View topic - Kernel Panic 4.2



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 Post subject: Kernel Panic 4.2
PostPosted: 17 May 2011, 23:55 
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08
Kernel Panic 4.2 out!


Image


4.1 -> 4.2 changes:
  • Added KingOfTheHill gamemode
  • Merged with Invasion
  • Fixed invasion structure spawning on already occupied spots
  • Limited invasion error spam when maxing unit count
  • Fixed issue with HostIP=localhost;
  • Fixed null texture still showing rectangle on some explosions
  • Added maps Memory Bank, Pacman, Hex Farm
  • Added support for triggers in my mission system
  • Added a new single player mission, about avoiding NX flags on HexFarm
  • Added a mission that is an automated pathfinder test
  • Fixed unitsync unitlist crash (so Quantum's mission builder can be used)
  • ColorWars now doesn't grow diagonally if it can't grow adjacently
  • Metal2Geo spawn less datavents on metal map
  • Preplaced can now also be a custom team mod option, in which case it override the modoption
  • DoS beam refreshes four time quicker
  • The Obelisk infection cloud now only affect enemies
  • Now flows speed gets properly updated when they're given to another team
  • Added support to modify via modoptions almost any property of any Unit/Weapon/Feature


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 Post subject: Re: Kernel Panic 4.2
PostPosted: 18 May 2011, 12:32 
Spring Developer
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Joined: 22 Sep 2007, 08:51
wow.. that image is perfect!
that alone wants me to play KP. love the logo!
You should definitely put that picture everywhere where people might read about KP, and use the logo everywhere!


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 Post subject: Re: Kernel Panic 4.2
PostPosted: 18 May 2011, 15:52 
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08
But, as an engine dev, it's the automated pathfinder test that was supposed to catch your attention!


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 Post subject: Re: Kernel Panic 4.2
PostPosted: 18 May 2011, 18:03 
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Joined: 22 Sep 2007, 08:51
indeed.. sounds interesting!
as maybe Kloot can make use of it.


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 Post subject: Re: Kernel Panic 4.2
PostPosted: 24 May 2011, 01:59 
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08
Also available on ModDB: http://www.moddb.com/games/kernel-panic


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 Post subject: Re: Kernel Panic 4.2
PostPosted: 23 Jun 2011, 03:38 
Spring Developer

Joined: 31 May 2009, 23:08
doesn't work with current spring master:

[f=0000824] LuaRules::RunCallIn: error = 2, GameFrame, [string "LuaRules/Gadgets/luacob.lua"]:51: attempt to index field '?' (a nil value)
stack traceback:
[string "LuaRules/Gadgets/luacob.lua"]:51: in function 'GameFrame'
[string "LuaRules/Gadgets/hotfixes.lua"]:43: in function <[string "LuaRules/Gadgets/hotfixes.lua"]:40>
(tail call): ?

viewtopic.php?f=14&t=26302

(if not already known)


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 Post subject: Re: Kernel Panic 4.2
PostPosted: 23 Jun 2011, 23:55 
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08
Line51 of LuaCob.lua?
Code:
Spring.Echo("Error: Failed to replace team["..u.team.."] "..UnitDefs[Spring.GetUnitDefID(u.unit)].humanName.." with "..UnitDefNames[u.target].humanName)


Sure you don't mean Line46?
Code:
for i = 1, c.n do


And aowww, I thought KP was free of .n, but seems not, I'll still have to make a new version for new Spring. :?


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 Post subject: Re: Kernel Panic 4.2
PostPosted: 24 Jun 2011, 11:07 
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Joined: 22 Sep 2007, 08:51
as the change is backwards compatible, you can just release a new bug-fixed version right away, which would still work with the release version.


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 Post subject: Re: Kernel Panic 4.2
PostPosted: 25 Jun 2011, 09:26 
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Joined: 25 Jun 2006, 07:44
Location: Germany
zwzsg wrote:
Line51 of LuaCob.lua?
Code:
Spring.Echo("Error: Failed to replace team["..u.team.."] "..UnitDefs[Spring.GetUnitDefID(u.unit)].humanName.." with "..UnitDefNames[u.target].humanName)


Sure you don't mean Line46?
Code:
for i = 1, c.n do


And aowww, I thought KP was free of .n, but seems not, I'll still have to make a new version for new Spring. :?

Attempt to index field "?" means an index that's not the first (then it knows the name) nor the last (then it just returns nil) in the chain was nil. My guess is that one of the parts in [] is invalid so you get a nil out of one of the UnitDefs maps and then attempt to get an entry from them which triggers the message. So either u.target or GetUnitDefID(u.unit) is not a valid entry.


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 Post subject: Re: Kernel Panic 4.2
PostPosted: 01 Jul 2011, 18:59 
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08
abma wrote:
doesn't work with current spring master:

[f=0000824] LuaRules::RunCallIn: error = 2, GameFrame, [string "LuaRules/Gadgets/luacob.lua"]:51: attempt to index field '?' (a nil value)
stack traceback:
[string "LuaRules/Gadgets/luacob.lua"]:51: in function 'GameFrame'
[string "LuaRules/Gadgets/hotfixes.lua"]:43: in function <[string "LuaRules/Gadgets/hotfixes.lua"]:40>
(tail call): ?

viewtopic.php?f=14&t=26302

(if not already known)
I don't manage to replicate this particular error. Do you have a replay and the Spring version you used, or can you tell me what you were doing, or what happened using?


Note: There do is a bug around there, related to .n, which happens when a unit is morphing, and which comes out in infolog as:
[f=0004364] LuaRules::RunCallIn: error = 2, GameFrame, [string "LuaRules/Gadgets/luacob.lua"]:46: 'for' limit must be a number
stack traceback:
[string "LuaRules/Gadgets/luacob.lua"]:46: in function 'GameFrame'
[string "LuaRules/Gadgets/hotfixes.lua"]:43: in function <[string "LuaRules/Gadgets/hotfixes.lua"]:40>
(tail call): ?

However, the bug you had, while happening in close proximity code source wise, is different, and I wonder what triggered your bug.


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 Post subject: Re: Kernel Panic 4.2
PostPosted: 02 Jul 2011, 02:32 
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Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
kp4.2 also uses Spring.SetUnitLineage (removed in 0.83) in game_spawn.lua


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 Post subject: Re: Kernel Panic 4.2
PostPosted: 02 Jul 2011, 15:38 
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08
Yeah, but it redefines the function to one that does nothing if it doesn't exist, in some of the earliest executed part of the Lua. So that (at least in theory) it's retrocompatible with older Spring engine.


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 Post subject: Re: Kernel Panic 4.2
PostPosted: 29 Jul 2011, 21:34 

Joined: 28 Jan 2010, 14:02
For some reason the whole screen turns green when I try to build a window/any other building. What gives?


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 Post subject: Re: Kernel Panic 4.2
PostPosted: 29 Jul 2011, 21:41 
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Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
sounds like
http://springrts.com/wiki/FAQ:trouble#I_see_the_complete_screen_full_of_red.2Fgreen.2Fyellow_or_giant_dots_on_minimap


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 Post subject: Re: Kernel Panic 4.2
PostPosted: 29 Jul 2011, 23:17 

Joined: 28 Jan 2010, 14:02
Excellent. Solved the problem. The geovent highlighter in particular.


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