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Author Topic: Crazy and PP's mod bug thread  (Read 619623 times)

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Offline aevojoey

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Re: Crazy and PP's mod bug thread
« Reply #765 on: February 18, 2015, 10:22:31 AM »
Thanks aevojoey for the information.

I've just checked the current Editor 0.8.22

An error occurs while compiling an existing girl or when creating a new one.
For the first time I've got an error message , somelike how "empty line 1"
I can't seem to recreate this.
If you can attach the .(r)girlsx files that you get this error with, I'll check it out.
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Offline HuiBui

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Re: Crazy and PP's mod bug thread
« Reply #766 on: February 18, 2015, 12:51:53 PM »
After starting my PC again, It works well.
Don't know what happened before.
The reason could have been that I had opened another editor(0.8.21) at the same time.

Thanks for your support.
« Last Edit: February 18, 2015, 01:13:07 PM by HuiBui »

Offline Ogami

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Re: Crazy and PP's mod bug thread
« Reply #767 on: February 18, 2015, 01:59:35 PM »
Hi, i have a slight problem with the new version  .06.01.05.
Everything works fine but if i assign a gang to explore the catacombs the game crashes 100% of the
time when pressing "Next week".    Game freezes and i get a "game not responding" message after  30 seconds.
Sending girls to the catacombs works fine, but gangs not at all.
Was a new game with version .06.01.05.  Happened right from the beginning, tried to send
the gang first at turn 3 or 4 i think.
« Last Edit: February 18, 2015, 02:01:44 PM by Ogami »

Offline aevojoey

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Re: Crazy and PP's mod bug thread
« Reply #768 on: February 18, 2015, 02:38:31 PM »
Hi, i have a slight problem with the new version  .06.01.05.
Everything works fine but if i assign a gang to explore the catacombs the game crashes 100% of the
time when pressing "Next week".    Game freezes and i get a "game not responding" message after  30 seconds.
Sending girls to the catacombs works fine, but gangs not at all.
Was a new game with version .06.01.05.  Happened right from the beginning, tried to send
the gang first at turn 3 or 4 i think.
Actually it is the other way around.
Girls in the catacombs breaks the game, gangs do not.

I forgot to add the limiter to girls in catacombs so if they get a girl or item it would continually try to add a new girl or item without stopping.
Until I push the next version, set "ControlGirls" to false in config.xml.

Gangs have not gotten any changes for the new catacombs controls yet.
When they do, I will be sure to include the limiter.
« Last Edit: February 18, 2015, 02:41:06 PM by aevojoey »
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Offline Ogami

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Re: Crazy and PP's mod bug thread
« Reply #769 on: February 18, 2015, 03:17:04 PM »
Until I push the next version, set "ControlGirls" to false in config.xml.

That fixed it. Thank you for the fast replay and help.  :)

Offline Cursed_May

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Re: Crazy and PP's mod bug thread
« Reply #770 on: February 18, 2015, 09:26:05 PM »
I get a crash on when I press next week.
https://mega.co.nz/#!Yc1QRSiZ!WxN8KVWpYz7kY7EwS8ZIkIVQfwgsKuyvFRZeG7cQKOs

Edit: I removed my matron in main brothel and it worked again.
« Last Edit: February 18, 2015, 09:28:47 PM by Cursed_May »

Offline aevojoey

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Re: Crazy and PP's mod bug thread
« Reply #771 on: February 19, 2015, 09:16:51 AM »
I get a crash on when I press next week.
https://mega.co.nz/#!Yc1QRSiZ!WxN8KVWpYz7kY7EwS8ZIkIVQfwgsKuyvFRZeG7cQKOs

Edit: I removed my matron in main brothel and it worked again.
Typo in the new auto std cure code, I put 1 instead of -1.
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Offline Dagoth

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Re: Crazy and PP's mod bug thread
« Reply #772 on: February 20, 2015, 04:24:17 AM »
When I try to fire a girl (who isn't a slave, of course), it gives me the message "You can not fire this girl, she is your slave." I tested on both a girl I bought from the slave market and granted freedom to, and a girl I got from Walk Around Town who started out free.

I went ahead and checked the code and it looks like a simple fix, line 744 of cScreenGirlManagement.cpp is:
Code: [Select]
else if (!selected_girl->is_slave()) // `J` added just in casebut should be:
Code: [Select]
else if (selected_girl->is_slave()) // `J` added just in case

Offline aevojoey

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Re: Crazy and PP's mod bug thread
« Reply #773 on: February 20, 2015, 10:03:31 AM »
When I try to fire a girl (who isn't a slave, of course), it gives me the message "You can not fire this girl, she is your slave." I tested on both a girl I bought from the slave market and granted freedom to, and a girl I got from Walk Around Town who started out free.

I went ahead and checked the code and it looks like a simple fix, line 744 of cScreenGirlManagement.cpp is:
Code: [Select]
            else if (!selected_girl->is_slave())   // `J` added just in casebut should be:
Code: [Select]
            else if (selected_girl->is_slave())   // `J` added just in case
Another copy/paste error, got it fixed.
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Offline Dagoth

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Re: Crazy and PP's mod bug thread
« Reply #774 on: February 20, 2015, 12:24:48 PM »
Another copy/paste error, got it fixed.
Well, a bit late, but I finally really tested it; before I was just checking through to see what buttons show up in different windows and came across that without wanting to get too much into it. The above fix I posted does indeed allow you to use the button without it incorrectly indicating you're trying to fire slaves, but unfortunately choosing the "Fire Her"/"Fire Girls" option still doesn't actually do anything. I guess I should have tested it out earlier.

I looked around a bit and identified the same sort of problem at line 208:
Code: [Select]
else if (!selected_girl->is_slave())should similarly be:
Code: [Select]
else if (selected_girl->is_slave())I tested it and confirmed that this change along with the earlier one does make Fire Girl actually work again.

Offline Destont

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Re: Crazy and PP's mod bug thread
« Reply #775 on: February 21, 2015, 08:57:44 PM »
The event where security pours brainwashing oil down an unruly customers throat and then sends them to the dungeon does not actually add said individual to the dungeon, they just disappear.

Offline edgy98125

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Re: Crazy and PP's mod bug thread
« Reply #776 on: February 23, 2015, 10:49:26 PM »
Creating a new helmet and the traits show a 20 turn duration.  Not sure if that is actually going to be the case.  This is in 0.8.23


Offline aevojoey

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Re: Crazy and PP's mod bug thread
« Reply #777 on: February 24, 2015, 12:48:22 AM »
Creating a new helmet and the traits show a 20 turn duration.  Not sure if that is actually going to be the case.  This is in 0.8.23
It shows that because I didn't make the column hide itself when the item is not set as temporary.
The editor currently saves the duration in all items but the game only uses it on temporary items.

This has been fixed in WME.8.24
« Last Edit: March 02, 2015, 11:21:55 AM by aevojoey »
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Offline edgy98125

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Re: Crazy and PP's mod bug thread
« Reply #778 on: February 28, 2015, 11:45:47 PM »
Hey Aevojoey just wanted to let you know I encountered another minor bug in game play today version 06.01.06.  I was given the relatively simple task of capturing one new territory, but was only given a week to do it.  The turn the task was given my gangs captured 3, the turn the task expired my gangs captured another 3, however the game said I failed to complete the task.

I think this is because the turn it was given the capturing had already taken place so I don't get credit for that, then the turn it expired it did so before the check of other events.  Meaning there is not a way to complete that task in one turn.

I think the simple solution is to move the task complete check to the end of the new turn automated checks.

Cheers and keep up the great work.

Offline aevojoey

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Re: Crazy and PP's mod bug thread
« Reply #779 on: March 01, 2015, 10:04:21 AM »
Hey Aevojoey just wanted to let you know I encountered another minor bug in game play today version 06.01.06.  I was given the relatively simple task of capturing one new territory, but was only given a week to do it.  The turn the task was given my gangs captured 3, the turn the task expired my gangs captured another 3, however the game said I failed to complete the task.

I think this is because the turn it was given the capturing had already taken place so I don't get credit for that, then the turn it expired it did so before the check of other events.  Meaning there is not a way to complete that task in one turn.

I think the simple solution is to move the task complete check to the end of the new turn automated checks.
Actually an easier fix was to move the "Objective Failed" check to after the "Objective Passed" check.
This should allow it to check any objective on the last turn allowed and only then fail if not passed.

I also cleaned up another part in it where if your reward is to hinder a rival but there is no rival, it would change the reward to gold and restart the function.
Now it checks for a rival and changes it to gold if none is found before the reward is handed out.
Not really a bug but its a little cleaner now.

I fixed it so if there are not enough businesses available (current limit is 250), you will not get the "Extort X New Business" objective.
« Last Edit: March 01, 2015, 02:50:34 PM by aevojoey »
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