v0.90a Bug Report Thread
Moderators: th15, Moderators
-
- Commander
- Posts: 174
- Joined: Fri Jun 13, 2008 4:37 pm
- Location: Frontlines againest a piggy invasion
Got a triple error here when I try to load my ship.
ERROR in
action number 1
of Step Event
for object ctr_Turrets:
Error in code at line 49:
else if (dc_group != -1 && l_owner.dc_controlled) then
at position 29: Unknown variable l_owner
___________________________________________
ERROR in
action number 1
of End Step Event
for object ShipSection:
Error in code at line 275:
image_angle = l_owner.image_angle + l_angle + rs_rotang
at position 20: Unknown variable l_owner
___________________________________________
ERROR in
action number 1
of End Step Event
for object ctr_Turrets:
Error in code at line 4:
dir = rs_offsetdir + rs_owner.image_angle - rs_owner.l_angle
at position 32: Unknown variable image_angle
In addition, turrets that are mirrored have an annoying tendency to either sink to the bottom of the ship, float out of position when drived or simply vanish in the game. Shipmaker still works fine with them though
ERROR in
action number 1
of Step Event
for object ctr_Turrets:
Error in code at line 49:
else if (dc_group != -1 && l_owner.dc_controlled) then
at position 29: Unknown variable l_owner
___________________________________________
ERROR in
action number 1
of End Step Event
for object ShipSection:
Error in code at line 275:
image_angle = l_owner.image_angle + l_angle + rs_rotang
at position 20: Unknown variable l_owner
___________________________________________
ERROR in
action number 1
of End Step Event
for object ctr_Turrets:
Error in code at line 4:
dir = rs_offsetdir + rs_owner.image_angle - rs_owner.l_angle
at position 32: Unknown variable image_angle
In addition, turrets that are mirrored have an annoying tendency to either sink to the bottom of the ship, float out of position when drived or simply vanish in the game. Shipmaker still works fine with them though
Avatarless and proud of it! And being really crazy and screwing everything conventional!
Currently working on:
The largest transforming mecha EVAR!
Currently working on:
The largest transforming mecha EVAR!
-
- Commander
- Posts: 116
- Joined: Sat Mar 01, 2008 3:49 am
-
- Commodore
- Posts: 721
- Joined: Mon Jun 30, 2008 7:49 am
- Location: "not here" would probably be accurate
Alright, here's a new one for you guys,
(I have yet to find a way to recreate this at will, but it exist somewhere...)
Sprites IN the interface
I tried moving the deflector around, and it quite literally is in the interface, it doesn't appear anywhere else, but the interface. However...
~~~ moments late when I tested things around ~~~
Is anyone experiencing this? it seems like 10% of the time, the section/weapon/etc starts at a north-west location at a random distance; I am currently looking at a blaster that has a coordinate of...
X = -4514
Y = -3985
I think lag has a part in this, the shipmaker does lag a bit.
(I have yet to find a way to recreate this at will, but it exist somewhere...)
Sprites IN the interface
I tried moving the deflector around, and it quite literally is in the interface, it doesn't appear anywhere else, but the interface. However...
~~~ moments late when I tested things around ~~~
Is anyone experiencing this? it seems like 10% of the time, the section/weapon/etc starts at a north-west location at a random distance; I am currently looking at a blaster that has a coordinate of...
X = -4514
Y = -3985
I think lag has a part in this, the shipmaker does lag a bit.
Last edited by thacannon on Mon Feb 02, 2009 10:36 am, edited 1 time in total.
Well, apparently, no I can't. I can reproduce the behavior, but it goes away after I save or mirror, and isn't there when I load the save. So... it's going to be hard to give you a save, and it is pretty easy to work around, but it's still moderately annoying.Kaelis wrote:What the hell... you sure about that?Siber wrote:Triggers seem to reset a section's depth to what it was when placed instead of its user set depth
If so, can you post a demonstrative sb4?
-
- Captain
- Posts: 486
- Joined: Thu Aug 07, 2008 11:32 pm
I have actually had this before, though not on the .90 SM. it seams to occur after placing multiple aegis deflectors without a target, and then placing another section. can't reproduce thoughAlright, here's a new one for you guys,
Edit: I also remember seeing the targeting lines for the aegis target the section in the gui, and the section in the gui appearing aegised.
This is an artifact of how GM works. Basically, the sidebar is placed at some far-off point in the same area as the workspace, and then the left side of the screen that is occupies is just a view pointed at the part of the 'room' where the sidebar is. By moving other pieces to the same coordinates as the sidebars, they will pop up there too, as both the sidebar and everything else all occupy the same space, they're just spaced far enough apart that this kind of 'bug' doesn't show up that often.
[url=http://www.wyrdysm.com/phpBB2/viewtopic.php?t=2267]Ships of the Imperial Tul'tharian Navy.[/url]
[url=http://www.wyrdysm.com/phpBB2/viewtopic.php?t=2878]Minifleet Project.[/url]
[url=http://www.wyrdysm.com/phpBB2/viewtopic.php?t=2878]Minifleet Project.[/url]
Sorry for the double-post, but I just got a nice, juicy error of my own that is currently preventing me from opening my ship in the SM, but not the sandbox.
If it helps, the ship has moving parts, and if I press 'ignore', it loads up about 1/5 of the sections, and the cursor disappears. Then, whenever I click, this pops up:
PM me if you need the .sb4.
Code: Select all
ERROR in
action number 1
of Key Press Event for O-key Key
for object obj_sidebar:
In script loadShip:
In script oReadParams:
In script nSecD:
In script updateMovtarget:
Error in code at line 98:
ms_mcounter = ceil(ms_startdist/ms_aspeed)
at position 40: Division by 0.
Code: Select all
ERROR in
action number 1
of Mouse Event for Glob Left Pressed
for object obj_sidebar:
In script updateMovtarget:
Error in code at line 98:
ms_mcounter = ceil(ms_startdist/ms_aspeed)
at position 40: Division by 0.
[url=http://www.wyrdysm.com/phpBB2/viewtopic.php?t=2267]Ships of the Imperial Tul'tharian Navy.[/url]
[url=http://www.wyrdysm.com/phpBB2/viewtopic.php?t=2878]Minifleet Project.[/url]
[url=http://www.wyrdysm.com/phpBB2/viewtopic.php?t=2878]Minifleet Project.[/url]
Tell me how to reproduce it, then. Duh.Siber wrote:Well, apparently, no I can't. I can reproduce the behavior, but it goes away after I save or mirror, and isn't there when I load the save. So... it's going to be hard to give you a save, and it is pretty easy to work around, but it's still moderately annoying.
natan_j:
Do not set speed to 0...
I can fix that sb4 for you if needed.
Place some pieces, set some up to move via trigger. Now place another piece overlapping them, note which pieces are above which, and then manual alter depth till visible change occurs. Go to preview mode, trigger the movement, and watch it return to the depth state that existed when you first placed.
I just saved my ships, and my .sb4s disappeared or were overwritten (2 disappeared and one overwritten) and I cannot open them in the editor any more. The .shp files still work. How the hell do I restore the .sb4s???
"Forgive my rudeness. I cannot abide useless people." -Murphy, Firefly
[b]Images removed for thoroughly violating width limit.[/b]
[b]Images removed for thoroughly violating width limit.[/b]