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 Dev version map problem 
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Joined: Thu Dec 10, 2009 4:16 pm
Posts: 89
Post Dev version map problem
I updated to the current Dev version and now can't load maps with fog created with previous versions.

Traceback (most recent call last):
File "/Users/paul/openrpg_dev/orpg/mapper/map.py", line 734, in takexml
self.layers['fog'].layerTakeDOM(c)
File "/Users/paul/openrpg_dev/orpg/mapper/fog.py", line 312, in layerTakeDOM
logger.general(traceback.format_exc())
NameError: global name 'logger' is not defined

Traceback (most recent call last):
File "/Users/paul/openrpg_dev/orpg/mapper/map.py", line 872, in on_open
self.canvas.send_map_data("new")
File "/Users/paul/openrpg_dev/orpg/mapper/map.py", line 230, in send_map_data
send_text = self.toxml(action)
File "/Users/paul/openrpg_dev/orpg/mapper/map.py", line 667, in toxml
s += self.layers[k].layerToXML(action)
File "/Users/paul/openrpg_dev/orpg/mapper/fog.py", line 263, in layerToXML
fog_string += poly.toxml(action)
File "/Users/paul/openrpg_dev/orpg/mapper/fog.py", line 76, in toxml
list = self.points_to_elements(self.outline)
File "/Users/paul/openrpg_dev/orpg/mapper/fog.py", line 46, in points_to_elements
for pairs in string.split(points, ';'):
NameError: global name 'string' is not defined


Sun Apr 11, 2010 8:16 pm
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Joined: Thu Dec 10, 2009 6:37 am
Posts: 335
Post Re: Dev version map problem
Hey Paul.
You're on the 1.8.0+ developer version which upgrades through using mercurial, right? (hg pull, hg update?) There was a bunch of code checked in prematurely recently and I have been finding a lot of simple import bugs. This looks like an easy "import string" at the top of the file would fix it. I think that usage might be a bit old fashioned so perhaps just

points.split(";")

would be nicer. I'll get right on that, but you may find more like this. Sorry!


Mon Apr 12, 2010 3:46 am
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Joined: Wed Dec 09, 2009 9:39 pm
Posts: 712
Post Re: Dev version map problem
davidbyron wrote:
Hey Paul.
You're on the 1.8.0+ developer version which upgrades through using mercurial, right? (hg pull, hg update?) There was a bunch of code checked in prematurely recently and I have been finding a lot of simple import bugs. This looks like an easy "import string" at the top of the file would fix it. I think that usage might be a bit old fashioned so perhaps just

points.split(";")

would be nicer. I'll get right on that, but you may find more like this. Sorry!


The error says 'string' does not exists, so the object is not filled with data is the real problem.

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Mon Apr 12, 2010 3:55 am
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Joined: Thu Dec 10, 2009 6:37 am
Posts: 335
Post Re: Dev version map problem
OK that's checked in and hopefully fixed; I would think ANY map being loaded would have been an issue. On the basis of the number I have seen since last week or two I would expect more issues although I hope I have the big ones covered. As you know I don't use map so that's why you hit it not me.

Also this update brings you the joy of the new system of messaging which I discuss with myself here (I didn't implement it so I am catching up a bit).

https://www.assembla.com/wiki/show/dIvW ... ing_System

Anyway please do report ANY red errors you see if you can and I'll clear them up ASAP. That's what I've been chasing all weekend.


Mon Apr 12, 2010 4:01 am
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Joined: Thu Dec 10, 2009 4:16 pm
Posts: 89
Post Re: Dev version map problem
Thanks for the fix. ( and yes I am using mercurial version to update.)

davidbyron wrote:
I would think ANY map being loaded would have been an issue.


I had tried several saved maps and it seemed only to crop up on the ones with fog the others seemed to load ok.

I'll check out the new update tomorrow when I get a chance.

Great work, it is appreciated.


Mon Apr 12, 2010 5:27 am
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Joined: Thu Dec 10, 2009 6:37 am
Posts: 335
Post Re: Dev version map problem
prof.ebral wrote:
The error says 'string' does not exists, so the object is not filled with data is the real problem.


No "string" is a module name there. The old string module was/is used a lot in OpenRPG but can be replaced by using the object member functions (methods) of actual string objects now.

eg was,

Code:
parts = string.split(path, "/")


now is,

Code:
parts = path.split("/")


Mon Apr 12, 2010 1:36 pm
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Joined: Thu Dec 10, 2009 6:37 am
Posts: 335
Post Re: Dev version map problem
Paul wrote:
it seemed only to crop up on the ones with fog the others seemed to load ok.


Excuse me; ANY map with fog (not necessarily an older map with fog). Two weeks ago the map itself had basic issues but since I use OpenRPG myself I caught (hopefully) most of them. However with so many features I don't use in my play sessions, things will slip through that net.


Mon Apr 12, 2010 1:38 pm
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Joined: Thu Dec 10, 2009 4:16 pm
Posts: 89
Post Re: Dev version map problem
davidbyron wrote:
Excuse me; ANY map with fog (not necessarily an older map with fog).


Opps sorry I see what you were saying. My brain's been a little slow this weekend. Need more sleep.

Anyway I tested the maps and they all seem to work and another problem I had seems to have disappeared so I'm guessing you got that fixed too. ( when I moved my mini's they didn't move on anyone else's map )

Thanks to every one who works on openrpg I'm sure there are other things you would rather be doing than chasing down bugs and making fixes.


Mon Apr 12, 2010 4:17 pm
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Joined: Thu Dec 10, 2009 6:37 am
Posts: 335
Post Re: Dev version map problem
Yes the mini chasing thing I encountered VERY quickly :D

I would have just switched to 1.8.0 for the session but the new features are just SOOOO neat we couldn't live without them now. We ended up using two clients each; 1.8.0 versions to move the minis and 1.8.0+ developer to do all the neat stuff. Laughed about how it was "just like the old days" having to spend an hour trying to get OpenRPG to work.


Mon Apr 12, 2010 6:01 pm
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