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.
ID:1459069
Dec 31 2013, 4:13 pm
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Jan 14 2014, 10:32 am
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I had the EXACT same error. Using boulders on either the knights escorting the catapult or the catapult itself.
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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.
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Whenever you need to backtrack: http://files.byondhome.com/Ssj4justdale/rushnut.zip
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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?
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