1.2.2 ENDLESS AMOUNT OF CLONES SPAWNING

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Mankeli
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1.2.2 ENDLESS AMOUNT OF CLONES SPAWNING

#1 Post by Mankeli »

So, I'm in Rak'Shor pride and suddenly there is like 4 of my characters that keep multiplying and also the Rotting Titan and other monsters that keep multiplying as well. Before this happened the game froze for a long time. And now, when I try to move, the control of my character is switch to a clone so I'm constantly switching between characters and it's f u c k i n g awful and completly unplayable.

So how do I get out of this mess? This is on insane so I've invested more time than usual and really don't feel like just abandoning this guy.

HousePet
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Re: 1.2.2 ENDLESS AMOUNT OF CLONES SPAWNING

#2 Post by HousePet »

Kill Rotting Titan ASAP!

I'll code dive to see if I can locate the issue. I thought it was resolved?
My feedback meter decays into coding. Give me feedback and I make mods.

Mankeli
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Re: 1.2.2 ENDLESS AMOUNT OF CLONES SPAWNING

#3 Post by Mankeli »

Ok, I hadn't heard of this but I came to the same conclusion that RT was the cause. I managed to kill him and proceeded to humilate Rak'Shor. Nothing, except for that level which still has at least one clone, seems broken.

Thanks!

HousePet
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Re: 1.2.2 ENDLESS AMOUNT OF CLONES SPAWNING

#4 Post by HousePet »

I can't see what is wrong with things, but it does seem bit overly complicated.
Currently it moves where the map thinks an actor is.
Then it calls move() on the actor, which tells the actor it is in a new spot, and then tells the map the actor is no longer in the old spot and is now in the new spot.
So that last bit is being done twice.
But I can't see how that would upset things.
Anyway, maybe just grab the actor and set its x and y manually, rather than using move()?
My feedback meter decays into coding. Give me feedback and I make mods.

Marson
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Re: 1.2.2 ENDLESS AMOUNT OF CLONES SPAWNING

#5 Post by Marson »

There's a warning in the code to NOT do that. Always use move() or else weird things can happen. I've created clones by changing the x.y coords via console.


These kind of clones happen when the tile's reference to the actor isn't removed, so you have two tiles that think the actor is standing on it, while the actor itself always points to just one of them.

HousePet
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Re: 1.2.2 ENDLESS AMOUNT OF CLONES SPAWNING

#6 Post by HousePet »

I'm aware of the warning, but in this case the entire tile inventory is being relocated, so using move() doubles up on telling the map that the actor has moved.

Another option would be to use a move() and use similar functions to relocate the rest of the tile inventory instead of copying it directly.
My feedback meter decays into coding. Give me feedback and I make mods.

Zireael
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Re: 1.2.2 ENDLESS AMOUNT OF CLONES SPAWNING

#7 Post by Zireael »

HousePet wrote:I'm aware of the warning, but in this case the entire tile inventory is being relocated, so using move() doubles up on telling the map that the actor has moved.

Another option would be to use a move() and use similar functions to relocate the rest of the tile inventory instead of copying it directly.
I imagine move() should, in an ideal world, already do what you're hinting at, HP.

darkgod
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Re: 1.2.2 ENDLESS AMOUNT OF CLONES SPAWNING

#8 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 ;)

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