Timeslip Softworks Forums
Vigilantes => Resolved Bugs => : ushas July 26, 2017, 12:11:23 AM
-
Ok, seems the fire part remains problematic in v18 (haven't tried to recreate the above yet).
Fire on ChopShop
This happened on the ChopShop map (config:0, danger 3, 3 party members, Vi). When the fire grenade was thrown it made an unusual graphics and an enemy going through that was not harmed at all. When it's the turn of the last combatant on the queue, the game freezes.
The log says:
BattleControlScript.SortCharacterScriptListByInitiative. Method called. Number of characters in list: 15
CombatQueueManager.GenerateCombatantIcons. Method called. PRE GEN. Current list display objects: 6 combatant icon scripts: 6
CombatQueueManager.GenerateCombatantIcons. Method called. POST CURRENT TURN GEN. Current list display objects: 1 combatant icon scripts: 1
BattleControlScript.GetCharScriptListPositionsForPostTurnPortraits. Method called. Number of portraits requested: 6
BattleControlScript.GetCharScriptListPositionsForPostTurnPortraits. Method called. Number of portrait positions returned: 6
CombatQueueManager.GenerateCombatantIcons. Method called. POST ALL TURN GEN. Current list display objects: 7 combatant icon scripts: 7
CombatQueueManager.GenerateCombatantIcons. Method called. POST GEN. Current list display objects: 6 combatant icon scripts: 6
NullReferenceException: Object reference not set to an instance of an object
at TileScript.ExtinguishTileFire () [0x00000] in <filename unknown>:0
at TileScript.ReduceTurnsOnFire () [0x00000] in <filename unknown>:0
at MapDataScript.ReduceFireTileDuration () [0x00000] in <filename unknown>:0
at BattleControlScript.EndTurn () [0x00000] in <filename unknown>:0
at BattleControlScript.EndCharacterTurn (Boolean requestedByPlayerIn) [0x00000] in <filename unknown>:0
at CharacterMovementScript.InvokeEndCharacterTurn () [0x00000] in <filename unknown>:0
It's also possible that there is some issue with the facility map. I've seen the regular fire effect on the china town map.
-
Image was useful, cheers. Narrowed it down quite a lot - turns out it was an older prefab used for fire, that somehow ended up linked to the map. I checked the maps made around this time, and none of the rest of them are using this older prefab. I'll chuck some incendiaries around to see if it happens for any other maps.
-
This is most probably not problem anymore, but just in case - there is also smoke issue on facility maps (v19).
On the workshop map it has similar prefab problem as in case of fire. It doesn't throw an exception right away but after several turns when it's time for smoke to go away - resulting in battle freeze and queue desync. Looks like violet smoke.
-
I went through all the maps and prefabs have been updated. Will do a last check before releasing though. Maybe should have made a flappy bird clone instead :)
-
Yeah, sorry, you told me about going through all the maps before. Guess I'm starting to be overly cautious lately.
-
Hey, no need to apologise :) Better to put it on the radar... You want to guess what I've just spent the last 4 hours doing?
-
A little bit fear to guess - something not boring and monotonous? ;D
-
Haha, guess it's a very open question. Overwatch... Was a problem with multiple melee overwatches in some conditions. Managed to simplify the code, so it will be a bit easier to manage in the future.
-
I see. Looking forward to the next chapter of the
neverending (ups) overwatch story.
-
I'm not :) Inventory used to be like this, but it's well settled in terms of stability now.
-
Yeah, inventory is pretty robust... I tried of course:)
-
Dragging bullets to the recycle bin isn't cool, Ushas :)
-
How did you know?
-
Bad dreams over the last few nights...
-
A nightmare, at your service.