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Bugs found in RoTerror


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#1 erebusant

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Posted 17 September 2006 - 01:25 PM

1. Maralda's Scroll quest in the Talavan castle. After talking to Melan and Alenna, go back to Melan and ask him to open Alenna's wardrobe. The cutscene starts, then ends with Alenna saying she's going to call the guards. PC says, "wait, Melan wants to do something 1st", and then it hangs and Melan doesn't do anything. Can finish the quest by CreateItem Marascrl, but would be nice to see the dialogs completed.

Edited by erebusant, 27 September 2006 - 10:46 AM.

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#2 King Diamond

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Posted 17 September 2006 - 11:51 PM

2. Alissa's name reference was incorrect.

What do you mean?

(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
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#3 King Diamond

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Posted 18 September 2006 - 12:08 AM

1. Maralda's Scroll quest in the Talavan castle. After talking to Melan and Alenna, go back to Melan and ask him to open Alenna's wardrobe. The cutscene starts, then ends with Alenna saying she's going to call the guards. PC says, "wait, Melan wants to do something 1st", and then it hangs and Melan doesn't do anything. Can finish the quest by CreateItem Marascrl, but would be nice to see the dialogs completed.


It seems everything's Ok in dialogues and scripts there.

Plz look at your value of Global("Thecudlg","RR3451",1) - it must be =1 after that conversation. And Alenna's dialogue must end with ~What, what is this!?~ after you choose that ~I'm not going anywhere and before you call the guards, Melan would like to do something.~
Then, after Global("Thecudlg","RR3451",1) check, area script should trigger next cutscene.

Edited by King Diamond, 18 September 2006 - 12:09 AM.

(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme


#4 erebusant

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Posted 18 September 2006 - 04:39 AM


2. Alissa's name reference was incorrect.

What do you mean?



I think BP did something to her .cre. That's where I located her, in my BP-CRE.bif. When I talked to her in Bremen, instead of having "Alissa" as the string reference for her Name and Apparent Name she had some strange string reference that had some wierd battle related text. Other than that she did everything she was supposed to do as far as dialogs and joining, etc. I just changed the string reference so her name appeared properly. After dropping the new .cre's into my override and re-running the Edomis meeting at the City Gates, Alissa was named correctly when I met her in Bremen.

On the same topic, in the tavern at the bar, there's another fellow who has a strange text for a name as well. Any idea what his name should be?

Edited by erebusant, 18 September 2006 - 10:13 AM.

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#5 erebusant

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Posted 20 September 2006 - 05:47 PM

1. Maralda's Scroll quest in the Talavan castle. After talking to Melan and Alenna, go back to Melan and ask him to open Alenna's wardrobe. The cutscene starts, then ends with Alenna saying she's going to call the guards. PC says, "wait, Melan wants to do something 1st", and then it hangs and Melan doesn't do anything. Can finish the quest by CreateItem Marascrl, but would be nice to see the dialogs completed.

2. Alissa's name reference was incorrect. Attached modified .cre's below.



3. In Dragon sanctuary area Grizidamonn'yt did the dialog about letting the "Great One" have us for dinner (grudgingly) but then when we went to pass him on the way to the dome he was hostile and attacked, even though still blue circled.

It takes a village...


#6 maximus2001

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Posted 22 September 2006 - 01:34 PM

It's good to know I wasn't the only one with the same problems. It was actually easier to fight one dragon and then the other two instead of all at once. And I had to skip Alissa this time around, she would just CTD on joining (it was weeks ago, otherwise I would have tried your solution).

#7 Azazello

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Posted 25 September 2006 - 06:19 AM

I got the error where the guy doesn't appear at the City Gates to tell about Arlax. I had to do CLUAConsole:CreateCreature("ArlTell") to get it kick-started.

Off-topic: with the new Worlmap v6, it's g**dAMN hard to find places that are far off the usual suspects of towns!

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#8 Azazello

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Posted 30 September 2006 - 10:26 PM

The ghost quest thingy in Arlax, where the Commoner tells you to meet him again at midnight. There's a bug in the script, instead of midnight, you have to wait ONE_DAY to see him - don't know if this is 8 hours or 24.

The command has to be changed from
SetGlobalTimer("MeGhost","RR3100",ONE_DAY)
to
SetGlobalTimer("MeGhost","RR3100",<whatever the value is for 0:00>)

#9 erebusant

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Posted 01 October 2006 - 06:45 AM

The ghost quest thingy in Arlax, where the Commoner tells you to meet him again at midnight. There's a bug in the script, instead of midnight, you have to wait ONE_DAY to see him - don't know if this is 8 hours or 24.

The command has to be changed from
SetGlobalTimer("MeGhost","RR3100",ONE_DAY)
to
SetGlobalTimer("MeGhost","RR3100",<whatever the value is for 0:00>)



Yes, I noticed that too. Instead of coming back at "Midnight" the next day, it was always about 8 AM that the quest would trigger correctly.

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#10 Azazello

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Posted 01 October 2006 - 10:56 AM

Was it coincidentally 8am, or is it truly 24 hours? I overwrote the save I had just before meeting the commoner so I can't doublecheck.

There's a way to correct it but can't figure it out.

Somewheres, probably in baldur.BCS, is the code to play the sunset/sunrise movie - the one that shows Trademeet going from day to night and vice versa. This movie plays at exactly 21:##. So if we can find out how that's done, we can apply it to this bug.

Edited by Azazello, 01 October 2006 - 10:58 AM.


#11 erebusant

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Posted 01 October 2006 - 07:07 PM

In RA4601 & RA4602 areas the Poison Mists are susceptible to their own poison gas clouds. They end up killing themselves.

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#12 erebusant

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Posted 01 October 2006 - 08:33 PM

Was it coincidentally 8am, or is it truly 24 hours? I overwrote the save I had just before meeting the commoner so I can't doublecheck.

There's a way to correct it but can't figure it out.

Somewheres, probably in baldur.BCS, is the code to play the sunset/sunrise movie - the one that shows Trademeet going from day to night and vice versa. This movie plays at exactly 21:##. So if we can find out how that's done, we can apply it to this bug.



I think the time of day for the quest is meaningless. That's just what the dialog says. It's just a straight 24 hours. Just did the quest again on this load. I talked to the commoner that saw the ghost at hour 15, rested 3 times and spoke with him again at hour 15 the following day, and he took me to the ghost.

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#13 Azazello

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Posted 02 October 2006 - 05:09 PM

Figured it out, tested it, and it works.

Using [this thread] as a reference:

Changed RR3100.BAF/BCS from this
IF
	Global("ArlTemplQ","GLOBAL",2)
THEN
	RESPONSE #100
		SetGlobalTimer("MeGhost","RR3100",ONE_DAY)
		SetGlobal("ArlTemplQ","GLOBAL",3)
END

IF
	Global("ArlTemplQ","GLOBAL",3)
	GlobalTimerExpired("MeGhost","RR3100")
THEN
	RESPONSE #100
		SetGlobal("ArlTemplQ","GLOBAL",4)
END

to this
IF
	Global("ArlTemplQ","GLOBAL",2)
THEN
	RESPONSE #100
		SetGlobal("ArlTemplQ","GLOBAL",3)
END

IF
	Global("ArlTemplQ","GLOBAL",3)
	TimeGT(0)
	TimeLT(6)
THEN
	RESPONSE #100
		SetGlobal("ArlTemplQ","GLOBAL",4)
END


Changed ARLAXP6.DLG.
Trigger 2 to this
Global("ArlTemplQ","GLOBAL",3)
!TimeofDay(NIGHT)
Trigger 3 to this
Global("ArlTemplQ","GLOBAL",3)
TimeofDay(NIGHT)
Trigger 4 to this
Global("ArlTemplQ","GLOBAL",4)
There's a method to the madness for the trigger changes - I'm gonna update both the .D and .TRA of ARLAXP6 so that the responses match day or nighttime conditions.

BTW how to convert a .DLG to a .D? Sure I did it before somehow...

Edited by Azazello, 02 October 2006 - 05:12 PM.


#14 seanas

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Posted 02 October 2006 - 11:45 PM

BTW how to convert a .DLG to a .D? Sure I did it before somehow...

from a command screen, in yr BGII directory:

weidu file.dlg

where file = the name of the dlg yr trying to decompile to a .d file

the reverse also works:
weidu file.d

compiles the .d into a .dlg file

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#15 Azazello

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Posted 03 October 2006 - 04:10 AM

Cheers mate.

I have updated rr3100.BAF, ARLAXP6.d, ARLAXP6.tra files for a fresh install option.

Put rr3100.BAF into RoTerror\BAF
Put ARLAXP6.d into RoTerror\D
Put ARLAXP6.tra into RoTerror\English

Attached Files


Edited by Azazello, 01 March 2007 - 09:39 AM.


#16 rebelst

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Posted 08 October 2006 - 12:47 PM

Found some typos in bBALDUR.BAF - starting line# 552 and on, there're a bunch of typos with "layer2)", "layer3)", and so on. This bit of code uses Dead(), which needs a string name, so Player# won't work.

Edited by rebelst, 08 October 2006 - 12:56 PM.


#17 Azazello

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Posted 15 October 2006 - 03:38 PM

Note to moderators:
Please move these [1] - [2] threads to this one - they both refer to the hanging issue after speaking to Cadderly. I searched and did not find any older threads that reported this.
====================================================
updated RR3702.BAF:
If you want this correction to apply before installing RoT, put this file (at bottom of post) into RoTerror\BAF

The instructions below are if you already have the mod installed.
====================================================

For those few who are having the problem, after speaking to Cadderly he takes you to the Summoning Chamber and then the scene just hangs, characters are standing around doing nothing -- here is the fix.

You'll have to use a game editor, such as Near Infinity, that can access the BCS files.

Step 1:
- Within the game editor, open/click on the file Cadderly.BCS
- Copy all the text similar to the following.
- NOTE: you text will be slightly different, but it's important to grab the beginning and end lines shown:
FadeFromColor([20.0],0)
		MoveViewPoint([1440.791],INSTANT)
		Face(1)
		Wait(3)
		CreateVisualEffect("SPPOLYMP",[1440.793])
		Wait(1)
		CreateVisualEffect("SPPLANAR",[1440.793])
		Wait(2)
		CreateCreature("MyImp2",[1440.793],9) // Imp
		Wait(1)
		FaceObject("MyImp2")
		ActionOverride("MyImp2",FaceObject("Cadderly"))
		ActionOverride("MyImp2",DisplayStringHead(Myself,@574813))
		Wait(5)
		DisplayStringHead(Myself,@574814)
		Wait(3)
		ActionOverride("MyImp2",DisplayStringHead(Myself,@574815))
		Wait(2)
		CreateVisualEffect("SPLIGHTB",[1400.793])
		ActionOverride("MyImp2",DisplayStringHead(Myself,@574816))
		ActionOverride("MyImp2",Recoil())
		SmallWait(7)
		CreateVisualEffect("SPLIGHTB",[1400.793])
		Wait(2)
		DisplayStringHead(Myself,@574817)
		Wait(3)
		ActionOverride("MyImp2",DisplayStringHead(Myself,@574818))
		Wait(1)
		CreateVisualEffect("SPBDIMSP",[1440.793])
		ActionOverride("MyImp2",DisplayStringHead(Myself,@574827))
		ActionOverride("MyImp2",Recoil())
		SmallWait(8)
		CreateVisualEffect("SPBURNS1",[1440.793])
		Wait(2)
		DisplayStringHead(Myself,@574817)
		Wait(3)
		ActionOverride("MyImp2",DisplayStringHead(Myself,@574820))
		Wait(1)
		SmallWait(5)
		CreateVisualEffect("SPBOOM",[1440.793])
		ActionOverride("MyImp2",DisplayStringHead(Myself,@574827))
		ActionOverride("MyImp2",Recoil())
		SmallWait(9)
		CreateVisualEffect("SPCALLLI",[1440.793])
		ActionOverride("MyImp2",DisplayStringHead(Myself,@574816))
		ActionOverride("MyImp2",Recoil())
		SmallWait(9)
		CreateVisualEffect("SPBOOM",[1440.793])
		ActionOverride("MyImp2",DisplayStringHead(Myself,@574821))
		ActionOverride("MyImp2",Recoil())
		Wait(1)
		CreateVisualEffect("SPBOOM",[1440.793])
		Wait(2)
		CreateVisualEffect("SPBDIMSP",[1440.793])
		Wait(2)
		CreateVisualEffect("SPCALLLI",[1440.793])
		SmallWait(3)
		ActionOverride("MyImp2",DestroySelf())
		Wait(3)
		DisplayStringHead(Myself,@574822)
		Wait(5)
		MultiPlayerSync()
		FadeToColor([20.0],0)
		Wait(1)
		FadeFromColor([20.0],0)
		SetGlobal("DlCadd","GLOBAL",8)
		UnhideGUI()
		EndCutSceneMode()
		ActionOverride(Player1,LeaveAreaLUA("RA3750","",[2770.2679],5))
		ActionOverride(Player2,LeaveAreaLUA("RA3750","",[2772.2679],9))
		ActionOverride(Player3,LeaveAreaLUA("RA3750","",[2774.2679],5))
		ActionOverride(Player4,LeaveAreaLUA("RA3750","",[2770.2677],9))
		ActionOverride(Player5,LeaveAreaLUA("RA3750","",[2770.2675],5))
		ActionOverride(Player6,LeaveAreaLUA("RA3750","",[2770.2673],9))


Step 2:
- Paste the text to your favorite text editor, and make the following changes
- any line that has this
ActionOverride("MyImp2",DisplayStringHead(Myself,@574821))

change it to this
ActionOverride("MyImp2",DisplayStringHead("MyImp2",@574821))

- any line that has this
DisplayStringHead(Myself,@574814)

change it to this
DisplayStringHead("Cadderly",@574814)

Step 3:
- Within the game editor, open/click on the file RR3702.BCS
- You're now going to paste your changes into this file. Notice that you're only changing the first part of the script.

From this

IF
Global("DlCadd","GLOBAL",7)
THEN
RESPONSE #100
StartCutSceneMode()
HideGUI()
Wait(1)
StartCutScene("Cadderly")
Continue()

END



to this

IF
Global("DlCadd","GLOBAL",7)
THEN
RESPONSE #100
StartCutSceneMode()
HideGUI()
Wait(1)
FadeFromColor([20.0],0)
MoveViewPoint([1440.791],INSTANT)
Face(1)
Wait(3)
CreateVisualEffect("SPPOLYMP",[1440.793])
Wait(1)
CreateVisualEffect("SPPLANAR",[1440.793])
Wait(2)
CreateCreature("MyImp2",[1440.793],9) // Imp
Wait(1)
FaceObject("MyImp2")
ActionOverride("MyImp2",FaceObject("Cadderly"))
ActionOverride("MyImp2",DisplayStringHead("MyImp2",@574813))
Wait(5)
DisplayStringHead("Cadderly",@574814)
Wait(3)
ActionOverride("MyImp2",DisplayStringHead("MyImp2",@574815))
Wait(2)
CreateVisualEffect("SPLIGHTB",[1400.793])
ActionOverride("MyImp2",DisplayStringHead("MyImp2",@574816))
ActionOverride("MyImp2",Recoil())
SmallWait(7)
CreateVisualEffect("SPLIGHTB",[1400.793])
Wait(2)
DisplayStringHead("Cadderly",@574817)
Wait(3)
ActionOverride("MyImp2",DisplayStringHead("MyImp2",@574818))
Wait(1)
CreateVisualEffect("SPBDIMSP",[1440.793])
ActionOverride("MyImp2",DisplayStringHead("MyImp2",@574827))
ActionOverride("MyImp2",Recoil())
SmallWait(8)
CreateVisualEffect("SPBURNS1",[1440.793])
Wait(2)
DisplayStringHead("Cadderly",@574817)
Wait(3)
ActionOverride("MyImp2",DisplayStringHead("MyImp2",@574820))
Wait(1)
SmallWait(5)
CreateVisualEffect("SPBOOM",[1440.793])
ActionOverride("MyImp2",DisplayStringHead("MyImp2",@574827))
ActionOverride("MyImp2",Recoil())
SmallWait(9)
CreateVisualEffect("SPCALLLI",[1440.793])
ActionOverride("MyImp2",DisplayStringHead("MyImp2",@574816))
ActionOverride("MyImp2",Recoil())
SmallWait(9)
CreateVisualEffect("SPBOOM",[1440.793])
ActionOverride("MyImp2",DisplayStringHead("MyImp2",@574821))
ActionOverride("MyImp2",Recoil())
Wait(1)
CreateVisualEffect("SPBOOM",[1440.793])
Wait(2)
CreateVisualEffect("SPBDIMSP",[1440.793])
Wait(2)
CreateVisualEffect("SPCALLLI",[1440.793])
SmallWait(3)
ActionOverride("MyImp2",DestroySelf())
Wait(3)
DisplayStringHead("Cadderly",@574822)
Wait(5)
MultiPlayerSync()
FadeToColor([20.0],0)
Wait(1)
FadeFromColor([20.0],0)
SetGlobal("DlCadd","GLOBAL",8)
UnhideGUI()
EndCutSceneMode()
ActionOverride(Player1,LeaveAreaLUA("RA3750","",[2770.2679],5))
ActionOverride(Player2,LeaveAreaLUA("RA3750","",[2772.2679],9))
ActionOverride(Player3,LeaveAreaLUA("RA3750","",[2774.2679],5))
ActionOverride(Player4,LeaveAreaLUA("RA3750","",[2770.2677],9))
ActionOverride(Player5,LeaveAreaLUA("RA3750","",[2770.2675],5))
ActionOverride(Player6,LeaveAreaLUA("RA3750","",[2770.2673],9))

END


BE SURE you only changed the first part of RR3702.BCS

Step 4:
- Closing the editor should ask you to save the changes.
- Now talk to Cadderly, tell him you're ready for the demon summoning, and the cutscene should work.

=====================================================
WHAT WAS DONE...

After much head-scratching (and testing), I copied the lines of the cutscene Cadderly.BCS into RR3702. This means that Cadderly.BCS will never be used.

In fact, I do not understand why this wasn't done originally, because within RR3702 is another cutscene that occurs once your party returns.

Question to professional modders: Why does StartCutScene("Cadderly") in the orginally block apparently work for others but fails for us few?

Attached Files


Edited by Azazello, 01 March 2007 - 09:48 AM.


#18 --johnbo--

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Posted 15 October 2006 - 09:18 PM

I am having this problem, and I don't use a game editor. Would really appreciate if you could put the file in a folder, since I really have no clue how to use the editor.

Many thanks

#19 Azazello

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Posted 16 October 2006 - 07:50 AM

Just realized that I need to change the instructions above. Will do so later tonight.

johnbo, I think the fix cannot be done with just a file drop. It'll be either editor or reinstall RoT. Sorry dude. Let me double-check once I get home.

#20 -Guest-

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Posted 16 October 2006 - 10:24 AM

No problem for me. Might as well learn how to use the editor then - don't really like re-installing, especially since I have so many smaller mods too.

How do I use the editor, and which one should I use? I have the patience to read through the instructions, so that starting point would be fine.