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Bug List for 0.42


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#61 Sir BillyBob

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Posted 27 September 2007 - 03:50 AM

I didn't notice that before. Fixed.

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#62 leahnkain

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Posted 27 September 2007 - 03:59 AM



Leahnkain,

sorry for posting here but I can't figure out how to make attachments to the personal messages.

attached are the BAM's your requested along with two additional BAM fixes.



Thank you very much for the bams. We are really grateful to receive your help.

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#63 Lysan Lurraxol

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Posted 27 September 2007 - 11:17 AM

I've just noticed that the bug where Ned asks why he's been kicked out, when he betrays you, is still there. Except this time he disappears completely with all of the stuff i gave him :doh:

Oh, I have a small request. is it possible for you to give the Saltmarsh Captain a name? It's just she's a fairly important character, and she has a fair amount of dialouge, and i quite like her, so it'd be nice if I knew what she was called :)

Edited by Lysan Lurraxol, 27 September 2007 - 11:17 AM.


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#64 MythrylEagle

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Posted 27 September 2007 - 12:09 PM

I've started my spellcheck of 0.42. Here are my findings for

Setup_Classics042.TP2

missle > missile
recompensate > compensate
subburn > stubborn
of writting > of the writing
has mend > has mended
will always lights > will always light [multiple occurances]
lacanthropy > lycanthropy
hoplessness > the hopelessness
noteable > notable
Cathrandamus -or- Catharandamus ?? [multiple] [both spellings also found on the HomePage]
Dumuir -or- Demuir ??
Makessa -or- Markessa ?? [multiple]
Zhenterim -or- Zhentarum ??
Excaped Slave > Escaped slave
spitoon > spittoon
boldurs > boulders
Jeriem > Jermien

TCRIVJ.d

walls of Evereska is > walls of Evereska are
mezmorizing > mesmerizing
miscasted > miscast
realised > realized


I also found Selguant (should be Selgaunt) in BCANDELL.d, BPARA.d, TCILEW.d and TCRIHNP.d

Edited by MythrylEagle, 27 September 2007 - 02:05 PM.

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#65 Celestine

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Posted 27 September 2007 - 04:33 PM

Thanks for spotting the spellings. I'll be fixing them. :)

#66 MythrylEagle

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Posted 28 September 2007 - 09:00 AM

As for Aleigha, the necklace is used in the game to keep important characters alive so they can say something just before dying. After their talk, the necklace is dropped. Cath wears one too. The problem here is that both of them have important dialogs to say and sometimes their chances to talk crash into each other and so one gets the dialog out but not the other one. Or worse, neither gets to say anything. It all seems to be based on your battle tactics. I can get different results depending on who I focus my attack on.

She should talk with only 1 or two hits against her. Cath needs to be damaged more.


I experienced several problems with this encounter. Cath's dialog triggered but Aleigha's did not. I started battle with Cath and friends. Aleigha stayed neutral. Cath then tries to stop battle. I agreed but when I came out of dialog mode my party had several arrows in flight which kill Cath before I could stop the parties action. I had similar problems with Calcryx in the past. If my party uses mostly range weapons and they are in flight when entering dialog mode they can not be stopped upon exiting dialog mode. In Caths case the extra few hits is enough to kill him unintentionally. Caths dialog is thus unintentionally broken. Aleigha never opens dialog until I force attack her. She changed to bear and then turns friendly but I can not get her to join party.

Edited by MythrylEagle, 28 September 2007 - 09:00 AM.

Always look on the bright side of life, da da - da da - da da - da da. "Monty Python"

#67 Sir BillyBob

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Posted 28 September 2007 - 10:02 AM

Aleigha's dialog problems were mentioned at the beginning of this thread (or at least they should be). This was one of my first fixes for 0.42.

There isn't much I can do about Cath. If I give him more hitpoints to handle the missles, he will be way overpowered for the rest of the party if he joins. Also, you have the problem that he changes back to Neutral but will turn back to Enemy if those missles hit. So he may say he will join then turn around and attack you again (because you attacked him).

I see this as more of a limitation when dealing with low HP actors. For the white dragon, I cranked up his HP so it was almost impossible to kill him between dialog and cutscene. If Cath and Aleigha were not going to be joinable, I would have done the same to them. I will probably explore more options later on, but for now all I can recommend is that you save prior to the fight and just retry it. Things will be better once the new version of Cath's dialog is available to you so Aleigha will actually go hostile like she is supposed to.

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#68 MythrylEagle

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Posted 28 September 2007 - 01:16 PM

A few more spellchecks...

BICAR.d

him betray > him to betray

TCCHAARJ.d

alot > a lot
keep me in unharmed > keep me unharmed

TCBLUSHJ.d

realised > realized
me realised that > me realize that
gone out of hand > gotten out of hand

BBLOD.d

halfing > halfling

TCSPGH1.d

us still here > us are still here
she lived > I lived
creatures that have > creatures have
the other must > the others must

BALEIG.d

never drank > never drunk
unleash it's > unleash its
it's powers > its powers
Vildmayr > Vildamyr [also in BCANDELL.d]
Zentil > Zhentil [multiple]
Llira > Lliira [also in TCALEIGP.d]

TCCHAAR.d

Collete > Colette

BERKY.d

Mielkki > Mielikki
Balavar > Baravar


Rilthar > Rilithar [ found in BRIL.d and BVILD.d]

Dirbert's "we gotta save her!" dialog occures after the Decapus has already changed form - timing issue

Yusdrayl tells Yashkur to return Calcryx back to cage - yet it is Meepo who goes with Calcryx to cage area.


only 20 more .d files to spellcheck


TCFALAJ.d

ever dare > ever dared

TCKESSA.d

PrePare > Prepare

BRIHN.d

Murshar > Murkshar

TCILEW.d

Madilsil > Madisil

TCAESDAJ.d

apologise > apologize [multiple]
Maracailen has always go where > Maracailen has always gone where
the extend > the extent
have get the > have got the

BALTHON.d

brothers > brother's

BVILD.d

wrongm > wrong

BRIVIAN.d

lays in ruins > lies in ruins
lies security > lays security

TCRURIKJ.d

alot > a lot
realise > realize

BRIL.d

perseverence > perseverance [multiple]
afterall > after all



Damuir [found in BAESDALE.d, TCALTHOJ.d and TCKESSA.d]
Demuir [found in BBURANTA.d]
Dumuir [found in Setup...TP2]

Cormanthor [found in BPARA.d, BRIHN.d, and TCPELJA.d]
Cormanthyr [found in BRIHN.d, TCPELJA.d, TCSCEPT1.d and TCVILDJ.d]

Edited by MythrylEagle, 28 September 2007 - 02:49 PM.

Always look on the bright side of life, da da - da da - da da - da da. "Monty Python"

#69 -guest-

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Posted 29 September 2007 - 02:55 AM

In TC0134 area (Mistmoor), when ghost posses one of female characters, only Blush and Shadow actually start conversation. When they are not in party, Rihn try to converse but have no valid dialogue.

Previously kicked out NPC’s who wasn’t in your party when you get to Myth Drannor will not initiate dialogue if summoned there and kicked out after, and won’t rejoin.
...Their dialogue doesn’t seem to work due to “IWasKickedOut” global remain 1 when they are summoned in group. Work fine if set to 0 manually.

Snilloc’s Snowball Swarm doesn’t work, it seem to grant its targets immunity from itself before dealing damage?

#70 Sir BillyBob

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Posted 29 September 2007 - 12:13 PM

Snilloc's Snowball Swarm may get dropped soon. IWD doesn't use the same type of projectile animations that BG1 and BG2 use. So I haven't figured out the best way to get this to work.

I'll check on Rihn's dialog.

Please clarify the kick out problem. Are you saying that you summoned someone, then kicked them out while in the Vault or in Myth Drannor? Or that they don't work at all if they had been in the party before? I do have some script blocks that reset all of the NPC's join variables, so I need to know the history of the join/kickout/join for that person you are talking about. Also, is everyone doing this or just some? I have tested in the past and unless I missed someone, they should all have a script to reset them.

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#71 -guest-

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Posted 29 September 2007 - 02:05 PM

Tested again, here goes...
I joined and kicked out Shadow and Althon before, work fine.
Before talking to Pel’ja I kick out everyone except Rihn.
Then, I got three NPC’s join my party, Althon, Vildamyr and Rihn, than summon Shadow and Rivian. Now, while in party, Althon and Shadow have IWasKickedOut global set to 1, because I kicked them out some time ago and they won’t initiate any dialogue if kicked out again.
Completed Myth Drannor quest without kicking anyone out or anyone dying.
Now I’m in Selgaunt.
Reform:
Shadow: No dialogue initiated, can’t rejoin at all. Shadow - has nothing to say to you.
Althon: No dialogue initiated, can’t rejoin at all. Althon - has nothing to say to you.
Rivian: No dialogue initiated. Act like she’s still in group when I try to converse.

(...Think I should mention that Vildamyr wasn't in my party when I foun Rihn, or after...)
Vildamyr: No dialogue initiated. Offer Rihn to leave with him when I try to converse, but still Rhin stay in party if I accept...
Rihn (before reforming Vildamyr): Act normally.
Rihn (after reforming Vildamyr): Has “...Can I join you again” dialogue with only one reply available “Yes, please, join us”

Rest NPC’s are fine it seems, but I didn’t summon them in Myth Drannor.

Another thing, Rilithar says that you can rest in TC0133 area, but there’s “Find an Inn or rest outside” message in there.

...Great mod by the way! :)

#72 Sir BillyBob

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Posted 30 September 2007 - 04:52 AM

Okay, so I need to go through each NPC and see what is happening. I tested the new NPCs last night (Cath, Aleigha, and Candella) and found that they don't do anything when kicked out. So I need to fix their scripts.

As for Ril and resting, you can only rest if you agree during his dialog. Otherwise you can't see. This is because the area is flagged as a normal area like someone's home. I just changed the flags to say "rest inside" so you can now rest even if you decline his offer. This should also help if you need to rest a second time. His dialog option was a one time only.

For anyone wondering, there is a better area map of the upstairs bedroom. I have a TIS file with the mirror showing. However, 0.42 doesn't copy this into your game. You can find it in the \TIZ subfolder. Just copy it to your override folder. I hope to remember to have that fixed in the next version.

Tired of Bhaal? Try some classics mods instead:
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#73 -rab-

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Posted 13 October 2007 - 08:38 AM

Blush appearing in inn issue is still there :/ 7/10 times she didn't appear , seems to be completly random, i did everything the same way and ended up with 2 different results.

Aleigha has the invisible non remoavable amulet that prevents her from dying after she joins the party.

#74 Jarno Mikkola

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Posted 15 October 2007 - 07:02 AM

1) There is a no valid reply bug with the first dialog with Markessa(Althon was in my group, don't know if it matters).
Edit: This was when I went with Blackthorn and spoke with her in the next room.

2) Candella isn't in the dialog options to be teleported to the Vault of the Ages, not a big problem but still, as there aren't many traps or locked things, but more major problem comes when one is teleported back, she has no dialog options/she has nothing to say to me, so I can't return her to my group. And she isn't in the group when the return is completed, so I can't keep her in my group(I believe that the last part isn't a bug).

Edited by Jarno Mikkola, 16 October 2007 - 09:21 AM.

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#75 leahnkain

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Posted 15 October 2007 - 07:58 AM

No Candella...that is a bug. She has dialogs with Girana. Thanks for pointing this out.

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#76 Jarno Mikkola

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Posted 16 October 2007 - 09:31 AM

3) My reputation dropped from 12 to 1 when I rescued the slaves and gave their leader 100 gold coins. :huh:

4) And another, Icars has nothing to say!!!

5) And one more, the slavers(the rogue looking once) seem to report to be quaffs'ing their potions nearly constantly when I haven't even seen them.

Edited by Jarno Mikkola, 16 October 2007 - 10:12 AM.

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#77 Sir BillyBob

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Posted 16 October 2007 - 11:44 AM

3) My reputation dropped from 12 to 1 when I rescued the slaves and gave their leader 100 gold coins. :huh:

Due to a SetRep command and not an IncreaseRep command. Fixed. And the people now talk to you.

4) And another, Icars has nothing to say!!!

This actually depends on the party config. If Althon is in the party, Icars doesn't talk. I didn't have a problem with having Blodget (special dialog for him) or when neither are in the party.

5) And one more, the slavers(the rogue looking once) seem to report to be quaffs'ing their potions nearly constantly when I haven't even seen them.

This one has been creeping in for awhile now. They have a large WTASIGHT script which allows them to drink their potions. For some reason these trigger over and over again. Reality is that they only have 1 or 2 potions, so why are they constantly trying to drink them? I have been making a few minor changes to the scripts to only do this when they see or detect the party. Sounds like there are still some cases that I have caught yet.

Others:

Markessa now talks to the party when Althon is in the group and Aesdale isn't.

Aleigha's amulet is corrected for next version.

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
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#78 Jarno Mikkola

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Posted 16 October 2007 - 10:07 PM

There seems to be a problem with the upstairs Markessa(well actually she is at the basement, but still), as I try to escort her out from the first area to either direction (to the old caves, or back to upstairs), the game crashes to windows and tries to send error message, with I never allow as it would be a waste, as far as I know. Of course this might be because there isn't anything to go to as the slaver island isn't ready, but still...

By the way, the first time as I went with Blackthorn, I couldn't get out, as the door leading to upstairs is locked, and the mechanism to unlock it is on the wrong side of the door.

Which brings me back to another one of these 'constantly doing' individuals, in the old cave there is a Crypt Thing that constantly casts Mislead but it does nothing for them.

Aleigha's amulet is corrected for next version.

Ah, that's 65 thousand XP's down the tubes. :D :crying: :unsure: But then again, I might have an cure for the most of it. :devil: Yes, I am a power gamer. :blush:

By the way, the bugbears looked NICE.

Edited by Jarno Mikkola, 17 October 2007 - 02:43 AM.

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#79 Sir BillyBob

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Posted 17 October 2007 - 05:46 AM

The Markessa issue also applies to Chaarna from what I have tested. Either one can cause a crash in some areas. It is a bug in each area script for moving them around. Again, it is already fixed.

I didn't know about that door problem. I assume you are talking about the area TC1203? The prison cell area? The door is locked but I thought I placed the entrance point just inside the cell block so you wouldn't appear behind the closed door. Hmmm, what about the first door, the one at the bottom? I would assume you probably can't open it either. I will have to check each doorway to make sure you can open them in reverse. Good debugging there.

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#80 Jarno Mikkola

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Posted 17 October 2007 - 12:47 PM

Yes, spesifically the 'door' in TC1204, as the 'door' is a mechanical device that needs to be opened from the outside, but as I came back from the inside(as I followed/teleported with Blackthorn), I can't get out. :doh:
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