2014-03-17, 09:33 PM
whitelight. Sent a private message.
Dinar, I managed to recreate the bug easily and verified that it happens in the non-translated BGE too. Does it happen in LoF? I will check into fixing the bug before I release the final patch. I can probably place some breakpoints at various stages of the attack process and see which ones are triggered before the freeze loop. If some post-attack routines aren't being triggered (damage calculation etc), that should give me a general idea of where the loop is happening.
The loop is probably happening because a function is trying to access data that isn't where it should be. If for example, the game has an IF test loop that reads a list of enemies until it find the counter-attacker:
1. read next list entry
2. IF entry is Auron, go to 4
3. ELSE go to 1
4. continue to damage calculation
If the counter attacker is not on the list, the loop could just keep looking forever. If I can narrow down where that is happening, I might be able to fix it.
Dinar, I managed to recreate the bug easily and verified that it happens in the non-translated BGE too. Does it happen in LoF? I will check into fixing the bug before I release the final patch. I can probably place some breakpoints at various stages of the attack process and see which ones are triggered before the freeze loop. If some post-attack routines aren't being triggered (damage calculation etc), that should give me a general idea of where the loop is happening.
The loop is probably happening because a function is trying to access data that isn't where it should be. If for example, the game has an IF test loop that reads a list of enemies until it find the counter-attacker:
1. read next list entry
2. IF entry is Auron, go to 4
3. ELSE go to 1
4. continue to damage calculation
If the counter attacker is not on the list, the loop could just keep looking forever. If I can narrow down where that is happening, I might be able to fix it.