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im lost... crim color ??? #49

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BadLucKWyvern opened this issue Jun 12, 2017 · 3 comments
Open

im lost... crim color ??? #49

BadLucKWyvern opened this issue Jun 12, 2017 · 3 comments

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@BadLucKWyvern
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Application has crashed: C++ exception
[string "lib/managers/hudmanagerpd2.lua"]:1394: attempt to perform arithmetic on local 'crim_color' (a nil value)

@polarathene
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That error isn't in biglobby code, something has changed in the game and biglobby would need to make it happy. I don't have enough free time to work on this atm.

If someone wants to help, you'd need to go into that mentioned file and find out what it's doing with crim_color then fix it in biglobby, probably adding the support in biglobby version of that file.

@Shad0wlife
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I checked into this: none of the functions affected by biglobby's edits contain the crim_color variable.
crim_color is only used in

  1. _add_name_label
  2. add_vehicle_name_label
    in the hudmanagerpd2 file.
    Can anyone reproduce this? Or is it outdated because payday's game files changed so the issue disappeared automatically?

@polarathene
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As my comment stated back in June, the given error message was at original game files(where the line number is usually wrong), if the bug was from biglobby it'd usually be giving an error with a path to biglobby file equivalent.

What I suggested was that the original code had likely changed, so you'd find out what it was doing with crim_color and how that can affect the biglobby code. _add_name_label and add_vehicle_name_label were what you found, so anything those functions/variables interact with that later biglobby code changes(perhaps a function call or use of a variable) could be why it crashed. Alternatively the other way around, biglobby did/didn't do something that when the original code tries to use crim_color it fails.

Furthermore, while the crash happens with hudmanagerpd2, there is a chance the bug is elsewhere in biglobby code. I believe crim_color might be touched in tweakdata file elsewhere in the mod files. The devs have some global code, so it's not always clear where the problem might be.

No one else has reported it so it's probably no longer an issue.

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