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Englisch CS2D Bug Reports

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alt Re: CS2D Bug Reports

Mami Tomoe
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LUA ERROR: attempt to call a nil value

Prevent errors like these from showing up, they give literally no information on the cause of the problem and are almost impossible to remove on big scripts.

I'm not supposed to place debug messages on my entire script for an hour just to find one syntax problem.

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TrialAndError
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@user Mami Tomoe: I think that error message gives sufficient amount of information to be able to pinpoint the problem. The "Attempt to call a ... value" is also used for other types that are not nil.

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Mami Tomoe
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It doesn't show anything but that.

How am I supposed to know which line or even file caused this?

In my script I can't even tell what causes it.

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DC
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@user Mami Tomoe: You have to prevent those errors yourself by writing proper Lua. Don't try to access values/methods which don't exist.

Removing the error message would be the WORST approach to "handle" this issue. I would just hide very important information about broken scripts that way.
I will double check if there's a way to get more information about the cause of the error (position in source).

The error is always triggered when you try to access something which has not been defined beforehand. In most cases it's table access without defining the table or the value in the table beforehand.
If this isn't sufficient to identify the issue in the source code you can add a lot of debug messages. Then check all the code which comes after printing the last debug message you saw in the console before the error occurred.

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Mami Tomoe
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It appears to happen about 1 second after a class 5 player spawns, and that's after 40 minutes of debugging.

It's literally impossible to locate.

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Quattro
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This leftover bug prevents customizing hudtxt:

IMG:https://imgur.com/F6y2beL


If you can't see image, it is error while trying to set hudtxtalphafade and so on with values higher than 49. The limit should be 199 now.

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Mami Tomoe
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user Mami Tomoe hat geschrieben
It appears to happen about 1 second after a class 5 player spawns, and that's after 40 minutes of debugging.

It's literally impossible to locate.


It was caused by a failure of the CS2D timer, unsure what went wrong but I switched to a custom timer and it was apparently fixed.

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TrialAndError
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@user Mami Tomoe: The second parameter of the timer must be a string and the string must contain the name of a global function to run, otherwise it will throw that error. Perhaps there should be a check in the timer function to throw a more acceptable error message.

Same goes for the addhook function, the second parameter there has to be the name of a global function. But there, you at least get a Hook Error message.
1× editiert, zuletzt 01.11.19 14:48:00

alt Re: CS2D Bug Reports

FishyFinThing
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@user Quattro: there are only 50 HUD IDs from 0-49 as far as I know. But you can recycle the old one if you want. Unless you absolutely want more, not many script need to display over 50 lines of HUD text on the scene at the same time. Maybe create a table to keep track of unused HUD ID and use them when needed. Or group some of them together if they are on the same y coordinate.

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DC
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@user FishyFinThing: No, the limit has been raised with the last update.
@user Quattro: That bug has already been reported and also fixed for the next update. It has just not been released yet.

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DC
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@user Hajt: Repeating bugs which already have been reported does not make me fix them faster. So please don't repeat reports. I'm aware of this issue but it is not trivial to fix. Therefore I can't tell you if/when it will be fixed.

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Mami Tomoe
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Does that include the fact Air Strike may sometimes explode faster than a HE grenade?

Or that Air Strike is completely broken in some cases that it may even forget to explode altogether when spamming more than one of it?

Or that satchel charges which are being mass spammed and exploded may leave behind unused charges that can't be exploded?

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DC
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@user Mami Tomoe: That's something different. I wasn't aware of it. Most of this (except for air strike explosion speed) sounds like an "edge case" though as these situations should not occur in normal game play unless you decide to give players insane amounts of these items (which you shouldn't as it makes the game basically unplayable as EVERYTHING simply explodes). Will check. Note that there's a projectile limit of 255 per player. If you exceed it bad things may happen. Can't tell what exactly without checking the source.

What user Hajt is talking about is simply a sync error with the projectile movement (most likely to happen when wall collisions are involved)

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mrc
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I saw some other glitches as water footstep effect in random places when someone walks in to a water tile, HE "flying" with smoke grenade sprite, etc...

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DC
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@user mrc: What? This sounds horrible. I have never seen such things and can't think of a reason why this might happen. A way to reproduce these issues would be required in order to find the reason / a way to fix it.

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Hajt
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https://cs2d.tk/uploads/bug1.mp4
https://cs2d.tk/uploads/bug1(2).mp4

Why such a things happens? Maybe it's a reason why some bullets are not registered like it used to be when we had 50 FPS?

It happens on LC0 and LC2 - just was curious and checked both values... So I guess it's not problem released with lag compensation. And it's also not a problem with ping or bad server cause I was able to reproduce bug on completely different server.
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