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Known Issues 3.02 (report bugs here)


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#281 macabroid

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Posted 05 July 2009 - 11:21 PM

Do you mean if you try to click the door again?


Nope, I don't try to click the door again. The weird thing, this "This door is locked." message just floats above the party when you finish dream and are teleported back to Foundry. So my guess it will be visible for every person watching dreams with UB mod.

#282 Qwinn

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Posted 06 July 2009 - 03:38 AM

I gots to get back to the real job for a few days, but thought I'd clear some matters up with my last post.

The Emoric thing, where you can be cut off from joining the Dustmen... this problem can actually only arise from one single response in all of Emoric's dialogue. If you say things like "I don't want to do that" and "I withdraw my request to join the Dustmen" -before- he tells you to go to Noroch, then it just ends the conversation and you can restart it freely. If you say "I withdraw my request to join the Dustmen" -after- you accept his quest to go see Noroch, you will always get cut off from joining the Dustmen and a variable gets set that prevents the problems Andkat had. But the moment where he actually tells you to go to Noroch, before you've accepted it, at that point you can say ""I don't think I want to do this, after all. Farewell." At that point, you are supposed to get cut off, but the variable that would keep you from the partial restart that Andkat experienced if you are a Godsman/Sensate/Xaositect isn't set.

This doesn't change my fix... it just explains why this wasn't happening a lot more often than I would've thought from my explanation earlier. So I thought I'd note it for future reference. One of the reasons I'm so wordy in explaining all this stuff here is cause I often refer to them myself months later when I'm trying to figure out "Why the hell did I do that again?" :D

Alrighty. Back to The Broken Hourglass for the week for me :) Please do keep the reports coming though!

Qwinn

Edited by Qwinn, 06 July 2009 - 03:50 AM.


#283 Qwinn

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Posted 06 July 2009 - 04:02 AM

Yikes. Noting this for myself to get on when I get back in the groove:

A LOT of bad screwy things can happen if you belong to both the Godsmen and the Anarchists, and then you go try to join another faction. For example, if you then try to join the Sensates, you'll have responses for -both- "I want to renounce the Godsmen" and "I want to renounce... another faction." (meaning the Anarchists). If you say that you want to renounce one, you do so and you become a Sensate but it doesn't kick you out of the other. This isn't so bad if you renounce being a Godsman, because you're supposed to be able to belong to them and one other faction. But if you say "I renounce being an Anarchist", it looks to me like, yes, you can belong to -both- the Godsmen and the Sensates at the same time. Definitely, definitely not intended.

I'm probably gonna have to go through every faction leader and deal with that possibility in a crapload of places. Ugh, ugh, ugh.

Qwinn

Edited by Qwinn, 06 July 2009 - 04:04 AM.


#284 Kung Fu Man

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Posted 07 July 2009 - 11:36 AM

Well one thing that might cheer you up: the Ei-Vene thing was a mistake on my part. Forgot that the anarchist spy in there gives you thread and embalming fluid if you convince him you're there to relieve him.

#285 plek

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Posted 09 July 2009 - 02:27 AM

First off allow me to thank you for your exhaustive, timely and most impressive work on this excellent game. When I found I could play it again after so long with all this new stuff I was quite happy as you might imagine :)

Regrettably I seem to have run into a bug that I haven't managed to find the answer to on these forums (or maybe I'm not putting in the search keywords right).

I've done the proper full install with my 2CD version, installed the widescreen mod, ui fix mod, fixpack, tweakmod and unfinished business with no errors. The game started up and looks and runs fine, with no problems...

Until I try to bash a locked chest or talk to Morte. Then I get an immediate CTD. Upon experimenting I found this seems to happen anytime I do something to change the cursor graphic (say, typing 'a' to turn it into that axe attack icon, or use the radial menu to turn my cursor into a dialogue box), then when I click anywhere on the screen, CTD.

Would greatly appreciate any help on this... thanks!


I seem to have encountered the same problem as you. If I manually change the cursor to i.e. attack or dialogue, the game will crash as soon as I click on something. However, the game will not crash if the cursor is automatically choosing dialogue when selecting a creature. Have you tried uninstalling only the UI mod? I have tried all the other mods and they seem to work fine. I created a thread under PS:T UI mod for trying to solve this: http://www.shsforums...s...571&t=41439

#286 macabroid

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Posted 11 July 2009 - 02:11 PM

Please do keep the reports coming though!


Well, since you've asked, here's even more strangeness of the planes:

35. Found an almost orphaned journal entry. When Aelwyn tells you "I, Aelwyn, would tell you something now", answer "Another time, perhaps". Yet you'll receive a journal record telling you that "A woman named Aelwyn told me that I had been, and possibly still was, a Member of the Society of Sensation... a Sensate." although she hasn't told you that. What's even stranger, this is the only dialog brunch when you're getting this journal record, while it must be quite the contrary.

36. Records for quest "Find Nemelle for Aelwyn" behave strangely. Get the quest "Find Aelwyn for Nemelle" from Nemelle, than talk to Aelwyn, she asks you to speak with Nemelle. You'll get the quest "Find Nemelle for Aelwyn" in the Completed (!) section with a text "I found Nemelle, but Aelwyn wants me to tell Nemelle where she's waiting for her, now." Speak with Nemelle, quest "Find Nemelle for Aelwyn" will remain in the Completed section, but now with a text "I reunited Aelwyn and Nemelle." (Although quest record text in the Completed section shouldn't change at all, I suppose). Finally, when you speak with Aelwyn and she thanks you, quest "Find Nemelle for Aelwyn" disappears from the Completed section, never to appear anywhere.

37. Quest "Obtain permission for Iannis to use Deionarra's sensory stone" disappears from Assigned when you've talked with Splinter about it, but won't appear in Completed until you've talked with Iannis again.

38. Matter-of-Course was duplicated: Diligence now walks with two identical bodyguards. No idea what caused it, but this is reproducible through saves, and early saves in Clerk's Ward show only one Matter-of-Course. Probably happened during conversations with Diligence or Matter-of-Course or entering Iannis's house. Or maybe it's not bug at all?

39. In Godsmen Armory, talking with Weapons Worker, the dialog brunch "I wonder if she'd talked to my friend Dak'kon here" and the subsequent answer by Dak'kon are available even if you've already talked with Kel'lera first, which is rather strange.

#287 Qwinn

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Posted 11 July 2009 - 03:26 PM

35. Found an almost orphaned journal entry. When Aelwyn tells you "I, Aelwyn, would tell you something now", answer "Another time, perhaps". Yet you'll receive a journal record telling you that "A woman named Aelwyn told me that I had been, and possibly still was, a Member of the Society of Sensation... a Sensate." although she hasn't told you that. What's even stranger, this is the only dialog brunch when you're getting this journal record, while it must be quite the contrary.


Journal entry was definitely misplaced. Removed it there and added it in two appropriate places. While there, I noted that if you picked that exact "Another time, perhaps" option, then Aelwyn would never tell you her story, even if she'd promised to reward you for your good deed and still owes you for it. (In any other circumstance, you can come back to her and she'll re-tell you the whole story even if you cut her short in the middle of it). I don't think that was intended. Fixing that also.

36. Records for quest "Find Nemelle for Aelwyn" behave strangely. Get the quest "Find Aelwyn for Nemelle" from Nemelle, than talk to Aelwyn, she asks you to speak with Nemelle. You'll get the quest "Find Nemelle for Aelwyn" in the Completed (!) section with a text "I found Nemelle, but Aelwyn wants me to tell Nemelle where she's waiting for her, now." Speak with Nemelle, quest "Find Nemelle for Aelwyn" will remain in the Completed section, but now with a text "I reunited Aelwyn and Nemelle." (Although quest record text in the Completed section shouldn't change at all, I suppose). Finally, when you speak with Aelwyn and she thanks you, quest "Find Nemelle for Aelwyn" disappears from the Completed section, never to appear anywhere.


Believe it or not, I think this was somewhat intended. At least, it pretty much works as well as anything else I can think of that doesn't require a whole lot more work than it warrants to "fix". In the end, you'll have the "Find Aelwyn for Nemelle" quest in your completed entry. Would be kinda stupid to have that AND "Find Nemelle for Aelwyn", both with the same "I reunited Aelwyn and Nemelle" description.

Something else I just realized is that I -can't- change the description of an assigned entry mid quest, not without actually making it two different quests and simulating it. Dunno why I thought I could. This makes my previous intent to fix the Dimtree quest by changing the assigned journal entry text hairier than I thought. Ugh.

37. Quest "Obtain permission for Iannis to use Deionarra's sensory stone" disappears from Assigned when you've talked with Splinter about it, but won't appear in Completed until you've talked with Iannis again.


Because it's not worth creating a whole new quest entry for that middle step, I'm just having the existing assigned entry stay there until you return to Iannis. The regular diary part of the journal will have the information "I talked to Splinter about it, time to go tell Iannis".

38. Matter-of-Course was duplicated: Diligence now walks with two identical bodyguards. No idea what caused it, but this is reproducible through saves, and early saves in Clerk's Ward show only one Matter-of-Course. Probably happened during conversations with Diligence or Matter-of-Course or entering Iannis's house. Or maybe it's not bug at all?


Argh argh argh. Oh, it's a bug alright... one I've been trying to kill since version 1.0. (Hell, in version 1.0 I actually wiped them both out of the game. :blush:) Sigh. I'll keep trying. I'm fairly sure I at least reduced how often it occurs, but.

Note that the duplicates SHOULD go away once you let the trio reach either Iannis's place or the NW area zone. But I'd still like to prevent it from happening at all.

39. In Godsmen Armory, talking with Weapons Worker, the dialog brunch "I wonder if she'd talked to my friend Dak'kon here" and the subsequent answer by Dak'kon are available even if you've already talked with Kel'lera first, which is rather strange.


Agreed that this is pretty strange. I'll add a check on that option.

Qwinn

Edited by Qwinn, 11 July 2009 - 03:46 PM.


#288 Displacer

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Posted 12 July 2009 - 03:45 PM

In AR0100.ini the script for [collect2] is listed as 0100cl2. The problem is there is no 0100cl2 script. There is however a 0100cl2a, and 0100cl2b. 0100cl2a calls 0100cl2b from within so I believe the script for [collect2] should be 0100cl2a instead of 0100cl2.
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#289 Kung Fu Man

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Posted 12 July 2009 - 06:34 PM

Not a bug, just a goof on some writer's part. SPPR502 calls the spell "Restore Life". The related scroll however calls it "Scroll of Raise Dead".

#290 Qwinn

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Posted 12 July 2009 - 07:04 PM

In AR0100.ini the script for [collect2] is listed as 0100cl2. The problem is there is no 0100cl2 script. There is however a 0100cl2a, and 0100cl2b. 0100cl2a calls 0100cl2b from within so I believe the script for [collect2] should be 0100cl2a instead of 0100cl2.


Excellent find. The Collector in question will now travel back and forth across the area as he was meant to :)

Displacer has kindly also alerted me to a number of bugged items. Or at least, cases where the description and the actual item stats don't match. I have to make some judgment calls on these, obviously, to decide if the stats or the description is messed up. In these cases, I'm deciding the description is correct and adjusting the actual stats accordingly:


CFAXE.ITM, CFCLUB.ITM: Actual weapon speed on the Celestial Axe and Celestial Club were 0, description says 3. Setting to 3.

GKISS.ITM: The description says Grace absorbs 6 hit points using her Kiss, but she actually absorbs random 1-6. She'll get the full 6 from now on. (No wonder it seemed such a puny ability).

KKNIFE.ITM: Kaarlac's Knife, description says 1d3 damage, actual damage 1d4. Making it 1d3.

TROCO.ITM: Trocopataca's bite... description says 2d8 damage, actually does only 2d6. So, they're getting a teeth upgrade. Mynd you, trøcøpataca bites kan be pretty nastï.


Now here's the one he alerted me to that's a real pain to decide. Bodice of the Perilous Quest (Description: AC 5, Regenerates) - this is the Grace Armor that nobody actually uses, because the Bodice of the Godless Priestess (AC 5, a whole ton of bonus spells) is so much better. Except guess what? The ACTUAL AC on the Bodice of the Perilous Quest is AC 4... the AC 5 claimed in the description is wrong. I'm really tempted to correct the description, if only to make the choice between the two a smidgen more interesting. It's a real pain correcting descriptions, but in this case I think it may be worth it. Any opinions on this one?

Qwinn

#291 Qwinn

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Posted 12 July 2009 - 07:05 PM

Not a bug, just a goof on some writer's part. SPPR502 calls the spell "Restore Life". The related scroll however calls it "Scroll of Raise Dead".


I'm not seeing this anywhere, even when I pull up the original dialog.tlk. Every version I can see says "RAISE DEAD".

Qwinn

#292 Kung Fu Man

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Posted 12 July 2009 - 07:23 PM

Yeah ignore that Qwinn, sorry about it, I didn't check to see if the strings I'd modified were also shared with the priest spell >_<

#293 Qwinn

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Posted 12 July 2009 - 07:30 PM

Hmmm... actually testing Grace's Kiss in game, it seems to do 2-8 damage and healing. I'm betting that's set in the engine.

Interestingly, Grace actually does have GKISS.ITM set up as an item in her CRE, but it's not assigned to any inventory slot so for all intents and purposes she doesn't actually have it. Maybe the engine's making some odd use of the item for its purposes, but I don't think so. The description never actually appears in game (at least, I can't find a way to make it appear. If someone else can, please let me know how.) So, I've decided to not make any change to it. I suspect it would take an engine tweak to do it, I don't think changing GKISS.ITM would do a thing.

Qwinn

#294 Displacer

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Posted 12 July 2009 - 08:31 PM

Ok this one is a bit involved. In ar0100 there are 2 collectors and a harlot involved in a conversation apparently about her being paid with clipped copper. The scripts for the collectors are 0100cl3 and 0100cl4. The harlot's is 0100har5. What should happen is if you attack the harlot, the two collectors will become hostile and attack you. Reading through the scripts this is clearly whats supposed to happen but something is broken because you can attack the harlot (even kill her) and the collectors just stand there, never becoming hostile and never attacking.
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#295 Qwinn

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Posted 12 July 2009 - 08:53 PM

I know exactly what's doing that. The trigger Help("Harlot5") doesn't work... if you want to use the Help() trigger, you need to base it on Team, or Faction, or something like that. But you can't reference the creature's scriptname directly like that, won't work. So to fix it, I'll have to assign a Team to the Harlot, and then have the Collector scripts react to Help([0.0.0.0.0.0.HARLOTSTEAM]), or something like that.

This is the exact same issue that caused most of Curst to aggro on you if Jasilya got close enough to guards or other Curst Townies to hear her cries of help.

Qwinn

#296 Displacer

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Posted 13 July 2009 - 04:00 AM

I know exactly what's doing that. The trigger Help("Harlot5") doesn't work... if you want to use the Help() trigger, you need to base it on Team, or Faction, or something like that. But you can't reference the creature's scriptname directly like that, won't work. So to fix it, I'll have to assign a Team to the Harlot, and then have the Collector scripts react to Help([0.0.0.0.0.0.HARLOTSTEAM]), or something like that.

This is the exact same issue that caused most of Curst to aggro on you if Jasilya got close enough to guards or other Curst Townies to hear her cries of help.

Qwinn



Interesting. The sad thing about this is unless some odd or obviously broken behavior is going on, you wouldn't know anything was wrong. If this error occurs in other scripts there could be a lot of missing behavior and content that nobody knows about buried in the scripting. I can search all the scripts for this error, but it would take some time on both of our parts. If I found any other instances of this error it would be on the script itself, I can give you the script name and the error, but it would be up to you to find where the script is used, and since there are so many unused scripts, if it is even used at all. Its up to you if you want to take this on, just let me know and I'll get to work on my end.
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#297 Kung Fu Man

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Posted 13 July 2009 - 05:13 AM

Doing a text search in BCS files with NearInfinity for Help(" should work, turned up 151 instances here.

Edited by Kung Fu Man, 13 July 2009 - 05:14 AM.


#298 Displacer

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Posted 13 July 2009 - 06:11 AM

Doing a text search in BCS files with NearInfinity for Help(" should work, turned up 151 instances here.


Yep, that's exactly what I did.
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#299 Qwinn

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Posted 13 July 2009 - 08:16 AM

I'd already done that as well :) 90% of those 151 instances you turned up are in area 0701, and those scripts aren't used. I've already fixed or slated the rest for fixing, but sadly no, there's no treasure of unused scripting as a result of this, hehe.

Thanks though!

Qwinn

#300 Displacer

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Posted 13 July 2009 - 10:25 AM

I'd already done that as well :) 90% of those 151 instances you turned up are in area 0701, and those scripts aren't used. I've already fixed or slated the rest for fixing, but sadly no, there's no treasure of unused scripting as a result of this, hehe.

Thanks though!

Qwinn



Ah well, I'll move along then. One last thing, some of the help commands have varying leading zeros, such as:

help([0.0.DUSTMAN])
help([0.0.0.0.DABUS])

with the majority having 6 leading zeros. Are these errors or are they parsed correctly and are just quirks of the scripting and/or the decompiler)?

Great job by the way.

Edited by Displacer, 13 July 2009 - 10:36 AM.

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