1.3 Traps(and possibly vaults?) are bugged

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PurpleXVI
Halfling
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Joined: Sat Sep 15, 2012 9:29 pm

1.3 Traps(and possibly vaults?) are bugged

#1 Post by PurpleXVI »

I've had one infinite, repeating error message bug with Paradox Mages vs Fireball traps, but since I've yet to find another fireball trap and replicate it, I can't say much about it, but what I can say is that literally every trap on L3 of Lake of Nur gives me an error message rather than having an effect.

Image

No adverse effects beyond that, it seems.
Last edited by PurpleXVI on Sun Jan 04, 2015 10:30 am, edited 1 time in total.

PurpleXVI
Halfling
Posts: 96
Joined: Sat Sep 15, 2012 9:29 pm

Re: 1.3 Traps are bugged

#2 Post by PurpleXVI »

Touching off one of those spinny beam-style traps causes a grand total of ten error messages per tick.

Image

Last time I had something like that(with a fireball trap), leaving and then re-entering the level caused INFINITE error messages to spawn, effectively breaking the game and forcing me to force it to shut down, so it seems to be a reasonably problematic error.

PurpleXVI
Halfling
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Joined: Sat Sep 15, 2012 9:29 pm

Re: 1.3 Traps(and possibly vaults?) are bugged

#3 Post by PurpleXVI »

The serious message panic is resulting only from traps within vaults, is the pattern I can establish so far, Vaults may have more bugs than that, though, for instance:

Image

This Gravity Well I set up within a Vault appears to never expire. Not sure if it's just the graphic or also the actual effect, though, seeing as how I haven't managed to lure any monsters into it so far. Up to twelve error messages per tick, now.

EDIT: It appears that only the graphic persists, and moves to a new location to permanently persist when I cast a new Gravity Well, at least inside the Vault.

PurpleXVI
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Re: 1.3 Traps(and possibly vaults?) are bugged

#4 Post by PurpleXVI »

I also get error messages when crushed by sand, and take no damage. I guess environmental damage in general is bugged, somehow?

edge2054
Retired Ninja
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Re: 1.3 Traps(and possibly vaults?) are bugged

#5 Post by edge2054 »

*edit*

I think the damage_handlers_reorder commit doesn't have enough sanity checks.

HousePet
Perspiring Physicist
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Re: 1.3 Traps(and possibly vaults?) are bugged

#6 Post by HousePet »

Someone forgot that non actors can do damage again. :mrgreen:
My feedback meter decays into coding. Give me feedback and I make mods.

0player
Uruivellas
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Re: 1.3 Traps(and possibly vaults?) are bugged

#7 Post by 0player »

sigh
I swear to Asha, I just moved stuff around...

PurpleXVI
Halfling
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Joined: Sat Sep 15, 2012 9:29 pm

Re: 1.3 Traps(and possibly vaults?) are bugged

#8 Post by PurpleXVI »

Man, it really hates lava, though. As far as I can tell, when a creature dies on top of lava, the game just launches into a crazy loop where it keeps spamming infinite error messages. I've had it happen multiple times now, and it seems to be the only common thread between the infinite error situations.

darkgod
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Re: 1.3 Traps(and possibly vaults?) are bugged

#9 Post by darkgod »

not your fault 0player; it's grayswandir's fault :)
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

PurpleXVI
Halfling
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Re: 1.3 Traps(and possibly vaults?) are bugged

#10 Post by PurpleXVI »

Another infinite error loop! Interestingly enough, though, this time things didn't seem to screw up as soon as I entered the level, but instead triggered when I overlapped some squares of lava with my Gravity Well AoE. And I managed to catch the infinite error messages this time.

Image

EDIT: Okay, so, I had saved just before the room and I returned. This time I held back on Gravity Well, and the bug didn't occur immediately. Trying to avoid the Lava of Infinite Errors, I backed out of the room after an initial Gravity Spike to whittle the orcs down, drawing as many with me as possible. This seemed to delay the error happening, BUT, it happened anyway after a bit... accompanied by a message that I'd gained an orc heart ingredient. So I think it may be when something dies on lava that things break, I'm assuming an orc in the room was standing on lava and melted after a while.

I had a similar error earlier, in the Old Forest. I got the meteor crash event, and when I blew up the time/space elementals on the spawned lava squares, everything crashed. It being a random event, I couldn't make it happen again to test it, but it does seem to be deaths on damaging lava squares that causes it, as far as I can tell.

darkgod
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Re: 1.3 Traps(and possibly vaults?) are bugged

#11 Post by darkgod »

fixed
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

twas Brillig
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Re: 1.3 Traps(and possibly vaults?) are bugged

#12 Post by twas Brillig »

I'm still getting what seems to be the same error on the latest chronomancer development build. (The error began under Monday's nightly build and Edge's branch from Friday, and does not resolve on switching to Friday's nightly build.) After stepping into a poisoned deep water pool in the Mold Path forest vault, I started getting a host of weird issues. First I get a bunch of errors on each game tick.
Lua Error: /data/damage_types.lua:27: attempt to index field 'turn_procs' (a nil value)
At [C]:-1 __index
At /data/damage_types.lua:27 useImplicitCrit
At /data/damage_types.lua:741 projector
At /data/timed_effects/physical.lua:245 on_timeout
At /engine/interface/ActorTemporaryEffects.lua:83 timedEffects
At /mod/class/Actor.lua:524 actBase
At /engine/GameEnergyBased.lua:116 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:1201
Second my effects either aren't counting down (poison from the water) or are counting down well into negative durations. Finally, my cooldowns aren't decreasing any more (and I'm not stunned).
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