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Re: [Adonthell-devel] bug?
From: |
Kai Sterker |
Subject: |
Re: [Adonthell-devel] bug? |
Date: |
Mon, 10 Dec 2001 21:28:44 +0100 (CET) |
Alexandre Courbot wrote
> le lun 10-12-2001 à 17:45, cirrus a écrit :
>> my my, It's one of those 'send loads of mails to the list' days!
>> Do you remember that problem I had once where the menu didn't appear
>> when I hit esc and I couldn't exit the game? And where I can no longer
>> interact with things on the map, like the clock? Well, I just got it
>> again, but I think I know what causes it: I tried to talk to Fellnir,
>> who doesn't have a dialogue!
>> Just tried it out again - everything works fine until I talk to Fellnir
>> - then it screws up! Maybe you want to look into this...
>
> That normal, don't worry. This is because Python enters into a panic
> state (as Fellnir doesn't have a dialog) and launched an exception,
> which makes the interpreter cannot work until it is caught (at least, I
> think it's that). Once Fellnir has a dialog it will be ok.
Do you guys have compile with --enable-py-debug enabled? 'Cause when I
talk to Fellnir I simply get an error message
ImportError: No module named dialogues/fellnir_start
*** Error loading dialogue script fellnir_start
but the game continues. I'm using Python 2.1 btw.
If a call to python::show_traceback() would help, we could put it in after
script loading at least, no matter whether Python debugging is enabled or
not.
Kai