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But now combat won't begin for one of the rebel missions.  I'm able to bypass by turning on the "resolve combat automatically" option.

Here's the errors from the logs:

**ERROR**: Condition "err" is true. Returned: err
   At: modules/gdscript/gdscript.cpp:806:load_source_code() - Condition "err" is true. Returned: err
**ERROR**: Cannot load source code from file 'res://assets/data/events//export_fighters_quest.gd'.
   At: modules/gdscript/gdscript.cpp:2244:load() - Condition "err != OK" is true. Returned: RES()
**ERROR**: Failed loading resource: res://assets/data/events//export_fighters_quest.gd.
   At: core/io/resource_loader.cpp:278:_load() - Condition "found" is true. Returned: RES()
**SCRIPT ERROR**: Attempt to call function 'new' in base 'null instance' on a null instance.
   At: res://files/scripts/globals.gd:663:_init() - Attempt to call function 'new' in base 'null instance' on a null instance.
**ERROR**: Condition "_first != __null" is true.
   At: ./core/self_list.h:112:~List() - Condition "_first != __null" is true.
**ERROR**: Condition "_first != __null" is true.
   At: ./core/self_list.h:112:~List() - Condition "_first != __null" is true.
**WARNING**: ObjectDB Instances still exist!
   At: core/object.cpp:2071:cleanup() - ObjectDB Instances still exist!
**ERROR**: Resources Still in use at Exit!
   At: core/resource.cpp:476:clear() - Resources Still in use at Exit!

Is that a new one?

Looks like that issue is fixed in 0.2.1a.   :)