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tutu bugs


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#1 Hendryk

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Posted 06 November 2004 - 08:11 AM

Just began wandering around Restenford & the game crashed when I tried to enter the inn. The problem is that the Amnish soldier/bouncer is assigned to bouncer.cre which doesn't exist. I reassigned the CRE file to an existing one and am in the inn but have lost the original chap's dialogue, if that was pertinent.
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#2 Sir BillyBob

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Posted 06 November 2004 - 08:49 AM

Hmm, I missed that one when copying over the areas. Okay, thanks. Whose dialog, the bouncer or Fabio?

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#3 Hendryk

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Posted 06 November 2004 - 09:19 AM

Hmm, I missed that one when copying over the areas.  Okay, thanks.  Whose dialog, the bouncer or Fabio?

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The bouncer's dialogue, if any, since I replaced him with a different creature altogether. Also, in the tavern and the inn. creature bhcomm02, although appearing to have the same dialogue assigned as bhcomm01, spouts nonsense from all over the map while bhcomm01 uses the correct file, bhfarm.dlg.

Finally, the skeletons and ghouls in area BH0402 also have missing CRE files.
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#4 Sir BillyBob

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Posted 06 November 2004 - 09:34 AM

The dialog issue seems really weird. I am uploading a quick area patch now to here (see new pinned topic). Dialogs are something I will have to see about. Since that is my creature, I don't know why it would be different for Tutu than for BGT. :huh: This fix also corrects other areas.

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#5 Hendryk

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Posted 06 November 2004 - 01:26 PM

I just downloaded the v1.16 tutu patch. It fixed the problem with the bouncer in area BH0107 but did not include the area below the burnt-out guard station, BH0402. Thus, the creatures there are still wrongly assigned.
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#6 Sir BillyBob

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Posted 06 November 2004 - 03:14 PM

You have something else wrong in your game then. I just looked through the Tutu game I have and the creatures are correct. That ARE file is in this patch. Were you already in that area before? Is it in your saved game? The correct file is BH0402.ARE and it should have a Nov 3 date, 12.1KB in size. It may have today's date from the RAR. Either way, that new ARE file should be correct (at least I show it is).

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#7 Hendryk

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Posted 06 November 2004 - 04:07 PM

Edit: OK. I see the problem. In the .rar, it's in the bonehillv16 folder where the "Area" and "Backup" folders also are. I must've screwed up somehow and unpacked the folders but not the files in the main folder with them.

Edited by Hendryk, 06 November 2004 - 04:14 PM.

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#8 Sir BillyBob

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Posted 06 November 2004 - 07:51 PM

Because there are information triggers (the question mark cursor) on these areas, I have them installed from another location (the root of BoneHillv16) so I can make sure the text on those triggers is correct. A normal ARE file can be copied from any directory with a normal copy command, but not these ARE files. Extracting the RAR over the regular BoneHill folder should have worked also.

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#9 Hendryk

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Posted 07 November 2004 - 11:32 AM

I explored all the areas after the update, almost all of them for the first time since I used an early saved game. The only area I had a problem with was the last one I visited, bh1400. When I tried to go there, the game crashed. Turns out some bats had a CRE assignment of "bat_out" rather than "batout01" as they should have. So now I can get to the area, at entry 1000, middle of the western edge. I take three steps, the screen freezes and CTD again. OK. There's a spawnpoint right there which spawns BANDIT.CRE. No such creature in my game so I change it to _BANDIT.CRE and try again. Same thing; CTD. So I delete the spawn point and can now move around enough to meet Tolvar. Send him to town for training, took three steps. Screen froze and I'm back to desktop. Said the hell with it and deleted ALL the spawn points, after which I was able to explore the area fully with no problem. I don't really know why these should have been a problem and not those in other areas. All I can say for sure is that spawn points sometimes try to create monsters, like bearbl or bearbr, that do exist in BG2 and other times creaters like BANDIT or GIBBER that don't. Still, very odd that I'd have the problem constantly here and not at all anywhere else.

I never did find Welcar, or anyone else, to give the black pearl from Sirius back to.

I couldn't equip the helm of mind warding. Seems it's flagged unusable by a Lawful-Chaotic Neutral (ie., NG) but my CG fighter PC should have been able to use it and he wasn't. Can't imagine why not.

Problems with getting Shagrailar to talk. Turns out the problem is that the state check that triggers Shagrailar's first line is AreaCheck("AR9300") which I'd assume is a BGT area number. For tutu, it's area FW3400. Shaggy also has a check for "AR7800" but I don't know what that area is in BGT, so I can't give the tutu corresponding number. Anyway, changed it locally to FW3400 and he was very chatty.
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#10 Sir BillyBob

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Posted 07 November 2004 - 12:40 PM

Shaggy was fixed, so I missed copying that dialog file over. Area BH1400 should have all the correct spawns also. I even used DLTCEP on these areas to make sure I didn't miss any spawns. So it must be another area that wasn't copied over correctly. The bats are a pain the ass, do you realize how many of them are in those caves??!!

Welcar is the guard with the two dogs outside the warehouses.

A CG fighter should be able to use the helm. I will have to check it again. I didn't change it for Tutu and no one else has mentioned this problem.

Looks like a small build for the next patch. Thanks for checking all of this.

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#11 Sir BillyBob

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Posted 11 November 2004 - 12:46 PM

Okay, Shaggy's dialog is fixed. For the helm I added in the flag for all classes/non-kit. We will have to see if that works.

All areas should have been fixed in the patch. I just went back through BH1400 and every bat and bandit are pointing to the _filename now.

No changes to the storyline at this time.

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