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-   -   getspldscr: bad splnr (solved by lch) (http://forum.shrapnelgames.com/showthread.php?t=42597)

pyg March 16th, 2009 12:41 PM

getspldscr: bad splnr (solved by lch)
 
So I've been playing with very large mods and I've been hitting a bug that I don't understand. I get a crash with 'getspldscr: bad splnr' when I click for spell description in research on spells added by mods. I'm pretty sure it isn't a bug in the mod because I can get the crash with spells from two different mods.

My first guess is that there is a hard limit on #newspell calls although I can't find it in the documentation I have. The crashing mod calls it 157 times. Can someone confirm this or tell me a different direction to pursue.

I have also gotten a crash with a 'bad splnr' during hosting (different method than 'getspldscr' though, can't remember exactly). Re-hosting the turn would sometimes finish with no errors.

If it would help I could post the mod and a .trn but it would be very large ~3M zipped.

Burnsaber March 16th, 2009 01:48 PM

Re: getspldscr: bad splnr
 
Perhaps two same mods are trying to use the "alter orginal dom3 spell to a onebattlespell you want" - trick on the same spell?

pyg March 16th, 2009 01:56 PM

Re: getspldscr: bad splnr
 
Quote:

Originally Posted by Burnsaber (Post 680329)
Perhaps two same mods are trying to use the "alter orginal dom3 spell to a onebattlespell you want" - trick on the same spell?

Checked, no. All #selectspell calls in the mod are uniq.

lch March 17th, 2009 03:54 AM

Re: getspldscr: bad splnr
 
There's a hard limit of 999 spells in the game in total. Getting over that triggers the error in this function. As of 3.21, there are already 855 spells in the base game.

lch March 17th, 2009 05:36 PM

Re: getspldscr: bad splnr (solved by lch)
 
P.S.: 3.23 added eight new spells, so there are now 863 spells in base game. 136 slots left for mods.


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