Page 1 of 1

[Fixed for V0.46] Rotating wallitems using triggers

Posted: Tue Apr 17, 2007 2:22 am
by Kain
trigger activates realy that activates action - trying to rotate a wall object

RTC (V0.45) Diagnostic file - Mon Apr 16 06:14:04 2007

Error:
an access violation exception.

Stack Dump:
RTC.ActionRotateItemClockwise(pointer 0x00000000);
RTC.ActionAction(pointer 0x03AFC8E0, pointer 0x00000000, pointer 0x00000000, pointer 0x00000000, pointer 0x00000000, int -1, int -1, int 0, int 0, int 0, int 0, int 0, pointer 0x00000000, int 17, int 11, int 0, int 1, int 1);
RTC.TriggerAction(int 10, pointer 0x007DF7C0, int 1);
RTC.TriggerTarget(int 10, pointer 0x007DF7C0, int 1, bool FALSE, int 0);
RTC.ActivateTrigger2(int 9, pointer 0x007DF878, bool TRUE);
RTC.ActivateTrigger(int 9, pointer 0x007DF878, bool TRUE);
RTC.TriggerRelay(int 9, pointer 0x007DF878, int 1, bool FALSE);
RTC.TriggerTarget(int 9, pointer 0x007DF878, int 1, bool FALSE, int 0);
RTC.ActivateTrigger2(int 8, pointer 0x007DF8C8, bool TRUE);
RTC.ActivateTrigger(int 8, pointer 0x007DF8C8, bool TRUE);
RTC.CheckPartyTileFloorTrigger(int 8);
RTC.CheckPartyTile(bool TRUE, bool TRUE, int 1);
RTC.ChangePartyLocation(char 17, char 11, char 0, char 1, bool FALSE);
RTC.MovePartyForward();
RTC.UpdateMovement();
RTC.ProgStateInDungeon();
RTC.DoFrame(int 50);
RTC.WinMain();

Posted: Tue Apr 17, 2007 10:02 am
by George Gilbert
Hmmmm - I can see why this crashes (you're trying to rotate an item that doesn't exist), but am not sure whether the problem is with the trigger or the action.

Can you send me your dungeon.txt file (or, if it's easier, the entire *.RTC file) and I'll investigate further.

Posted: Wed Apr 18, 2007 3:15 am
by Kain
I have since abandoned the idea of rotating wall fixtures, what can I say, I like to push the engine beyond design specifications!

Still, a bug is a bug, I'll try to reproduce it and send you a copy.

Posted: Wed Apr 18, 2007 3:42 am
by Kain
I've reproduced the bug with a wall switch and sent you a copy.

BTW: if you also want to test the chest mess up bug, there is a chest on the same level where the test character enters, edit it, delete an item, click cancel and save (but it will ruin the saved file).

Posted: Wed Apr 18, 2007 6:49 am
by beowuuf
Kain wrote:I have since abandoned the idea of rotating wall fixtures, what can I say, I like to push the engine beyond design specifications!
Lol, who doesn't - usually people don't give up though and push and we get shiny new features in the next release though! Go on, tell GG it's essential! ;)

Posted: Wed Apr 18, 2007 7:33 pm
by George Gilbert
OK - the crash is now fixed for V0.46

There are some practical issues with rotating the switch (for example, should the rotation apply to the switch, or to an item that is clicked on the switch, or both?) which I'll take a look at later.

Posted: Thu Apr 19, 2007 3:52 am
by Kain
I think ideally, it should rotate the entire contents of the tile keeping the respective positions of all the items intact.