Semi-open beta test (closed)

Dridmar

Old Skool Apostle
MSC Developer
Socialist Guild
Alpha Tester
Joined
Feb 2, 2007
Messages
2,252
Reaction score
73
It's going to be re-opened in a few hours, correct?
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
Gotta do something about this m_pfnThink bug first, for it may screw with other things during testing. :\
 

thesupersoup

Adventurer
Lead MSU Developer
MSS Developer
MSC Developer
MSU Developer
Joined
Jan 5, 2009
Messages
216
Reaction score
10
Age
33
You've got my info. Lemme know if I can test ;)
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
Dridje managed to get another test of Umulak in and seems to think it's ready to go... Only thing now is to fix this m_pfnThink error - and I need to catch MiB to pull that... I may just get fed up with it and release anyways, but it may lead to all sorts of bad things, including indestructible monsters.
 

The Man In Black

Administrator
Staff member
Administrator
Moderator
RiP
Joined
Jul 9, 2006
Messages
6,904
Reaction score
71
You might have to go do it yourself >_>

Suggestion:

At the top of the function, do:
int DBG = 0;
#define DBG_OUT Print("m_pfnThink - %i\n", DBG++)

Then spam the DBG_OUT like crazy until you narrow down a better idea of the problem >_>
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
The Man In Black said:
You might have to go do it yourself >_>

Suggestion:

At the top of the function, do:
int DBG = 0;
#define DBG_OUT Print("m_pfnThink - %i\n", DBG++)

Then spam the DBG_OUT like crazy until you narrow down a better idea of the problem >_>
Main thing I'm curious about is if you have the same issue in your build. Even if I bypass the whole m_pfnThink function call, I still get the same odd frozen-mid-death result, with an animation error instead, as I wrote to ye. We've not done anything that should affect the death sequences of monsters that I can think of, so I'm wondering if I somehow slipped somewhere or neglected to dot an i or cross a t as it were.
 

The Man In Black

Administrator
Staff member
Administrator
Moderator
RiP
Joined
Jul 9, 2006
Messages
6,904
Reaction score
71
Did you reverse the freeing-up-edicts change? Or the quick test for making items in packs not think when put away? Those are the only two things we touched that would mess up the Think call itself. But, considering it's the Think function, most anything could be the problem :\
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
I think so, but I can't be sure, as I don't have RTF's for either of those changes. (Suspect maybe they were strictly an IM thang, but I don't see them in our chat history - albiet, maybe I just need to do more creative searches...) If you could point me back to where those changes would appear...
 
Top