Rodril wrote:Templayer wrote:1. I did not test some new voices, I only applied the unlocker and Racial skills. Character portraits.txt wasn't changed. EDIT: Rechecked and I am correct, I didn't modify it, and it goes up to 65 if DefVoice. Yet in-game it gives the 70 index out of bounds for 65, i.e. there is a problem somewhere else. But since the default button causes various ambivalent sound effects to play, that might be a clue.
Tenth line for the undead race is of course inside the unlocker / character selection.txt, this was added months ago. Otherwise I wouldn't have been able to report the issue about the Minotaur Lich and Minotaur Zombies having the same voiceset, now would I?
(rechecked the structure to be sure, it looks fine)
I can not reproduce issue yet. Need some investigation. Apply new patch:
https://1drv.ms/u/s!Ahawm042WjjzbTkHekj ... o?e=vCTjG1 , tell me what will happen.
Couldn't reproduce it with the new patch, until I tried it with the Dracoliche.
Code: Select all
——————————————————————————————————————————————————————————————————————————————————
...The World of Enroth\Scripts\Structs\CharacterOutfits.lua:226: array index (66) out of bounds [0, 65]
stack traceback:
[C]: in function 'error'
Scripts/Core/RSMem.lua:1342: in function '__index'
...The World of Enroth\Scripts\Structs\CharacterOutfits.lua:226: in function 'VoiceAvailable'
...The World of Enroth\Scripts\Structs\CharacterOutfits.lua:241: in function <...The World of Enroth\Scripts\Structs\CharacterOutfits.lua:240>
[C]: in function 'pcall'
Scripts/Core/Common.lua:102: in function 'pcall2'
Scripts/Core/RSMem.lua:1653: in function <Scripts/Core/RSMem.lua:1650>
arguments of 'VoiceAvailable':
Voice = 66
Player = (table: 0x106da7d0)
local variables of 'VoiceAvailable':
Sex = 0
Class = 10
Portrait = (table: 0x13b7e178)
(*temporary) = (table: 0x0504d598)
(*temporary) = 1.1986889308246e-284
----------------------------------------------------------------------------------
>
Others do not crash, but when clicking on "default" with the new characters (like the Black Dragon), miscellaneous audio tracks are heard. Wet stepping sounds for a Black Dragon and Minotaur Zombie, potion drinking sound for the Minotaur Lich and a ship creaking for Ghost Dragon (sometimes I have to click multiple times to trigger that sound). No ambivalent sound plays when clicking on the "default" voice button for Dracoliches (I clicked A LOT) though.
Lich dwarves produce no sound either when clicking on the Default button, but otherwise work when clicking on the arrows for voice.
Classic zombies work perfectly (triggers a zombie voice upon clicking defaut). Except for still having the Zombie status effect. I will check if their status screen crashes.
Update: Actually ONLY THE RIGHT ARROW crashes it for the Dracoliche. Looks like the "default" is ID 65, and when using the right arrow, it for some reasons tries to access ID 66 which isn't declared in the array instead of looping. There is a problem somewhere.
I made a Minotaur Zombie and unlike in the previous attempt, trying to get to the status screen didn't crash the game. It still has the status, even though I remember you saying character creation created zombies shouldn't have the zombie status.