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May 31st, 2009, 09:38 AM
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Major General
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Join Date: Sep 2007
Location: Scotland
Posts: 2,066
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Thanked 162 Times in 118 Posts
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Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
10 of 12 at the last count, and I'm one of the slackers
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May 31st, 2009, 09:46 AM
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Major General
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Join Date: Sep 2007
Location: Scotland
Posts: 2,066
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Thanked 162 Times in 118 Posts
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Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
...and it seems Alpine_Joe is the other. Having had problems with Joe before, I'm tempted to put the position straight out to tender.
I've PMed him, and we'll see what happens.
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May 31st, 2009, 04:13 PM
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Major General
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Join Date: Sep 2007
Location: Scotland
Posts: 2,066
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Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
It lookslike we're in a go situation
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June 1st, 2009, 02:54 PM
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Major General
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Join Date: Sep 2007
Location: Scotland
Posts: 2,066
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Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
Or... not. The game has disappeared from llamaserver just after accepting my prretender. I've PMed llamabeast.
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June 1st, 2009, 02:58 PM
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Colonel
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Join Date: Jun 2007
Location: Finland
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Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
Quote:
Originally Posted by Gregstrom
Or... not. The game has disappeared from llamaserver just after accepting my prretender. I've PMed llamabeast.
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Whatever chassis you chose is apparently powerful enough to destroy the whole game before it has even begun!
What kind of evil forces have you been tempering with?
Do you have no shame?!
:P
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June 1st, 2009, 07:40 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
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Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
Oh whoops, sorry, busy couple of days! Not had a chance to look at this yet and have to go to bed now.
Anyway, I think it is the same problem as I had with the original CBM 1.41. Some mod issue that's only triggered on the command line (i.e. works in graphical mode) but is eminently fixable. I believe I wrote an explanation of it somewhere in the CBM thread so if you're keen you could hunt it down, otherwise I'll take a look as soon as I get a chance. That'll be tomorrow evening at the earliest though I'm afraid.
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June 3rd, 2009, 02:45 AM
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Corporal
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Join Date: Aug 2007
Location: Taiwan
Posts: 172
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Thanked 4 Times in 4 Posts
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Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
You guys'll fix it in no time!
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June 3rd, 2009, 02:25 PM
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Major General
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Join Date: Sep 2006
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Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
I hope you do, I am keen to have fun with my brand new god, for this game only god.
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June 4th, 2009, 05:43 PM
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National Security Advisor
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Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
Okay, I dug out my old post, which as hoped has the answer:
(note this is the original post so applies to CBM rather than this mod)
###########
The LlamaServer isn't able to start games with CBM 1.41, as given. It turns out
that the problem is with the spells Bind Spine Devils and Bind Serpent Fiends.
It throws the error:
Loading spells: CBcomplete_1.41.dm
name2spell Bind Spine Devil
N�got gick fel!
name2spell: no such spell!!
N�got gick fel!
name2spell: no such spell!!
I think the reason is that the spells change their own name. Maybe for some
reason it reads the mod twice, and the second time can't cope. Anyway, I've
fixed it. Instead of changing the spells, it seems you have to copy them, change
the copies and simply make the original spells unresearchable. I've changed the
copy on the LlamaServer and I think perhaps it won't matter for client machines,
but if you could use the modified code in the next version that'd be great.
Here's my fixed version:
--
#newspell
#copyspell "Bind Spine Devil"
#name "Bind Spine Devils"
#fatiguecost 800
#nreff 3
#descr "The caster sacrifices several blood slaves to contact and bind three
Spine Devils. Spine Devils are spine covered, wingless demons that fight with t\
wo venomous claws. The spines covering their bodies are poisonous and anyone
attacking them with short weapons may get poisoned."
#end
#selectspell "Bind Spine Devil"
#school -1
#end
#newspell
#copyspell "Bind Serpent Fiend"
#name "Bind Serpent Fiends"
#nreff 2
#descr "The caster sacrifices several blood slaves to contact and bind two
Serpent Fiends. Serpent Fiends are bat-winged, serpent-like demons summoned from \
the Abyss. Their bite is highly venomous."
#end
#selectspell "Bind Serpent Fiend"
#school -1
#end
###########
So basically, you can't have a spell which changes it's name. Now, using Perl-fu, here is the list of offenders in the UnsanityMA.dm mod (only including #selectspell and #name lines):
-----
#selectspell "Summon Likho"
#name "Elder Sign"
#selectspell "Summon Simargl"
#name "Destiny2"
#selectspell "Summon Firebird"
#name "Destiny"
#selectspell "Summon Lady Midday"
#name "Hand of Destiny"
#selectspell "Contact Sirin"
#name "Siege Catapult"
#selectspell "Summon Rusalka"
#name "Siege Trebuchet"
#selectspell "Summon Likho"
#name "Elder Sign"
#selectspell "Summon Simargl"
#name "Destiny2"
#selectspell "Summon Firebird"
#name "Destiny"
#selectspell "Summon Lady Midday"
#name "Hand of Destiny"
#selectspell "Contact Sirin"
#name "Siege Catapult"
#selectspell "Summon Rusalka"
#name "Siege Trebuchet"
--------
Notably:
1) They're all from Mytheology.
2) They all overwrite base game spells, which seems a bit sad but I guess is to save on spell counts; should be fine so long as Bogarus isn't playing.
3) They're all in twice. It looks like all of Mytheology is in twice.
Anyway, you could fix them as I have for the spine devil above, or you could just remove them.
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June 5th, 2009, 04:49 PM
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Major General
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Join Date: Sep 2007
Location: Scotland
Posts: 2,066
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Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
If Mytheology's in twice, I guess I can knock out one copy. That'd work, and it'd fix the spells issue like as not.
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