That's perfect because your mod is sick too.killap said:I got sick a few days ago
@everyone
Progress has been made (about half way through the bug list) on the new release but I got sick a few days ago and I've been out of commission. I hope to get back to fixing later this week. Just wanted to give an update.
Probably not. If the descriptions are vague, in addition to not having a save game, then I'm going to ignore it. That is unless I can somehow narrow down the script files that might be involved and then spot the issue by going over every line of code in those files. Very unlikely. Let it be a lesson for proper bug reporting: No save game, no detailed description, no fix. I haven't checked that section in a while, but I know that in the past many reports there were just engine bugs and improper installations. Might be different now.Felipefpl said:and i hope you'll have the patience to go through the encounter/misc bugs section since most of reports dont have a save game...
Not yet. I got sick shortly after our discussion.CthuluIsSpy said:Btw, did you manage to have a look at my save files yet?Thanks.
Let it be a lesson for proper bug reporting: No save game, no detailed description, no fix. I haven't checked that section in a while, but I know that in the past many reports there were just engine bugs and improper installations. Might be different now.
iimine.ssl
procedure use_skill_on_p_proc
if (tile_contains_obj_pid(tile_num(self_obj), elevation(self_obj), 33555383)) then begin
debug_msg("Destroying Visible Trap");
destroy_object(tile_contains_pid_obj(tile_num(self_obj), elevation(self_obj), 33555383));
debug_msg("Destroyed Visible Trap");
end
while(tile_num(Projectile) != Final_Hex) do begin