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Re: [CLOSED] Call to modders/mappers: "One Room" round robin

Posted: Wed Feb 13, 2013 9:27 pm
by Ryeath_Greystalk
Xanathor,

First, I have to admit I'm glad the save game crashed on your system to confirm I'm not as crazy as I think I am. :)

Second, I'm glad you seem to have an idea what's causing the issue, although as grimwold pointed out, it isn't quite the same since your system is not finding the entity, whereas mine is showing duplicate entitiy.

Thirdly, and probably most important is, since this conversation is way over my head and there is no way I could add any meaningful insight, I just want to let you guys know I'm willing to download or reinstall a patch or a mod or whatever to help test if the problem has been corrected. Just let me know when, where, and what.

Re: [CLOSED] Call to modders/mappers: "One Room" round robin

Posted: Wed Feb 13, 2013 9:53 pm
by Komag
Ryeath_Greystalk wrote:it isn't quite the same since your system is not finding the entity, whereas mine is showing duplicate entitiy.
Actually it is the same. The problem is that the allEntities didn't properly find the dragon statue in order to destroy it, then when it made a new one with the same name (which would be fine if the first was gone) it gave you the duplicate error

Re: [CLOSED] Call to modders/mappers: "One Room" round robin

Posted: Wed Feb 13, 2013 10:26 pm
by Xanathar
I agree with Komag that it could be the same.

To solve this one and for all, Ryeath, can you reload that savegame, remove all the map markers (rightclick on them in the map) and try the room ?

Re: [CLOSED] Call to modders/mappers: "One Room" round robin

Posted: Wed Feb 13, 2013 10:31 pm
by Ryeath_Greystalk
Komag's explanation makes sense then.

I will try it when I get home tonight. You are just talking about the notes on the automap right?

Re: [CLOSED] Call to modders/mappers: "One Room" round robin

Posted: Wed Feb 13, 2013 10:53 pm
by Xanathar
Yes :) the notes on the map

Re: [CLOSED] Call to modders/mappers: "One Room" round robin

Posted: Thu Feb 14, 2013 12:50 am
by Grimwold
Thanks to Skuggasveinn I have access to the current source for ORRR... What I'm not quite sure of is how I should implement the fix... From Komag's thread it sounds like Marble's redefinition of allEntities() doesn't fly, so should I

a) fix my own room by using Marble and Komag's iterator within my own script....
b) add Komag's allEnt.ties(level) function on the map... but convert only my script, leaving others to convert usage of allEntites in their own rooms.
c) Add Komag's script, and attempt his global fix by replacing all instances of allEntites() with allEnt.ties()

I'm happy to do whatever, but I don't want to overstep my bounds by trying to fix code in other peoples rooms.

Re: [CLOSED] Call to modders/mappers: "One Room" round robin

Posted: Thu Feb 14, 2013 1:32 am
by Komag
I think definitely option C

no point in making others do something one at a time that needs to be done when you already have it there and can just do it all at once.

I fixed it for my huge dungeon with just a search/replace and then went in-game and tested each case that makes use of it - all worked flawlessly

Re: [CLOSED] Call to modders/mappers: "One Room" round robin

Posted: Thu Feb 14, 2013 1:52 am
by Grimwold
well... as Xanathar pointed out by PM, my room doesn't actually need allEntities as I only need to find one entity whose ID is known, so I've been able to re-write my script without it... and build in a bit of protection if, by some miracle, the entity doesn't exist.

I've tested this in editor and in game with/without map markers and it is fine.

Re: [CLOSED] Call to modders/mappers: "One Room" round robin

Posted: Thu Feb 14, 2013 3:30 am
by Ryeath_Greystalk
Xanathar wrote:I agree with Komag that it could be the same.

To solve this one and for all, Ryeath, can you reload that savegame, remove all the map markers (rightclick on them in the map) and try the room ?
That fixed it for me. I tried a few times with and without markers and everytime with = crash, everytime without = worked.