IB Features/Bugs Tracking List
-
- Posts: 94
- Joined: Thu Jan 16, 2020 5:00 am
Re: IB Features/Bugs Tracking List
I haven't updated since v195, so this issue may be left over from a previous build.
Some gc scripts are missing in v199--specifically, the ones that let you check the time of day/time of week/etc. It's possible there are other scripts missing that I didn't notice. The gcCheck(time) scripts don't appear in the script library when writing scripts, and places where I used those scripts in conversation now say "none." A heartbeat script that uses gcCheckIsInHoursWindowDaily still works, even though the script doesn't appear in the library. The same isn't true of the conversations, though (I suppose because the conversation editor needs all attached scripts to be in the library).
Some gc scripts are missing in v199--specifically, the ones that let you check the time of day/time of week/etc. It's possible there are other scripts missing that I didn't notice. The gcCheck(time) scripts don't appear in the script library when writing scripts, and places where I used those scripts in conversation now say "none." A heartbeat script that uses gcCheckIsInHoursWindowDaily still works, even though the script doesn't appear in the library. The same isn't true of the conversations, though (I suppose because the conversation editor needs all attached scripts to be in the library).
Re: IB Features/Bugs Tracking List
I'll add that to the bug fix list.zach_holbrook wrote: ↑Tue May 18, 2021 2:17 pm I haven't updated since v195, so this issue may be left over from a previous build.
Some gc scripts are missing in v199--specifically, the ones that let you check the time of day/time of week/etc. It's possible there are other scripts missing that I didn't notice. The gcCheck(time) scripts don't appear in the script library when writing scripts, and places where I used those scripts in conversation now say "none." A heartbeat script that uses gcCheckIsInHoursWindowDaily still works, even though the script doesn't appear in the library. The same isn't true of the conversations, though (I suppose because the conversation editor needs all attached scripts to be in the library).
Re: IB Features/Bugs Tracking List
Thanks Slowdive! Another one for the list please - I seem to be missing the gaOpenObject script (in v197 - haven't upgraded to v199 yet).
Re: IB Features/Bugs Tracking List
I forgot if this was mentioned, the critical hit multipliers that were introduced in build 199 for IceBlink, is that asymmetrical in the sense that enemies can land critical hits on the player too? If not, it is a feature that should be implemented at some point.
Re: IB Features/Bugs Tracking List
I can confirm. I've had enemies crit me in v199, and according to the table of monsters in slowdive's daily thread, you can even play with their multipliers and threat ranges.Dorateen wrote: ↑Sat May 22, 2021 2:35 pm I forgot if this was mentioned, the critical hit multipliers that were introduced in build 199 for IceBlink, is that asymmetrical in the sense that enemies can land critical hits on the player too? If not, it is a feature that should be implemented at some point.
Re: IB Features/Bugs Tracking List
I wonder if copying the missing scripts from a previous version to the current version will fix the bug. Scripts are just text files that are found in the "default/NewModule/scripts" folder. I'll try this on my end as well, but give it a shot and see if it works on your end.
And carton is correct, I have the threat and crit multiplier working for creatures (there are properties in the creature editor in the toolset for both).
Re: IB Features/Bugs Tracking List
Thanks, good to know. I don't have gaOpenObject in a previous version though - I found a reference to it exploring the options for "doors" in the properties tab. Its mentioned there as an essential script (under "isDoor") but doesn't seem to be in the list.
Re: IB Features/Bugs Tracking List
There is a slight glitch in version 200 with the uses per day feature introduced for traits.
Even though I have this set to false for all traits, the game still tries to run the arrays upon every new day or the ga_ForceRest script. The problem is that the Number of Uses per day array is for levels 1 to 8. I have characters who are 9 and 10, and this is causing the game to throw an exception.
Is there a global setting to turn off the use per day feature? Again, even though it is set to false on every trait, the game is still trying to reset the uses at 0:00 hours and upon resting. The other alternative would mean I have to go into every trait's Uses per Day array and add the additional levels.
Even though I have this set to false for all traits, the game still tries to run the arrays upon every new day or the ga_ForceRest script. The problem is that the Number of Uses per day array is for levels 1 to 8. I have characters who are 9 and 10, and this is causing the game to throw an exception.
Is there a global setting to turn off the use per day feature? Again, even though it is set to false on every trait, the game is still trying to reset the uses at 0:00 hours and upon resting. The other alternative would mean I have to go into every trait's Uses per Day array and add the additional levels.
Re: IB Features/Bugs Tracking List
There isn’t flag right now and I’ll just add a check for the array size first before trying to run the new day or test stuff. I’ll try and have a hot fix out this week for this crash and call it v201
Re: IB Features/Bugs Tracking List
Thanks! It's not critical at the moment, but it does mean the higher level party I have been testing with is unable to rest.
-
- Posts: 94
- Joined: Thu Jan 16, 2020 5:00 am
Re: IB Features/Bugs Tracking List
Swift action bug?
I've designed a lot of swift actions, so I'm puzzled about why I didn't notice this before -- but if I move and then use a swift action, the movement resets to the character's maximum of 3 (yes, the PCs on my maps move about very slowly). Anyone else seeing this issue?
Edit:
I was able to duplicate this effect with free actions as well. Again, not sure how I missed this before! Strangely, I can get this to happen *most* of the time, but rarely swift actions and free actions don't reset movement. I haven't been able to see any pattern to when it works or doesn't.
I've designed a lot of swift actions, so I'm puzzled about why I didn't notice this before -- but if I move and then use a swift action, the movement resets to the character's maximum of 3 (yes, the PCs on my maps move about very slowly). Anyone else seeing this issue?
Edit:
I was able to duplicate this effect with free actions as well. Again, not sure how I missed this before! Strangely, I can get this to happen *most* of the time, but rarely swift actions and free actions don't reset movement. I haven't been able to see any pattern to when it works or doesn't.
Re: IB Features/Bugs Tracking List
I'll add this to my list. I'm not familiar with the system that Karl must have added so I'll need to dig into this.
-
- Posts: 94
- Joined: Thu Jan 16, 2020 5:00 am
Re: IB Features/Bugs Tracking List
Hey Jeremy, thanks! Let me know if you want me to test anything.
Re: IB Features/Bugs Tracking List
Regarding the two weapon defense, this screenshot is the Effects list from the Proving Grounds Module. I couldn't find the effect for "Two Weapon Defense" to attached to the traits. I'd create these in the module, but how exactly would the AC modifier work when wielding a weapon in the off hand?
Re: IB Features/Bugs Tracking List
Okay, I just checked the IBbasic code and compared to IB code. I see that in IBbasic I do a check to see if the PC has a trait with the tag "twoweapondefense1" or "twoweapondefense2" instead of using an Effect that has a property for two-weapon defense. I'll need to add this code to IB and I'll set it up to look for an effect instead of "hard coding" the trait tag check.
-
- Posts: 94
- Joined: Thu Jan 16, 2020 5:00 am
Re: IB Features/Bugs Tracking List
Another bug for the list -- this one I've been aware of for a while but keep forgetting about it.
The inventory shows only the first 20 items. You can use the filter to show more; my guess is that doing this would still show only the first 20 filtered items, though I haven't checked. Luckily, I don't *think* this bug actually removes items.
I've uploaded a video showing the bug in action.
https://youtu.be/7uHNhSu3m0U
The inventory shows only the first 20 items. You can use the filter to show more; my guess is that doing this would still show only the first 20 filtered items, though I haven't checked. Luckily, I don't *think* this bug actually removes items.
I've uploaded a video showing the bug in action.
https://youtu.be/7uHNhSu3m0U
Re: IB Features/Bugs Tracking List
Thank you for uploading the video, that will help a lot to track this one down. Adding it to the list.zach_holbrook wrote: ↑Tue Jul 06, 2021 7:34 pm Another bug for the list -- this one I've been aware of for a while but keep forgetting about it.
The inventory shows only the first 20 items. You can use the filter to show more; my guess is that doing this would still show only the first 20 filtered items, though I haven't checked. Luckily, I don't *think* this bug actually removes items.
I've uploaded a video showing the bug in action.
https://youtu.be/7uHNhSu3m0U
-
- Posts: 94
- Joined: Thu Jan 16, 2020 5:00 am
Re: IB Features/Bugs Tracking List
Awesome, thanks. I'll upload more if and as I find them -- doing a lot of testing right now.
Re: IB Features/Bugs Tracking List
Thanks for the extensive testing, that will be a huge help in tracking down as many outstanding bugs as possible. I’m hoping to have a very stable IB version 1.1.xyz out once we tackle all the bugs. Then I’ll start working on new features again for test builds before another stable 1.2 version. So I’m looking at Major.MinorStable.TestBuilds for the version numbering system.zach_holbrook wrote: ↑Wed Jul 07, 2021 1:56 pm Awesome, thanks. I'll upload more if and as I find them -- doing a lot of testing right now.
-
- Posts: 94
- Joined: Thu Jan 16, 2020 5:00 am
Re: IB Features/Bugs Tracking List
Sounds great. I'll definitely keep you posted on things I find.slowdive wrote: ↑Wed Jul 07, 2021 4:33 pm
Thanks for the extensive testing, that will be a huge help in tracking down as many outstanding bugs as possible. I’m hoping to have a very stable IB version 1.1.xyz out once we tackle all the bugs. Then I’ll start working on new features again for test builds before another stable 1.2 version. So I’m looking at Major.MinorStable.TestBuilds for the version numbering system.
-
- Posts: 94
- Joined: Thu Jan 16, 2020 5:00 am
Re: IB Features/Bugs Tracking List
A minor bug -- during character creation, changing a character's race after class selection resets the class, even if that class is allowed for that race. The biggest downside of this bug is that players may not notice (as I have sometimes not noticed) the change -- They finish character creation with a class that's different from the one they selected.
I can easily repeat this bug in Malkin, but that may be because I'm using custom classes/races. The class always resets to the first playable class in the class list.
I can easily repeat this bug in Malkin, but that may be because I'm using custom classes/races. The class always resets to the first playable class in the class list.
Re: IB Features/Bugs Tracking List
This isn't technically a bug since it was coded to work that way. I guess I could do a check when the player changes the race to see if the race can use the currently selected class and not change the class if it is available for that race. The trick would be when someone clicks through all the races and that would most likely result in changing the class to a class that is available for all or the first class in the list that is available for the currently selected race.zach_holbrook wrote: ↑Mon Jul 12, 2021 1:11 pm A minor bug -- during character creation, changing a character's race after class selection resets the class, even if that class is allowed for that race. The biggest downside of this bug is that players may not notice (as I have sometimes not noticed) the change -- They finish character creation with a class that's different from the one they selected.
I can easily repeat this bug in Malkin, but that may be because I'm using custom classes/races. The class always resets to the first playable class in the class list.
I'm open to suggestions on how to handle this

-
- Posts: 94
- Joined: Thu Jan 16, 2020 5:00 am
Re: IB Features/Bugs Tracking List
Hmm...The solution you describe would take care of the issue for me (in Malkin, all races can use all classes), but in the second scenario -- someone using a different class/race system clicking through all races -- the reset issue would still be there.
What if instead of resetting the class, choosing an incompatible race grayed out/made a red X on the class button? If the player tried to move on to the next step of character creation without changing the class to something else, they'd get a message saying there was an incompatible class/race combo.
What if instead of resetting the class, choosing an incompatible race grayed out/made a red X on the class button? If the player tried to move on to the next step of character creation without changing the class to something else, they'd get a message saying there was an incompatible class/race combo.
Re: IB Features/Bugs Tracking List
That could work. I'll have to look into that and see if that would be possible.
Re: IB Features/Bugs Tracking List
https://pasteboard.co/Kbkluoh.png
Hey, unsure if this is a bug related to an update or error on my part, but I'm getting this bug report when attempting to run a SummonAlly script in an encounter. I'm pretty sure I got this to work in a previous version, and that I'm using the correct notation of "resref,x,y".
Hey, unsure if this is a bug related to an update or error on my part, but I'm getting this bug report when attempting to run a SummonAlly script in an encounter. I'm pretty sure I got this to work in a previous version, and that I'm using the correct notation of "resref,x,y".
Re: IB Features/Bugs Tracking List
Can you show me the script inputs you are using? It seems that it was failing when trying to convert a string to an integer for either parm2, parm3, or parm4.cartons wrote: ↑Thu Jul 15, 2021 7:23 pm https://pasteboard.co/Kbkluoh.png
Hey, unsure if this is a bug related to an update or error on my part, but I'm getting this bug report when attempting to run a SummonAlly script in an encounter. I'm pretty sure I got this to work in a previous version, and that I'm using the correct notation of "resref,x,y".
Re: IB Features/Bugs Tracking List
I am now working on this bug and I wasn't able to reproduce the issue. I added a bunch of items to the inventory via a conversation and I can see multiple pages with items and filtering works as well. I'm not quite sure how to track it down without running the Malkin module files from within Visual Studio and step through it. Was there a version of IB with the inventory filtering that used to work? Maybe I can look at any changes that happened to the code since then. Do you see this same problem in other modules like Hearkenwold? Has anyone else been seeing this?zach_holbrook wrote: ↑Tue Jul 06, 2021 7:34 pm Another bug for the list -- this one I've been aware of for a while but keep forgetting about it.
The inventory shows only the first 20 items. You can use the filter to show more; my guess is that doing this would still show only the first 20 filtered items, though I haven't checked. Luckily, I don't *think* this bug actually removes items.
I've uploaded a video showing the bug in action.
https://youtu.be/7uHNhSu3m0U
Re: IB Features/Bugs Tracking List
https://pasteboard.co/Kbt8TTr.png
"Woo" is the resref for the creature, followed by x,y,no. of turns.
Re: IB Features/Bugs Tracking List
I think I have the same setup, using a custom summonAlly script in the encounter properties. This is what the summonAlly script I'm using looks like:cartons wrote: ↑Fri Jul 16, 2021 5:49 pmhttps://pasteboard.co/Kbt8TTr.png
"Woo" is the resref for the creature, followed by x,y,no. of turns.
~gaAddTemporaryAllyForThisEncounter(parm(0),parm(1),parm(2),parm(3))
~gaAddTemporaryAllyForThisEncounter(parm(4),parm(5),parm(6),parm(7))
~gaAddTemporaryAllyForThisEncounter(parm(8),parm(9),parm(10),parm(11))
~gaAddTemporaryAllyForThisEncounter(parm(12),parm(13),parm(14),parm(15))
I have four lines, because I was adding 4 allies to the battle. Just the first line should work, like you said, using the tag of the ally in the first parameter, followed by coordinates and number of rounds. I just tested and it is still running the script properly.
Are you using an ally created in the Player Editor?
Re: IB Features/Bugs Tracking List
The easiest and most effective way to track down these bugs would be if you could send me your module folder and a savegame file to use just before the bug happens. I can then run the module inside of Visual Studio and find out exactly what is happening. You could send me (either via email or using the private message system here) a DropBox, Google Drive, etc. link to the zipped module folder.
Re: IB Features/Bugs Tracking List
Thank you for the offer, slowdive. I'd hope such a run-of-the-mill issue wouldn't have to suggest such an extreme solution, and in this case, just talking about it with you guys gave me the opportunity to look at the problem with a new perspective.
Somewhere along the way, I had changed the resref of the creature I wanted to appear as an ally to the resref of an enemy instance of that creature, rather than the pc_version I had created earlier. I don't know when or why I had changed that reference (not working in the engine for almost a month hadn't helped), but switching to the pc_resref fixed it up.
Somewhere along the way, I had changed the resref of the creature I wanted to appear as an ally to the resref of an enemy instance of that creature, rather than the pc_version I had created earlier. I don't know when or why I had changed that reference (not working in the engine for almost a month hadn't helped), but switching to the pc_resref fixed it up.
Re: IB Features/Bugs Tracking List
Good to hear that you were able to track this down. I added an item to the fix tracking list to have the engine give better debug feedback to help with understanding why a script fails (which parameter and why).cartons wrote: ↑Sat Jul 17, 2021 1:36 pm Thank you for the offer, slowdive. I'd hope such a run-of-the-mill issue wouldn't have to suggest such an extreme solution, and in this case, just talking about it with you guys gave me the opportunity to look at the problem with a new perspective.
Somewhere along the way, I had changed the resref of the creature I wanted to appear as an ally to the resref of an enemy instance of that creature, rather than the pc_version I had created earlier. I don't know when or why I had changed that reference (not working in the engine for almost a month hadn't helped), but switching to the pc_resref fixed it up.
-
- Posts: 94
- Joined: Thu Jan 16, 2020 5:00 am
Re: IB Features/Bugs Tracking List
Thanks for the v203 update! I've been playing around with it a bit. I haven't been able to replicate the inventory bug, so that's great. And all my conversation scripts are working, so that's great too.
I'm still getting the reset bug when using free and swift actions in combat. Here's a clip. You can see the movement number changing in the bottom right corner after those action types are used.
https://youtu.be/-txA7zT4R94
I'm still getting the reset bug when using free and swift actions in combat. Here's a clip. You can see the movement number changing in the bottom right corner after those action types are used.
https://youtu.be/-txA7zT4R94
Re: IB Features/Bugs Tracking List
Okay, I wasn't too confident on that one (swift/free actions), I'll have to try a different approach. Great to hear that the inventory and scripts are working again (I did feel more confident on those two). The Fog of War bug is still very confusing since it seems deeply buried in the lighting and "useAllTileSystem". I will first try and fix the FoW for those not using the "useAllTileSystem" system and see if I can get that working again.zach_holbrook wrote: ↑Sun Jul 18, 2021 1:26 pm Thanks for the v203 update! I've been playing around with it a bit. I haven't been able to replicate the inventory bug, so that's great. And all my conversation scripts are working, so that's great too.
I'm still getting the reset bug when using free and swift actions in combat. Here's a clip. You can see the movement number changing in the bottom right corner after those action types are used.
https://youtu.be/-txA7zT4R94
-
- Posts: 94
- Joined: Thu Jan 16, 2020 5:00 am
Re: IB Features/Bugs Tracking List
Good luck! And as always, I'm happy to test things.
Re: IB Features/Bugs Tracking List
Made the switch to 203!
Sorry if this is easily addressable already:
I have a companion who gets poisoned, his HP drops to -20, and he DIES!
I continue to get the same message of his HP dropping and his DYING with every step since the poison effect doesn't disappear upon death.
Is it possible to either negate the poison when a character DIES, or simply stop getting the notification?
Also, is it possible to access the Roster screen from the Character Window in order to 'dispose' of a fallen companion if resurrection is not available/desirable (avoiding an unfortunate 'Weekend at Bernie's' scenarion)?
Sorry if this is easily addressable already:
I have a companion who gets poisoned, his HP drops to -20, and he DIES!
I continue to get the same message of his HP dropping and his DYING with every step since the poison effect doesn't disappear upon death.
Is it possible to either negate the poison when a character DIES, or simply stop getting the notification?
Also, is it possible to access the Roster screen from the Character Window in order to 'dispose' of a fallen companion if resurrection is not available/desirable (avoiding an unfortunate 'Weekend at Bernie's' scenarion)?
Re: IB Features/Bugs Tracking List
That sounds like a bug to me, I'll add it to the list. I think the roster feature is module specific, it used to be a hard coded button on the party screen, but I think Karl made it optional and callable from a script so it could be only available when the author decides (like an inn or an adventure guild). I'll look at that too as I don't recall how it works.cartons wrote: ↑Wed Jul 21, 2021 7:37 pm Made the switch to 203!
Sorry if this is easily addressable already:
I have a companion who gets poisoned, his HP drops to -20, and he DIES!
I continue to get the same message of his HP dropping and his DYING with every step since the poison effect doesn't disappear upon death.
Is it possible to either negate the poison when a character DIES, or simply stop getting the notification?
Also, is it possible to access the Roster screen from the Character Window in order to 'dispose' of a fallen companion if resurrection is not available/desirable (avoiding an unfortunate 'Weekend at Bernie's' scenarion)?
-
- Posts: 94
- Joined: Thu Jan 16, 2020 5:00 am
Re: IB Features/Bugs Tracking List
I've discovered a bug with two-weapon fighting.
If a weapon requires two hands and is equipped in the main hand, the engine keeps the player from equipping a weapon in the off hand. That's as it should be.
BUT, if the player equips a one-handed weapon in the main hand, they can equip a weapon requiring two hands in the off hand.
If a weapon requires two hands and is equipped in the main hand, the engine keeps the player from equipping a weapon in the off hand. That's as it should be.
BUT, if the player equips a one-handed weapon in the main hand, they can equip a weapon requiring two hands in the off hand.
Re: IB Features/Bugs Tracking List
Haha
, oops, I forgot to add that check for the off hand, adding to my list.
Re: IB Features/Bugs Tracking List
Line of Sight bug
OK! Its taken me a while to work it out but this one is sorted.
In module properties, "heightBlocksSight" is automatically set to true. Disable it. Problem solved!
I'm not sure its actually a bug. The option to use different heights on tiles looks great but I don't use it, so it could be functioning exactly as intended.
OK! Its taken me a while to work it out but this one is sorted.
In module properties, "heightBlocksSight" is automatically set to true. Disable it. Problem solved!
I'm not sure its actually a bug. The option to use different heights on tiles looks great but I don't use it, so it could be functioning exactly as intended.
Re: IB Features/Bugs Tracking List
That's great to hear and know. This is one that I could never track down in the code itself (it is very complex and difficult for me to follow how it was set up) so it is good to hear that when it is disabled, LoS works again. For those that are using the feature, I'll still need to try and wrap my head around it at some point.Pongo wrote: ↑Fri Feb 18, 2022 9:07 am Line of Sight bug
OK! Its taken me a while to work it out but this one is sorted.
In module properties, "heightBlocksSight" is automatically set to true. Disable it. Problem solved!
I'm not sure its actually a bug. The option to use different heights on tiles looks great but I don't use it, so it could be functioning exactly as intended.
-
- Posts: 94
- Joined: Thu Jan 16, 2020 5:00 am
Re: IB Features/Bugs Tracking List
Alas, I'm still getting these runtime errors. Sometimes I can go an hour without one, and sometimes it happens right away or not long into the game. Unfortunately, there's no consistency to when they happen -- it seems like any time (even if I'm simply reading a bit of conversation and haven't taken any actions).
Here's the most recent error message. The one thing I know is consistent is the exception verbiage "Attempted to divide by zero."
Here's the most recent error message. The one thing I know is consistent is the exception verbiage "Attempted to divide by zero."
Code: Select all
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.DivideByZeroException: Attempted to divide by zero.
at IceBlink2.GameView.gameTimer_Tick(Object sender, EventArgs e)
at System.Windows.Forms.Timer.OnTick(EventArgs e)
at System.Windows.Forms.Timer.TimerNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4470.0 built by: NET48REL1LAST_C
CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll
----------------------------------------
IceBlink2
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/zachh/Documents/GitHub/Malkin-the-Game/IBv203/IBv203/IceBlink2.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4488.0 built by: NET48REL1LAST_C
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4488.0 built by: NET48REL1LAST_C
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4395.0 built by: NET48REL1LAST_B
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
SharpDX
Assembly Version: 2.6.3.0
Win32 Version: 2.6.3
CodeBase: file:///C:/Users/zachh/Documents/GitHub/Malkin-the-Game/IBv203/IBv203/SharpDX.DLL
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4341.0 built by: NET48REL1LAST_C
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4470.0 built by: NET48REL1LAST_C
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4161.0 built by: NET48REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
SharpDX.Direct2D1
Assembly Version: 2.6.3.0
Win32 Version: 2.6.3
CodeBase: file:///C:/Users/zachh/Documents/GitHub/Malkin-the-Game/IBv203/IBv203/SharpDX.Direct2D1.DLL
----------------------------------------
SharpDX.DXGI
Assembly Version: 2.6.3.0
Win32 Version: 2.6.3
CodeBase: file:///C:/Users/zachh/Documents/GitHub/Malkin-the-Game/IBv203/IBv203/SharpDX.DXGI.DLL
----------------------------------------
SharpDX.Direct3D11
Assembly Version: 2.6.3.0
Win32 Version: 2.6.3
CodeBase: file:///C:/Users/zachh/Documents/GitHub/Malkin-the-Game/IBv203/IBv203/SharpDX.Direct3D11.DLL
----------------------------------------
Newtonsoft.Json
Assembly Version: 7.0.0.0
Win32 Version: 7.0.1.18622
CodeBase: file:///C:/Users/zachh/Documents/GitHub/Malkin-the-Game/IBv203/IBv203/Newtonsoft.Json.DLL
----------------------------------------
System.Numerics
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4161.0 built by: NET48REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Numerics/v4.0_4.0.0.0__b77a5c561934e089/System.Numerics.dll
----------------------------------------
System.Runtime.Serialization
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4455.0 built by: NET48REL1LAST_C
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Serialization/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Serialization.dll
----------------------------------------
System.Xml.Linq
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4161.0 built by: NET48REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml.Linq/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.Linq.dll
----------------------------------------
System.Data
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4455.0 built by: NET48REL1LAST_C
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_64/System.Data/v4.0_4.0.0.0__b77a5c561934e089/System.Data.dll
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
Re: IB Features/Bugs Tracking List
Looks like I need to do a check for a zero denominator before attempting to do the division. Rookie error on my part,
. Of course, with the Unity version, Unity handles the game loop so that shouldn’t be an issue in the future version v204.
-
- Posts: 94
- Joined: Thu Jan 16, 2020 5:00 am
Re: IB Features/Bugs Tracking List
This is amazing news! I'm so excited for this new version.