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elonka

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Everything posted by elonka

  1. Thanks to everyone that attended the April event! See the logs there for a full report of what we accomplished. I was so pleased to see how many people came, and how many Wherigos we created. Planning for the next event is in the works. This one will be September 13-15, 2013, at the same location in St. Louis. The Event Cache page is now up, and can be seen here: http://coord.info/GC4BPHH Can't wait!
  2. Same here for three days now. Getting a bit tricky since there is a certain day I want this to be published... Please continue to use the workaround (which isn't a huge amount of extra effort). I've asked Groundspeak to investigate why the compilation Web service isn't working. No luck compiling here either, I just get a blank screen. Would be nice if it were working for the Wherigo Creation Event this weekend, but I guess we'll have to do the workaround via http://www.Wherigo.com/cartridge/compile.aspx
  3. Thanks, I did check for that. I also found an issue where the zone "center point" was outside the zone, so I moved it back in. But it didn't fix the problem. You may be right though, that it's some kind of weird zone definition issue. I'll keep poking at it!
  4. I'd love to get you this data, but it's very cumbersome to test. The system works perfectly in the emulator, including with save/resume. So to duplicate the problem, I need to go into the field, halfway through a 12-mile 2-hour cartridge, and cause it to happen on an iOS device (Androids are all working perfectly). I don't know yet if the save/resume bug is related to the "on entry" problem, but in the meantime I'm working around it by putting an extra NPC into the buggy zone. So if for some reason the "on entry" doesn't work, the player can still talk to the NPC and get the story to progress that way. Next time I run a field test I'll try to check on the issues you mentioned... Elonka
  5. I figured out what may be causing the problem, but am still scratching my head on a fix. It has to do with Quitting, Saving, and Resuming. What's happening is that when some folks with iOS devices save and resume while in a zone, the device saves at some sort of midway state, which then prevents further progress for some reason. Example: In the Wherigo cartridge, the task is "Go to cemetery" Entering the cemetery zone, the "Go cemetery" task is deactivated, and a new task "Find tombstone" activates, with a tombstone visible in the zone. Tapping on the tombstone brings up an action "Find tombstone" with an input option, to enter the tombstone's birth year. Once the correct year is entered, the "Find tombstone" task is deactivated, and a "Go to office building" is activated. At this point (call it Point A), the only task that is showing is "Go to office building" When some iOS users are saving at this point, when they resume the game, instead of seeing the one "Go to office building" task, they see TWO tasks: "Go to office building" and "Find tombstone" shows up again. In the code, there's no way that both of those tasks should be active at once, but the save/resume process somehow rewinds one of them. From there, going to the office building will show players as in the zone, but the "on zone entry" option doesn't trigger. I was able to duplicate the save/resume rewind other places as well. It seems to boil down to: * In the zone, Task A is active (working correctly) * Task A is accomplished, de-activated, and replaced with Task B. (working correctly) * The player saves and resumes, which causes Task A to appear again, alongside Task B. (this shouldn't happen) I can think of a few ways to make my code more robust, like putting secondary objects in zones that a player can click on to continue the story, in case the "on entry" doesn't work. But does anyone know of a way to prevent the problem in the first place? Thanks, Elonka
  6. Hi, thanks for the help. I don't think it's the zone size, since there are other zones that are only a quarter of the size, earlier in the cartridge, that triggered just fine. It's also a "pull in and park" zone (as are the others), so speed can't be the issue. I haven't tried switching to OnProximity yet. Here's the zone definition: zoneOfficeBuilding = Wherigo.Zone(cartWHERmIzombieGO) zoneOfficeBuilding.Id="a70bda45-5989-4bb9-a9a2-2dc5fcd6f2cd" zoneOfficeBuilding.Name="Office Building" zoneOfficeBuilding.Description=[[218 Millwell Drive, just north of Dorsett. May look like it's just a typical office building, but in your augmented reality, this is the workplace of the sought-after Patient Zero, who launched the Zombie Plague!]] zoneOfficeBuilding.Visible=true zoneOfficeBuilding.DistanceRange = Distance(-0.999999997326336, "miles") zoneOfficeBuilding.ShowObjects="OnEnter" zoneOfficeBuilding.ProximityRange = Distance(200, "feet") zoneOfficeBuilding.AllowSetPositionTo=false zoneOfficeBuilding.Active=false zoneOfficeBuilding.Points = { ZonePoint(38.717034,-90.435183,0), ZonePoint(38.718072,-90.436632,0), ZonePoint(38.71591,-90.436664,0) } zoneOfficeBuilding.OriginalPoint = ZonePoint(38.717477,-90.435686,0) zoneOfficeBuilding.DistanceRangeUOM = "Miles" zoneOfficeBuilding.ProximityRangeUOM = "Feet" zoneOfficeBuilding.OutOfRangeName = "" zoneOfficeBuilding.InRangeName = "" zoneOfficeBuilding.Media=zmediaimg_simutronics To see if it would help anything, I tried re-defining the zone to the following. But then when my tester ran through the game again, she got stuck in a different zone, that had worked before, and which I hadn't modified with the new version. :/ zoneOfficeBuilding = Wherigo.Zone(cartWHERmIzombieGO) zoneOfficeBuilding.Id="a70bda45-5989-4bb9-a9a2-2dc5fcd6f2cd" zoneOfficeBuilding.Name="Office Building" zoneOfficeBuilding.Description=[[218 Millwell Drive, just north of Dorsett. May look like it's just a typical office building, but in your augmented reality, this is the workplace of the sought-after Patient Zero, who launched the Zombie Plague!]] zoneOfficeBuilding.Visible=true zoneOfficeBuilding.DistanceRange = Distance(-0.99999999618048, "miles") zoneOfficeBuilding.ShowObjects="OnEnter" zoneOfficeBuilding.ProximityRange = Distance(200, "feet") zoneOfficeBuilding.AllowSetPositionTo=false zoneOfficeBuilding.Active=false zoneOfficeBuilding.Points = { ZonePoint(38.71751,-90.43664,0), ZonePoint(38.71751,-90.43528,0), ZonePoint(38.71645,-90.43528,0), ZonePoint(38.71645,-90.43664,0) } zoneOfficeBuilding.OriginalPoint = ZonePoint(38.71698,-90.43596,0) zoneOfficeBuilding.DistanceRangeUOM = "Miles" zoneOfficeBuilding.ProximityRangeUOM = "Feet" zoneOfficeBuilding.OutOfRangeName = "" zoneOfficeBuilding.InRangeName = "" zoneOfficeBuilding.Media=zmediaimg_simutronics If you want, I'll give you access to our dropbox folder and you can see the whole thing? Elonka
  7. Hi, I'm working on the Wherigo cartrige "WHERmIzombieGO": http://www.Wherigo.com/cartridge/details.aspx?CGUID=d8e7cad6-3eb4-41c9-bb5e-257f32f08b52 The bug I'm trying to figure out, is that in certain situations and on certain devices, the script isn't triggering on a zone entry, and I'm at a loss as to why. The problem tends to occur at the "Office Building" zone. Up to that point, everything works fine, scripts trigger as they're supposed to when entering zones. But then at the Office zone, some devices (most notably iPhones and iPads) don't trigger. Their location menus show that they're in the zone, but the story doesn't progress. Android users with them (in the same car), have it work just fine. It works perfectly in the Wherigo Builder emulator, and works perfectly on my own iPhone. I've had several people test it on different devices, and it's a consistent few of the iPhone users that are having trouble, but only on that one zone. I've looked at the raw Lua code, and am not seeing anything unusual, but will paste it here in case someone else notices something: function zoneOfficeBuilding:OnEnter() -- #GroupDescription=Script -- -- #Comment=Script Comment -- if ztaskGotoofficebuilding.Active == true then Wherigo.PlayAudio(zmediasnd_Arrive) zoneCemetery.Active = false ztaskGotoofficebuilding.Active = false Wherigo.Dialog{{Text=[[You arrive at the office building, and use your GUTS to find Patient Zero -- one of the employees. After a frantic chase around the building, you tackle Patient Zero and take a blood sample so a vaccine can be synthesized for the mutated zombie virus. You're a hero! ]],Media=zmediaimg_Dave},{Text=[[You've just saved humanity, hooray! Just one more step to complete the game: Go find the geocache!]],Media=zmediaGUTS},} ztaskFindcachezone.Visible = true ztaskFindcachezone.Active = true zoneCache.Visible = true zoneCache.Active = true end end I'm at a loss as to how to fix this, especially since I can't duplicate it on all devices. Does anyone know of a workaround, or what might be causing this? Thanks for any assistance, Elonka
  8. Hi, thanks for the info. My cartridge isn't using concatenation, text variables, or any special characters. My guess is that the problem is just related to that one specific Oregon unit. I just haven't found any others that I can borrow for testing! Elonka
  9. As a followup on the Oregon 550t I'm working with, after much tedious re-compiling and trying different versions, I have figured out that it has nothing to do with length of text strings, but instead seems to be related to the number of enabled actions on an Item. For example, I have several different possible text and dialog messages, A, B, C, and D. None of them are over 700 characters. If I have only one enabled at a time, A, B, C, or D, the cartridge runs fine on the Oregon. If I have two enabled though, then it freezes and crashes. I don't think it's related to text length, as even if they use very short text strings, any combination of two commands still crashes the unit. Insert random "I hate Oregon" text string here... Elonka
  10. Loaded and checked on an oregon 450t...no freeze...all is working as it should. I have tried it several times. On Gamin Player V5.50 Thanks much, that's really helpful. Does your 450t have a memory card? I'm wondering if that might be the problem. Elonka
  11. I've searched around a bit and haven't seen a topic on this, so my apologies if this is a duplicate. In developing a Wherigo cartridge, I'm finding that it plays fine on the iPhone, Android, and PPC emulator, but consistently freezes an Oregon 550t. I've checked for every known issue: My cart has no message longer than 800 characters, isn't using Show Screen, isn't using OnClick, never has more than 5 zones active at a time, etc. See WHERmIzombieGO The problem always occurs on an item's "Actions" button. I'll tap on the item, such as the "G.U.T.S." device in inventory, but then when I tap on "Actions", the Oregon freezes, and won't come out of it until I reboot the device. It's easy to reproduce, because the item is in inventory right at the beginning of the cartridge, with only one zone active, and causes the freeze even then. In researching the problem, I found another cartridge that does the same thing, the excellent "Text Crash Test" debugger. When using that TCT cartridge, trying the "Standard Test" almost always causes the same problem: Tapping on "Actions" causes the device to freeze. MOST of the time. Every so often, after a reboot, it'll work, I can run through the test normally, and the Oregon gets up to the expected 950 characters or so before crashing. But then after repeated reboots, it'll stick with the "freezes on Actions press" problem. I've only run this test on one Oregon 550t (the only one I could find to borrow), so I'm wondering if maybe it's just a bad unit? I'm also noticing that it doesn't have a memory card in it, which might be exacerbating the problem, but I don't know Oregons well enough to know for sure. I'm also wondering, is there any data on how many people are using Oregons to try and play Wherigos, versus those who are switching to their SmartPhones? I think I've put more hours into trying to debug this one Oregon problem than in developing the entire cartridge, so I'm starting to wonder at what point to just say, "Sorry, may not work on Oregons," and leave it at that. Any advice appreciated, Elonka
  12. I have been getting blank maps for the last couple days, here in Washington DC. Doesn't matter if I try to search from the map, or "View larger map" from a cache page, I just get a big white map area, with no info in it. I've tried rebooting my computer, clearing my browser cache, and even trying a browser that I'd never used for geocaching before (IE), but they all have the same problem. From my iPhone though, the map works just fine. Anything else I can try to get maps back, on my laptop? Elonka
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