Jump to content


Photo

Bug Report for 0.46


  • Please log in to reply
115 replies to this topic

#81 Jarno Mikkola

Jarno Mikkola

    The Imp in his pink raincoat.

  • Member
  • 10911 posts

Posted 17 June 2008 - 07:13 AM

Very strange. Everything is fine in DLTCEP and NearInfinity. All the sounds can be played and they are all linked to their proper comments.

I used Near Infinity and found that at least Rivians cre file(TCRIV7.cre and 9.cre), has few "No such index" in the Attribute Sound Values, and if I guess it right, the program repeats the previous once if it bumbs on one of those, and cause one such is the Sound: Selection_Action2(speaking of TCRIV9) it repeats the first one all the time... this might be cause during you created the original cre, you didn't have the same sound files you have now, or something...

Edited by Jarno Mikkola, 17 June 2008 - 09:52 AM.

Deactivated account. The user today is known as The Imp.


#82 leahnkain

leahnkain
  • Modder
  • 8611 posts

Donator

Posted 17 June 2008 - 07:33 AM

Some sounds files have been replaced with better recordings. Aleigha's soundset is a good example of this. If people can check if Catharandamus, Aleigha, Rivian, Rilithar and Althon's sounds are all linked and working that would be great. (they all have original soundsets)

Longing for the old pen and paper modules of the 70's and 80's. Experience AD&D's greatest adventures using the infinity engine: Visit our homepage at http://classicadventuresmod.com/


#83 Jarno Mikkola

Jarno Mikkola

    The Imp in his pink raincoat.

  • Member
  • 10911 posts

Posted 17 June 2008 - 09:52 AM

Some sounds files have been replaced with better recordings. Aleigha's soundset is a good example of this.

But the old sound files are still there. :blink: Just new ones are just re-indexed so the correct files play. Meaning that the mod could use tone up, so it's actually possible to have a little smaller download size. ;)

Some sounds files have been replaced with better recordings. Aleigha's soundset is a good example of this. If people can check if Catharandamus, Aleigha, Rivian, Rilithar and Althon's sounds are all linked and working that would be great. (they all have original soundsets)

Hate to tell this to you, but didn't I just do that. To conclude; Catharandamus, Aleigha and some of Rilithar's sounds start a bit too late(average 0,5s) which kinda distracts a bit. Rivian's sound are fine, but their links need to be remade, and the TCRIV9 has less indexes than TCRIV7, so that's why I got only one of the lines to work... And Althon has two totally empty references, Sound Select Common4 and 5, the Common6 does play by the way.
I got rid of the one line bug with TCRIV9, by adding the correct index to the Sound: Selection_Action2 (85405), now she says all the four lines!
Is there a specific reason why the TCRIVx's are Male (1) 's? So, yes indeed, the cre files need to be updated.

Edited by Jarno Mikkola, 22 June 2008 - 10:17 AM.

Deactivated account. The user today is known as The Imp.


#84 Sir BillyBob

Sir BillyBob
  • Modder
  • 5315 posts

Posted 20 June 2008 - 10:16 AM

Is there a specific reason why the TCRIVx's are Male (1) 's? So, yes indeed, the cre files need to be updated.

This seems to be a field not used in BG2. The CRE files are created as female and further up the CRE file's fields (when looking in NI) you will see it say FEMALE. Not sure why there are two of these fields and why BG2 doesn't update both of them but it isn't an issue in the game that I know of. Just throw a harpy up against her and see if it casts a dominate spell on her.

As for the sound references in the CRE files, we have made numerous changes to some of these CRE files. I have tried to remove all older references to sounds that aren't in use anymore. Apparently some slipped by. Althon never did have enough sounds in this latest recording if I remember right. Also some WAV files have a bit of a lag at the beginning. I have tried to use Audacity to crop the gaps but Cath and a few others it couldn't load their WAV files correctly for me to edit. Not sure if it is the file or Audacity being the problem.

Edited by Sir BillyBob, 20 June 2008 - 10:16 AM.

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


#85 Calanen

Calanen
  • Member
  • 17 posts

Posted 21 June 2008 - 02:37 AM

Just a couple of minor things....

In the crypt place under the slaver's stronghold, the flame skellies can shoot through the wall. Bit of a surprise. If for example, you go to where they are invisible mode, and then wander back around on the other side of the wall, they will see you when you become uninvisible and fire flame arrows through it.

Also, the dialogue where people tease you about using poison and distance weapons is great, but perhaps should be turned off for mindless enemies like bone golems and some of the other undead.

Also, one other minor thing, spoiler alert:

Spoiler


All in all, just fine tuning..the mod is as I've said before we really great.

#86 leahnkain

leahnkain
  • Modder
  • 8611 posts

Donator

Posted 21 June 2008 - 09:39 PM

Strange, Icar should help.

Spoiler

Longing for the old pen and paper modules of the 70's and 80's. Experience AD&D's greatest adventures using the infinity engine: Visit our homepage at http://classicadventuresmod.com/


#87 Solar's Harper

Solar's Harper

    Under Star & Sky.

  • Modder
  • 2758 posts

Posted 22 June 2008 - 02:30 AM

Strange, Icar should help.

Spoiler

Found the problem, Icar will turn hostile and leave the party if Althon isn't there to tell him otherwise.
Below is the code.

Spoiler


Source file: TCKESSA

Edited by Solar's Harper, 22 June 2008 - 02:32 AM.

Classic Adventures - a Total Conversion compilation dedicated to bringing many of the old and new PnP modules into the wonderfully dangerous world that is Baldur's Gate II.   Fancy link button to Downloads page.
 
CA Forum.  Bugs to be squashed, feedback to be welcomed!

Website at: http://classicadventuresmod.com/
~***~***~***~

When in doubt, lockpick a mudcrab!

Beware the nug conspiracy!


#88 leahnkain

leahnkain
  • Modder
  • 8611 posts

Donator

Posted 22 June 2008 - 03:21 AM

Thanks Solar, this saves Joe a lot of work.

Longing for the old pen and paper modules of the 70's and 80's. Experience AD&D's greatest adventures using the infinity engine: Visit our homepage at http://classicadventuresmod.com/


#89 Sir BillyBob

Sir BillyBob
  • Modder
  • 5315 posts

Posted 22 June 2008 - 03:10 PM

Technically, Icar wouldn't know if you killed her or not since you left him far away from the fight.

As for him helping you, originally he would only if Althon is in the party. This has never been changed as far as I know.

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


#90 leahnkain

leahnkain
  • Modder
  • 8611 posts

Donator

Posted 22 June 2008 - 06:16 PM

I totally forgot to change this. If Icar joins the group in Piney Bluff he will not kill her. I will write something ASAP.

Longing for the old pen and paper modules of the 70's and 80's. Experience AD&D's greatest adventures using the infinity engine: Visit our homepage at http://classicadventuresmod.com/


#91 Calanen

Calanen
  • Member
  • 17 posts

Posted 24 June 2008 - 02:12 PM

Technically, Icar wouldn't know if you killed her or not since you left him far away from the fight.

As for him helping you, originally he would only if Althon is in the party. This has never been changed as far as I know.


This is true, although he does make his intentions clear by shouting them from the other side of the dungeon! What I was doing was using Shadow to run around at high speed and clear out traps etc in advance. Ran into her, and triggered the dialogue.

Just another, what I think is perhaps a bug...spoiler alert re Suderham

Spoiler

Edited by Calanen, 24 June 2008 - 02:12 PM.


#92 Jarno Mikkola

Jarno Mikkola

    The Imp in his pink raincoat.

  • Member
  • 10911 posts

Posted 24 June 2008 - 02:58 PM

Just another, what I think is perhaps a bug...spoiler alert re Suderham

Spoiler

Spoiler

Edited by Jarno Mikkola, 24 June 2008 - 03:00 PM.

Deactivated account. The user today is known as The Imp.


#93 Calanen

Calanen
  • Member
  • 17 posts

Posted 25 June 2008 - 02:24 AM

Just another, what I think is perhaps a bug...spoiler alert re Suderham

Spoiler

Spoiler



No that doesnt work....

Spoiler


#94 Jarno Mikkola

Jarno Mikkola

    The Imp in his pink raincoat.

  • Member
  • 10911 posts

Posted 25 June 2008 - 03:44 AM

No that doesn't work...

Spoiler


By the way, who was in your group? That shouldn't matter, but still...

Deactivated account. The user today is known as The Imp.


#95 Calanen

Calanen
  • Member
  • 17 posts

Posted 25 June 2008 - 04:08 AM

No that doesn't work...

Spoiler


By the way, who was in your group? That shouldn't matter, but still...


Hmmm.....

Spoiler


As for people - Icar, Rurik, Rivian, Dirbert, Shadow and my own character.

#96 Jarno Mikkola

Jarno Mikkola

    The Imp in his pink raincoat.

  • Member
  • 10911 posts

Posted 25 June 2008 - 04:40 AM

...

Then the bug is in
Spoiler
char... :unsure: Are you sure you have only installed only the patched(v26498) game + CA 0.46Full and CA0.46a mods? No fix packs or anything else as the CA is Total Conversion mod, it needs nothing else!

Deactivated account. The user today is known as The Imp.


#97 Calanen

Calanen
  • Member
  • 17 posts

Posted 25 June 2008 - 04:55 AM

...

Then the bug is in
Spoiler
char... :unsure: Are you sure you have only installed only the patched(v26498) game + CA 0.46Full and CA0.46a mods? No fix packs or anything else as the CA is Total Conversion mod, it needs nothing else!


Pretty sure. I followed all the directions....no fix packs.

#98 Calanen

Calanen
  • Member
  • 17 posts

Posted 25 June 2008 - 05:02 AM

...

Then the bug is in
Spoiler
char... :unsure: Are you sure you have only installed only the patched(v26498) game + CA 0.46Full and CA0.46a mods? No fix packs or anything else as the CA is Total Conversion mod, it needs nothing else!


Pretty sure. I followed all the directions....no fix packs.


Please dont perceive this as a criticism. You just may want to have a look at the code for that part of the game, because a few weird things are happening.

#99 Sir BillyBob

Sir BillyBob
  • Modder
  • 5315 posts

Posted 26 June 2008 - 05:00 PM

Please dont perceive this as a criticism. You just may want to have a look at the code for that part of the game, because a few weird things are happening.


Not at all, we really do appreciate your work testing these special areas. Currently I am still clearing out bugs in earlier parts of the game so I haven't gotten this far to duplicate your results.

If you can, please try to just enter this area and talk to Eanwulf. It will allow you to continue onward to the next mod in the game.

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


#100 --Calanen--

--Calanen--
  • Guest

Posted 27 June 2008 - 09:14 PM

Please dont perceive this as a criticism. You just may want to have a look at the code for that part of the game, because a few weird things are happening.


Not at all, we really do appreciate your work testing these special areas. Currently I am still clearing out bugs in earlier parts of the game so I haven't gotten this far to duplicate your results.

If you can, please try to just enter this area and talk to Eanwulf. It will allow you to continue onward to the next mod in the game.


I will do so. And, these posts as I go through can serve as a record for when you might get up to these places a bit later on with your coding.

This infinity engine is really good, you can do a lot with it, and effectively you could code every PNP module in history there. I think a lot of games miss out on in terms of content now, they rush them out the door full of bugs with lame characters and content. It is very hard to find anything similar to the Baldurs Gate series in terms of quality.