September 20, 2018, 01:12:31 AMLatest Member: martin18

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11
Hospital Café / Re: Thanks, thoughts, suggestions and some error logs
« Last post by Grimdoc on August 02, 2018, 11:21:58 AM »
Hello, and thanks for your thoughts.

Suggestions like this should be added in our GitHub site (add it as an issue). The devs mostly hang out there.
https://github.com/CorsixTH/CorsixTH/issues

On what version did these errors occur?
Are you aware of our brand new release? Maybe it fixes some of your troubles.
12
Hospital Café / Re: Thanks, thoughts, suggestions and some error logs
« Last post by DrEvil on July 29, 2018, 10:28:37 PM »
Here are also nine gamelogs. I'm only posting the end of the logs here in the thread but the full txt logs are in the zip archive that I'm attaching.

gamelog01.txt:

Code: [Select]
Error in timer handler:
Lua\world.lua:1718: bad argument #2 to 'findObject' (number expected, got nil)
stack traceback:
[C]: in method 'findObject'
Lua\world.lua:1718: in method 'findObjectNear'
Lua\entities\staff.lua:186: in method 'tick'
Lua\world.lua:1036: in method 'onTick'
Lua\app.lua:1014: in function <Lua\app.lua:1011>
(...tail calls...)
Lua\app.lua:915: in function <Lua\app.lua:910>

gamelog02.txt:

Code: [Select]
Error in timer handler:
Lua\room.lua:491: attempt to index a nil value (field 'queue')
stack traceback:
Lua\room.lua:491: in method 'tryAdvanceQueue'
Lua\objects/doors\swing_door_right.lua:138: in local 'timer_function'
Lua\entity.lua:216: in function <Lua\entity.lua:193>
(...tail calls...)
Lua\world.lua:1036: in method 'onTick'
Lua\app.lua:1014: in function <Lua\app.lua:1011>
(...tail calls...)
Lua\app.lua:915: in function <Lua\app.lua:910>

gamelog03.txt:

Code: [Select]
Error in timer handler:
Lua\room.lua:491: attempt to index a nil value (field 'queue')
stack traceback:
Lua\room.lua:491: in method 'tryAdvanceQueue'
Lua\objects/doors\swing_door_right.lua:138: in local 'timer_function'
Lua\entity.lua:216: in function <Lua\entity.lua:193>
(...tail calls...)
Lua\world.lua:1036: in method 'onTick'
Lua\app.lua:1014: in function <Lua\app.lua:1011>
(...tail calls...)
Lua\app.lua:915: in function <Lua\app.lua:910>

gamelog04.txt:

Code: [Select]
Empty action queue!
Last action: walk
stack traceback:
Lua\entities\humanoid.lua:497: in upvalue 'Humanoid_startAction'
Lua\entities\humanoid.lua:623: in method 'finishAction'
Lua\humanoid_actions\walk.lua:193: in local 'timer_function'
Lua\entity.lua:216: in method 'tick'
Lua\world.lua:1036: in method 'onTick'
Lua\app.lua:1014: in function <Lua\app.lua:1011>
(...tail calls...)
Lua\app.lua:915: in function <Lua\app.lua:910>
The humanoid was told to leave the hospital...

Empty action queue!
Last action: walk
stack traceback:
Lua\entities\humanoid.lua:497: in upvalue 'Humanoid_startAction'
Lua\entities\humanoid.lua:623: in method 'finishAction'
Lua\humanoid_actions\walk.lua:193: in local 'timer_function'
Lua\entity.lua:216: in method 'tick'
Lua\world.lua:1036: in method 'onTick'
Lua\app.lua:1014: in function <Lua\app.lua:1011>
(...tail calls...)
Lua\app.lua:915: in function <Lua\app.lua:910>
The humanoid was told to leave the hospital...
Error in timer handler:
Lua\humanoid_actions\walk.lua:313: assertion failed!
stack traceback:
[C]: in function 'assert'
Lua\humanoid_actions\walk.lua:313: in function <Lua\humanoid_actions\walk.lua:251>
(...tail calls...)
Lua\humanoid_actions\walk.lua:229: in local 'timer_function'
Lua\entity.lua:216: in method 'tick'
Lua\world.lua:1036: in method 'onTick'
Lua\app.lua:1014: in function <Lua\app.lua:1011>
(...tail calls...)
Lua\app.lua:915: in function <Lua\app.lua:910>

gamelog05.txt:

Code: [Select]
Error in buttonup handler:
Lua\room.lua:282: Humanoid entering a room that they are already in
stack traceback:
[C]: in function 'assert'
Lua\room.lua:282: in method 'onHumanoidEnter'
Lua\humanoid_actions\pickup.lua:51: in local 'on_interrupt'
Lua\entities\humanoid.lua:594: in method 'setNextAction'
Lua\dialogs\place_staff.lua:60: in method 'close'
Lua\dialogs\place_staff.lua:106: in method 'onMouseUp'
Lua\window.lua:1462: in field 'onMouseUp'
Lua\ui.lua:654: in function <Lua\ui.lua:641>
(...tail calls...)
Lua\app.lua:915: in function <Lua\app.lua:910>

gamelog06.txt:

Code: [Select]
Error in timer handler:
Lua\humanoid_actions\walk.lua:269: attempt to index a nil value (field 'queue')
stack traceback:
Lua\humanoid_actions\walk.lua:269: in function <Lua\humanoid_actions\walk.lua:251>
(...tail calls...)
Lua\humanoid_actions\walk.lua:229: in local 'timer_function'
Lua\entity.lua:216: in method 'tick'
Lua\world.lua:1036: in method 'onTick'
Lua\app.lua:1014: in function <Lua\app.lua:1011>
(...tail calls...)
Lua\app.lua:915: in function <Lua\app.lua:910>
Recovering from error in timer handler...
Error in timer handler:
Lua\world.lua:1718: bad argument #2 to 'findObject' (number expected, got nil)
stack traceback:
[C]: in method 'findObject'
Lua\world.lua:1718: in method 'findObjectNear'
Lua\entities\staff.lua:186: in method 'tick'
Lua\world.lua:1036: in method 'onTick'
Lua\app.lua:1014: in function <Lua\app.lua:1011>
(...tail calls...)
Lua\app.lua:915: in function <Lua\app.lua:910>

gamelog07.txt:

Code: [Select]
Error in timer handler:
Lua\humanoid_actions\walk.lua:313: assertion failed!
stack traceback:
[C]: in function 'assert'
Lua\humanoid_actions\walk.lua:313: in function <Lua\humanoid_actions\walk.lua:251>
(...tail calls...)
Lua\humanoid_actions\walk.lua:229: in local 'timer_function'
Lua\entity.lua:216: in method 'tick'
Lua\world.lua:1036: in method 'onTick'
Lua\app.lua:1014: in function <Lua\app.lua:1011>
(...tail calls...)
Lua\app.lua:915: in function <Lua\app.lua:910>

gamelog08.txt:

Code: [Select]
Error in timer handler:
Lua\entities\humanoid.lua:618: Can only finish current action
stack traceback:
[C]: in function 'assert'
Lua\entities\humanoid.lua:618: in method 'finishAction'
Lua\rooms\cardiogram.lua:91: in field 'after_use'
Lua\humanoid_actions\multi_use_object.lua:316: in local 'timer_function'
Lua\entity.lua:216: in method 'tick'
Lua\world.lua:1036: in method 'onTick'
Lua\app.lua:1014: in function <Lua\app.lua:1011>
(...tail calls...)
Lua\app.lua:915: in function <Lua\app.lua:910>

gamelog09.txt:

Code: [Select]
Error in timer handler:
Lua\objects\litter.lua:90: attempt to index a nil value (local 'hospital')
stack traceback:
Lua\objects\litter.lua:90: in method 'setLitterType'
Lua\entities\patient.lua:966: in method 'setTile'
Lua\entity.lua:171: in method 'setTilePositionSpeed'
Lua\humanoid_actions\walk.lua:162: in function 'HumanoidRawWalk'
Lua\humanoid_actions\walk.lua:229: in local 'timer_function'
Lua\entity.lua:216: in method 'tick'
Lua\world.lua:1036: in method 'onTick'
Lua\app.lua:1014: in function <Lua\app.lua:1011>
(...tail calls...)
Lua\app.lua:915: in function <Lua\app.lua:910>

I hope that these will help development, if only a little bit. Thanks again everybody that have worked on CorsixTH!
13
Hospital Café / Re: Thanks, thoughts, suggestions and some error logs
« Last post by DrEvil on July 29, 2018, 10:20:39 PM »
Another btw, something you guys should explain in-game with a mouse-over hover text is the difference between the semi-hidden "Attention-to-Detail" stat and the usual "Skill" stat (sometimes called "Ability Level"). I THINK attention-to-detail is the chance of the employee to make a mistake? So that stat is more important than skill for nurses, meaning if I hire a nurse with 99% skill but then find out she has only 10% attention-to-detail I should fire her or she will kill a bunch of people in the Pharmacy (not sure why firing personnel gives such a big hit to the hospital's reputation). What attention-to-detail does for doctors/handymen/receptionists is even more vague, it's a mystery stat. Also I always found it funny that receptionists never get tired or want higher salary, hehe.
14
Hospital Café / Re: Thanks, thoughts, suggestions and some error logs
« Last post by DrEvil on July 29, 2018, 10:19:33 PM »
I played v0.62 on Windows 7 64-bit btw. The "ChrizmanTV and beyond" custom campaign was fun, though the requirement to have so high hospital value should be reduced by 30% on all levels. Had to build huge psychiatric rooms filled with skeletons just to be able to continue to the next map. Also one of the levels didn't receive any helicopter emergencies even though there were landing pads and the Computer seems to not be available in the Research Dept on some levels despite the game telling the player it will be available from then on.

Have been some crashes but with the frequent autosaves it was recoverable. Sometimes pathfinding in and out of a room gets weird when a handyman wants to repair its machine (him or the doctor walks back and forth) but its rare and if you just edit the room to place the door on a different tile the problem is fixed. If a patient gets stuck in a queue and it doesn't work to just kick them out of the hospital it have worked for me to click the door that it is stuck in queue for and then right-click the patient and send it to a competitor's hospital (which it says isn't implemented yet but it at least stopped the patient from freezing the queue for me).

Biggest bug I got was when a surgeon got stuck in an operating theatre, I could not pick him up or edit the room and it didn't even work to fire him. Sometimes one dotor got stuck, other times just one. This happened four times for four different rooms, they were unusable afterwards and I had to set the queue to 0 so that patients avoided them. Strangely enough surgeons kept going to the room even though the queue was 0, so many of those frozen operating theatre kept four doctors busy without working (including the two bugged doctors).

Sadly I couldn't actually finish what I think was the second-to-last level of the "ChrizmanTV and beyond" campaign because of what I think is pathfinding preventing staff from leaving their rooms + the surgeon bug described above. It made too many leave or die in the waiting room. Had 90 consultants, 6300 treated and over 6 million cash but reputation just wouldn't go to +900.
15
Hospital Café / Thanks, thoughts, suggestions and some error logs
« Last post by DrEvil on July 29, 2018, 10:18:09 PM »
Fantastic work on CorsixTH, I'm very glad to play Theme Hospital again!

If I could have just one single wish it would be for an option to disable room destruction. Something like adding "Room Destruction YES/NO" in the Settings, default should be YES of course because it was like that in the original game.

The idea is that when NO is selected the machines would still take damge during earthquakes but they would stop at 1 health so the room never gets destroyed.

Earthquakes are fun but whenever a room gets destroyed I have to load the game because it is the only time the game starts crashing. CorsixTH is pretty stable otherwise. At least on the shorter levels.

It's also the only time when it feels like you may have to load due to no fault of your own. If several rooms in the hospital gets destroyed it can basically means game over just because the handymen didn't repair properly or because the quake lasted for so long. So you load the last autosave and click around trying to order panic repairs or you take bank loans to replace the machines in the middle of the earthquake. Not really fun and I think giving people the option to skip room destructions altogether aren't unreasonable.

Alternatively if "Room Destruction" is set to NO you could make the machine simply disappear instead of destroying the whole room. That way the player must still pay the price for a new machine, though it might still feel unfair sometimes so I think simply preventing damage from going below 1 would be the best. The room will still stop working until it is repaired and that downtime is a cost in of its own.

Anyway, thank you very much for making this! Keep up the good work!
16
Translations / Re: Found mistakes in the original strings
« Last post by LeDocteur on July 06, 2018, 12:51:21 PM »
Thanks for your input, let us know if you find more issues! Please note that the original strings come from the original game, so stuff like "This objective is to kill fewer than %" were designed to sound wrong in order to be more funny by the developers of Theme Hospital.
17
Translations / Found mistakes in the original strings
« Last post by DragonsLover on July 04, 2018, 06:40:57 AM »
Hello guys! Long time no see! Is this place still alive?

I'd like to point out a list of mistakes or weird things in the original strings and I'd like to know if these mistakes have been taken into consideration. I'm gonna put the lines affected from the original_strings.lua file.

Line 523 : finanical_trouble2. Should it be financial_trouble2?
Line 1167: the value [27][ 6] is used for the reputation boost, not the hospital value.
Line 1311: the value [55][35] is incorrect. It is used for the award. Should be [55][36].
Line 1322: how is this string considered "good"?
Line 1715: "This objective is to kill fewer than %" should be "This objective is to have less than % killed". There IS a difference.
Also, the introduction text for level 12 states that you must earn 650,000$ to win this level. You must in fact earn 750,000$.
What do you guys do of the bonus level texts? These levels should really be made into the game. One is for rat shooting, and the other is for killing patients. That's why there's a rat with a crosshair in the top-left corner of the game board and a church with tombstones in the top-right corner of the game board.
For the room descriptions, about the ward and the research room, it should be mentioned that the room requires at least one nurse or doctor with research skill.

Thanks
18
Please give the devs some input in the github site.
Post your code there, so they can see what you did (with tracking).
19
While trying to fix some stuff, I've recently ended up cleaning and rewriting almost the entire Lua code. While doing so, I've come to realize that CorsixTH is as good as dead with the present code, it's like a swiss cheese dropped in the dust and stepped on by many people, so don't delude yourself, CorsixTH will NEVER get any real updates.

Unfortunately, the current devs aren't very serious about it, if I was able to do so much in a few days, I'm sure they would have been able to do a lot more over so many years, if they really wanted to. As for the project manager, he's uncommunicative and unwilling to accept new changes, literally holding the project back, and the mods here on the forum only know how to send people to Github, where they are pretty much ignored... The only option I see is to create a new project derived from CorsixTH and release it somewhere else, sometime in the future, but not sure if it's worth the trouble, are people still playing this game? Besides, a new version of Theme Hospital will be released this year, full 3D and everything, so this could be it for CorsixTH...

Meanwhile, I've already released a temporary patch (see the Private Clinic thread in the Hospital Café) that fixes many of the issues you're talking about, you should give it a go, it still uses the old dirty code, but if you want to enjoy the game, I guess it's better than nothing at this point.
20
Like I said, I'm not a coder, nor am I familiar with Lua. Regardless I had a go at looking through the code.

room.lua looks like it is the source of many woes

Suggestions:
1) Have a timer for a patient's stay. Has the patient been sitting in the GP office for two whole months? They are definitely bugged. Remove them forcibly and reset any staff or objects in the room.
      1a) The only exception for this rule is likely to be the Operating Theatre, where we've been waiting on two surgeons for over a year now.
      1b) Also include in this timer sacked staff and patients going home. These are just as likely to be causing problems.

2) Staff quality in room does not appear to exclude Handymen. So dropping a Handyman in the room can magically boost your doctor's performance.

3) Likewise, I also see no staff exemptions anywhere for Receptionists. Receptionists are so extremely limited in their permissible movement, this is unlikely to ever be a problem. However, could be an issue if you dropped a Receptionist in the room at the exact wrong moment?

4) In the hospital generally, have a timer on leaving patients, sacked staff, etc. If they haven't successfully vacated the hospital in a month, they are trapped and something is wrong. Delete them.
      4a) I have never seen it in CorsixTH, but I have witnessed VIPs getting stuck in the original game. Add VIPs to the list.

5) I believe this was already meant to be implemented, but I have a feeling it isn't working. Have a regular check around the hospital and reset any blocked doors that someone has been trying to use for half a year.

As I said, I'm totally unfamiliar with Lua, so I could be very far wrong with all of this.  :P  :-X
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