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Hoverboards - Crashes most definitely fixed!
http://forums.datarealms.com/viewtopic.php?f=61&t=15594
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Author:  TheLastBanana [ Mon Jun 29, 2009 4:28 pm ]
Post subject:  Re: Hoverboards - Crashing fixed (I think) + full weapon use!

Weaponless version is go.
I still am absolutely befuddled as to how these crashes are happening to everyone but me. It's possible that somehow my copy of CC, being a developer copy, is different, but as far as I know, there haven't been any changes to the EXE since B23. I'll try an install somewhere else, but until I can pinpoint exactly how these crashes are happening on only some computers, there's not much I can do :???:

EDIT: OKAYYYY.
So, apparently something is different with the downloadable copy of B23 from mine. I pinpointed the problem down to the deactivation function. The function automatically switches you to the actor on the board, and if it doesn't exist, the brain. It does this so that if, for instance, the board was spun too far, it won't just deactivate and leave you to switch to the actor on your own. Unfortunately, this causes a problem when you are also switching actors (Q or E) and causes CC to try and switch twice. I took that out and now it should be good to go.
This brings a prying question to mind, though: Why is that only happening on B23 and not on the developer copy when B23 is supposed to have the latest version of the EXE? Guess I'll have to ask Data on that one.

Author:  Roon3 [ Mon Jun 29, 2009 6:08 pm ]
Post subject:  Re: Hoverboards - Crashes most definitely fixed!

Oh great, finally a fix. Downloading and testing.

Edit: Switching actors doesn't crash anymore, yay! Opening buy menu still does though, but its a minor bug (Opening the buy menu won't happen accidentally, because it ain't bound to a certain key).

Author:  Sixteen [ Mon Jun 29, 2009 6:15 pm ]
Post subject:  Re: Hoverboards - Crashes most definitely fixed!

I just tested. Works perfectly.

Author:  Boba_Fett [ Mon Jun 29, 2009 6:40 pm ]
Post subject:  Re: Hoverboards - Crashes most definitely fixed!

I tried it. Worked much better. I only crashed once.

Author:  mail2345 [ Mon Jun 29, 2009 8:30 pm ]
Post subject:  Re: Hoverboards - Crashes most definitely fixed!

Flying into the tutorial alarm zone crashes with the hackboard.

Author:  TheLastBanana [ Mon Jun 29, 2009 9:15 pm ]
Post subject:  Re: Hoverboards - Crashes most definitely fixed!

Seems like it's doing some switching too. I'm not even going to touch that, as, once again, it works in this build, although not perfectly.

Author:  ConquestStreak [ Tue Jun 30, 2009 5:29 am ]
Post subject:  Re: Hoverboards - Crashes most definitely fixed!

:relieved?:

Well, the point is, you made it.

That's something to "amen" about. Good job fixing the bugs.

Author:  Toes from Europe [ Thu Jul 02, 2009 6:27 am ]
Post subject:  Re: Hoverboards - Crashes most definitely fixed!

These work much better than the ones that you started out with. Nice work

Author:  Seraph [ Wed Jul 08, 2009 4:49 pm ]
Post subject:  Re: Hoverboards - Crashes most definitely fixed!

Image

Burning hoverboard.

Author:  411570N3 [ Wed Jul 08, 2009 5:07 pm ]
Post subject:  Re: Hoverboards - Crashes most definitely fixed!

Screw that, do it with a jetboard and convince Darlos to make flames spread from one actor to another. Then just ram everyone to set them on fire whilst spouting jets of fire whilst jetting on your board on fire.

Fire.

Author:  numgun [ Wed Jul 08, 2009 6:02 pm ]
Post subject:  Re: Hoverboards - Crashes most definitely fixed!

Seraph wrote:
*Shogun flameboard*


Epic win. :D

Author:  mail2345 [ Wed Jul 08, 2009 7:29 pm ]
Post subject:  Re: Hoverboards - Crashes most definitely fixed!

That is due to the hoverboard being an actor. One of the biggest surprises I got while riding the hover board was it exploding into zombies.

Author:  TheLastBanana [ Thu Jul 09, 2009 12:23 am ]
Post subject:  Re: Hoverboards - Crashes most definitely fixed!

That would certainly be a side-effect, yes. Told you to make your zombies ignore Actors :canadian:
Did I manage to trick you all into thinking they were held devices by A) spawning them as such and B) giving them markers when they're not being ridden?

Author:  The Decaying Soldat [ Thu Jul 09, 2009 5:44 am ]
Post subject:  Re: Hoverboards - Crashes most definitely fixed!

TheLastBanana wrote:
That would certainly be a side-effect, yes. Told you to make your zombies ignore Actors :canadian:
Did I manage to trick you all into thinking they were held devices by A) spawning them as such and B) giving them markers when they're not being ridden?


You did it banana, best trick ever.

Author:  mail2345 [ Thu Jul 09, 2009 6:01 am ]
Post subject:  Re: Hoverboards - Crashes most definitely fixed!

TheLastBanana wrote:
That would certainly be a side-effect, yes. Told you to make your zombies ignore Actors :canadian:
Did I manage to trick you all into thinking they were held devices by A) spawning them as such and B) giving them markers when they're not being ridden?

Last part:
No.

Btw, the infection won't work on standard hoverboards, as unmodified hoverboards have a self.Health = 100 line.
I got rid of that line so health damage based weapons would work better.

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