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RambOrc
Reference is not set to an instance of an objector
Segmentation violation.Stack trace is a list of nested function calls (if you don't know what the hell is that, do not mind it) which should look like that:
- (linespec.PowerFlight.EndEffect) - RunFunction - (linespec.PowerFlight.EndEffect 4) - RunFunction - (linespec.Powerup.Destroyed 1) - VObject::ExecuteFunction - (linespec.Powerup.Destroyed) - VEntity::DestroyThinker - RunFunction - (engine.Thinker.Destroy 0) - RunFunction - (linespec.PowerupGiver.Use 102) - RunFunction - (linespec.EntityEx.UseInventory 21) - RunFunction - (svprogs.PlayerPawn.UseInventory 2) - RunFunction - (svprogs.Player.PlayerImpulse 230) - RunFunction - (svprogs.Player.PlayerTick 371) - VObject::ExecuteFunction - (svprogs.Player.PlayerTick) - SV_RunClients - SV_Ticker - ServerFrame - Host_Frame
RambOrc
Dancso
Crimson Wizard
Secondly, I found it rather disturbing that whenever I chose that I don't want to enter an area, it wouldn't let me retry entering it, I had to move to another place and back.You can, by hitting Enter. As for sky issue, I had never seen anything like that, but that's rather renderer issue... what renderer do you use?
Dancso
Secondly, I found it rather disturbing that whenever I chose that I don't want to enter an area, it wouldn't let me retry entering it, I had to move to another place and back.You can, by hitting Enter. As for sky issue, I had never seen anything like that, but that's rather renderer issue... what renderer do you use? Here's the full procedure: I press use on the entrance door of the city. I press enter, I press N, I press enter, the dialogue doesn't ask if i want to enter again. I was using direct 3D when I got that issue.
Firebrand
Dancso
RambOrc
Firebrand
AndiNo
RambOrc
AndiNo
Crimson Wizard
UltimateCarl
Dev: KRPGWorldInfo::RegisterQuests : QSTINFO lump not found Log: Log: ============= Node Graph Info ============= Log: Total Nodes found: 0 Log: Total Bidirect Links built: 0 Log: Total Linked Nodes: 0 Log: Total Unlinked Nodes: 0 Log: Average Links per Node: 0 Log: Maximal Link Length: 0.000000 Log: Minimal Link Length: -1.000000 Log: =========================================== Log: Dev: Server spawned Log: --------------------------------------- Log: Port City Log: Dev: 4326 subdivides Dev: 5001 seg subdivides Dev: 2k light mem Dev: Client level loaded[/spoiler:31w3avrn] I tried it again and got the same result, then I tried with a Fighter and the same thing happened. I was able to to level outside of town as both a Fighter and a Mage both from killing monsters and destroying scenery, so this seems to be a problem with leveling either in town or by killing NPCs. - I'm able to pick up the level 2 (frost shards, timon's axe, serpent staff) of any class regardless of which one I'm playing, but I can only pick up my own class's level 3 (hammer, etc.) weapon, just walking right through the others. - I think you already know about the pink outline around trees, but I was seeing that too. There's also a faint cyan outline around my HUD. - Sometimes I can't click things in my journal. I have to move the mouse around a bit, then position it back over what I was trying to select, and click again. - The journal seems to "queue up" actions to perform based on your button presses that it runs when the game un-pauses from you exiting the journal. Sometimes when I close my journal I immediately jump, attack, or both. - As was already stated, the music does not always change properly when switching maps. - Moving on the overworld map seems unresponsive. Sometimes I have to press an arrow key more than once, and I always have to wait a second or two after opening my map before I press anything or it will not register. - Some "paths" on the map will stay drawn once you've gone down them, others disappear. - This is probably more a problem with the Vavoom engine, but jumping while on slopes, no matter if you're going up, down, or even flat through one, is very finicky. Jumping even while not on slopes is kind of awkward, though, the height of my jumps seems to vary for no discernible reason. - My music wasn't too loud, it seemed the perfect volume, but sounds were very, very quiet. It seemed to fluctuate depending on what map I was in, though. Also, I dunno if you want mapping stuff here, but I noticed quite a few things in the maps I played. I understand the maps are still very much work-in-progress, unfinished, and some may even just be placeholders for now, and I don't mean to insult anyone who worked on the maps, I'm just trying to help. :d I don't know the names but I'll try my best. Anyway, here's some glitches, some stuff that may just not be finished, and some just style things: - In the map where you can get the level 2 and 3 weapons and the heresiarch is guarding a portal: [spoiler=The platform leading into this room wasn't flagged right. Instead of lowering like normal with the texture following, it "melts" down. Furthermore, I was able to sit in this spot and kill the Heresiarch without any danger to myself, since his attacks couldn't reach me but I could still hit him.:31w3avrn][img:31w3avrn]http://i73.photobucket.com/albums/i204/UltimateCarl/KRPG/doormelt.png[/img:31w3avrn][/spoiler:31w3avrn] [spoiler=The 3D model for these torches is... Bizarre. Why is the floating disk thingy above the flame there?:31w3avrn][img:31w3avrn]http://i73.photobucket.com/albums/i204/UltimateCarl/KRPG/floatingtorchthingy.png[/img:31w3avrn][/spoiler:31w3avrn] [spoiler=Leading into the room with the inescapable pits, there's this one strange sliver of differently-textured wall. For some reason the end of this hall sticks out just the TINIEST bit more than the rest of the hall. Is this an unflagged secret door?:31w3avrn][img:31w3avrn]http://i73.photobucket.com/albums/i204/UltimateCarl/KRPG/weirdwallsliver.png[/img:31w3avrn][/spoiler:31w3avrn] [spoiler=This texture looks nice, but really doesn't line up right.:31w3avrn][img:31w3avrn]http://i73.photobucket.com/albums/i204/UltimateCarl/KRPG/texturenotlinedup.png[/img:31w3avrn][/spoiler:31w3avrn] [spoiler=The walls on the sides of this door aren't set as unpegged, so they awkwardly move with the door.:31w3avrn][img:31w3avrn]http://i73.photobucket.com/albums/i204/UltimateCarl/KRPG/notunpeggeddoorwalls.png[/img:31w3avrn][/spoiler:31w3avrn] [spoiler=This texture choice is awkward and doesn't really blend.:31w3avrn][img:31w3avrn]http://i73.photobucket.com/albums/i204/UltimateCarl/KRPG/nastycave.png[/img:31w3avrn][/spoiler:31w3avrn] [spoiler=The bottom of this door wasn't textured, so when it's open you can see through it.:31w3avrn][img:31w3avrn]http://i73.photobucket.com/albums/i204/UltimateCarl/KRPG/notextureceiling.png[/img:31w3avrn][/spoiler:31w3avrn] [spoiler=This texture seems really out of place with the rest of the room.:31w3avrn][img:31w3avrn]http://i73.photobucket.com/albums/i204/UltimateCarl/KRPG/weirdwall.png[/img:31w3avrn][/spoiler:31w3avrn] [spoiler=Is this part of a door that just isn't scripted yet? Looks weird.:31w3avrn][img:31w3avrn]http://i73.photobucket.com/albums/i204/UltimateCarl/KRPG/weirddoor.png[/img:31w3avrn][/spoiler:31w3avrn] [spoiler=The textures on this staircase aren't aligned.:31w3avrn][img:31w3avrn]http://i73.photobucket.com/albums/i204/UltimateCarl/KRPG/unalignedstairs.png[/img:31w3avrn][/spoiler:31w3avrn] [spoiler=The 3D objects seem to always be facing in the same, static direction, unlike sprites which turn to face the player. That leads to some strange stuff like this knight who was apparently naughty and has to sit in the corner to think about what he's done.:31w3avrn][img:31w3avrn]http://i73.photobucket.com/albums/i204/UltimateCarl/KRPG/static3D.png[/img:31w3avrn][/spoiler:31w3avrn] [spoiler=This 3D minotaur statue is clipping into the wall. Also I assume that's not the direction it's supposed to face.:31w3avrn][img:31w3avrn]http://i73.photobucket.com/albums/i204/UltimateCarl/KRPG/3dstuck.png[/img:31w3avrn][/spoiler:31w3avrn] [spoiler=Using the sky texture here looks awkward.:31w3avrn][img:31w3avrn]http://i73.photobucket.com/albums/i204/UltimateCarl/KRPG/ickysky.png[/img:31w3avrn][/spoiler:31w3avrn] - On the "woods" map that you get to if you go through the portal behind the Heresiarch: [spoiler=This is an odd texture choice given the little niche its in.:31w3avrn][img:31w3avrn]http://i73.photobucket.com/albums/i204/UltimateCarl/KRPG/oddtexturechoice.png[/img:31w3avrn][/spoiler:31w3avrn] [spoiler=There are two switches in front of this door, one on either side of it. The first time to press either the door opens like normal. However, you can then press the one you haven't already pressed, and the doors rotate again, clipping through the wall and causing some texture weirdness.:31w3avrn][img:31w3avrn]http://i73.photobucket.com/albums/i204/UltimateCarl/KRPG/opendoortriwce.png[/img:31w3avrn][/spoiler:31w3avrn] [spoiler=Are you supposed to be able to jump up here? It kind of seems like you're not.:31w3avrn][img:31w3avrn]http://i73.photobucket.com/albums/i204/UltimateCarl/KRPG/amisupposedtobehere.png[/img:31w3avrn][/spoiler:31w3avrn] - On the "final" map with Korax: [spoiler=All of the doors around the arena don't have textures on the bottom, so when they open you can see through them.:31w3avrn][img:31w3avrn]http://i73.photobucket.com/albums/i204/UltimateCarl/KRPG/othermissingceilingtexture.png[/img:31w3avrn][/spoiler:31w3avrn] [spoiler=This sky effect looks like it would be awesome, but it's a bit glitchy. Pretty cool anyway.:31w3avrn][img:31w3avrn]http://i73.photobucket.com/albums/i204/UltimateCarl/KRPG/wonkyskybox.png[/img:31w3avrn][/spoiler:31w3avrn] [spoiler=After you kill Korax, the lava rises up. It becomes flush with the bridges, which looks kind of icky.:31w3avrn][img:31w3avrn]http://i73.photobucket.com/albums/i204/UltimateCarl/KRPG/nastyflushlava.png[/img:31w3avrn][/spoiler:31w3avrn] [spoiler=This switch texture is aligned awkwardy.:31w3avrn][img:31w3avrn]http://i73.photobucket.com/albums/i204/UltimateCarl/KRPG/awkwardswitchtexture.png[/img:31w3avrn][/spoiler:31w3avrn] [spoiler=When you are told you "get out while you still can" and start taking damage when you enter the final room, there's two portals. If you try to go into the one on the left, nothing happens and you get this strange hall-of-mirrors effect when you back out of it.:31w3avrn][img:31w3avrn]http://i73.photobucket.com/albums/i204/UltimateCarl/KRPG/hallofmirrorsportal.png[/img:31w3avrn][/spoiler:31w3avrn] ...Aaaaand that's about it. I enjoyed what I played! I'll post some thoughts on gameplay balance and how I enjoyed it in the Feedback thread. Hope I could help some!
Firebrand
RambOrc
Firebrand
RambOrc