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Bug list for 0.44


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#21 MythrylEagle

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Posted 03 December 2007 - 11:26 AM

A few typos for 0.44

Setup-CA043.TP2

Backback > Backpack
sword will always lights > sword always lights
lacanthropy > lycanthropy
afterall > after all
consaquences > consequences
hoplessness > hopelessness
noteable > notable
Cathrandamus > Catharandamus [multiple occurances]

Setup-CA044.TP2

[see above comments]

missle > missile [multiple]
monestary > monastery
she wen > she went [multiple]
Dumuir > Demuir
the grow > them grow
Makessa > Markessa [multiple]
safe to to > safe to be

TC1203PZ.d

fatting > fattening

BELORA.d

sufforing > suffering

TC2000NM.d

them selves > themselves

TCCANP.d

Selguant > Selgaunt

TC2000MA.d

lean built > lean build

TCSTALMN.d

termual > turmoil
Edvalve or Edhalve or Edralve ??

TCEANW.d

has mercy > have mercy
Edralve or Edhalve or Edvalve ??
Always look on the bright side of life, da da - da da - da da - da da. "Monty Python"

#22 MythrylEagle

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Posted 04 December 2007 - 01:53 PM

A few more typos:

TCJOY.d

Llira > LLiira

TC2000MM.d

Denhow do you > Denhow do for you
she sent > she send

TRMTOW03.d

got cleaned out > cleaned out

TCCATHJ.d

vaulable > valuable
dispair > despair
amour > armour

TCZOMB01.d

errupting > erupting

TC1202B.d

these these > these [this sentence by ICAR is confused]

TC2000C1.d

what had happened > what has happened

TCBANE04.d

Zhentarum Keep > Zhentil Keep

Setup-Classics042.TP2

Zhenterim Keep > Zhentil Keep
Always look on the bright side of life, da da - da da - da da - da da. "Monty Python"

#23 Dr.Shaman

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Posted 04 December 2007 - 04:08 PM

Here’s a bug with Kessa (The one in the TC1206 Area) Her dialogue set TCGetReady on TCKESSA yet she is TCKESSAX. She do not start a fight as she should because of this.

Edited by Dr.Shaman, 04 December 2007 - 04:34 PM.


#24 leahnkain

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Posted 04 December 2007 - 08:54 PM

Thanks MythryEagle for spotting all of my careless mistakes!

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#25 Sir BillyBob

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Posted 05 December 2007 - 07:36 AM

Okay, first batch of typos fixed. On to the second.

I should have known that changing Kessa's character around would screw up something else. Damn.

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#26 MythrylEagle

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Posted 06 December 2007 - 08:25 AM

Just to let you know where I stand on the typo check. there are 343 .d files and 3 .TP2 in the combined 0.42 + 0.43 + 0.44 file set that I am checking. I have completed my review of 270 .d files with only 73 (mostly the bigest files) left to go.

I think we all recognize that CA is still in development and don't expect it to be bug and typo free. I for one am glad to be getting the regular updates in content that the CA Team has been producing and am more than happy to assist in my little way. I make no claims to the accuracy of my typo checking. I'm an engineer by trade and we are notoriously poor at grammer and writing skills. This just seemed to be an area of the CA development that I could provide some assistance without causing too much distraction at the same time.

Edited by MythrylEagle, 06 December 2007 - 08:37 AM.

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

#27 MythrylEagle

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Posted 06 December 2007 - 12:30 PM

A few more typos:

TCELORA.d

when the got > when they got

TCGUDAR.d

such a important > such an important [multiple]

TCTALLIE.d

Catabombs is > Catacombs are
must have your way > must find your way

TCCRUT.d

wait here when > wait here until -or- be here when

TCRMSG.d

party.c > party. [not sure what the c is for]

TCTUDWIL.d

TakePartyGold(2147483647) > [valid amount?]

TCBERIL.d

your lucky > you're lucky
passager > passenger
Sudenham > Suderham [multiple]
Selguant > Selgaunt [multiple]

TCCANP.d

Selguant > Selgaunt [multiple]


Dumuir > Demuir [BAESDALE.d, BBURANTA.d and Setup-CA044.TP2] [multiple]


Beril and Belril inconsistently used occurs in a combination of text, globals and references to .cre

Beril occurs in [TCDRCREW.d, TCBERIL.d, TCINN03.d, TCBERIIL.d, and Setup-Classics042.TP2] [multiple]

Belril occurs in [TCDRCREW.d, and TCBERIL.d] [multiple]


50 more .d files to go!!

Edited by MythrylEagle, 06 December 2007 - 12:30 PM.

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

#28 Sir BillyBob

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Posted 06 December 2007 - 04:56 PM

Okay, all the typos have been fixed. Thanks for finding them all.

As for the TakePartyGold command, as long as the amount is greater than what the party could possibly have, it takes everything. This is actually a copy right from Jon's dungeon script when you start the game.

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


#29 MythrylEagle

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Posted 07 December 2007 - 07:39 AM

Okay, all the typos have been fixed. Thanks for finding them all.

As for the TakePartyGold command, as long as the amount is greater than what the party could possibly have, it takes everything. This is actually a copy right from Jon's dungeon script when you start the game.



I only commented on the TakePartyGold command because the number caught my eye as being unusual. I did a google search on the number to see if there was something more significant in the choice of this number. It's a prime number, interesting choice!


Comment for SBB, In a previous posting I identified some typos in the Setup-Classics042.TP2 file. The current build sequence includes 0.42 + 0.43 + 0.44. Some of the typos still exist in the 042.TP2 file and are not present in the 043.TP2 or 044.TP2 in either the fixed or unfixed form. My current technique for searching for typos still finds these typos even though I'm sure you have addressed some of these previously, I just don't have an easy way for checking for these, so I appologize for some redundent postings.

Only one typo to report in this posting.

BVILD.d

think your remembering > think you're remembering


only 44 more .d files to go!

Edited by MythrylEagle, 07 December 2007 - 07:41 AM.

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

#30 Sir BillyBob

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Posted 07 December 2007 - 07:56 AM

Thanks again.

Currently I am building a 0.45 version which is just a roll-up of the .42 and patches combined. I am including all of your typos as you post them. As you may have already noticed, versions .43 and .44 have the same D and BAF folders. I found it much easier to just rebuild all dialogs and scripts than to try to manage only the changes in each version of the mod. Therefore, any typos you found in a dialog back in .42 or .43 should be gone by .44 (I hope). The newer TP2 would be the main source of typos since it includes new areas, creatures, and items. Also, the dialogs of the NPCs and new actors "should" be the only place to find fresh typos. Hopefully a dialog of a guard in Saltmarsh should have long since had all spelling/grammar mistakes fixed by now, though I won't insist that this is true.

BTW, Kessa is now fixed so she should fight the party as originally planned. Hopefully nothing else critical is a problem in 0.44.

Tired of Bhaal? Try some classics mods instead:
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#31 Dr.Shaman

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Posted 07 December 2007 - 12:34 PM

I doubt that they are bugs but there was no reform dialogue for Icar, he just followed charname when I reformed him for some time. And no reform dialogue for Buranta or drow monk from the Slave Lords Dungeon.
Final area was a bit annoying after escape from the Slave Lords Dungeon, because commoners became hostile with the guards and it was easy to kill them without intending to do so, especially with an archer.

Also, I did not found any dialogue or script that set TCChaarnaRomanceActive to 1 if it is a bug.

There are also some bugs with new spells and sometimes description does not match spell effect. Like Faerie Fire duration is simply 40 rounds (4 rounds + 1 round/level in description)
Divine Favor misses 2 damage bonus, so it add 1-3-4-5-6 damage bonuses.
Static Charge damage does not increase like description say, only duration is increased. Also, it fire once per round, not once per turn like description say... I can try to find some more if you need.

And of course, thank you for a great module!

#32 MythrylEagle

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Posted 07 December 2007 - 02:28 PM

a few more typos:

TCMERMAN.d

it will some time > it will take some time

TCICAR.d

would like to join us? > would you like to join us? [multiple]

TCFALA.d

CreateCreature ("KOBOLD01" [is this a gibberling
Text reads - "It was only a gibberling.

TCCHAAR.d

Colete > Colette


[35 more .d files to go!! These larger files are taking a little more time to review.]
Always look on the bright side of life, da da - da da - da da - da da. "Monty Python"

#33 Sir BillyBob

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Posted 07 December 2007 - 05:18 PM

I doubt that they are bugs but there was no reform dialogue for Icar, he just followed charname when I reformed him for some time. And no reform dialogue for Buranta or drow monk from the Slave Lords Dungeon.
Final area was a bit annoying after escape from the Slave Lords Dungeon, because commoners became hostile with the guards and it was easy to kill them without intending to do so, especially with an archer.

Also, I did not found any dialogue or script that set TCChaarnaRomanceActive to 1 if it is a bug.

There are also some bugs with new spells and sometimes description does not match spell effect. Like Faerie Fire duration is simply 40 rounds (4 rounds + 1 round/level in description)
Divine Favor misses 2 damage bonus, so it add 1-3-4-5-6 damage bonuses.
Static Charge damage does not increase like description say, only duration is increased. Also, it fire once per round, not once per turn like description say... I can try to find some more if you need.

And of course, thank you for a great module!

Okay, I'm not sure what you mean by a reform dialog. As in rejoining the party if the NPC is removed? That is quite possible. I haven't gone through all of them to make sure they have this in their script and a dialog to match.

Faerie Fire's description is now fixed. 240 rounds matches 24 turns so that is now what the description says. (seems long to me). I may shorten this at some point.

Divine Favor now has the +2 damage at level 6.

Static Charge looks like it is really broken. The delays are there (just not long enough) but the description says there is a saving throw. Well, there isn't. Damage is 1d8 over and over again. I'm not totally sure of the best way to fix this using DLTCEP. This one may take some time with all those additional hits, since they would all be subject to the saving throw.

Chaarna - not sure about her. I haven't followed the romance plot so I don't know when this should trigger. Though I would think giving her the flowers should do this. The romance does not begin back in Oakhurst at all.

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


#34 Sir BillyBob

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Posted 07 December 2007 - 05:24 PM

M.E. - dialogs updated, thanks.

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


#35 Dr.Shaman

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Posted 08 December 2007 - 03:45 AM

Okay, I'm not sure what you mean by a reform dialog. As in rejoining the party if the NPC is removed? That is quite possible. I haven't gone through all of them to make sure they have this in their script and a dialog to match.

Yes, they have no dialogue when removed, and have nothing to say anymore so it’s impossible to join them back.

Chaarna - not sure about her. I haven't followed the romance plot so I don't know when this should trigger. Though I would think giving her the flowers should do this. The romance does not begin back in Oakhurst at all.

I could not find any script or dialogue that set romance global to 1 at all, in the whole CA. I’m almost sure it is not used, and certainly not in the dialogue in which player give her flowers.

Faerie Fire's description is now fixed. 240 rounds matches 24 turns so that is now what the description says. (seems long to me). I may shorten this at some point..

Faerie Fire duration was 240 seconds, not rounds, so its 40 rounds or 4 turns.

More spells...

Bane duration is 1 turn (1 round in description :blink: )
Prayer has 10 and 15 rounds duration only (5 Rounds/5 caster levels in description)
Death Mark disease duration is 30 seconds (1 damage/second effect) and saving throws reduction duration is 2 turns (description simply say duration is 5 Turns)
Flame Tongues spell damage does not increase nor does the number of missiles. Also, damage is 1d4. (Description says damage is 2-5 and number of missiles is 1+1 per 2 levels)
Snilloc’s Snowball Swarm is completely broken... Ice Storm projectile does nod fit (perhaps silence would fit?) And it has Contingency Effects on caster level 4 instead of Damage.
Wraith Form duration is 1 turn (2 rounds/level in description)

#36 Sir BillyBob

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Posted 09 December 2007 - 05:48 AM

The Snowball Swarm has been a problem since I included it. IWD uses projectile animations that are part of the game's EXE file and not something seperate like in BG2. So I can' transfer the animation from IWD to BG2. I tried to use Ice Storm but I don't really like the results. A white version of a fireball would be nice if someone knows how to modify the fireball's BAM animation (I have said before I am no artist). In the meantime, I may just pull the spell out of the selections for now. Maybe the Frost animation? As for the Contingency, that is something else that IWD had defined. Not sure what it means for IWD, possibly making the spellcaster exempt from the spell. I know it doesn't do anything in the BG2 engine. I may just remove it and make sure the spell is an area spell like fireball and does the same "damage to all" effects. Don't know yet. Sometimes putting round pegs into square holes (IWD stuff into BG2), just doesn't work like it should.

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


#37 Dr.Shaman

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Posted 09 December 2007 - 06:50 AM

I was playing with it myself... Made a silence projectile and along with the damage, apply 3D effect “spicestm” (ice storm) for 3 seconds. It looks like a few shards of ice fall on target(s) and work correctly I think.
Have a look if you wish.Attached File  SPWI204.SPL   1.19K   201 downloads

#38 Miloch

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Posted 09 December 2007 - 08:44 AM

A white version of a fireball would be nice if someone knows how to modify the fireball's BAM animation (I have said before I am no artist).

Easy. Well, it'd be even easier with a Photoshop BAM plugin or the like, but it only had one sequence, so easy enough.

Before (default fireball animation spfiret.bam):
Posted Image
After:
Posted Image
Here's the BAM for it.

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
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#39 Sir BillyBob

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Posted 10 December 2007 - 06:25 PM

Thank you both! The iceball will come in handy. I was thinking of adding some of my favorite Might and Magic spells (the ones that can be duplicated here without a serious game balance problem (Day of the Gods, I wish).

Shaman, so you used the ice storm for local damage animations? Sounds very interesting to look at. I was originally thinking of your silence spell with the cold damage animation (like from the Frost weapons). Maybe I can combine them into the ice storm around the person but only have the frost damage animation if they don't make a saving throw. This would be similar to how a fireball works right now.

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


#40 Dr.Shaman

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Posted 11 December 2007 - 06:06 AM

Shaman, so you used the ice storm for local damage animations? Sounds very interesting to look at. I was originally thinking of your silence spell with the cold damage animation (like from the Frost weapons). Maybe I can combine them into the ice storm around the person but only have the frost damage animation if they don't make a saving throw. This would be similar to how a fireball works right now.

It is simply another spell effect, like damage, hold, colorization... only it plays 3D animation on target.

As far as I know, frost damage animation is always active when creature takes cold damage, so if it saves and still take damage, animation will automatically fire...