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Gameplay / Re: The Eleventh Face
« on: July 19, 2010, 03:24:42 am »
It could also be the "dad" boss in the Sunken City. Look at the bulges in its forehead.
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/Users/YOURNAMEHERE/Library/Application Support/Aquaria/_modsAfter unstuffing the mod, open the folder, and there should be another folder and a .xml file inside. Put those both directly into the above _mods folder.
Patch 1.03 BetaMy mac had no problems with teleporting off the seahorses, but I found that it allows you to get past the squid guarding the veil.
This beta does not include any of the dialogue changes coming in 1.03. I've been working on code so that Elena is dismounted from her seahorse upon starting a dialogue tree. I was getting an odd situation where a series of numbers is being flashed to the left side of the screen when the functions are called. It's not crashing on me but I just want to make sure that the MAC version doesn't have any issues with it. The Seahorse code is only in maps where there are seahorses and dialogue trees (rpg_Mithalas01, rpg_OpenWater01, rpg_Veil02). If someone could test this out for me it would be much appreciated.
http://studentpages.scad.edu/~doconn21/aquaria/patch_beta.rar
You might just want to try again as I can't see any reason for your crash. Could have just been a fluke. The next entry or two from your debug.log should be things with the priestBrain that are from Vanilla Aquaria. The very next entry is setting another flag. There is more than one 706 flag in entityinclude.lua but there are a lot of duplicates so it must check name as well. Sorry if that's a bit over your head. I'll keep looking and testing though. If you do try it again let me know what happens.I've tried it ten more times, but it keeps freezing just as the last priestess explodes. I've tried it with different forms and different pets, but it doesn't seem to want to work.
Did you guys enjoy the dialogue or did you find yourselves skipping through panels?I enjoyed the dialogue quite a lot, especially Old Fred, of course.
Pet_Nautilus: entity died
Pet_Nautilus: entity died
Entity Invalid Pointer
Entity Invalid Pointer
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
Pet_Nautilus: entity died
Pet_Nautilus: entity died
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
Pet_Nautilus: entity died
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
Pet_Nautilus: entity died
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
entity: priest tried to set state to: 1 when in/entering dead
Pet_Nautilus: entity died
priest: damage function failed
removing target from shot
removing target from shot
Pet_Nautilus: entity died
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
removing target from shot
removing target from shot
Pet_Nautilus: entity died
UNLOADING TEXTURE: priest/cloak
UNLOADING TEXTURE: priest/head
UNLOADING TEXTURE: priest/hand
UNLOADING TEXTURE: priest/lowerarm
UNLOADING TEXTURE: priest/upperarm
UNLOADING TEXTURE: priest/body
setting flag [120] to 1
Baron and Align: Mac or PC? Edwards, and others if intersted, try this (unzip to scripts folder as usual) http://studentpages.scad.edu/~doconn21/aquaria/test.rar A couple changes to the Food Vendor and Walker crash. Let me know what happens.