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Beta 3: General Discussion
#21
And the icons for the mansions are :o lovely ;D
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#22
Okay, so my nephew was just playing the tutorial mansion, and when he got to room 15701, the trigger in the lower-left area *failed to activate*, leaving Jack totally stuck on the left area!

The bummer here is, I've been unable to duplicate the problem, meaning I can't fix it. And to make matters worse, movie recording and playback was broken in beta 3 (I just now fixed it) so I'm unable to replay the bug that way. (Normally movies are a GREAT way to replay that unreproducible bug!)

So to ALL TESTERS: If you manage to ever find a trigger that does not activate when you walk across it, OR are able to duplicate this problem in the tutorial mansion, please send me your movie!! (And make sure you have movie recording turned on!)

HOWEVER, don't do this until you get beta 3c (or 4, whichever the case may be) as movie recording doesn't work properly in the version you have right now anyway.
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#23
Leon: a while ago you posted this:

-------
I think I just found a small bug with the Mansion Builder.

I'm not sure if this is happening with anyone else but If I want to activate a moving platform with a lever and the platform is set to Doesn't move to start it completely ignores that variable where as if you set it to moving at start it doesn't move until activated. I've attached a video showing this.
---------

I just had a chance to look at the movie you posted. (This was for beta 2.) This is not a bug in the game. This is because you had the
Action is default room state
checkbox turned ON for the lever. This meant the action you had selected would be done *first* -- therefore essentially reversing the starting state of the platform it affects. This is how it is supposed to work.
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#24
I was in Castle Basano (Normal) when I managed to crash the game. Unfortunately, I haven't been able to reproduce it in the level designer. I will try to reproduce it the next time I test the level.

Here's the comment from my notes:

16299 - I was in this room, on the top level, moving left and almost at the far left side, when the game crashed leaving me the following message:

File name: Level.c
Line number: 26 (unknown)
Error code: -39

Not very helpful, I'm afraidĀ  Sad
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#25
Beta 3c is out, which fixes some bugs in beta 3b. See the beta 3 sticky for download and version information.
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#26
Rob -- if you manage to read this message before you play again, open up:

Home/Library/Application Support/Midnight Mansion 2/

and send me the
Output File Log
in this folder.

Even if you played again since then, it might still be a useful log, provided you haven't played a *long* game since then.

The error message you sent actually is pretty helpfull... the game was unable to load the TileMap, but the strange thing is I have no idea why this would happen at this point in the game.

Also, please upgrade to beta 3c (just released). Movies were broken in 3 and 3b, but I've fixed them, so in the future, you could just send a movie, and I could likely repeat the bug from that. :-)
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#27
Rob --

Also, do you think you were
near
the left-hand side of the room, or do you think you had reached the point where the game was trying to load the room to the left of the one you were in?

Because if it's the former, I don't understand how on earth the code that crashed could've even been executing. If the latter, that'd make more sense, but I'm still not sure what caused the problem.
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#28
1D2E3925012E25382E254B0 wrote:
Also, do you think you were
near
the left-hand side of the room, or do you think you had reached the point where the game was trying to load the room to the left of the one you were in?

Now that I think about it, I'm pretty sure I was at the edge of the screen, getting ready to load the next one.
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#29
1C2F3824002F24392F244A0 wrote: Beta 3c is out, which fixes some bugs in beta 3b. See the beta 3 sticky for download and version information.

I went back through all my notes for Beta3, and double-checked all referenced display issues, and I can confirm that all these issues I noted have been fixed by this patch.
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#30
Vern,

Right now when adding items to a rooms, they can be set to fall (or not). How much trouble would it be to trigger the fall state by pulling a switch, or some other triggering mechanism?

This way you could hang items up without having to resort to using trapdoors which could be awkward to work in depending on the circumstances.

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