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Bugged Vault in Old Forrest (SVN 1843)
Posted: Wed Nov 10, 2010 3:18 pm
by Vee

- snapshot1.png (161.02 KiB) Viewed 1297 times
This Vault is seriously missing something... Or am I missing something?
Re: Bugged Vault in Old Forrest (SVN 1843)
Posted: Wed Nov 10, 2010 3:39 pm
by darkgod
ah yeah right
There were mobs inside though ?
Re: Bugged Vault in Old Forrest (SVN 1843)
Posted: Wed Nov 10, 2010 4:12 pm
by Vee
Can't really say. I had an Escort Mission every time that vault showed up - there WERE a lot of mobs, but could have been some kind of pit as well (those are quite common in OF, aren't they?).
As the black squares behave like any other ground square, all mobs moved out of the way...
Oh, and this char is going for Antimagic - so no detection before coming into view...
Vee
Re: Bugged Vault in Old Forrest (SVN 1843)
Posted: Wed Nov 10, 2010 4:44 pm
by Vee
Same vault with different orientation: definitly no mobs inside.

Re: Bugged Vault in Old Forrest (SVN 1843)
Posted: Wed Nov 10, 2010 10:59 pm
by Massimiliano Marangio
Probably a missing grid name in the monster and object definitions, e.g. a missing "GRASS_DARK1" in a line like:
Code: Select all
defineTile('m', nil, {random_filter={subtype="molds", add_levels=2}})
There may also be a problem with "TREE_DARK" and "HARDTREE_DARK" since the tiles are not shown. These should be changed to "TREE_DARK1" and "HARDTREE_DARK1" or something similar.
Some other vaults proposed in this post also have the same errors:
http://forums.te4.org/viewtopic.php?p=94148#p94148