#Animatter Crash
13 messages · Page 1 of 1 (latest)
Using the latest Cryptid with the files from the dev post.
Talisman, Steammodded and Cryptid
Huh not too hard to prevent this crash but what on earth is causing cards to generate without a suit
Huh okay so managed to replicate and isolate a card with nilling suit on anti matter
turns out its not just the suit getting set to nil but the entire base field
INFO - [G] 1 Spades
INFO - [G] 2 Spades
INFO - [G] 3 Spades
INFO - [G] 4 Spades
INFO - [G] 5 Spades
INFO - [G] 6 Spades
INFO - [G] 7 Spades
INFO - [G] 8 Spades
INFO - [G] 9 Spades
INFO - [G] 10 Spades
INFO - [G] 11 Spades
INFO - [G] 12 Hearts
INFO - [G] 13 Hearts
INFO - [G] 14 Hearts
INFO - [G] 15 Hearts
INFO - [G] 16 Hearts
INFO - [G] 17 Hearts
INFO - [G] 18 Hearts
INFO - [G] 19 Hearts
INFO - [G] 20 nil
INFO - [G] 21 Hearts
INFO - [G] 22 Hearts
INFO - [G] 23 Hearts
INFO - [G] 24 Hearts
INFO - [G] 25 Spades
INFO - [G] 26 Spades
INFO - [G] < nil
INFO - [G] > eval for k,v in pairs(G.playing_cards[9]) do
print (k,v)
end
INFO - [G] click_offset nil
INFO - [G] static_rotation nil
INFO - [G] ambient_tilt 0.2
INFO - [G] parent nil
INFO - [G] T nil
INFO - [G] last_aligned -1
INFO - [G] extra_cost 0
INFO - [G] highlighted nil
INFO - [G] ability_UIBox_table nil
INFO - [G] discard_pos nil
INFO - [G] flipping b2f
INFO - [G] shadow_parrallax nil
INFO - [G] RETS nil
INFO - [G] alignment nil
INFO - [G] CT nil
INFO - [G] STATIONARY nil
INFO - [G] base nil
INFO - [G] ability nil
INFO - [G] NEW_ALIGNMENT nil
INFO - [G] hover_offset nil
INFO - [G] debuffed_by_blind nil
INFO - [G] seal Blue
INFO - [G] offset nil
INFO - [G] role nil
INFO - [G] cost 1
INFO - [G] area nil
INFO - [G] Mid nil
INFO - [G] playing_card 9
INFO - [G] hover_tilt 1
INFO - [G] states nil
INFO - [G] ID 62407
INFO - [G] container nil
INFO - [G] config nil
INFO - [G] last_moved -1
INFO - [G] back_overlay nil
INFO - [G] facing front
INFO - [G] children nil
INFO - [G] click_timeout 0.3
INFO - [G] sell_cost_label 1
INFO - [G] VT nil
INFO - [G] ignore_base_shader nil
INFO - [G] label Lucky Card
INFO - [G] rank 6
INFO - [G] debuff nil
INFO - [G] ignore_shadow nil
INFO - [G] unique_val 0.96378471665645
INFO - [G] zoom nil
INFO - [G] base_cost 1
INFO - [G] sprite_facing front
INFO - [G] sell_cost 1
INFO - [G] params nil
INFO - [G] under_overlay nil
INFO - [G] FRAME nil
INFO - [G] created_on_pause nil
INFO - [G] shadow_height 0.2
INFO - [G] back selected_back
INFO - [G] ARGS nil
INFO - [G] layered_parallax nil
INFO - [G] velocity nil
INFO - [G] tilt_var nil
INFO - [G] pinch nil
INFO - [G] sort_id 2905
INFO - [G] edition nil
INFO - [G] < nil
So yippie I'm pretty dang sure this is YET ANOTHER DOUBLE SIDED ISSUE.
we love when there’s a double-sided issue
Yep can confirm
or at least double sidded cards are causing issues again
for _, rank in ipairs(SMODS.Rank.obj_buffer) do
print(suit, rank)
end
end
eval for i,c in ipairs(G.playing_cards) do
print(i, c.base.suit)
end``` ```
eval print(G.playing_cards[9])
for k,v in pairs(G.playing_cards[9]) do
print (k,v)
end```
evals for tracking down the misbehaving cards
I'm going to sleep now but i'll probably look into a proper fix tomorrow