ToME: the Tales of Maj'Eyal

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PostPosted: Sat Jun 29, 2013 5:20 pm 
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Archmage

Joined: Wed Aug 08, 2007 12:23 pm
Posts: 335
I've been using a couple of the mods as standalones, rather than the pack, and I just had them same spew of lua errors on victory.

Addons are "Inventory sort order" "Show all tab by default"and "inventory Keys"

Lua errors pop when :
An item is picked up,
Transmogrification is attempted from menu
Transmogrifation on level change
Opening a store
The game locks completely when attempting to transfer an item to the vault.

The error began after looting the final bosses. My guess is that the addons cannot properly handle either the pearl of life ad death or (and far more likely) the Awakened staff of absorption.

The lua error except form the logifle is this:

[LOG] You pickup 0.75 gold pieces.
Loading tile object/money_large.png
[LOG] You pickup 2.95 gold pieces.
Loading tile object/robe_cashmere.png
Lua Error: /mod/addons/invorder/superload/mod/class/Player.lua:90: attempt to compare nil with number
At [C]:-1 __lt
At /mod/addons/invorder/superload/mod/class/Player.lua:90
At [C]:-1 sort
At /mod/addons/invorder/superload/mod/class/Player.lua:68 sortInven
At /engine/interface/ActorInventory.lua:144 pickupFloor
At /mod/class/Player.lua:199 describeFloor
At /mod/class/Player.lua:254 moveDir
At /mod/class/Game.lua:1343
At /engine/KeyBind.lua:224


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PostPosted: Sat Jun 29, 2013 6:28 pm 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 2004
Location: A shallow water area south of Bree
Elkan wrote:
The error began after looting the final bosses. My guess is that the addons cannot properly handle either the pearl of life ad death or (and far more likely) the Awakened staff of absorption.

[sound F/X: source diving] Huh. The Pearl of Life and Death is indeed a gem without a material_level. Cleverly hidden in the zone's objects.lua instead of with all the other objects where I might have found it. And my sortInven() code at that point blithely says, "By construction, all gems and alchemist-gems have a defined material_level, so we don't need to check for it." That'll teach me, I guess. :oops: Should be fixed in v10b, just pushed out.

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PostPosted: Sat Jul 06, 2013 12:28 am 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 2004
Location: A shallow water area south of Bree
Pushing out v10c, with a small bugfix for Store Wish List. And pursuant to DarkGod's subtle hint, :wink: I've gone back and added technical info to the original release post.

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PostPosted: Fri Nov 01, 2013 2:50 am 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 2004
Location: A shallow water area south of Bree
Pushing out v10d with the following changes:
  • From Inventory Keys, actions on the use-item dialog now have quick-access mnemonic keys to select them quickly. Also added mnemonics for the item actions added by Use Item Shortcuts and Item Notes.
  • Can't believe I missed this before... From Talent Point Planner, new support for store-bought staff combat and mindstar training, and fixes to the available sources list UI.
...Wait, I was going to merge in Go to Landmark at the same time as that last one, wasn't I? :oops: I'll be right back...

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PostPosted: Fri Nov 01, 2013 3:29 am 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 2004
Location: A shallow water area south of Bree
...Aaand hot on the heels of that, pushing out v11, now including the Go to Landmark addon, as promised. We Apologize for the Confusion.(TM)

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PostPosted: Wed Nov 13, 2013 6:26 am 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 2004
Location: A shallow water area south of Bree
Migrating to v1.0.5, now including the Enhanced Object Compare addon. Other notes:
  • All the game options provided by the individual addons now live in their own tabs of the Game Options dialog, which appears to be the intended usage of the new GameOptions:tabs hook.
  • On a related note, setting the "Alternate Zones" option should now actually work... :oops:
  • The new built-in item actions "Tag" and "Untag" (and "Lua inspect", if you're in cheat mode) get their own mnemonics, and "Grasp Telekinetically" is moved to another mnemonic to avoid collision.
  • Inventory Show All Tabs By Default now also works on store dialogs.

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PostPosted: Wed Nov 13, 2013 11:43 pm 
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Joined: Mon Sep 02, 2013 5:50 am
Posts: 1
Zizzo wrote:
Migrating to v1.0.5,...


Woot. Thanks for this zizzo!


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PostPosted: Tue Nov 19, 2013 8:56 am 
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Joined: Tue Nov 19, 2013 8:43 am
Posts: 1
Hi, great mod collection, but there is no Fungus tree in the Talent Point Planner.

I notice the thread for the original mod has a patch to add this, should I just use that?

Edit: Also just noticed that the annotation to the right of some stats (Dex in my case) doesn't appear, I have assigned points to it though. Really only a minor nitpick there.

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PostPosted: Thu Nov 21, 2013 10:45 pm 
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Higher

Joined: Fri Nov 01, 2013 5:54 pm
Posts: 52
Non-fatal bug. Game proceeded just fine after closing this window.

Image

Someone mentioned a possible conflict between Arcanum and Zomnibus, over in the Arcanum thread. I am running both, incidentally.


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PostPosted: Fri Nov 22, 2013 1:36 am 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 2004
Location: A shallow water area south of Bree
Maud wrote:
Hi, great mod collection, but there is no Fungus tree in the Talent Point Planner.

The Myssil quest is one of the talent sources that the addon won't show you unless it can confirm that you already know about it, to avoid spoilers --- and unfortunately, since there's no achievement or other world-saved data associated with completing that quest, the only way the addon can be sure you know about it is if you've completed the quest with at least one character that's using the addon.

In fact, as long as we're on the subject, let me put that to the floor: would it be useful and/or desirable to have some kind of "spoiler" mechanism by which the player could tell the addon, "Yes, I know about that quest, you stupid machine, just let me pick the talents already"? What form should it take, and what talent sources should be on it?

Maud wrote:
I notice the thread for the original mod has a patch to add this, should I just use that?

You mean this? That was Wild-Gift/Antimagic, not Wild-Gift/Fungus; the addon was using the wrong achievement to determine whether you'd seen it. And I port all bug fixes from the individual addons to ZOmnibus, so that shouldn't be a problem.

Maud wrote:
Edit: Also just noticed that the annotation to the right of some stats (Dex in my case) doesn't appear, I have assigned points to it though. Really only a minor nitpick there.

Ah, no, what the stat annotations are for is to show the stat levels you need to complete your talent plan. If you don't have an annotation on Dex, for instance, that just means your plan doesn't include any talents with Dex requirements.

grooog wrote:
Non-fatal bug. Game proceeded just fine after closing this window.

[sound F/X: source diving] Ah, I neglected to do proper input sanitization on Object:getDesc()'s name_param parameter. Sloppy of me. v12a, just pushed out, should fix that.

grooog wrote:
Someone mentioned a possible conflict between Arcanum and Zomnibus, over in the Arcanum thread. I am running both, incidentally.

(shrug) Could be the same bug; don't know enough about Arcanum to say. If it's occurring in a circumstance where the game would be showing an object description to the user, it's probably this bug.

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PostPosted: Fri Nov 22, 2013 3:23 am 
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Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
Posts: 2402
Location: Ambush!
I just disabled ZOmnibus to track down a bug (turns out it was ToME 1.0.5's fault not yours), and HOLY CRAP IT IS VERY FRUSTRATING TO SUDDENLY PLAY WITHOUT ZOmnibus.

Congrats, you're indispensable.

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Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.


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PostPosted: Fri Nov 22, 2013 4:29 am 
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Sher'Tul Godslayer

Joined: Fri May 07, 2004 8:26 pm
Posts: 2000
Location: Nahgharash
He achieved that as soon as he made this. Opt in adventurers have made this game stop gibbing my early characters at the sandworm lair.

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PostPosted: Fri Nov 22, 2013 5:13 am 
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Cornac

Joined: Fri Oct 04, 2013 7:12 pm
Posts: 36
Doctornull wrote:
I just disabled ZOmnibus to track down a bug (turns out it was ToME 1.0.5's fault not yours), and HOLY CRAP IT IS VERY FRUSTRATING TO SUDDENLY PLAY WITHOUT ZOmnibus.

Congrats, you're indispensable.


I disabled it to sort out a conflict with Arcanum. I then spent roughly 60 minutes loading all the stuff I use individually and debugging it to see what the conflict was. I ended up disabling the PointPlanner which I can live with but frankly I realized how much my general game enjoyment is impacted by the lack of ZOmnibus.

So ... +1 to you're indispensable.


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PostPosted: Sat Nov 23, 2013 5:33 am 
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Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
Posts: 2402
Location: Ambush!
I got jumped by two Adventurer parties at once.

The "ask" popup popped up twice, and both times I clicked "Fight".

When I clicked "Fight" the second time, I got a Lua error.


Attachments:
Screen Shot 2013-11-23 at 12.27.30 AM.png
Screen Shot 2013-11-23 at 12.27.30 AM.png [ 190.38 KiB | Viewed 6455 times ]

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PostPosted: Tue Nov 26, 2013 4:11 am 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 2004
Location: A shallow water area south of Bree
Doctornull wrote:
I got jumped by two Adventurer parties at once.

The "ask" popup popped up twice, and both times I clicked "Fight".

When I clicked "Fight" the second time, I got a Lua error.

Urk... okay, I think what's happening here is that the first dialog is dropping you into the ambush map before the second dialog can do anything, and then the second dialog is assuming you're still on the world map and trying to drop you into the ambush map again. 'wda' apparently stands for 'worldDirectorAI', which is something that lives in the wilderness map's data structures, and which the second dialog can't find by virtue of having said zone yanked out from under it.

My stab at a fix is to block any other adventurers party from attacking you while one party's "evade or fight" dialog is up, which should prevent the problem. That's pushed out as v12b, which also includes new support for the Arcanum Class Pack addon in the talent point planner.

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