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RUNTIME ERROR - file: dialogs\Random_sailors_sit_tavern_dialog.c; line: 21
missed attribute: crew
RUNTIME ERROR - file: dialogs\Random_sailors_sit_tavern_dialog.c; line: 21
null ap
RUNTIME ERROR - file: dialogs\Random_sailors_sit_tavern_dialog.c; line: 21
no rAP data
RUNTIME ERROR - file: dialogs\Random_sailors_sit_tavern_dialog.c; line: 242
missed attribute: crew
RUNTIME ERROR - file: dialogs\Random_sailors_sit_tavern_dialog.c; line: 242
null ap
RUNTIME ERROR - file: dialogs\Random_sailors_sit_tavern_dialog.c; line: 242
no rAP data
RUNTIME ERROR - file: dialogs\Random_sailors_sit_tavern_dialog.c; line: 21
missed attribute: crew
RUNTIME ERROR - file: dialogs\Random_sailors_sit_tavern_dialog.c; line: 21
null ap
RUNTIME ERROR - file: dialogs\Random_sailors_sit_tavern_dialog.c; line: 21
no rAP data
RUNTIME ERROR - file: interface\hirecrew.c; line: 94
missed attribute: morale
RUNTIME ERROR - file: interface\hirecrew.c; line: 94
no rAP data
RUNTIME ERROR - file: interface\hirecrew.c; line: 106
missed attribute: quantity
RUNTIME ERROR - file: interface\hirecrew.c; line: 106
no rAP data
RUNTIME ERROR - file: interface\hirecrew.c; line: 94
missed attribute: morale
RUNTIME ERROR - file: interface\hirecrew.c; line: 94
no rAP data
Yep, I think I figured it out!Do you have the character_init.c file from the 25 july version for me?
if(GetMainCharacterIndex()>=0)
{
SetMainCharacterIndex(GetMainCharacterIndex());
}
SetBaseShipData(GetMainCharacter()); // Levis
//SetAllShipData();
//SetAllFellows();
if so I need to put it back, but we'll first see what this does. could very well be not having a fully initialized ship yourself caused some of the problems.So in characters_init.c:
Seems to work.Code:if(GetMainCharacterIndex()>=0) { SetMainCharacterIndex(GetMainCharacterIndex()); } SetBaseShipData(GetMainCharacter()); // Levis //SetAllShipData(); //SetAllFellows();
This may have left out more player ship initialization, so could have contributed to the weirdness players have experienced this past week.
if(!CheckAttribute(character, "model.animation") || character.model.animation == "" || !CheckAttribute(character, "model.height"))
{
/*if(character.sex == "man")
{
character.model.animation = "man";
character.model.height = 1.8;
}else{
character.model.animation = "woman"; // was towngirl. No real difference, IIRC.
character.model.height = 1.75;
}*/
//Assume no postinit done.
Character_PostInit(sti(character.index));
}
That's what I meant.could very well be not having a fully initialized ship yourself caused some of the problems.
I don't see it in there?If it's still not working we might need to remove it from this statement:
In createcharacterCode:if(!CheckAttribute(character, "model.animation") || character.model.animation == "" || !CheckAttribute(character, "model.height")) { /*if(character.sex == "man") { character.model.animation = "man"; character.model.height = 1.8; }else{ character.model.animation = "woman"; // was towngirl. No real difference, IIRC. character.model.height = 1.75; }*/ //Assume no postinit done. Character_PostInit(sti(character.index)); }
@Levis, how did we solve this issue again???So in characters_init.c:
Seems to work.Code:if(GetMainCharacterIndex()>=0) { SetMainCharacterIndex(GetMainCharacterIndex()); } SetBaseShipData(GetMainCharacter()); // Levis //SetAllShipData(); //SetAllFellows();
This may have left out more player ship initialization, so could have contributed to the weirdness players have experienced this past week.