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#editor

deathhound246
exactly my point from before 🤣
deathhound246
tbh we could probably just setup a github workflow to build the exe, and automatically make a new release with that file
deathhound246
ive started working on one, but i guess the only issue with migrating it, would be build numbers being off we could fix the issue by doing the next github release manually, and then to get the build number we get the version of the current latest and + 1 on that
deathhound246
acc. even easier would probably be getting that github release setup in appveyer
pegperegogaucho
@adrientd I was investigating why the game crashes everytime you kill a jetpack Roman in Rome and of course first checked if I made a mistake somewhere, but everything matched 1:1... ...so I checked what code causes the crash and found out it was accessing null! Further investigation revealed that it was a nullptr in the GrpSquadJetpack, precisely the three particle nodes, which were assigned null when I created a new jetpack squad! Very nasty bug again
pegperegogaucho
So, in short, the editor never initializes the new jetpack squad correctly
pegperegogaucho
And, of course, the "info" is also not set if not jetpack squad exists yet
pegperegogaucho
Damn, this is a common issue :Obelul:
hesopesomeso
Bruh.
pegperegogaucho
pegperegogaucho
At first I though forgut posted :Obelul:
hesopesomeso
:KEKW:
hesopesomeso
Spork: Adrien, bug! Adrien: yes sir 🫡
pegperegogaucho
:WeirdButOkayChamp:
pegperegogaucho
weird guy
baku69
filip5011
You haven't unlocked this enemy yet!
hesopesomeso
Bruh. ELB secret naming technique: **INodeFx** **IKNodeFx**
pegperegogaucho
Not related to the CKXXL-Editor, though!
pegperegogaucho
Those are subclasses of CDiscord#xxlChannel