[SVN3290]Lost Tunnels bug.

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madmonk
Reaper
Posts: 2257
Joined: Wed Dec 12, 2007 12:21 am
Location: New Zealand

[SVN3290]Lost Tunnels bug.

#1 Post by madmonk »

So I go down to level 2 (expecting to see the familiar layout) and all is black - nothing is visible. AL does appear (but only him) and we do go through a fight, he dies and does not drop anything or create any stairs.

Nothing unexpected in stdout or GDB.

Sorry about not having more details, I will work on that!
Regards

Jon.

darkgod
Master of Eyal
Posts: 10750
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
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Re: [SVN3290]Lost Tunnels bug.

#2 Post by darkgod »

Hum can you reproduce it ? I am not seeing that in current svn
[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 ;)

madmonk
Reaper
Posts: 2257
Joined: Wed Dec 12, 2007 12:21 am
Location: New Zealand

Re: [SVN3290]Lost Tunnels bug.

#3 Post by madmonk »

I only have this save game... I am starting another to try and see if I can reproduce it. Bear with me.
Regards

Jon.

madmonk
Reaper
Posts: 2257
Joined: Wed Dec 12, 2007 12:21 am
Location: New Zealand

Re: [SVN3290]Lost Tunnels bug.

#4 Post by madmonk »

I have it again... Running a Yeek Temporal Warden in GDB and get this (note the killed message is me killing it):

Code: Select all

[LOG]	Welcome to #00FF00#Tales of Maj'Eyal!
[MUSIC] playing	a_lomos_del_dragon_blanco.ogg	userdata: 0xa2e048c	 :: current ? 	nil
C Map size 66:45 :: 2970
C Map seens texture: 288 (73x52)
[KEYBINDER] Loaded keybinds: chat
[LOG]	#LIGHT_RED#Online profile disabled(switching to offline profile) due to bad game version.
[MODULE LOADER] done loading module	Tales of Maj'Eyal: Age of Ascendancy
[ENGINE] Setting requested FPS to 30 (33 ms)
Loaded texture for particles: /data/gfx/particle.png => 293
Loading tile	tactical_self.png
Loading tile	tactical_danger.png
Loading tile	tactical_friend.png
Loading tile	tactical_enemy.png
Loading tile	tactical_neutral.png
Updating zone name	Unknown tunnels (1)
C Map minimap texture: 300 (50x50; 64x64)
C Map size 66:45 :: 2970
C Map seens texture: 318 (73x52)
Stored entities list	actor	table: 0x9f4df60
Stored entities list	object	table: 0x9be95d0
Stored entities list	trap	table: 0x9be9638
Static generator using file	/data/maps/quests/lost-merchant.lua
[STATIC MAP] size	22	22
Talent resolver for	Assassin Lord	:	T_LETHALITY	=>	3
[TALENT]	Assassin Lord	1131	learning	T_LETHALITY	true	3
Talent resolver for	Assassin Lord	:	T_STEALTH	=>	3
[TALENT]	Assassin Lord	1131	learning	T_STEALTH	true	3
Equipment resolver for	Assassin Lord
Equipment resolver	Assassin Lord	weapon	dagger	nil
[TOME ENTITY FILTER] making default loot table for	boss	2
[TOME ENTITY FILTER] selected Double Ego	71.878374677589	102
Equipment resolver	Assassin Lord	weapon	dagger	nil
[TOME ENTITY FILTER] making default loot table for	boss	2
[TOME ENTITY FILTER] selected Greater	61.900490939594	67
Equipment resolver	Assassin Lord	armor	light	nil
[TOME ENTITY FILTER] making default loot table for	boss	2
[TOME ENTITY FILTER] selected Greater + Ego	35.672329475096	42
Drops resolver	Assassin Lord	money	nil	nil
[TOME ENTITY FILTER] making default loot table for	normal	2
[TOME ENTITY FILTER] selected basic	114.56993568795	122.7
Drops resolver	Assassin Lord	money	nil	nil
[TOME ENTITY FILTER] making default loot table for	normal	2
[TOME ENTITY FILTER] selected Double Ego	59.660406521905	71.7
[MOVE] actor moved without a starting position	Lost Merchant	17	9
[MOVE] actor moved without a starting position	Assassin Lord	17	10
Not gone east, no backup guardian
[PARTY] New member, add after	Slaya	Slaya
Adding entity	916	after	916
[MUSIC] playing	a_lomos_del_dragon_blanco.ogg	userdata: 0xa2e048c	 :: current ? 	true
Updating zone name	Unknown tunnels (2)
C Map minimap texture: 322 (50x50; 64x64)
Loading tile	border_7.png
Loading tile	border_9.png
Loading tile	border_1.png
Loading tile	border_3.png
Loading tile	border_8.png
Loading tile	border_4.png
[TALENT WEAPON MULT]	5.5	0.4	1	0	1.0292853089021
[TALENT WEAPON MULT]	2.2	0.7	1.5	0	1.2306599664569
[TALENT WEAPON MULT]	2.2	0.7	1.5	0	1.2306599664569
[TALENT WEAPON MULT]	1.1	1	1.5	0	1.2345207879912
[TALENT WEAPON MULT]	5.5	0.4	1	0	1.0292853089021
[TALENT WEAPON MULT]	5.5	0.4	1	0	1.0292853089021
[TALENT WEAPON MULT]	1.1	1	1.5	0	1.2345207879912
[TALENT WEAPON MULT]	2.2	0.7	1.5	0	1.2306599664569
[TALENT WEAPON MULT]	2.2	0.7	1.5	0	1.2306599664569
[TALENT WEAPON MULT]	5.5	0.4	1	0	1.0292853089021
[Thread 0xb69c0b70 (LWP 11749) exited]
[Thread 0xb071ab70 (LWP 11754) exited]
[Thread 0xb61bfb70 (LWP 11771) exited]
[Thread 0xb073bb70 (LWP 11753) exited]
[Thread 0xb0f3cb70 (LWP 11752) exited]

Program terminated with signal SIGKILL, Killed.
The program no longer exists.
Image
Regards

Jon.

darkgod
Master of Eyal
Posts: 10750
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
Contact:

Re: [SVN3290]Lost Tunnels bug.

#5 Post by darkgod »

Hum!
Send me the save while on that level please
[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 ;)

madmonk
Reaper
Posts: 2257
Joined: Wed Dec 12, 2007 12:21 am
Location: New Zealand

Re: [SVN3290]Lost Tunnels bug.

#6 Post by madmonk »

Done, please note it is one level above (I am standing on the steps down!)
Regards

Jon.

madmonk
Reaper
Posts: 2257
Joined: Wed Dec 12, 2007 12:21 am
Location: New Zealand

Re: [SVN3290]Lost Tunnels bug.

#7 Post by madmonk »

I think I fixed...

I cleaned out the save area completely and started all over again. Then pasted my unlock file back in. Seems to have cured the problem.
Regards

Jon.

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