Beholder race/classes

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Nagyhal
Wyrmic
Posts: 282
Joined: Tue Feb 15, 2011 12:01 am

Re: Beholder race/classes

#151 Post by Nagyhal »

Yeah, I can see why it does that with the doors. Crazy, huh? The routine is just supposed to redraw gazes after somebody opens a door. Worked okay for me but my test conditions were more limited. I'll fix it when I get back from the gym.

Have you tried the Beholder addon on its own and seeing if the gazes still work then?

Talow
Cornac
Posts: 44
Joined: Wed Feb 26, 2014 6:26 pm

Re: Beholder race/classes

#152 Post by Talow »

I'll test that right now... just need to disable like 20-30 of 'em... or just redownload the game, stuff it in a different folder, and use that for beholder alone.

Does work with no other add-ons... oh boy, I get to play find the compatibility issue!

While trying to find it I apparently rolled starting with corrosion as one of the two not command rings. is it normal to roll artifacts?

Found the add-on that's having the compatibility issue, Blood knight. not sure what in the blood knight add-on would break it but it only broke once I had blood knight enabled. tested with all the add-ons listed here and with it only breaking when bloodknight was on the list of add-ons loaded for a save.

Nagyhal
Wyrmic
Posts: 282
Joined: Tue Feb 15, 2011 12:01 am

Re: Beholder race/classes

#153 Post by Nagyhal »

Oh boy, that is terrific news. Can't thank you enough for your efforts in testing!

Future updates will have to be rolled out after a beta test version, methinks.

As for the bug, I have a narrowed it down to one line in the Blood Knight codebase. I can alter the Beholder code to fix compatibility, but I can't change its structure sufficiently that it isn't wide open to further incompatibilities of the sort.

The culprit is this little line of code, here:

Code: Select all

require "engine.interface.ActorProject"
in hooks/load.lua.

Which means I'm going to have to do quite a bit of reading up on the way that addons work in order to fix this. Be back in a short while.

darkgod
Master of Eyal
Posts: 10751
Joined: Wed Jul 24, 2002 9:26 pm
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Re: Beholder race/classes

#154 Post by darkgod »

Why most problematic ?
[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 ;)

rexorcorum
Graphical God
Posts: 482
Joined: Wed Jan 05, 2011 8:05 am
Location: There and Back again

Re: Beholder race/classes

#155 Post by rexorcorum »

A new discussion thread for the rework of Beholders, complete with crazy ideas and visuals for your intellectual and viewing pleasure :)
http://forums.te4.org/viewtopic.php?f=39&t=40982. Cheers!
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~

Nagyhal
Wyrmic
Posts: 282
Joined: Tue Feb 15, 2011 12:01 am

Re: Beholder race/classes

#156 Post by Nagyhal »

New bugfix:
  • Fixed the shenanigans with doors and things
  • Made central eye targeting a lot nicer
  • Began work on the code clear-up
It's 6am in the morning. I've been pushing myself to the brink to get this fix out, so I really hope I haven't missed anything!

What I did with the doors there was truly egregious. I'm ashamed I let the addon remain out in that state, but I didn't fully grasp how serious it was. Please, players, don't feel bad about hassling me for a fix if anything like that appears again.

Tomorrow I'm going to continue work on the code clear-out, so I'll be on standby to hotfix anything else that pops up.

Bugs I wasn't able to fix:
  • Incompatibility with MysiuPysiu's BloodKnight addon.
This is due to a systemic flaw in the way hook files are loaded. I can't move my addon forward in the priority list without endangering swathes of new incompatibilities in the addons that come behind mine. What I'm going to do is have a deeper look at fixing things. As the fix needs to be endowed with priority over all other addons, the end result is likely to be an addon you install to nullify this type of incompatibility for all others... and then Beholders and Blood Knights will be free to roam Eyal together in diabolical collusion :3.

Talow
Cornac
Posts: 44
Joined: Wed Feb 26, 2014 6:26 pm

Re: Beholder race/classes

#157 Post by Talow »

Oh dear, another turn 1 error. this time it was on casting draining gaze and moving with it active. http://puu.sh/80NJq.jpg

Nagyhal
Wyrmic
Posts: 282
Joined: Tue Feb 15, 2011 12:01 am

Re: Beholder race/classes

#158 Post by Nagyhal »

Oh dear, I can't manage to replicate this one, Talow.

Thank you for putting up with this though, it really means a lot! Your perseverance is appreciated!

Is it the same without any addons active?

edit: Narrowed it down to a single line, and while I can't see why it's working for you and it isn't for me what I can do is throw in lots of safeguards. Fix incoming shortly.
Last edited by Nagyhal on Tue Apr 08, 2014 6:04 pm, edited 1 time in total.

Talow
Cornac
Posts: 44
Joined: Wed Feb 26, 2014 6:26 pm

Re: Beholder race/classes

#159 Post by Talow »

Let me check.

Works fine with no other add-ons. Ok, compatability hunting again, or I just got unlucky.

Nagyhal
Wyrmic
Posts: 282
Joined: Tue Feb 15, 2011 12:01 am

Re: Beholder race/classes

#160 Post by Nagyhal »

Nawww, I've got it, don't worry. I snuck in a bit of functionality from 1.2.0 under a superload, but I'm going to comment it out until the actual release, for now, if it's causing conflicts. :3

Fix coming very soon.

edit: My patch just slowed the game down massively, so I'm going to make another tweak.

Nagyhal
Wyrmic
Posts: 282
Joined: Tue Feb 15, 2011 12:01 am

Re: Beholder race/classes

#161 Post by Nagyhal »

Well, take that, you shadowy compatibility nuisances!

Beholder v6.0.5 - Bugfix 5 Changelog:
  • Fixed an incompatibility issue (I'm not even sure what it was, but it should be sorted.)
Now my gaze code is all gnarly and unintelligible again, sadly. Looks like'll have to wait until 1.2.0 for a better-looking codebase.

grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: Beholder race/classes

#162 Post by grayswandir »

My weapons pack is currently having some compatability issues with beholders. It seems like my Combat.lua file isn't being superloaded when Beholders is added as well. Do you have any idea what's causing that?

Edit: I think I got it working. Reduced my weight to 75.
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated. :)

Nagyhal
Wyrmic
Posts: 282
Joined: Tue Feb 15, 2011 12:01 am

Re: Beholder race/classes

#163 Post by Nagyhal »

Grayswandir, thanks for keeping me up-to-date on the compatibility issue.

I happen to know exactly what's going on!

Our addons are suffering from a widespread compatibility bug caused by the early loading of hook files. It's exactly what was going on with Blood Knight.

No one has commented on the thread I started yet about the problem: http://forums.te4.org/viewtopic.php?f=36&t=40966. Perhaps you could be my first collaborator? The thread I'd guess is simply not drawing in enough eyeballs. While I posted it to the Development forum (as I thought I was just doing something wrong, which I now know not to be the case), maybe it should be moved to the Bugs forum to gather more concerned viewings?

Nagyhal
Wyrmic
Posts: 282
Joined: Tue Feb 15, 2011 12:01 am

Re: Beholder race/classes

#164 Post by Nagyhal »

OK, submitted a fix for all incompatibilities to 1.2.0 inclusion :mrgreen:

Nagyhal
Wyrmic
Posts: 282
Joined: Tue Feb 15, 2011 12:01 am

Re: Beholder race/classes

#165 Post by Nagyhal »

Also, ajfluffy, if you're around, get back in touch and let's make plans!

I'm willing to take any approach with this. Ranging from handing everything back over to you to see your diabolical plans reach the peak of their fruition, to splitting work on a repository together, or even just helping out with a single Beholder class while you do the meat of the work (I had some really, really nice ideas for a vim-using Eye Tyrant).

Remember I've got some really nice projects lined up of my own, so you're not intruding.

Glad to have you back and hope you're doing well!

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