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Author Topic: Uniques/exotics/assemblies/artifacts test  (Read 17596 times)

Deathwind

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Re: Uniques/exotics/assemblies/artifacts test
« Reply #30 on: February 02, 2012, 12:51 »

I ran into a few strange bugs last time I used the playground, most are normal but this one stands out
Code: [Select]
----------------------------------------------------------------------
Timestamp   : 1/31/2012 15:54:07
Error level : ERROR
Message     : Lua hook OnAction caught ELuaStateException!

Call path     : beings[baron].OnAction
Call params   : ()
Error message : Lua error : lua\core.lua:988: AI : baron_ai entered infinite loop!
----------------------------------------------------------------------

----------------------------------------------------------------------
Timestamp   : 1/31/2012 15:59:50
Error level : ERROR
Message     : Lua hook OnAction caught ELuaStateException!

Call path     : beings[knight].OnAction
Call params   : ()
Error message : Lua error : lua\core.lua:988: AI : baron_ai entered infinite loop!
----------------------------------------------------------------------

----------------------------------------------------------------------
Timestamp   : 1/31/2012 16:00:15
Error level : ERROR
Message     : Lua hook OnAction caught ELuaStateException!

Call path     : beings[knight].OnAction
Call params   : ()
Error message : Lua error : lua\core.lua:988: AI : baron_ai entered infinite loop!
----------------------------------------------------------------------

----------------------------------------------------------------------
Timestamp   : 1/31/2012 16:00:29
Error level : ERROR
Message     : Lua hook OnAction caught ELuaStateException!

Call path     : beings[knight].OnAction
Call params   : ()
Error message : Lua error : lua\core.lua:988: AI : baron_ai entered infinite loop!
----------------------------------------------------------------------
The AI got itself stuck in infinite loops picking up armor and med kits. This is not big a deal as most levels won't have permanent stacks of these, what is a big deal is that the monster inventories overflowed into the player inventory giving me an inventory filled with what ever the monster was picking up.
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tinyrodent

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Re: Uniques/exotics/assemblies/artifacts test
« Reply #31 on: February 02, 2012, 13:05 »

Do you mean the enemies got into the item stores on the left of the map? That wasn't supposed to happen. :) I'll see what can be done to prevent it. Also the stuff going into player's inventory, is probably a playground bug which can be fixed.
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Re: Uniques/exotics/assemblies/artifacts test
« Reply #32 on: February 02, 2012, 13:48 »

By the way, the infinite loop bug is caused by enemies not realizing their inventory is full and attempting to pick up items anyway. It has been fixed in beta. (This should never affect the base game, which is why it managed to sneak past release.)
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Deathwind

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Re: Uniques/exotics/assemblies/artifacts test
« Reply #33 on: February 02, 2012, 20:57 »

The loop flooded the player inventory with the excess items.

Monsters get over there often due to the teleporter and the warping bosses (JC spawns are the worst offenders)
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The DoomRLguy

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Re: Uniques/exotics/assemblies/artifacts test
« Reply #34 on: March 04, 2012, 10:57 »

This mod allows a lot of research, often accidentally. Did you know, for example, that The Spider Mastermind is ressurect-able? No, i didn't either, until it happened...
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Matt_S

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Re: Uniques/exotics/assemblies/artifacts test
« Reply #35 on: March 04, 2012, 14:28 »

Yeah, I noticed that myself.  I also learned that one can use Azrael's Scythe's altfire even with only 5 max hp.  And that agility modded antigrav phaseshift boots and power modded cybernano phaseshift armor is as awesome as it sounds.
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The DoomRLguy

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Re: Uniques/exotics/assemblies/artifacts test
« Reply #36 on: March 06, 2012, 12:12 »

Actually, if you rapidly hammer the JC lever, you get a large square of JC's and then it will give a non-fatal error every press. If you summon too many boss monsters, then the game crashes when you Q-Y, use the stars or die. But hey, this map is all about science, eh?
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Deathwind

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Re: Uniques/exotics/assemblies/artifacts test
« Reply #37 on: March 07, 2012, 03:11 »

You get the nonfatal crash by spawning too many of ANY monster, the fatal crash is news to me, got a error.log for it?
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The DoomRLguy

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Re: Uniques/exotics/assemblies/artifacts test
« Reply #38 on: March 10, 2012, 15:32 »

It occurs after the mortem, and i was wrong- it happens when you Q-Y, leave or die, EVER.
Error.log entry:

----------------------------------------------------------------------
Timestamp   : 10/03/2012 22:29:18
Error level : FATAL EXCEPTION
Message     : Fatal exception encountered

An unhandled exception occurred at $004B87F0 :
EAccessViolation : Access violation
  $004B87F0  TLEVEL__PROPERCOORD,  of src/dflevel.pas
  $004C33D9  TDOOMCONMAPUIELEMENT__ONREDRAW,  line 165 of src/doomui.pas
  $00429428  TDOOMIO__LOADPROGRESS,  line 617 of src/doomio.pas
  $0041E1E0  TDOOM__LOAD,  line 135 of src/doombase.pas
  $0041EAA4  TDOOM__RUN,  line 267 of src/doombase.pas
  $00401B15  main,  line 71 of src/doomrl.pas

----------------------------------------------------------------------



Also, just for laughs, 0 out of 0 is exactly -1.#IND%
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Deathwind

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Re: Uniques/exotics/assemblies/artifacts test
« Reply #39 on: March 11, 2012, 09:38 »

The mortem thing is a classic case of divide by zero, you know the 4 rules of programing right? If not they are:
1 check input
2 check input
3 check input
4 check for divide by zero
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The DoomRLguy

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Re: Uniques/exotics/assemblies/artifacts test
« Reply #40 on: March 11, 2012, 09:46 »

Yeah, i knew it would be SOMETHING odd, it's just interesting that it's -1.#IND%.
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