Development Forum |
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Beta testers requested 1 | 2 | |
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Zzzzoot

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1/24/2019 | 1 |
Hello all!
I've added some more fixes to the Children of Capillata rooms. So a new alpha testing version is now up on Github.
v1.2.0.2-alpha
Again, if anyone would like to do some testing, the help would be more than appreciated.
I'd also like to thank Malkin for adding an issue on GitHub. It may seem small, but that's actually a big help.
edit: Oh yeah, the changes include some fixes to the Catillipac lift and the missing dsqu.wav file. |

SpaceShipRat
  
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1/25/2019 | |
Do they navigate to it now? I never see my norns walk in and out of the rooms, just the occasional individual in like three hours. |

Zzzzoot

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1/25/2019 | |
Annoyingly no. That's an issue I'm still working on. 
Edit: Maybe I'm just being pessimistic.
The rooms have actually had much better CAs since v1.1, so creatures should navigate around the CoC rooms just fine. But when I was messing with the Catallipac's lift yesterday, all my norns kept wandering out of the Catallipac, so I figured that was still a problem. But I've got DS running now with base Treehuggers and they're already wandering around the CoC rooms. I'll test some more and report back.
Edit: Norns do seem to be wandering properly into all rooms. But they tend to starve cause the rooms need more food. Issues #14 and #16
Also I've added another issue to GitHub. The lifts in Daedalus and Morpheri don't work either, like at all. I'll have to fix those too. |

Malkin
     Manager

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1/30/2019 | |
Thanks, I'm glad it helped keep the issue in a place you could see it. 
My TCR Norns |

Zzzzoot

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1/30/2019 | 1 |
I have some more fixes up.
v1.2.0.3-alpha
Contains fixes for issues:
#36 Daedalus and Morpheri lifts broken
#28 Missing soud file - dsqu.wav
#27 Catallipac "The lift can only be called" (lift was broken)
Still contains issues:
#40 Catalogue Files Need Better descriptions.
#35 Creatures don't wander (fixed for Daedalus and Morpheri, but Catallipac CA link from top to bottom is still broken)
#16 More food/toys in Morpheri and Daedalus
#14 Mute norns starve to death in the Catallipac (empathic vendor is only source of food)
and other more minor issues. |

SpaceShipRat
  
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1/31/2019 | |
Sounds great, will try this time. |

Zzzzoot

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2/1/2019 | |
I have a new alpha testing release up:
v1.2.0.4-alpha
Contains a fix for issue:
#35 Creatures don't wander (fixed Catallipac lift link. CAs probably need more fiddling though)
Known bugs:
#40 Catalogue Files Need Better descriptions
#16 More food/toys in Morpheri and Daedalus
#14 Mute norns starve in the Catallipac
and other, more minor issues.
Thanks SpaceShipRat. The one fix v1.2.0.4 contains is actually very simple. If you have a world with v1.2.0.3 and you'd like it to have the Catallipac CA fix, just tell me. There's 3 very simple and pretty safe CAOS commands I can give you that will apply the fix. |

Zzzzoot

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2/1/2019 | 1 |
Sorry for the double post. But I now have a beta testing version out. (I'm experimenting with my semantic versioning. But by beta, I mean it should be better than an alpha.)
Hopefully there will be no changes between this and v1.3!
v1.2.1-beta
Contains fixes for issues:
#26 CAs being finicky (I added a bit more heat)
#40 Catalogue Files Need Better descriptions
Known bugs:
#14 Mute norns starve in the Catallipac (more food needed)
#16 More food/toys in Morpheri and Daedalus
#31 Empathic Vendor's images look weird (in CAT, there's a black triangle below the vendor)
#44 UH door overlaps EV output door
and other, more minor issues. |

Malkin
     Manager

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2/2/2019 | 1 |
What was the mythos/backstory for Morpheri?
My TCR Norns |

Zzzzoot

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2/3/2019 | |
Well, unfortunately all of the original discussions I had had with Silvak and Zequr were on the Gameware forums. So when they shut down suddenly, all those conversations were lost. And my memory is terrible.
Writing this post made me remember, I believe Silvak's idea was that the Catallipac and Deadalus weren't just children of Capillata, they were children of Capillata and the Ark. I don't think Zequr had a backstory for Morpheri other that "another child of Capillata". But logically it would also be child of the Ark because it also uses C3 graphics.
So yeah, "a child of Capillata and the Ark". Perhaps the Lone Shee needed more room or more ships and created them from the DNA of Capilllata and the Shee Ark? That sounds kinda cool, I may see what I can do with that and put it in the catalogue file for version 2.0 whenever I do that. |

Malkin
     Manager

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2/9/2019 | |
Hi Zzzzoot, quick question: When you're injecting a copy of the DS robot into Catapillac, why do you add the line:
setv game "CoC_CAT" 1
?
Xan reckons it stops being useful when the world is closed, so I'm wondering what the utility of it is???
My TCR Norns |

Zzzzoot

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2/10/2019 | 1 |
I did not realize Xan had those resources.Thanks, that's pretty cool.
So I'm pretty sure that what Xan meant by saying that the GAME variable's destructor is "closing the world", was that if you close the world and open another world, the variable won't be available in the second world. While EAME variables set in the first world would be available in the second world. I did some testing to make sure that's how they work and here's what I did:
I made two new worlds, "Aaa" and "Aaa2".
Then I loaded Aaa.
Then I ran the following commands using the CAOS Command Line:
setv game "test1" 1
setv eame "test3" 1
dbg: outv game "test1" dbg: poll
1
dbg: outv eame "test3" dbg: poll
1 |
Then I closed the world and loaded Aaa2:
dbg: outv game "test1" dbg: poll
0
dbg: outv eame "test3" dbg: poll
1 |
Then I closed the engine (exiting back to Windows 7) then restarted the engine and loaded Aaa:
dbg: outv game "test1" dbg: poll
1
dbg: outv eame "test3" dbg: poll
0 |
Then I closed the world and loaded Aaa2 again:
dbg: outv game "test1" dbg: poll
0
dbg: outv eame "test3" dbg: poll
0 |
So these results indicate that the GAME variables are set and saved for each world. While the EAME variable are set per engine session, remain through world loads, and are deleted when the engine is exited.
Which is fortunate, because the setv game "CoC_CAT" 1 line is really important.
That injection script file is mostly a giant if statement that goes something like:
doif game "CoC_CAT" = 1
*Say "The Catallipac is already injected."
elif game "CoC_UH" = 0
*Say "You need to inject the Universal Hub first."
else
*Actually inject the Catallipac
setv game "CoC_CAT" 1
endi |
So GAME "CoC_CAT" represents whether or not the Catallipac has been injected. And GAME "CoC_UH" represents whether or not the Universal Hub has been injected. (0 means not injected and 1 means injected)
Also, it's really awesome that someone's reading through my code. It makes me feel all giddy inside.  |

Malkin
     Manager

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2/10/2019 | |
So it's not to do with injecting the robot, it's to do with injecting the Catapillac itself.
My TCR Norns |

Zzzzoot

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2/11/2019 | |
I've released version 1.3, intended for use by all players.
Children of Capillata version 1.3
This release contains many fixes. Including:
-Fixed CAs (smells) in the Catallipac.
-Improved descriptions.
-Edited graphics.
-Major fixes for all lifts.
-Added missing sound files.
Known bugs:
-Need more food and toys in all rooms except the Universal Hub.
-The Catallipac's lift gets stuck. But this seems to be a very rare race condition. I've only seen it once and have not been able to reproduce it.
-A few graphics glitches.
-Large creatures like sabertooth norns sometimes teleport in Daedalus, which shouldn't happen in such a large room.
-No lift in the Universal Hub. |

Zzzzoot

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2/15/2019 | |
In Daedalus, Malkin has discovered a bug for certain breeds. Github issue #50
Some breeds get stuck at this specific spot while trying to go left. The player can free them.

C12DS norns get stuck there and chichis may get stuck too.
I'm planning on redoing some of the mapping anyway. So I'll probably just smooth out this spot when I do that. |

Wingheart
 
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3/9/2019 | |
i injected the universal hub and clicked the green checkmark and got this error:
Runtime error in agent 1 2 24403 script 1 2 24403 1000 unique id 1320
Invalid TARG
... va00 0 rtar 2 23 3 {@}doif plne < 1 plne 1 endi new: ...
telling it to brutal ignore got me the following error:
Runtime error in agent 1 2 24403 script 1 2 24403 1000 unique id 1320
CSE0001: Caught C-style structured exception at 0x00000020
EXCEPTION_ACCESS_VIOLATION
The thread attempted to read from or write to a virtual address for which it does not have the appropriate access.
Attempt was to read from address 0x00000020
Error opening map file
... CoC_UH" 1 kill ownr {@}endi ]
i clicked kill agent at this point and all the doors are gone.
i should have the empathic vendor but i may have removed it, i certainly got rid of the cameras
EDIT: i don't have the empathic vendor |

Zzzzoot

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3/9/2019 | |
Dangit!
That's a bug that Ashtore reported a while back. It's actually a really simple fix in the code for me. I just forgot to actually do it.
For the player, the only real workaround for now is to make sure the empathic vendor exists. Like you already figured out.
I'm a software engineer for my job (thanks to Creatures for getting me into programing!). A project I'm working on right now is keeping me pretty busy, so I can't do too much work on the rooms. But when I have more free time, this is the first thing I'll fix.
Thanks for the info Wingheart! |

Wingheart
 
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3/10/2019 | 2 |
shortly before you answered i made a test world to see what happens if you click brutal ignore on the second one
answer: it repeats the error over and over and over again until you get bored and click something else, like "pause game", which then completely freezes the game and forces you to close it with task manager because apparently it doesn't like it when you pause it in the tick it's trying to inject a metaroom in :p |