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Bug Report - BGT-WeiDU v0.99


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#61 King Diamond

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Posted 12 July 2005 - 09:50 AM

Just a note.

Triggers like Exists(), Dead() and function ActionOverride() must take as a parameter a DeathVar, not CRE's name (am I right? I think - yes)

2All
Right now I'm making a big revision of 0.99 'coz I realized that there're too many bugs returned + some fresh ones came with imported bg1 dialogues; some yet unpublished bugfixes I've discovered completing the last fixed beta 0.94....etc etc.

2Asc
Plz, do not hurry to fix all and everything posted here 'coz 90% of it's already been eliminated or I'm fixing it right now. So I'll be back with a revised version in a couple of days. I'll keep every new idea implementation there: dialogues import, all those script modifications, creatures, naming, journal system - EVERYTHING!
It'll be just fixed, optimized and will take a "modder-friendly " look.... :)

(damn those journals! It's hardly 50% of all bg1 journal notes can be treated as a QUEST entries at all :wacko: )

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#62 horred the plague

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Posted 12 July 2005 - 09:59 AM

Just a note.

Triggers like Exists(), Dead() and function ActionOverride() must take as a parameter a DeathVar, not CRE's name (am I right? I think - yes)

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Yes, you are correct.

#63 ScuD

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Posted 12 July 2005 - 11:59 AM

KD, it won't harm if we continue to post the bugs here until your updated version appear ;)
May be they can even help you in some way :P

So, Nashkel Carnival. Zordral tent is empty - there is neither Zordral nor Bentha there.

Update: Dread wolf cave, area AR4200. There is no dread wolf in the cave, only outside. It was there in the previous BGT.

Edited by ScuD, 12 July 2005 - 12:39 PM.


#64 Ascension64

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Posted 12 July 2005 - 06:15 PM

BTW, the same problem occured in Candlekeep, in the priest house (first assasination attempt). After lockpicking the chest and opening it the watchers appear and the result is the same.

That sounds less inappropriate, because you are in Candlekeep at the start, and this is no different from picking a lock in an upstairs of a house in Beregost and getting 'noticed' even when absolutely no one is there. Also, if I recall, it is impossible to pick that lock at level 1.

Triggers like Exists(), Dead() and function ActionOverride() must take as a parameter a DeathVar, not CRE's name (am I right? I think - yes)

Not necessarily, but. If the CRE has an unassigned death variable than calling the creature ResRef will work.

So, Nashkel Carnival. Zordral tent is empty - there is neither Zordral nor Bentha there.

Already reported.

Update: Dread wolf cave, area AR4200. There is no dread wolf in the cave, only outside. It was there in the previous BGT.

No, actually. I had a look and only a Dire Wolf should be there, which it is, AND you may not know that it appears only at certain times of day.

Edited by Ascension64, 12 July 2005 - 06:30 PM.

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#65 horred the plague

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Posted 12 July 2005 - 07:37 PM

Not necessarily, but. If the CRE has an unassigned death variable than calling the creature ResRef will work.


Have you tested this in-game?


I recommend assigning a unique death variable to any CRE directly involved in scripting. Then, you can't go wrong. Especially in the case of multiple creatures in an area. You make a call like:

AssignCommand("ORC02",EscapeArea())

to a groupful of orcs, and see what happens. I think it only affected a single creature, not every one in the group--either the closest one to the script caller, or the closest to coordinates (0.0) in the case of an area script. I could tell you for sure, but I ran this test years ago and all my notes on it went down with the fall of TeamBG. :crying:

#66 King Diamond

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Posted 12 July 2005 - 11:37 PM

Not necessarily, but. If the CRE has an unassigned death variable than calling the creature ResRef will work.


Have you tested this in-game?


I recommend assigning a unique death variable to any CRE directly involved in scripting. Then, you can't go wrong. Especially in the case of multiple creatures in an area. You make a call like:

AssignCommand("ORC02",EscapeArea())

to a groupful of orcs, and see what happens. I think it only affected a single creature, not every one in the group--either the closest one to the script caller, or the closest to coordinates (0.0) in the case of an area script. I could tell you for sure, but I ran this test years ago and all my notes on it went down with the fall of TeamBG. :crying:

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I tried to do that for the tutorial Obe's area to kill every spawned illusionary creatures to clear out everything before teleporting PC back to Candlekeep main area. It doesn't work at all even for a single monster.

Edited by King Diamond, 12 July 2005 - 11:38 PM.

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#67 Sir BillyBob

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Posted 13 July 2005 - 06:32 AM

Same problem here with the two vampires hanging around Lord Daerthmarc in his castle. I finally gave each one their own DeathVariable. Otherwise, the scripts only touch one.

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website


#68 Golden Thief

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Posted 13 July 2005 - 11:43 AM

In AR9400
Tamah can turn hostle when she is still petrified. I thought it might be a one time thing but just got her to do it again, it happened right after I killed Mutamin. She is petrified and has a red circle around her and if you restore her she attacks.

I am in Baldur Gate right now and that is my latest oddity up to this point. I walked all areas and uncovered them up to this point. That is all my style of play turned up at the moment.

#69 Ascension64

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Posted 13 July 2005 - 06:46 PM

In AR9400
Tamah can turn hostle when she is still petrified. I thought it might be a one time thing but just got her to do it again, it happened right after I killed Mutamin. She is petrified and has a red circle around her and if you restore her she attacks.

I am in Baldur Gate right now and that is my latest oddity up to this point. I walked all areas and uncovered them up to this point. That is all my style of play turned up at the moment.

Are you sure you didn't send a fireball in her 'general' direction? Poof? :D

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#70 mr2131

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Posted 13 July 2005 - 09:25 PM

Are you sure you didn't send a fireball in her 'general' direction? Poof?  :D

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Yeah, that indescriminate fireball lobbing tends to piss off everybody, even the Good Humor Man. Might do to piss off a "statue" as well. Try as ye might to explain to her that she can't be hurt by a fireball in her present condition. Come to think of it, bringing up her curent condition isn't likely to win any friends either. Oi!

Mark

Edited by mr2131, 13 July 2005 - 09:26 PM.

"What rough beast, Its hour come round at last,
Slouches towards Bethlehem to be born."

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May the sun be always in the eyes of your enemies,
and may your feet always find the correct path.

Happy Trails . . .

Mark

#71 -Guest-

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Posted 13 July 2005 - 11:01 PM

For the two trainers in Candlekeep who you spar with, I think I figured out what's wrong just from trial and error. Basically the two guys attack you, Erik is ranged. If you go attack him, he starts a dialog, but it doesn't pause so you get hit and they stay red. However if you attack the melee guy, it forces the pause (at least in my experience) and they turn blue after you talk to them.

Secondly, in the original BG, was the fight between Gorion and Sarevok scripted? Because I recall it being the same every time, but in BGT they are always switching places, getting hit with different spells, sometimes only one ogre dies, or none, but there are always 3 corpses, so kind of a continuity problem.

Also regarding the Gorion/Servok thing, this happened to me once on multiplayer with a somewhat full party of created chars: When we appeared in the circle, my party appeared as well (can't remember if that's supposed to happen), but Gorion and I stood still, and two party members walked up to Sarevok. The acid arrow hit the lower one who ran, and Gorion was attacking and casting lightnight from off the screen while the ogres beat on one of my chars. Everything worked out fine except Gorions corpse was about 40 feet away from where it usually is. If anyone has any ideas about this, let me know.

Finally I also experienced the same bug where Sarevok says something and it is interrupted causing the ogres to attack and Gorion and Sarevok to sit there. This did fix itself by Force Dialog Pause=1 but just thought I'd say that that wasn't an isolated case.

- Rick Van Prim

#72 Ascension64

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Posted 14 July 2005 - 05:46 AM

For the two trainers in Candlekeep who you spar with, I think I figured out what's wrong just from trial and error.  Basically the two guys attack you, Erik is ranged.  If you go attack him, he starts a dialog, but it doesn't pause so you get hit and they stay red.  However if you attack the melee guy, it forces the pause (at least in my experience) and they turn blue after you talk to them.

Is this with Force Dialog Pause=1 and can you reproduce this error?

Secondly, in the original BG, was the fight between Gorion and Sarevok scripted? Because I recall it being the same every time, but in BGT they are always switching places, getting hit with different spells, sometimes only one ogre dies, or none, but there are always 3 corpses, so kind of a continuity problem.

Also regarding the Gorion/Servok thing, this happened to me once on multiplayer with a somewhat full party of created chars:  When we appeared in the circle, my party appeared as well (can't remember if that's supposed to happen), but Gorion and I stood still, and two party members walked up to Sarevok.  The acid arrow hit the lower one who ran, and Gorion was attacking and casting lightnight from off the screen while the ogres beat on one of my chars.  Everything worked out fine except Gorions corpse was about 40 feet away from where it usually is.  If anyone has any ideas about this, let me know.

Finally I also experienced the same bug where Sarevok says something and it is interrupted causing the ogres to attack and Gorion and Sarevok to sit there.  This did fix itself by Force Dialog Pause=1  but just thought I'd say that that wasn't an isolated case.

The scripting has changed a little, so I admit weird things could happen. Do you have frame rate set above the default 30 FPS? If so, scripts 'skipping' could cause things to happen in the wrong order.

Yep, Force Dialog Pause=1 is written in the installation instructions, so I am not going to address related issues further once they have been reported the first time. However, they will appear in the readme file.

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#73 Yacomo

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Posted 14 July 2005 - 06:11 AM

Yep, Force Dialog Pause=1 is written in the installation instructions, so I am not going to address related issues further once they have been reported the first time.  However, they will appear in the readme file.

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Just a small idea concerning Force Dialog Pause=1. How about patching Baldur.ini using WeiDU during installation? Should be possible and one more thing people can't do wrong :)

#74 King Diamond

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Posted 14 July 2005 - 09:54 AM

Yep, Force Dialog Pause=1 is written in the installation instructions, so I am not going to address related issues further once they have been reported the first time.  However, they will appear in the readme file.

View Post

Just a small idea concerning Force Dialog Pause=1. How about patching Baldur.ini using WeiDU during installation? Should be possible and one more thing people can't do wrong :)

View Post


It's not necessary. In the fixed 0.99 (after Ascension64 will approve it's release :) ) that "Force Dialog Pause=1" won't be required at all. Believe me... :D

I'm currently on a half-way of implementing new journal system into the modified installation process. And that is the only thing left to do, so plz be patient...

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#75 -Guest-

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Posted 14 July 2005 - 11:45 AM

Ok, I tested the two fight trainers in Candlekeep again, attacking Eric does work with Force Dialog Pause=1, so just out of curiousity: did BG1 have Force Dialog Pause always on, and BG2 had it turned off, but wrote the code so it was uneeded, and we have a few problems in BG1 because of that? Secondly if that's the case, anyone know of an instance in BG2 where having Force Dialog Pause=1 might cause things to mess up?

- Rick Van Prim

#76 -Guest-

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Posted 14 July 2005 - 01:43 PM

Found another bug :) I decided to play evil and just mess around by importing all the basic ToB chars (lvl 16) into BG1 and slaughter people at the Friendly Arm Inn. Anyway I killed a few guards, and then suddenly Imoen gives me the you're-kicking-me-out-of-the-group speech, and then the I-knew-you'd-come-back-for-me speech out of nowhere. If anyone has any ideas about why this happens, I'd be interested to hear it.

Also I tried the Gorion scene again in multiplayer with 4 characters created, same as before, Goroin and protagonist stand still, other two chars run up, says wrong thing (uses char's dialog w/e number that is) and then everyone runs offscreen to attack Gorion while one char stands there and the other runs away.

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Posted 14 July 2005 - 02:05 PM

One more bug: that first guy who tries to assassinate you at the Friendly Arm Inn causes Flaming Fist enforcers and other hard badass BG1 guys to spawn if you attack him before he turns red.

- Rick Van Prim

(the msg above this was me too)

#78 Golden Thief

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Posted 14 July 2005 - 04:35 PM

[quote name='Ascension64' date='Jul 13 2005, 06:36 PM']
[quote name='Golden Thief' date='Jul 14 2005, 06:33 AM']In AR9400
Tamah can turn hostle when she is still petrified. I thought it might be a one time thing but just got her to do it again, it happened right after I killed Mutamin. She is petrified and has a red circle around her and if you restore her she attacks.

I am in Baldur Gate right now and that is my latest oddity up to this point. I walked all areas and uncovered them up to this point. That is all my style of play turned up at the moment.[/quote]
Are you sure you didn't send a fireball in her 'general' direction? Poof? :D


Ascension64
Positive I didn't fireball her noboby has one. Even if they did she would have been to far away for it to hit her. I had to do this twice to make sure I hadn't attacked her first. I did reload and went thru it again and she did not turn hostle. Then tried it again and something makes her turn hostle.

#79 Ascension64

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Posted 14 July 2005 - 06:51 PM

Ok, I tested the two fight trainers in Candlekeep again, attacking Eric does work with Force Dialog Pause=1, so just out of curiousity: did BG1 have Force Dialog Pause always on, and BG2 had it turned off, but wrote the code so it was uneeded, and we have a few problems in BG1 because of that? Secondly if that's the case, anyone know of an instance in BG2 where having Force Dialog Pause=1 might cause things to mess up?

FDP=1 should not affect BG2 in my experience. A long time ago I played completely through SoA and ToB without even knowing anything about modding. It also shouldn't affect other mods you slap on top, but there might be a problem with BG1 mods (but that requires BGT and BGT requires FDP=1).

Found another bug :)  I decided to play evil and just mess around by importing all the basic ToB chars (lvl 16) into BG1 and slaughter people at the Friendly Arm Inn.  Anyway I killed a few guards, and then suddenly Imoen gives me the you're-kicking-me-out-of-the-group speech, and then the I-knew-you'd-come-back-for-me speech out of nowhere.  If anyone has any ideas about why this happens, I'd be interested to hear it.

Don't know why that might be, actually. What was your answer to the question 'What FPS have you set in the BGConfig?' A fast FPS might be the reason (and maybe again due to FDP=1?).

Also I tried the Gorion scene again in multiplayer with 4 characters created, same as before, Goroin and protagonist stand still, other two chars run up, says wrong thing (uses char's dialog w/e number that is) and then everyone runs offscreen to attack Gorion while one char stands there and the other runs away.

Well, I guess it would look weird, but if the outcome was pretty much the same, there shouldn't be a problem. Again, what FPS set? I never said BGT-WeiDU supported multiplayer anyway, even though it would be a good addition.

  One more bug: that first guy who tries to assassinate you at the Friendly Arm Inn causes Flaming Fist enforcers and other hard badass BG1 guys to spawn if you attack him before he turns red.

Obviously. You are provoking an attack. That is punishable by the full force of the law, says the Friendly Arm Inn gate guards.

Positive I didn't fireball her noboby has one. Even if they did she would have been to far away for it to hit her. I had to do this twice to make sure I hadn't attacked her first. I did reload and went thru it again and she did not turn hostle. Then tried it again and something makes her turn hostle.

Hmm...possibly someone or something issues a Shout() command and she Heard() it. I'll check it out. That's right. Mutamin and Tamah both have SHOUT.BCS in override, so if Mutamin shouts, Tamah will become hostile. Fixed.

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Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#80 -Guest-

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Posted 14 July 2005 - 07:02 PM

I am running on the standard FPS (which is 30 I think). My goal is multiplayer BGT, and it seems to work, aside from the Flaming Fist Enforcers showing up and showing us lvl 1's who's boss. I still don't think the Flaming Fist Enforcers are supposed to show up if you attack early, and I'm going to load BG1 and verify that. I'm pretty sure nothing happens if you attack early because the guy is evil and wants to kill you anyway. But I'll confirm that in a second here.