Miss_Cataclysm

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  1. Miss_Cataclysm

    Ouro Portal

    In game mechanics terms I think you're absolutely right. I seem to remember elsewhere in the forums that the reason Kheldian forms can't use it is to do with animations more than it is to do with game mechanics, so I imagine it's the same for flying.

    Which... probably shouldn't be the case, but there it is.
  2. [ QUOTE ]
    Nice quick way to get out of the game...

    Tested on XP SP2 does as mentioned above. However I also tested the version I use. pow_exec_alt2slot which is the one that applies to tray 3 (top most tray IIRC) and it gives no error nor does it crash. I'll check the middle one after I've been to bed.

    Note: On my PC the crash was almost instantaneous (less than 1 second).

    [/ QUOTE ]

    I had hanging and sound-looping before the crash on both my PCs for a macro calling itself, but I had an instantaneous crash when a macro called another macro which in turn called the first one. I don't even want to guess about why that difference might be.

    Also, for some reason, the macro calling another macro which called the first didn't crash the game when the second macro was in slot 2, but did when it was in slot 3 O_O I'm paranoid I might have made a typo in the test macros or something, because I can think of no reason why that should make any difference.

    I didn't even think about checking what happens with the alt trays, though. I'll do some more extensive testing on that later.
  3. Firstly, I figure this is probably a known bug, but it couldn't hurt to report it anyway, right?

    Secondly, there's no reason I can think of that anyone would want to use a recursive macro, but there are situations where they might accidentally recurse.

    Platforms tested: Windows Vista; Cedega (Windows 2000 mode) on OpenSUSE Linux 10.3
    Reproducibility: 100%
    Steps to reproduce:
    <ul type="square">[*]Let x be a number from 0 to 9.[*]Type '/macro Crash "pow_exec_slot x"' where x is the number in step 1.[*]Put the macro in slot x of the hotbar.[*]Activate the new macro. The game will freeze and eventually crash.[/list]Fix: Make a macro's execution conditional on the macro not calling itself. Possibly display an error message in the chat window.
    Caveat: Even if the suggested fix were implemented, it would still be possible to crash the game by creating a macro which calls another macro which in turn calls the first macro, but that's the kind of situation that's a lot more difficult to do accidentally
  4. You can add multiple Free Captive details, using different scientists. If you have exactly the same plural and singular navigation text for all of them, the game will still group them properly.

    It won't be random, but at least you can have some variety in your models that way.

    There's no difference between adding multiple events and just increasing the event quantity as far as your quota of allowed events on the map goes. The main disadvantage is that more events means a larger file size.