Huh, could swear I put this on after merging your changes a while back - but you're right it's not there. I just dropped this on and will check in new scene later. Thanks for the heads-up!LypyL wrote:Awesome! Let us know if there is anything we can do to help
One thing I noticed is the player object still needs the PlayerCollision component added
Git: 0.2 Contributor Thread
- Interkarma
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Re: Git: 0.2 Contributor Thread
- LypyL
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Re: Git: 0.2 Contributor Thread
I just died in a dungeon, and got this exception when the videos started playing:
Code: Select all
UnityException: Transform child out of bounds
DaggerfallWorkshop.Game.DaggerfallAutomap.restoreStateAutomapDungeon (Boolean forceNotVisitedInThisRun) (at Assets/daggerfall_unity/Scripts/Game/DaggerfallAutomap.cs:1322)
DaggerfallWorkshop.Game.DaggerfallAutomap.InitWhenInInteriorOrDungeon (Nullable`1 door) (at Assets/daggerfall_unity/Scripts/Game/DaggerfallAutomap.cs:516)
DaggerfallWorkshop.Game.DaggerfallAutomap.OnLoadEvent (DaggerfallWorkshop.Game.Serialization.SaveData_v1 saveData) (at Assets/daggerfall_unity/Scripts/Game/DaggerfallAutomap.cs:499)
DaggerfallWorkshop.Game.Serialization.SaveLoadManager.RaiseOnLoadEvent (DaggerfallWorkshop.Game.Serialization.SaveData_v1 saveData) (at Assets/daggerfall_unity/Scripts/Game/Serialization/SaveLoadManager.cs:673)
DaggerfallWorkshop.Game.Serialization.SaveLoadManager+<LoadGame>c__Iterator17.MoveNext () (at Assets/daggerfall_unity/Scripts/Game/Serialization/SaveLoadManager.cs:651)
- Nystul
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Re: Git: 0.2 Contributor Thread
will take a look at this - thx for reporting
update: unfortunately, I cannot reproduce this - any advice how I can do so?
update: unfortunately, I cannot reproduce this - any advice how I can do so?
- Nystul
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Re: Git: 0.2 Contributor Thread
I realized that when starting in privateer's hold placing the entrance marker in the starting position is not really a good idea
When entering the dungeon from entrance this works - but I need to find the dungeon entrance with a different mechanism how it seems since it does not work for the case where the player does not start at the dungeon entrance. Any ideas how to get it?
When entering the dungeon from entrance this works - but I need to find the dungeon entrance with a different mechanism how it seems since it does not work for the case where the player does not start at the dungeon entrance. Any ideas how to get it?
- LypyL
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Re: Git: 0.2 Contributor Thread
After testing some more, the problem seems to only happen when I quick load -> go into dungeon -> die -> quick load againNystul wrote:will take a look at this - thx for reporting
update: unfortunately, I cannot reproduce this - any advice how I can do so?
And a small correction - the error is raised on loading a new save, not when the movies start playing.
While testing for this, I managed to find another bug - if you load a quick save, die, then load up a normal save the screen stays black.
- Nystul
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Re: Git: 0.2 Contributor Thread
ok thanks - is the last point on the list also related to the automap?LypyL wrote:After testing some more, the problem seems to only happen when I quick load -> go into dungeon -> die -> quick load againNystul wrote:will take a look at this - thx for reporting
update: unfortunately, I cannot reproduce this - any advice how I can do so?
And a small correction - the error is raised on loading a new save, not when the movies start playing.
While testing for this, I managed to find another bug - if you load a quick save, die, then load up a normal save the screen stays black.
- LypyL
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Re: Git: 0.2 Contributor Thread
It might be, but I don't think so.Nystul wrote: ok thanks - is the last point on the list also related to the automap?
- Interkarma
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Re: Git: 0.2 Contributor Thread
With a reference to the DaggerfallDungeon object, you can use these guys.Nystul wrote:I realized that when starting in privateer's hold placing the entrance marker in the starting position is not really a good idea
When entering the dungeon from entrance this works - but I need to find the dungeon entrance with a different mechanism how it seems since it does not work for the case where the player does not start at the dungeon entrance. Any ideas how to get it?
Code: Select all
GameObject enterMarker = dungeon.EnterMarker; // Enter marker (e.g. bottom of Privateer's Hold)
GameObject startMarker = dungeon.StartMarker; // Start marker (actual dungeon entrance/exit)
I'll take a look at that, thanks!LypyL wrote: After testing some more, the problem seems to only happen when I quick load -> go into dungeon -> die -> quick load again
And a small correction - the error is raised on loading a new save, not when the movies start playing.
While testing for this, I managed to find another bug - if you load a quick save, die, then load up a normal save the screen stays black.
- LypyL
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Re: Git: 0.2 Contributor Thread
It seems that bug is unpredictable - I've been able to replicate it a few times, but not reliably. I'm not sure if the save types were a factor or not, or just a coincidence.Interkarma wrote:[
I'll take a look at that, thanks!
- Interkarma
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Re: Git: 0.2 Contributor Thread
Curious - can you start a fresh game then load the same save normally? This at least rules out a problem with the save data and points towards the scene restarting system.