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#1 2013-10-31 16:54:52

ukuko
Member
Registered: 2013-04-06
Posts: 333

The Castle Doctrine: Trick or Treat

Seeing as this is a game about turning up at neighbourhood residences unannounced it seems fitting to jump aboard the Halloween bandwagon.

Largestherb and I put together a spooky sprite pack. Seems like everyone in the neighbourhood is getting dressed up this year!

the-spooky-doctrine.png

Download here

Instructions: Make a copy of your gameElements folder and replace it with the downloaded one. Swap 'em back when you get sick of it.

--------------------------------------

EDIT (by jason):

I fixed a bug in the original version and uploaded a new one.  The old version (which caused a crash) is here.

EDIT (by ukuko):

I've updated the download link to v3, which has been thoroughly checked against the v22 assets directory.

UPDATE:

Updated link to v4 to work with v23 of the game

Last edited by ukuko (2013-11-01 13:41:49)

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#2 2013-10-31 17:06:03

largestherb
Member
From: england
Registered: 2013-05-27
Posts: 381

Re: The Castle Doctrine: Trick or Treat

featuring a spooky assortment of tricks and treats!

yMsjXXs.png

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#3 2013-10-31 17:36:25

jasonrohrer
Administrator
Registered: 2013-04-01
Posts: 1,231

Re: The Castle Doctrine: Trick or Treat

SWEETNESS!

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#4 2013-10-31 17:58:36

jasonrohrer
Administrator
Registered: 2013-04-01
Posts: 1,231

Re: The Castle Doctrine: Trick or Treat

Your ID for wife3 is 1010 (in wife3/info.txt), which is a bug.  Causes game to crash if you get assigned wife3 by the server (real ID is 1012, and when server sends that to you and it's not found by client, it crashes!!).

Can you fix that and re-post?  As soon as you do, I'll tweet this and post it in the news.... amazing!  Let me know as soon as it's fixed.

EDIT:
OKAY... fixed it myself and reposted above!

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#5 2013-10-31 18:51:03

largestherb
Member
From: england
Registered: 2013-05-27
Posts: 381

Re: The Castle Doctrine: Trick or Treat

yikes i wonder how that happened!

how is this one, ahh i am bad at dropbox https://www.dropbox.com/s/z66o6uylim9p1 … castle.rar

Last edited by largestherb (2013-10-31 18:51:23)

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#6 2013-10-31 19:45:28

joshwithguitar
Member
Registered: 2013-07-28
Posts: 538

Re: The Castle Doctrine: Trick or Treat

So, how does one use an egg to disable pointy spikes? tongue

Loving it btw, great job guys!

Last edited by joshwithguitar (2013-10-31 19:46:21)

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#7 2013-10-31 23:34:46

joshwithguitar
Member
Registered: 2013-07-28
Posts: 538

Re: The Castle Doctrine: Trick or Treat

WARNING: I just died from a "House Check Failed" while using this mod, losing quite a valuable house. And yes I was using the updated version. I'm not sure if it was a coincidence or the mod, but I would hold off using it until it is sorted. If it turns out that using mods can cause you to randomly die from a crash I don't think I'll be using them again sad.

EDIT: This just occurred again. I was still using the Halloween Mod to keep testing it while I had very little to lose. Given the number of incidences of this bug before, I'd say it is likely because of the mod. It could be something to do with v22 though. Anyone else get the same problem or just me? (twice!)

Last edited by joshwithguitar (2013-10-31 23:59:18)

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#8 2013-11-01 01:27:35

ukuko
Member
Registered: 2013-04-06
Posts: 333

Re: The Castle Doctrine: Trick or Treat

Welp! Sorry about the crashes Josh. I think there were probably some conflicts with v22.

I've put together a new version which I've checked in git against an untouched v22 assets folder.I'd appreciate it if you could try it and see if you still encounter any problems!

https://dl.dropboxusercontent.com/u/429 … een-v3.zip

I'll also update the links in first post.

Jason — Thanks for fixing that bug! I wanted to get it out before midnight (GMT) but promptly passed out afterwards.

Ahh, the old egg and spike trick! I thought everyone knew that?

Last edited by ukuko (2013-11-01 01:35:58)

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#9 2013-11-01 09:45:07

jasonrohrer
Administrator
Registered: 2013-04-01
Posts: 1,231

Re: The Castle Doctrine: Trick or Treat

Josh, I see two failed robbery checkins in the log for you, both "failed" simulations, which means that the simulator said you died, when you thought you should have lived.

But this doesn't seem to be a v22 issue, because there are no other failed sims in the log for anyone else (not since August).  So maybe the mod was causing it?  But I'm not sure how.  Maybe one of the objects was missing a state in the mod?  Making it not deadly when it should have been deadly after you applied some tool to it?  I noticed you are using the "meat" (or drugged apple) tool in both failed robberies.

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#10 2013-11-01 09:49:37

colorfusion
Member
Registered: 2013-04-02
Posts: 537

Re: The Castle Doctrine: Trick or Treat

In the mod drugged meat has a reach of 5, whereas it now has a reach of 3 in the unmodded game. If you threw the apple 4 or 5 tiles away onto a dog, the server validation thing would have still seen the dog as awake and chasing you. It seems fixed in V3 though.


Edit: Also, does the simulation check happen if you exit out of the door on your self-test? There doesn't seem to be any delay or contacting server. If not this could probably be abused in the future through a mod to have 100% safe self-tests.

Last edited by colorfusion (2013-11-01 10:05:49)

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#11 2013-11-01 10:17:53

jasonrohrer
Administrator
Registered: 2013-04-01
Posts: 1,231

Re: The Castle Doctrine: Trick or Treat

Yes, there is a loophole there, though I'm going to leave it.  People pop in and out of self test very quickly, and I want to keep that back-and-forth transition as smooth as possible.

Really, with a modded client, all bets are off about death detection.  As long as the client EVENTUALLY submits a non-death move list to the server, the server won't kill you.  The same is true during a robbery.  If you died in a house, but modded your client to restart the robbery from scratch on death, then you could walk out the door on the second try and have your modded client submit THAT "safe" move list instead of the original, deadly one.

One tempting (though actually useless) solution would be to have each and every move verified on the server (while also having the server dole-out the map---otherwise, the modded client would just wait until the player found a safe move list and then bulk-verify all of those moves at once).  But even here, after the map has been doled out once, a modded client could save that complete map and allow multi-run, worry-free testing on a subsequent robbery (waiting to verify a bunch of moves with the server, and not worrying about the doled-out map, because it would already be cached by the mod locally).  And think about how easy this would be to foil during self test.  Even if every move is verified by the server, you already have the complete map locally (because you just designed it).  So, there's no way for the server to tell the difference between "real live" move-by-move verification and the "fake" variety of super-safe, well-tested-and-rehearsed move-by-move verification.

We're up against Turing here, unfortunately.

One thing remains that no mod will help with:  you still have to figure out how to get through a house without dying.  So, a mod will never turn an unskilled player into a skilled player.

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#12 2013-11-01 10:22:17

largestherb
Member
From: england
Registered: 2013-05-27
Posts: 381

Re: The Castle Doctrine: Trick or Treat

ahhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh!

i knew we forgot something! tool range is in some files in those folders ;-; worse still, files we didn't need to include >.<


uh i mean, ghosts did it

Last edited by largestherb (2013-11-01 10:23:59)

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#13 2013-11-01 10:37:53

jasonrohrer
Administrator
Registered: 2013-04-01
Posts: 1,231

Re: The Castle Doctrine: Trick or Treat

Well, given how detailed this mod is, I'm sure you started working on it long before v22 was released!

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#14 2013-11-01 11:00:11

ukuko
Member
Registered: 2013-04-06
Posts: 333

Re: The Castle Doctrine: Trick or Treat

Yeah v22 jumped us in the alleyway and shook us down.

I'm pretty sure it was the range settings that were the cause of the bug. That's all fixed in v3.

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#15 2013-11-01 13:42:20

ukuko
Member
Registered: 2013-04-06
Posts: 333

Re: The Castle Doctrine: Trick or Treat

Updated to work with v23 of the game. Please download v4 from the link in the first post.

Last edited by ukuko (2013-11-01 13:42:32)

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#16 2013-11-01 13:43:35

jasonrohrer
Administrator
Registered: 2013-04-01
Posts: 1,231

Re: The Castle Doctrine: Trick or Treat

Thank you!  And sorry that I've made your modding process so painful.

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