Castle

by Rushnut
Castle
They are coming... Defend yourself!
ID:1459069
 
BYOND Version:503
Operating System:Windows Vista Home Premium 64-bit
Web Browser:Chrome 31.0.1650.63
Applies to:Dream Seeker
Status: Open

Issue hasn't been assigned a status value.
runtime error: Maximum recursion level reached (perhaps there is an infinite loop)
To avoid this safety check, set world.loop_checks=0.
proc name: escortDeath (/mob/monster/catapult/proc/escortDeath)
usr: Ssj4justdale (/mob/player)
src: the catapult (/mob/monster/catapult)
call stack:
the catapult (/mob/monster/catapult): escortDeath()
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): escortDeath()
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): escortDeath()
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): escortDeath()
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): escortDeath()
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
...
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): death(Ssj4justdale (/mob/player))
the catapult (/mob/monster/catapult): Click(Castle (5,21,1) (/turf/castle/floor), "mapPane.map1", "icon-x=29;icon-y=24;left=1;scr...")
runtime error: Maximum recursion level reached (perhaps there is an infinite loop)
To avoid this safety check, set world.loop_checks=0.
proc name: escortDeath (/mob/monster/catapult/proc/escortDeath)
usr: Ssj4justdale (/mob/player)
src: the catapult (/mob/monster/catapult)
call stack:
the catapult (/mob/monster/catapult): escortDeath()
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): escortDeath()
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): escortDeath()
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): escortDeath()
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): escortDeath()
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
...
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): death(Ssj4justdale (/mob/player))
the catapult (/mob/monster/catapult): Click(Castle (5,21,1) (/turf/castle/floor), "mapPane.map1", "icon-x=30;icon-y=15;left=1;scr...")
runtime error: Maximum recursion level reached (perhaps there is an infinite loop)
To avoid this safety check, set world.loop_checks=0.
proc name: escortDeath (/mob/monster/catapult/proc/escortDeath)
usr: Ssj4justdale (/mob/player)
src: the catapult (/mob/monster/catapult)
call stack:
the catapult (/mob/monster/catapult): escortDeath()
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): escortDeath()
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): escortDeath()
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): escortDeath()
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): escortDeath()
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
...
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): death(Ssj4justdale (/mob/player))
the catapult (/mob/monster/catapult): Click(Castle (5,21,1) (/turf/castle/floor), "mapPane.map1", "icon-x=31;icon-y=15;left=1;scr...")
runtime error: Maximum recursion level reached (perhaps there is an infinite loop)
To avoid this safety check, set world.loop_checks=0.
proc name: escortDeath (/mob/monster/catapult/proc/escortDeath)
usr: Ssj4justdale (/mob/player)
src: the catapult (/mob/monster/catapult)
call stack:
the catapult (/mob/monster/catapult): escortDeath()
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): escortDeath()
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): escortDeath()
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): escortDeath()
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): escortDeath()
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
...
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): death(Ssj4justdale (/mob/player))
the catapult (/mob/monster/catapult): Click(Castle (5,20,1) (/turf/castle/floor), "mapPane.map1", "icon-x=32;icon-y=13;left=1;scr...")
runtime error: Maximum recursion level reached (perhaps there is an infinite loop)
To avoid this safety check, set world.loop_checks=0.
proc name: death (/mob/monster/catapult/death)
usr: Ssj4justdale (/mob/player)
src: the catapult (/mob/monster/catapult)
call stack:
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): escortDeath()
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): escortDeath()
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): escortDeath()
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): escortDeath()
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): escortDeath()
...
the catapult (/mob/monster/catapult): escortDeath()
the catapult (/mob/monster/catapult): escortDeath()
the catapult (/mob/monster/catapult): escortDeath()
the catapult (/mob/monster/catapult): escortDeath()
the catapult (/mob/monster/catapult): escortDeath()
the catapult (/mob/monster/catapult): escortDeath()
the catapult (/mob/monster/catapult): escortDeath()
the catapult (/mob/monster/catapult): escortDeath()
the lancer (/mob/ally/lancer): seek()
runtime error: Maximum recursion level reached (perhaps there is an infinite loop)
To avoid this safety check, set world.loop_checks=0.
proc name: death (/mob/monster/catapult/death)
usr: Ssj4justdale (/mob/player)
src: the catapult (/mob/monster/catapult)
call stack:
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): escortDeath()
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): escortDeath()
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): escortDeath()
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): escortDeath()
the catapult (/mob/monster/catapult): death(the right (/mob/monster/escort/right))
the catapult (/mob/monster/catapult): escortDeath()
...
the catapult (/mob/monster/catapult): escortDeath()
the catapult (/mob/monster/catapult): escortDeath()
the catapult (/mob/monster/catapult): escortDeath()
the catapult (/mob/monster/catapult): escortDeath()
the catapult (/mob/monster/catapult): escortDeath()
the catapult (/mob/monster/catapult): escortDeath()
the catapult (/mob/monster/catapult): escortDeath()
the catapult (/mob/monster/catapult): escortDeath()
the archer (/mob/ally/archer): seek()
Shutting down after encountering too many critical errors
Connection closed.
I had the EXACT same error. Using boulders on either the knights escorting the catapult or the catapult itself.
likewise.
Alright I found the bug and fixed it, but there's a bigger issue. It's been a while since I worked on this, and the version I have seems far more updated than the version you guys are currently playing, for example it has a skin. It's quite a change from the current version, and I'm not sure I like it, or that you guys will.

There might also be more hidden bugs under the surface that I've forgotten about, after all there must be some reason I didn't release this, right?

Pondering what to do.
Make a playable beta that we can test. You can always, slowly edit the skin to make it bearable if needed.

I love this game and I will find all it's breaking points for you :)
Well I've put the new version to live but I still have the old host files... I think... Uhhh. Could you be a pal and upload the version of host files you have quickly before you update. Just to be safe.
sure, will do.
"Whenever" not "Ifever" :(
Haha that wasn't supposed to be offensive. You just mentioned the skin and such, and if that is unplayable, it may be best to revert for the time being, right?
It's not unplayable, it's uploaded right now if you'd like to give me your comments (Maybe in a new post though, this is getting cluttered)

It's just... I don't like it as much as I used to. Plus I'm not sure if the anti cheat works as intended at the moment.