I have just posted an update that solves the crash occurring at pawn promotion leading to checkmate. This should solve the issues reported by flowerbudd and Igon. I have also fixed the name displayed on the start game gump so that it no longer displays the serial (thansk Cmonkey, what you said was exactly the error. Forgot to add .Name
).
Stormwolff, I hope I fixed the crash you reported. I think it occurs in the unlikely situation that the game guest clicks accept and the game owner clicks cancel at the same time. I think that's the only possible way for that to happen.
Two mobiles playing from the same machine is not an issue, as that's how I did all my testing. The game doesn't check IPs or accounts, it only takes two different mobiles.
Igon, I'm pretty sure running the server in debug mode increases memory usage as the compiler loads debug symbols for all the scripts in case you attach a debugger to the process. It also increases compile time. If you're talking about a production server, you shouldn't use it unless you're trying to reproduce a crash you have a hard time figuring out.
Spider, thanks for the comments. It's good to have an opinion on the code rather than just on functionality (especially since the comment is a good one
). If you find a way of solving the facing issue, or get to add some nice effects please let me know and I'll see into merging it. I'm going to work now on some cosmetic changes anyway, moving some parameters into the stone's properties so they can be configured on the fly.
Also I think I'll be implementing a fantasy version of the chessboard, using monster/creatures bodies rather than human NPCs. This of course will be a parameter on the stone as well.
Thank you everyone for the positive feedback!