require("widgets/spinner")local Numericspinner = require("widgets/numericspinner")require("screens/popupdialog")require("widgets/textbutton")require("widgets/toggle")local Keyscreen = require("screens/keyscreen")local build_info = require "testtools.builds"local spinner_atlas = "images/ui.xml"
    Took many tries to even get Test Tools to load in the preview, but now it does. When I hit F1 to load testscreen, I get a background, but no controls at all.
    The relevant log text points to 'gsub' in util.lua:
    Any thoughts?
    ...m/steamapps/common/dont_starve/data/scripts/util.lua:251: bad argument #1 to 'gsub' (string expected, got table)
    LUA ERROR stack traceback:
            =[C] in function 'gsub'
            C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/util.lua(251,1) in function 'resolvefilepath'
            C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/widgets/image.lua(27,1) in function 'SetTexture'
            C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/widgets/image.lua(11,1) in function '_ctor'
            C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/class.lua(28,1) in function 'Image'
            C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/widgets/threeslice.lua(13,1) in function '_ctor'
            C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/class.lua(28,1) in function 'ThreeSlice'
            C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/widgets/spinner.lua(51,1) in function '_ctor'
            C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/class.lua(28,1) in function 'Spinner'
            C:/Program Files/Steam/steamapps/common/dont_starve/data/../mods/Test Tools/scripts/screens/testscreen.lua(548,1) in function 'DoInit'
            C:/Program Files/Steam/steamapps/common/dont_starve/data/../mods/Test Tools/scripts/screens/testscreen.lua(388,1) in function '_ctor'
            C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/class.lua(28,1) in function 'TestScreen'
            C:/Program Files/Steam/steamapps/common/dont_starve/data/../mods/Test Tools/scripts/components/testtoolcontroller.lua(23,1) in function 'ToggleMenu'
            C:/Program Files/Steam/steamapps/common/dont_starve/data/../mods/Test Tools/scripts/components/testtoolcontroller.lua(80,1) in function 'fn'
            C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/events.lua(46,1) in function 'HandleEvent'
            C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/input.lua(89,1) in function 'OnRawKey'
            C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/input.lua(205,1)
    C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/frontend.lua(388,1) SCRIPT ERROR! Showing error screen 
    C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/mods.lua(280,1) unloading prefabs for mod MOD_Test Tools

  8. Yes, I see your point with enabling all causing trouble. I agree. I was just in a *****y mood, so don't lose any sleep over mod enabling. :p

    Definitely the error handling is due for a bit of an upgrade. As Simplex mentioned, the reason for the "Disable Everything" behavior is because at that point we don't know which mod caused the error and it's also not possible to get to the mods screen to manually disable mods. So the behaviour we chose (and this was in a rush to solve live crashes after last update) was to just disable all the mods, and then you can re-enable them manually.

    There are a few problems with it; first, it happens during map gen and savegame loading, which don't block your access to the mods screen. So in those cases we could probably not disable everything (though I believe we still can't show an error or detect which mod it was).

    The other problem is definitely re-enabling everything. I'm extremely hesitant to have any kind of "enable all" button because for most users it will just cause the game to crash again (by re-enabling the broken mod, and potentially other broken mods which were previously disabled).

    At this point I'd prefer to have most users systems bail out of mods aggressively in order to preserve the game running. I do, however, have a plan to bring modsettings.lua back into the loop, to allow mod developers to force-enable mods, so that during development you don't have to work through the menus every time something breaks.

    [MENTION=10028]tehMugwump[/MENTION] does this seem like it would solve the frustration you're having? If not we can come up with something better. :)

  9. I've lost count how many times I've had to explain to folks the simplest thing (installing a mod) but many people still get things goofed up (usually taking the zip download and doing an 'unzip to' - this almost always results in the mod installing two directories down and not working). I think a simple mod installer of some sort would be a great addition to the game.On the Mod Screen > install mod > dialog box that let's them find the downloaded zip file and the zip is automatically installed correctly where it belongs and also removes the existing mod folder first.I could write this easy enough in visual basic, but it needs to be launched from the Mod Screen.Minecraft mod installers don't even unzip the zip file, but the mod is run from there.Anyway, just a thought.

  10. an just enableing them did not work

    There's one of three things wrong:

    1. Your copy of Don't Starve is old.

    2. Your copy of the mods are old.

    3. You've installed the mods in the wrong place.

    Double check your mod folders and make sure the actual mod isn't installed two folders deep (example): dontstarve/mods/Test Tools/Test Tools would be wrong. There should only be one Test Tools directory.

    Once you've read through the mod section stickey's about fixing these problems and you're still having trouble, post your log.txt file here in a spoiler tag.

    log.txt will be here: C:\Users\*yourID*\Documents\Klei\DoNotStarve

  11. [MENTION=55]Ipsquiggle[/MENTION], though nothing has been touched in, on, or around the character select screen, I started getting reports of Test Tools crashing after selecting a new 'toon. Verified myself and it's a mystery why it's started crashing out of nowhere. Perhaps a backend change somewhere? Anyway, here's the relevant part of the log text:

    C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/modindex.lua(106,1) loaded modindex

    C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/modindex.lua(47,1) ModIndex: Beginning normal load sequence.

    C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/mods.lua(254,1) Loading modworldgenmain.lua for Test Tools

    C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/mods.lua(262,1) Mod Test Tools had no modworldgenmain.lua. Skipping.

    C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/mods.lua(254,1) Loading modmain.lua for Test Tools

    C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/modutil.lua(9,1) Test Tools AddGamePostInit

    C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/modutil.lua(9,1) Test Tools AddSimPostInit

    C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/modutil.lua(9,1) Test Tools AddComponentPostInit ambientsoundmixer

    C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/mods.lua(340,1) Registering prefabs for Test Tools

    C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/mods.lua(346,1) Registering Test Tools prefab: characterselectdummy

    C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/mods.lua(362,1) Registering default mod prefab for Test Tools


    C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/playerdeaths.lua(72,1) loaded morgue_release

    C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/playerprofile.lua(212,1) loaded profile

    C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/saveindex.lua(65,1) loaded saveindex

    C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/gamelogic.lua(71,1) LOAD BE

    C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/gamelogic.lua(75,1) LOAD BE: done

    C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/gamelogic.lua(332,1) Loading Nav Grid

    MiniMapComponent::SetAtlasInfo( minimap/minimap_data.xml )

    C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/modindex.lua(57,1) ModIndex: Load sequence finished successfully.

    Reset() returning

    HttpClientWriteCallback (0x05913EA7, 1, 16, 0x05AFF824)

    HttpClientWriteCallback READ 16 (16 total)

    QueryServerComplete for handle [1] ok, HTTP 200: {"result":"OK"}

    MiniMapRenderer::GenerateForeground(): mAtlas = 095FAC68

    MiniMapComponent::SetAtlasInfo( minimap/minimap_data.xml )

    ...mon/dont_starve/data/scripts/components/overseer.lua:28: attempt to call method 'Equip' (a nil value)

    LUA ERROR stack traceback:

    C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/components/overseer.lua(28,1) in function 'FightStat_Equip'

    C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/components/inventory.lua(614,1) in function 'Equip'

    C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/components/inventory.lua(119,1) in function 'OnLoad'

    C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/entityscript.lua(1021,1) in function 'SetPersistData'

    C:/Program Files/Steam/steamapps/common/dont_starve/data/../mods/Test Tools/scripts/commands.lua(199,1) in function 'cb'

    C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/screens/characterselectscreen.lua(72,1) in function 'onclick'

    C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/animbutton.lua(52,1) in function 'domouseup'

    C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/widget.lua(211,1) in function 'OnMouseUp'

    C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/widget.lua(19,1) in function 'fn'

    C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/entityscript.lua(585,1) in function 'PushEvent'

    C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/input.lua(85,1) in function 'OnMouseButton'

    C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/input.lua(219,1)

    C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/modindex.lua(63,1) ModIndex: There was a mod crash at an unrecoverable state in loading.

    C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/frontend.lua(257,1) SCRIPT ERROR! Showing error screen

    MiniMapRenderer::GenerateForeground(): mAtlas = 095FAC68

    Collecting garbage...

    lua_gc took 0.17 seconds


    lua_close took 0.21 seconds

    Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager.

    Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager.

    HttpClient::ClientThread::Main() complete

    Shutting down

    It says error - overseer.lua(28,1), attempt to call method 'Equip' (a nil value), but open overseer.lua and it's all comments to line 47.

    Side note: characterselectscreen, when called by Test Tools, can't find biobox.tex unless I change this line and supply the files: Is this images being unloaded after game starts so it's not available?

    --self.biobox = self.fixed_root:AddChild(Image("images/fepanels.xml", "biobox.tex")) -- line from Hungerself.biobox = self.fixed_root:AddChild(Image("scripts/images/biobox.xml", "biobox.tex")) -- line from Powers

  12. The game does that to prevent the game from not loading at all due to a mod. This needs to be done at some extent to avoid lockups. But it would be nicer if the game prompted the user with a dialog for choosing between disabling all mods or not instead.

    That's why and Enable ALL button on the mod screen is needed. Either way, you're going to get in there and correct the problem and going back and manually enabling all your mods one by one is quite a pain.

  13. [MENTION=55]Ipsquiggle[/MENTION], a request for the Mod community:

    Can we please get an Enable ALL button on the mod screen? I've lost count how many times the game has crashed and disabled all mods, I go in and fix the problem (because I was testing a mod) and each time have to go in and MANUALLY enable all 14 mods I'm running.

    An Enable ALL button would make our lives SO much easier!

  14. [MENTION=55]Ipsquiggle[/MENTION], that did it. When I ran it, though, all I got was a blank screen with the red lined background.... Found out I had to keep the full lines up top:

    self.entitySpinner = Spinner(entityOptions, 180, spinnerHeight, spinnerFont, spinner_atlas, spinner_images)self.objectSpinner = Spinner(objectOptions, 180, spinnerHeight, spinnerFont, spinner_atlas, spinner_images)
    I think this is damn near it fellas! Couldn't have done it without ya!

  15. Hmm, isn't working. (though it still removes it's own picture frame) The image stays in place (Objects loads it's preview frame on top of Entities frame and images, so none of those preview images are visible. Here's the two fucntions. If you want, you can just paste this into Test Tools replacing the two functions. (though you'll need the 'test' build I have uploaded)

    -- ########################### ENTITYS ########################### --self.entitySpinner = Spinner(entityOptions, 180, spinnerHeight, spinnerFont, spinner_atlas, spinner_images)function self.entitySpinner:OnChanged(data)	this.working.entityPrefab = data	this:UpdateSelectedEntity()------- clean up preview framesif self.bg thenself:RemoveChild(self.bg)  self.bg:Kill()  self.bg = nilendif self.bg_2 thenself:RemoveChild(self.bg2)  self.bg_2:Kill()  self.bg_2 = nilend-- then load picture frame	self.bg = self:AddChild(Image("scripts/images/panel.xml", "panel.tex")) -- new preview frame    self.bg:SetScale(0.75,1,1)	self.bg:SetPosition(450,0,0)------- clean up preview framelocal info = build_info[data]if info then	if self.entity_preview then		self:RemoveChild(self.entity_preview)		self.entity_preview:Kill()	end--$$$$$$$$$$$$$$$$$$$$$$$$$  pulls from builds.lua $$$$$$$$$$$$$$$$$$$$$$$$$--build_info.penguin.baseanim = "idle_loop"build_info.bat.baseanim = "fly_loop"build_info.bishop.baseanim = "idle_loop"build_info.knight.baseanim = "idle_loop"build_info.chester.baseanim = "idle_loop"build_info.pigman.baseanim = "idle_happy"build_info.merm.baseanim = "idle_happy"build_info.perd.baseanim = "idle_loop"build_info.walrus.baseanim = "idle_angry"build_info.tentacle.baseanim = "atk_loop"build_info.tentacle_pillar_arm.baseanim = "atk_loop"build_info.pigguard.baseanim = "idle_happy"build_info.lureplant.baseanim = "idle_out"build_info.eyeplant.baseanim = "atk"build_info.slurper.baseanim = "idle", true -- everything in SGslurper.lua tried - NOTHING worksself.entity_preview = self:AddChild(UIAnim(data))self.entity_preview:GetAnimState():SetBank( info.bank )self.entity_preview:GetAnimState():SetBuild( info.build )self.entity_preview:GetAnimState():PlayAnimation( info.baseanim )	elseself.entity_preview:GetAnimState():SetBank(data)self.entity_preview:GetAnimState():SetBuild(data)self.entity_preview:GetAnimState():PlayAnimation("idle")	endself.entity_preview:SetScale(0.25,0.25,0.25)self.entity_preview:SetPosition(440,-100,0)end-- end ENTITY-- ########################### OBJECTS ########################### --self.objectSpinner = Spinner(objectOptions, 180, spinnerHeight, spinnerFont, spinner_atlas, spinner_images)function self.objectSpinner:OnChanged(data)	this.working.objectPrefab = data	this:UpdateSelectedObject()------- clean up preview frameif self.bg thenself:RemoveChild(self.bg)  self.bg:Kill()  self.bg = nilendif self.bg_2 thenself:RemoveChild(self.bg2)  self.bg_2:Kill()  self.bg_2 = nilend-- then load picture frame	self.bg2 = self:AddChild(Image("scripts/images/panel.xml", "panel.tex")) -- new preview frame    self.bg2:SetScale(0.75,1,1)	self.bg2:SetPosition(450,75,0)------- clean up preview frame			local info = build_info[data]if info then		if self.entity_preview then			self:RemoveChild(self.entity_preview)			self.entity_preview:Kill()		end	self.entity_preview = self:AddChild(UIAnim(data))    self.entity_preview:GetAnimState():SetBank( info.bank )    self.entity_preview:GetAnimState():SetBuild( info.build )    self.entity_preview:GetAnimState():PlayAnimation( info.baseanim )else	self.entity_preview = self:AddChild(UIAnim(data))    self.entity_preview:GetAnimState():SetBank(data)    self.entity_preview:GetAnimState():SetBuild(data)    self.entity_preview:GetAnimState():PlayAnimation("idle")endself.entity_preview:SetScale(0.25,0.25,0.25)self.entity_preview:SetPosition(450,-50,0)end


    Since you're just modifying data, you can just copy it into eachother's functions.

    if self.bg then  self.bg:Kill()  self.bg = nilendif self.bg_2 then  self.bg_2:Kill()  self.bg_2 = nilendself.bg = blah.blah 
    So when that bit runs (whichever function it's in) it will destroy both images, if possible. (And do nothing to an image if it's already been destroyed -- notice how I set the "unused" self.bg_2 to nil, so that the 'if' will be false if we try again. It's not actually necessary to set self.bg to nil, because we set it to something else in the very next line. I just did it here so that it's a bit more explanitory what's happening and so this code can be more safely copied and pasted around.) Then it will create one new image and save it as self.bg.

    So the above would be copied into both/all applicable locations, swapping which image is being killed and replaced, of course.

  16. Thanks [MENTION=55]Ipsquiggle[/MENTION], one more question and I promise I'll leave you alone! (for a bit anyway, :p)From one function [function self.objectSpinner:OnChanged(data)] I need to kill self.bg in another function [function self.entitySpinner:OnChanged(data)]Basically, the Object function calls a background for the previews. I kill it with each preview change so it doesn't stack and get messy. When I go to the Entity function, I need to kill the background that's left over from the Object preview, but I don't know how to jump into another function like that...From here in the Object function:

    if self.bg2 thenself:RemoveChild(self.bg2)self.bg2:Kill()end
    and here in the Entity function:
    if self.bg thenself:RemoveChild(self.bg)self.bg:Kill()end
    Each needs to kill the other's bg image...

  17. [MENTION=55]Ipsquiggle[/MENTION], [MENTION=44092]simplex[/MENTION], nearly done!. I threw a test build up if you want to check it out >>. All I need to do now is have the Object items clear out the image left from Entity and vis-versa.

    Ipsquiggle, you'll see I had to throw in a self.entity_preview:Hide() in your if self.entity_preview code. Strange, but what it was doing wasn't removing the image, but moving almost off screen to the bottom of the table it seems. I could tell when I loaded taller objects. The Hide function took care of it perfectly. End result was the same though, nice clean image previews.