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Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod
Posted: Fri Aug 18, 2017 10:30 am
by AndakRainor
minmay wrote:Isaac wrote:
BTW: Something in the current ORRR3 breaks this code:
Code: Select all
do
local item = party:spawn('sack')
local loot = party:spawn('rotten_pitroot_bread')
item.containeritem:addItem(loot.item)
end
In a new project, this spawns a sack with rotten bread in it. In the ORRR3, this same script throws an error.
"Attempt to call method 'set' (a nil value)"
I've checked, it is not my modded copy, it is in the current project on Dropbox. #R048
The culprit is mod_assets/ext/spells_pack/items/containers.lua, which redefines sack and wooden_box with some useless extra overhead and also introduces this bug. I don't know why we even have that file...
Classic: it is a method from a script component I added to the containers definitions. So it is not initialized when you spawn it this way, as any script component. This useless code is meant to make enchanted containers that reduce the weight of their content.
Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod
Posted: Fri Aug 18, 2017 1:32 pm
by Isaac
AndakRainor wrote:Classic: it is a method from a script component I added to the containers definitions. So it is not initialized when you spawn it this way, as any script component. This useless code is meant to make enchanted containers that reduce the weight of their content.
It's a neat (even welcome) idea, but it breaks the standard method to create filled containers at runtime. While it's true that (knowing about it now) I can place the sack with contained item, via the editor, and then add that sack to a surface at runtime—to the same end as before... that's still just a workaround, not a good solution; because...again, this breaks the standard method to create filled containers at runtime.
Is there a way to modify the container script to not fail on a standard call?
*I'm not suggesting to remove it if it can't be fixed, but in that case it should certainly be commented in the script that it breaks standard container behavior, and preferably include an error trap that mentions why this fails when called. If no one is actually using containers at runtime, then it's not actively causing a problem... but (hopefully) people will be using the ORRR3 project file as a resource later on, and they at least need to know about this change, and its imposed limitation.
Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod
Posted: Fri Aug 18, 2017 2:23 pm
by AndakRainor
No problem, in any case I still have to update the spell pack for ORRR3. I just delayed it endlessly, because frankly I though the project was dead!
Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod
Posted: Fri Aug 18, 2017 7:32 pm
by akroma222
Skuggasveinn wrote:Isaac wrote:
Some months ago I was replacing a hard drive in my computer, I was going to clone the drive and f***ed up in a major way, I cloned the empty new one over the wrong one, not even the one I was going to replace.
In that process I nuked EVERYTHING regarding to Log modding, all my models, textures, music, dungeons I was working on etc etc
But to say that this accident but a brake on my LoG modding enjoyment is an understatement
Skuggs,
That is a horror story mate
Anything in my LoG2 resource files is at your disposal
Ive been (somewhat
) vigilant with archiving most of the scripts / asset packs the community has produced
I also have my own work (to be published v soon)
Let me know if I can help with recouping any content
Akroma
Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod
Posted: Fri Aug 18, 2017 8:31 pm
by Diarmuid
Man Skuggs, that's a sad story indeed...
I have lost data already as well, now I back up everything at maximum weekly, and duplicate most important things in the cloud as well, in case of fire/theft.
As for the ORRR3, I have already done that "finalization" process for the ORRR2 (like Skuggs did for ORRR1) so I'd rather give someone else the "chance" this time... lol. Also I have played a lot less with the LoG2 modding system than some of you around.
I'd be happy to help with testing however, when something approaches beta is ready, whoever does it.
Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod
Posted: Fri Aug 18, 2017 10:26 pm
by minmay
AndakRainor wrote:minmay wrote:Isaac wrote:
BTW: Something in the current ORRR3 breaks this code:
Code: Select all
do
local item = party:spawn('sack')
local loot = party:spawn('rotten_pitroot_bread')
item.containeritem:addItem(loot.item)
end
In a new project, this spawns a sack with rotten bread in it. In the ORRR3, this same script throws an error.
"Attempt to call method 'set' (a nil value)"
I've checked, it is not my modded copy, it is in the current project on Dropbox. #R048
The culprit is mod_assets/ext/spells_pack/items/containers.lua, which redefines sack and wooden_box with some useless extra overhead and also introduces this bug. I don't know why we even have that file...
Classic: it is a method from a script component I added to the containers definitions. So it is not initialized when you spawn it this way, as any script component. This useless code is meant to make enchanted containers that reduce the weight of their content.
Ah. As you might have guessed, the spell to make those enchanted containers is long gone.
Diarmuid wrote:As for the ORRR3, I have already done that "finalization" process for the ORRR2 (like Skuggs did for ORRR1) so I'd rather give someone else the "chance" this time... lol.
not it
Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod
Posted: Sun Aug 20, 2017 3:05 am
by AndakRainor
minmay wrote:Ah. As you might have guessed, the spell to make those enchanted containers is long gone.
True. But if I remember I have placed one weight reducing container as a reward in my room... And never thought about spawning containers with scripts, I just never do this and don't really see it as important. But I will fix this the next time I get the files. At the current speed of the mod development, I think I have years to do it though
Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod
Posted: Sun Aug 20, 2017 3:15 am
by Isaac
Spawning with scripts —aside from being a standard feature, is also the only way to create a container filled with items that one doesn't know in advance. (The container might have randomized ~or selective~ loot; the container might or might not have a key... if the party has already found one.)
Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod
Posted: Sun Aug 20, 2017 5:16 am
by AndakRainor
Spawning uninitialized script components with scripts is also a standard feature
If you need it, you can remove the file (and its import reference) for your work version.
Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod
Posted: Thu Oct 12, 2017 10:52 am
by AndakRainor
So the container spawning bug you reported Isaac is fixed for the next version of the spell pack and Magic of Grimrock (version 3.2). As I said in the spells pack thread, I will upload the version this WE, then I will work on updating the very old version of the pack in ORRR3. Is it okay with you if I do it on the last version shared online or do you want to send me your files instead?