By "this one" do you mean the lathe/wand recipe bug? If so, it is fixed if you have 1.0.10 beta, but those of us on non-windows machines can't get the beta yet. If by "this one" you mean the kitchen counter image, well, yes I had done some work with it at one point. Then I updated all the graphics, and somehow managed to delete that one from the folder. I had removed that graphic from all but one of the kitchen layouts, and then forgot that it was still referenced in that one and thus needed to stay in the download. Luckily, I still had a back-up to copy it over from.
Oh now I meant the wand recipe bug. I thought it had been fixed in one of the last release ( not the beta). I guess I was wrong
r_b_bergstrom, I am unable to get Interior Dredmorating to crash if it is the only "crash-prone" mod I load (systematically ran through various ones and see which ones introduced crashes). This was rather surprising for me, I wonder if the crash is caused by interaction with some other mod like Rougish Renovation or Monstrous Menagerie. I would like to look into this, if you have some idea where I should start looking. ...Oh nevermind. Just after I posted this, I get a crash while the game was making DL 6.
In my experience, Interior Dredmorating is extremely stable when running on it's own. I've clocked more than 150 hours playing 1.1.3 and 1.2.1, and only had one crash. That one crash happened while leveling up, and since ID has no skills, I can't think of any way that ID could have caused the crash. A few of the changes in 1.2.3 and were made at the last moment, and they included at least one bug that required a hotfix (hence 1.2.4). Currently, I believe 1.2.4 is a very stable version like 1.1.3 and 1.2.1 before it. That said, I keep hearing rumors that Interior Dredmorating causes crashes when used in conjunction with certain other mods, but none of the people who have mentioned this have ever been able to replicate it for me. (And since Macs can't load more than 1 mod at a time, I can't do it myself.) I've made specific requests of people to please test by just running each involved mod individually several times in a row. Usually, this has resulted in people saying "nevermind, I can't get it to crash alone". The one person who did still get crashes told me so, then turned off ID and played without it, only to crash multiple times immediately thereafter with no mods installed. That sure sounds like a main-game issue, not something I did. Just to be safe, though, I debugged the heck out of ID 1.1.3 in February, taking the whole mod apart and rebuilding and testing it room by room (that's how I ended up with 1.2.1). I've used every item in the mod. I've been in every single room (except for three of the new zoos in the deep dungeon of 1.2.3/1.2.4 - because getting specific zoos to spawn during tests is difficult and time-consuming and the three I haven't seen are really basic and shouldn't cause troubles). I've seen every one of my statues and paintings appear in the dungeon. Nothing that's ever been in a released version has ever crashed for me. When all that turned up nothing, I tested a couple of the mods that supposedly crashed when used in conjunction with Interior Dredmorating. I found a few bugs in those mods, which I passed on to their creator. I note that said mods have not been fully updated with the bug fixes I submitted. Now, I suppose it's possible there's some sort of conflict between mods that could be happening. I can't really test for conflicts because I'm on a Mac, and currently the Mac version will only allow one mod in the mod loader at a time. (Supposedly that's changed in 1.0.10 beta, but I'm a little skeptical of such assertions given that they haven't even released a Mac version of the beta. But I digress...) I did, however, check over the files from all the mods I was told at the time were possible conflicts. As far as I could tell, none of those mods used items, spells, rooms or pngs with the same names as anything in ID. On paper, there should not be any conflicts. So as I can see it, there's only five possibilities: 1) Some sort of ID mod bug that doesn't effect Macs. I remember from when I was modding for Weird Worlds: Return To Infinite Space (a very good game by the way) that using a "/" instead of a "\" or vice versa would cause the Mac version to crash, but was stable on the PC version. There was this guy who modded and was on a PC, and was constantly using the wrong slash, so his mod misbehaved horribly when anyone on a Mac tried to use it. It's not impossible that something similar might be happening here, where I'm doing something wrong that doesn't throw up any bugs on my Mac, but causes trouble for PC users. 2) Some sort of main-game crash bug, that doesn't affect the Mac version. It's just coincidence that it happens sometimes while people are using ID. The human brain is very good at finding patterns where there are none (Face on Mars, anyone?) so people jump to dubious conclusions based on a scarce smattering of data points. 3) Bugs in other people's mods, that somehow conflict with ID, or come up more often with ID installed because I call for more artifacts. Again, as with the proposed main-game bug, it could have nothing to do with ID. Coincidence and confirmation bias may have just fooled people into thinking ID is somehow involved like the aforementioned face on mars. 4) Some sort of buffer limit issue with the mod loader. Where it's not the individual mods causing the trouble, but the mod-loader being overwhelmed by two many mods at once (or multiple large mods) that's the culprit. Another example from when I was modding for WW:RTIS. That game had around 130 items in it, but was hardcoded to only allow 256 items. I actually stopped modding WW:RTIS when I approached that limit. If I had exceeded it, the 257th item would either delete the first or crash the system. Something similar could be going on with DoD, since the crash bugs I keep hearing rumors of with ID all involve using ID with another mod that alters rooms.xml and items.xml. 5) Some other issue with the mod loader, where it gets confused about where to look for images or some other element the game uses. One thing that really bugs me about the current mod methodology is that there's no way to specify which mod to look in. If ID is using a picture called "pridebatleth.png", I have to tell it to look in "dungeon/pridebatleth.png", _not_ "InteriorDremorating/dungeon/pridebatleth.png". Unfortunately, since I'm on a Mac, I can't properly test any of those suppositions. Hopefully, one day soon the DoD 1.0.10 beta will be opened to Macs. I'm sure it'll have all sorts of new Mac-specific crash bugs and Giant Pink Scorpion Diggles, but once those are sorted out, I'll finally be able to test my theories by actually running two mods at once. If I had to put money on it, I'd guess it's #5. The sorts of crashes that people mention being associated with running ID and FaxPack at the same time can be manually caused by running any single mod and just deleting the folder that holds that mod's graphics.
Actually, I've spoken to Mr. Vining about this possibility. He said that shouldn't be the case - there's theoretically no limit to the stuff the loader can handle. I do all my playtesting for RR with ID enabled (since there needs to be good compatiability between room mods) and can safely say that I've never had a crash that I could conclusively trace down to any conflict between these mods. FAXPAX appears to be unstable all on its own, with or without other mods running. This really shouldn't be an issue. All the artwork I've borrowed from your mod still retain their names, and I've nver had issues with the loader getting confused about which image to pick out of both with the same name.
That's all good news to me. But I would take a small grain of salt with Mr. Vining's statements, seeing as how he's also gone on record as saying he doesn't actually use mods. If indeed he's never (or barely) tested it, there could be a bug he's unaware of. Just sayin'. That's been my experience as well. Yet people keep posting in the forums that FaxPack and ID don't play well together. What I was proposing was it may sometimes look in the wrong folder for an item, and as a result there's no image to find.Then it crashes, same as if a modder forgets to include a picture (like I recently did, ahem). If instead the game looks in the "wrong" folder and finds there's an item with that name there, it'll probably just use it despite it technically being "wrong" and there'd be nothing for anyone to notice. Unless they're playing with a newer version of ID and an older version of RR (so the two have different pictures with the same name) it'd be invisible.
Almost missed that. I don't think it was there the first time I read your post. I'll look into the crash you mentioned, and double-check all my recent additions. Can you provide me with some further information: PC, Mac, or Linux? 1.0.9 rev B or the 1.0.10 beta? What version of ID do you have installed? Did this character always use the same ID version, or did you upgrade mid-game? Any other mods installed? When you say DL6, do you mean the Fungus Level or the Frozen Level? Different parts of the game use different numbering systems.
It was the fungus level, 1.0.10 on windows but I don't think it's necessarily relevant to your mod since they have mentioned staircase crashes. On the level 5 though there were two missing Braxes in the small enclosed store rooms. Mmm I was using 1.2.1 of ID, too. Out of date now by the looks of it. Well I'll fix that.
Since you were using the Beta, I'm not gonna worry too much about it. The RC5 beta does indeed have at least one known staircase crash bug. ID 1.2.1 is/was pretty stable, so your crash was probably the result of the beta, not something I did. Probably. The missing Braxes are indeed my fault, though. They are fixed in the current version, 1.2.4. I deleted the shop that was having the problems, and haven't seen it happen again with any of the new shops I've built since then. It seems to be related to monsters spawning on or passing through the space where Brax stands.
I've been informed that apparently it was you who is responsible for this. Since I didn't know until five minutes ago what file is responsible for the news feed text, this is actually the third topic I've posted this picture in. :V
Quick question, sir - will the rooms with a % chance to find the high-level items be cleared out after the patch hits? Now that stuff should be spawning properly once the patch hits, I thnk it'd be in favour of balance that the item spawns removed so the player doesn't risk being flooded with all sorts of goodies. What do you think?
Congratulations! You're our one millionth customer! Awesome. I wanted it to be a challenge. I hope the journey was fun. Expect something special just for you, most likely on the second floor of the dungeon, arriving via mod in the next week or two. It should be pretty obvious when you see it. By the way, are there any particular skills or builds that you favor? I want to make sure the prize is something you'd actually use. That's been my plan all along, those rooms were just a fix for a problem that this patch fixes. As soon as the patch is released wide (later today?), I'll go trim those rooms out and post 1.2.5. It'll be a small shame to see them go, though, as they were making Mysterious Portals actually worth traveling through. Some of the floorplans were nice, too, so I'll probably have to repurpose them in a future version.
This, by the way, should be fixed in the most current version (0.5.[No]DA.RevC). I've gone over the thing with a fine-tooth comb.
That's good news. I've been wanting to play with your stuff again, and with 1.0.10 right around the corner it'll be easier for my Mac.
Well, I tend to play caster characters, and would probably do that even if they weren't apparently the only way to reach the endgame without counter-crit-crit instagibbing on later floors. Lately I've been banging my head against a brick wall trying to do a GRPD run using Promethean, Burglary, Archaeology, Blood Magic, Golemancy, Meteorology, and Magikarp. (I actually got far enough to put a point into Magikarp once, but then I died to a monster zoo because my pet kept running off.)
This is fixed in 1.0.10, BTW. It's much harder to be CCC'd to death now that Dodge, Block, and Counter all prevent critical damage.
Since some folks probably have their hands on DoD 1.0.10 by now, and most of those who don't at least have access to RC9, I figure I'll put up the 1.2.5 update. All it does is remove the rooms that were only added to compensate for the bug that was preventing proper item spawning on floors 11 to 15. That's right, this is an update with LESS content than the one before it. No one's forcing you to download it, but it's here for those who feel the new DoD patch fixes all the item- and monster-spawn issues. I assume 1.0.10 does, but I don't really know, as I have yet to get RC9 running correctly on my computer. ID 1.2.5 Download link via Dropbox Since 1.2.5 actually deletes rooms, it's pretty much guaranteed to crash if you swap in the midst of a game. Finish your current play with whichever version you've already got installed, and swap ID versions before the next time you start a new character. I'm leaving the older version (1.2.4) on the main page at least until I've got a chance to test this on DoD 1.0.10 myself. In the meantime, I'm hard at work on the next release (which may or may not be 1.2.6 depending on how things work out).