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#1 12-09-2023 17:16:01

Komplex
Membre
Inscription : 27-10-2020

hello, I stress ananomaly in the passage between a scene and the other ✓

In psychotron between the scene #012 and the scene #013 I have an anomaly look the picture.
when I click on the door on the RIGHT the server stops.

Mariano

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#2 13-09-2023 11:11:29

Komplex
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Inscription : 27-10-2020

Re : hello, I stress ananomaly in the passage between a scene and the other ✓

I've found the anomaly.. NEVER NEVER put interactions on the doors in the form of "get out scene": NEVER.

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#3 13-09-2023 12:52:44

jawa
Admin

Re : hello, I stress ananomaly in the passage between a scene and the other ✓

Hello

Looks like an infinite loop or something indeed, during the test-mode synchro
I'm glad you find the cause and fixed but can you please  create me a simple use case to trigger this bug ?

About the "server is busy" message : this message appears when the server has to many data to synchronise with your computer and/or the server has a big payload, but it's only in test mode !
So :
- problem will not happen in the export version
- in test mode, you disable the "synchronise with server" in the bottom of the debug panel this wil cut the synchro between your test game and the server (so changes won't be saved when you reload the test interface) but will avoid this problem

#4 14-09-2023 15:57:03

Komplex
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Inscription : 27-10-2020

Re : hello, I stress ananomaly in the passage between a scene and the other ✓

hello .. I did in another screen aaaaand boom. scene 11581
look the screen capture I've attached.
now I am changing the priority of the interaction 57917 "loose object".
It's like that when I attach an interaction on the door the door stops working.
all that because I need to empty in an elegant way the inventory of Mr. Plotkin, too much gizmos.
I have also followed your suggestion ... "synchronise with server".

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#5 14-09-2023 16:09:35

Komplex
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Inscription : 27-10-2020

Re : hello, I stress ananomaly in the passage between a scene and the other ✓

I've just put the interaction in the scene, erasing the interaction from the DOOR... nothing the character in the test tab is locked inside.

Mariano

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#6 15-09-2023 12:14:05

Komplex
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Inscription : 27-10-2020

Re : hello, I stress ananomaly in the passage between a scene and the other ✓

THE CONDITION  of loop is ...: get-out-scene + give-back object... then the player must click again on the door and that is not operating and it stuck inside.
when I have removed that "cocktail" of interactions the door restarted to function.

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#7 15-09-2023 14:14:32

jawa
Admin

Re : hello, I stress ananomaly in the passage between a scene and the other ✓

"THE CONDITION  of loop is ...: get-out-scene + give-back object... then the player must click again on the door and that is not operating and it stuck inside."
OK this combination should not prevent the player from getting out of the scene. thanks this should be helpul to create a simple case to trigger this bug. I'll keep you informed.

#8 15-09-2023 14:29:28

Komplex
Membre
Inscription : 27-10-2020

Re : hello, I stress ananomaly in the passage between a scene and the other ✓

> jawa a écrit :

> "THE CONDITION  of loop is ...: get-out-scene + give-back object... then the player must click again on the door and that is not operating and it stuck inside."
OK this combination should not prevent the player from getting out of the scene. thanks this should be helpul to create a simple case to trigger this bug. I'll keep you informed.

I've solved giving back the object in the GET-IN condition.
another condition which is puzzling is the following

COMBINE OBJECT with another
GIVE BACK the Object used

the apparition of the inventory block the frame and the following dialogue is not readable correctly.

even puttin a pause the screen is jammed.

M

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#9 15-09-2023 14:47:03

jawa
Admin

Re : hello, I stress ananomaly in the passage between a scene and the other ✓

About the "get out interaction" it is normal that the player is "stuck" in the scene when you add a get out interactions on it: effects iof this interaction overrides the standard "goto" mechanism of the passages because those kind of interactions are usaully intended to prevent the player from going to the next room if he hasn't done enough prior.
So if you want him to go out anyway after loosing the object, just add a goto:<next room id> effect in the interaction.

see the manual  -> interactions -> triggers : (chat GPT translated)

"Location/Scene-Based Triggers
...
▸ Exiting a location :
The interaction is triggered whenever the player exits a location. It is limited to the effects it contains and overrides the standard passage mechanism: in fact, it will not move the player to their destination unless it contains a ChangeLocation effect. If an object has been specified as a passage, the interaction will only trigger if the player uses that passage to exit."


About the "server is busy" problem I still cannot reproduce.

#10 19-09-2023 15:28:09

jawa
Admin

Re : hello, I stress ananomaly in the passage between a scene and the other &check;

hello
I was able to reproduce the bug that locked the interaction when exiting the room.
it was trigger by the removeObject combined with the custom inventory display, regardless the type of interaction.
can you confirm it's OK ?

NB : You'll still need to add a goto:<next room id> effect in your getout interaction as it overrides the default switch scene mechanism on passages.

#11 19-09-2023 20:31:35

Komplex
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Inscription : 27-10-2020

Re : hello, I stress ananomaly in the passage between a scene and the other &check;

> jawa a écrit :

> hello
I was able to reproduce the bug that locked the interaction when exiting the room.
it was trigger by the removeObject combined with the custom inventory display, regardless the type of interaction.
can you confirm it's OK ?

NB : You'll still need to add a goto:<next room id> effect in your getout interaction as it overrides the default switch scene mechanism on passages.

mariano reponse

exactly... I solved in another way. in order to avoid the risk.

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