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Known Issues 3.02 (report bugs here)


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#161 Qwinn

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Posted 26 April 2009 - 08:37 AM

Went through and actually fixed a few of the bugs that had been mentioned earlier in the thread (no, not released yet, just -did- them). While going through this thread, I noticed post #53 for the first time:

1) Solving the Godsmen murder: I turn in both Thildon and Saros, but not Bedai Linn. Then I become a Godsman. Then, if I talk to a worker on the secret project and ask about the engineers, the worker says, "Well, you already know Bedai Linn has been arrested. Who would have guessed she's a murderer?"


Good catch. Fixed.

Also, when I talk to Bedai Linn again, she acts as if the murder is not solved, and my dialogue choices are the same as when I was interogating her for the murder.


I'm having trouble duplicating this. Once you're fully a Godsman, Bedai should ask you "So, you're a Godsman now, are you happy with it?" and, if you answer correctly, give you the Sabotage quest. It is still possible to have some responses regarding the original murder quest, mostly of the "Thildon says you're an Anarchist" variety. I think it's intentional that those be available until there's no longer any question about it, though I agree it's a little odd after you've completed that quest.

2) After talking Sandoz out of suicide, shouldn't there be new dialogue with his daughter, who helped me? I seem to remember it being there before, but I can't swear to it. In any case, right now she and TNO have no new dialogue for each other after saving her father.


The dialogue initially remains the same, but once you're fully a Godsman, some of her replies will change. Perhaps if at this point you weren't really fully a Godsman yet (as the Bedai problem seemed to imply), it would explain why you didn't see it.

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#162 Qwinn

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Posted 27 April 2009 - 04:09 AM

Ok, I spent Sunday catching up with outstanding stuff. The first post of the thread is updated with all the issues I could find from going over this and other threads. Every non-engine bug listed in the first post is actually completed now (on my computer, anyway). If I missed something outstanding, please let me know, cause (aside from the following) I've got it in my head that I've done everything I've said I'm going to.

Nother nice thing, yes, Fhjull's lines as he wanders around his own home are now voiced. That'll be part of the Restored Sounds & Banters component. And yes, the issue I expected is there (initiating dialogue doesn't interrupt the sound file, so two sound files will overlap), but it seems worth it to me.

What else is still undone on my part? Well, I think for the first few lines of the Subtitled Components version of the TO/Ravel cutscene, I'm going to make it non-dialogue and instead floating text, to avoid the problem with the dialogue forcing Ravel to stand up. That's just gonna bug me forever if I don't find a way to deal with it. That's gonna be annoying to implement, though, and I'll get to it later.

And yes, the named demon/devil fight in Carceri still needs a working over, so you can speak to the survivor, etc. That's still planned.

And I think there are some outstanding problems with the installer if you install the game in Italian. I will try to fix that soon (and I'll try to do an interim upload to resolve just that issue).

Qwinn

Edited by Qwinn, 27 April 2009 - 04:15 AM.


#163 gothemasticator

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Posted 27 April 2009 - 11:10 AM

Ok, I spent Sunday catching up with outstanding stuff. The first post of the thread is updated with all the issues I could find from going over this and other threads. Every non-engine bug listed in the first post is actually completed now (on my computer, anyway). If I missed something outstanding, please let me know, cause (aside from the following) I've got it in my head that I've done everything I've said I'm going to...
Qwinn



Sweet. Thanks for all the work.

#164 Qwinn

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Posted 29 April 2009 - 07:00 AM

No prob :)

Conferred with devsin over at G3. Was curious if the fact that the Friends spell is stackable with itself was considered a bug in other IE games. Apparently, the answer is yes, it definitely is. So yep, that'll be fixed. (yay for scient)

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#165 Qwinn

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Posted 04 May 2009 - 09:25 AM

Gave it another couple hours this weekend. Two new things, both added to the first post:

1) Subtitled Cutscenes: The first few lines between Ravel and TO are now subtitled via floating text rather than dialogue boxes. This prevents some animations that are forced by dialogue boxes that aren't appropriate to that cutscene.

2) Fixed exploit where quickly pausing and forcing dialogue during the brief moment prior to Ravel's attack would allow you to redo her entire conversation.

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#166 Qwinn

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Posted 04 May 2009 - 02:59 PM

Just discovered something while testing scient's new "BG2-style THACO Display" tweak that in my mind definitely needs fixing.

On the character screen, under "Ability Bonuses", two of the values are "To Hit" and "Damage". Those used to 2nd ed. D&D know that these values pretty much always go together, because they generally depend on the same factors.

However, in PS:T they are quite inconsistent, and it is very confusing. It took me hours to figure out exactly what's going on with them. Here's what I've determined through extensive testing:

To Hit = strength bonus + THACO bonus on the wielded weapon
Damage = strength bonus + damage bonus from weapon proficiencies

It seems clear to me that the Damage bonus display is consistent with the label "Ability Bonuses", while the To Hit is not. The THACO bonus on a weapon is not an "ability bonus". It is also impossible to make the Damage display consistent with that, because damage bonuses from weapons can be variable. Not so with the bonuses from weapon proficiencies - they are both an "ability bonus" -and- they are always a fixed value.

So, it looks to me like the factors comprising that To Hit value is very likely a bug and needs fixing. The To Hit display should work like the Damage display... it should be strength bonus + THACO bonus from weapon proficiencies. That would make a LOT more sense.

The magical weapon THACO bonus will still be reflected in the final THACO, of course, just not in that particular display.

(Note that for some odd reason, Morte never seems to get a THACO boost from his teeth. Looking at that as well.)

Qwinn

Edited by Qwinn, 04 May 2009 - 03:41 PM.


#167 Qwinn

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Posted 04 May 2009 - 04:20 PM

Well, good news. I managed to sort the bug where Ingress's Teeth don't give Morte a THACO bonus without needing an engine fix. Adding this to the list in the original thread.

Qwinn

#168 Qwinn

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Posted 06 May 2009 - 09:09 PM

Okay, the Curst-In-Carceri Agril-Shanak and Tek'elach dialogues are restored. When one of them dies, the other will go neutral and can be talked to.

This is a fairly minor restoration, so it'll just go in the Fixpack. It's also the last bit of (non-silly) dialogue I know of anywhere in the files that hasn't been restored by one or another of my mods, barring those two or three lines from Ojo.

Qwinn

Edited by Qwinn, 06 May 2009 - 09:10 PM.


#169 Qwinn

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Posted 07 May 2009 - 01:24 PM

I mentioned previously that we would be changing the displayed To Hit field under Ability Bonuses to display weapon proficiency bonus instead of magical item bonuses, to make it consistent with Damage.

The question becomes, what to do about Nordom? He uses his missile adjustment modifier, not his strength modifier, so combining his strength modifier with his Bows proficiency bonus would display a THACO bonus that never really applies in his case.

After considering several options (such as adding bow proficiency to the missile adjustment field instead of To Hit), scient and I finally decided that for consistency's sake, the To Hit field will reflect strength modifiers for everyone except Nordom, and dexterity modifiers for him. It then adds weapon proficiency bonus to that. So you can look at the To Hit field in order to determine whatever inherent bonuses to the currently equipped weapon the character your looking at gets, period.

Now, here's a question I'd like to throw out there. It is my belief that bow weapons are not supposed to give the damage strength bonus. I'm getting hints, though, that Nordom's -do-. Can't verify it yet though. Has anyone ever played with getting Nordom to a really high strength, and seeing if his damage bonus from strength applies?

EDIT: Yes, if Ignus's THACO does indeed rely on missile adjustment rather than strength modifier, we'll display his missile adjustment under To Hit for him as well.

Qwinn

Edited by Qwinn, 07 May 2009 - 01:34 PM.


#170 scient

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Posted 08 May 2009 - 07:07 PM

While working on revising profile display of "to hit" and "damage" fields to make them more meaningful and display correct values I came across an item effect bug. It only affects a few items but hey was an easy fix. :)

My guess this is broken in BG1 since it's IE code. Dunno about BG2.

Fix to "Attack damage bonus (73)" item effect (Glass Eye, Tattoo of Bloodletting, Tattoo of the Deceiver, ...) so bonuses will now stack (cumulative). In vanilla game, it would only give bonus of last item added to paperdoll. So if you had "Tattoo of the Deceiver" equipped (+3) then added "Tattoo of Bloodletting" (+1), the damage value would have been set to +1 when it should be +4. And vise versa if you had "Tattoo of Bloodletting" equipped and then added "Tattoo of the Deceiver" the final value would be +3 instead of +4.


Edited by scient, 08 May 2009 - 07:08 PM.

Those interested in the classic TBS game Sid Meier's Alpha Centauri / Alien Crossover should check out the unofficial patch I work on here.


#171 Qwinn

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Posted 09 May 2009 - 10:17 PM

I fixed the issue where the Kill Vorten quest wasn't closing after you turned the Anarchists in to Corvus without actually killing Vorten. The "Kill Vorten" quest will now close with appropriate "completed" entry text reflecting what you actually did to close it. In fact, technically, that quest used to have 1 possible ending, and now has 4. You can also (and I hadn't realized this till now) kill Vorten, report it to Leena for her xp reward, and then go to Corvus and blame it on them for -his- reward. The outcome of -that- will change based on whether Corvus considers you a friend or not at that point.

Also, scient discovered a bug with the Aid spell which I confirmed in game... it increases max HP without increasing current HP, which is actually pretty useless unless the character regenerates quickly.

Finally, a bug in Barkis's (bartender of Smoldering Corpse bar) dialogue prevented you from discovering some interesting information about your alcohol tolerance, unless you dealt with the Mochai quest a very specific way. Fixed.

Qwinn

Edited by Qwinn, 09 May 2009 - 10:22 PM.


#172 Qwinn

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Posted 10 May 2009 - 11:20 PM

Wewt, I'm so excited, I made an engine fix all by myself, and it worked! Lol. Though scient actually discovered the problem in game... so this is pretty much a Freaky Friday situation.

One of Nordom's five "Removed from Party" sounds was broken in the engine, due to an error in the filename ("MOR180" was being called instead of "NOR180"). Fixed the naming, and file plays correctly now (pre-fix, you get silence).

Very obviously a bug, so this will just go in the Fixpack, not the UB Restored Sounds component.

Qwinn

Edited by Qwinn, 10 May 2009 - 11:24 PM.


#173 Qwinn

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Posted 11 May 2009 - 01:46 AM

And a second sound that wasn't playing due to a bug... probably the best restored sound ever, too, lol.

Try to take Annah's vest off without replacing it, and you get several different indignant sounds. Every once in a while though, when you click, no sound plays. That's cause of a bug. The sound that should be playing during those silences may be the best sound file in the game: "Mitts off, you lecherous filth!"

Fixed for version 4.0.

:D

Qwinn

#174 Qwinn

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Posted 17 May 2009 - 04:49 AM

Ok, did a complete analysis of unused sound files. Here's a few fixes/corrections to oddities that seemed to happen due to a rushed implementation that will be implemented in 4.0:

1. The first Grace/Morte banter has Grace asking "Morte, I'm curious... what happened to your body?" and Morte responding, "Me? I'm the Head of Vecna." That answer really doesn't follow that question. However, there is an unused voiced line by Grace asking "So what are you, Morte? You've never said." That is a far more appropriate question for the given answer, and I'll be switching it in the Fixpack. As for the original line asking what happened to his body, that line is actually already (re-)used in the Restored Sound and Banter component as a new banter with an answer from Morte that actually fits the question, so if that's installed, you'll still hear both of Grace's lines.

2. TNO has 5 different voiced lines that are heard when he gets off a successful backstab. Which of the 5 depends on his backstab multiplier... IOW, he has a voiced line for 2x backstab, another for 3x backstab, another for 4x, another for 5x, and another for 6x. Annah also has five voiced lines... however, two of them are used twice for two of the multipliers and another two are never heard. I'll be fixing it so each of Annah's backstab multipliers gets a different line, so that all five can be heard. This'll go in the Fixpack.

3. Grace's "Target immune to weapon" line is "There is nothing I can do." Switching this to the more informative and fitting unused line, "I cannot wound it." Fixpack.

4. Grace has an unused line: "Dak'kon, tell me more about yourself." I'd really like to use this for a restored Dak'kon banter, given how few there are. Dak'kon does have an appropriate answer available: "*Zerths* are those that know the words of Zerthimon. They protect the githzerai communities against all threats: whether to the body, or to the spirit." However, you can already hear this line in game by rapidly clicking on Dak'kon (as one of four lines you'll hear when you do so). I'm going to create a new banter with those two lines in the Restored Sounds and Banters component, and I'll replace Dak'kon's response among the "Rapid Click" lines with an existing unused Dak'kon line: "I regret nothing". All of this will be part of the Restored Sounds and Banters component.

5. Some more sounds may be getting restored, based on events such as trying to equip an item which you can't, or trying to unequip an equipped cursed item, or having a spell get warped by the Plane you're on. There's about 8 unused soundsets like that, with unused lines by all 8 PC's, which it -may- be possible to get to play via the engine... no guarantees, but I'd be surprised if we didn't get at least one or two working. Stay tuned.

Qwinn

Edited by Qwinn, 17 May 2009 - 04:53 AM.


#175 -Guest-

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Posted 17 May 2009 - 05:29 PM

The first Grace/Morte banter has Grace asking "Morte, I'm curious... what happened to your body?" and Morte responding, "Me? I'm the Head of Vecna." That answer really doesn't follow that question.

I always attributed that to Morte just being his jerkass self, and not really giving her a legit answer.

#176 Qwinn

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Posted 17 May 2009 - 10:24 PM

Sure, and that remains the case even after the fix.

Qwinn

#177 Arthandas

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Posted 18 May 2009 - 02:00 AM

Hi, I discovered an interesting exploit in the beginning of Mortuary. You can get a note from zombie 1201 using a scalpel, and you get 250 exp and 1 chaotic aligment point BUT if you don't have a scalpel in your inventory, you can keep trying to take a note and get 1 chaotic aligment point EACH time you try to do it 0_0

PS: Thanks for all your work guys, Planescape Torment is a better game thanks to you:)

#178 Qwinn

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Posted 18 May 2009 - 01:19 PM

Good catch, Arthandas, yep, fixed for version 4.0.

(Actually, I'm pretty sure here that just pulling the note out was not supposed to create a chaotic hit at all... using the scalpel doesn't, why the difference? I think it was just supposed to be apologizing to it later that gave that hit... and that one has the correct code that keeps the hit from being doable over and over again.)

EDIT: Yeah, confirmed. The variable being set by that action is strictly associated with the chaotic hit you're supposed to get for talking to zombies.

Qwinn

Edited by Qwinn, 18 May 2009 - 01:31 PM.


#179 Arthandas

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Posted 18 May 2009 - 02:00 PM

Actually using a scalpel gives a chaotic hit too. By the way, can I ask when do you plan to release v4.0 of your fixpack?:)

#180 Qwinn

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Posted 18 May 2009 - 03:13 PM

Actually using a scalpel gives a chaotic hit too.


Ah, I misread, thought you could use the scalpel in the first step, you can't. But you're right. Still shouldn't be happening, you should only get that hit if you talk conversationally to a zombie.

Easy to see why it happened... almost all the zombies, the first response to the first line is conversational talk that should give that hit. This zombie is structured different, but they apparently didn't notice when they stuck that hit in (and didn't put in the trigger that would make it not repeatable). Taking stuff from other zombies (bandages, book, etc.) doesn't result in an alignment hit either.

Actually using a scalpel gives a chaotic hit too. By the way, can I ask when do you plan to release v4.0 of your fixpack?


Too early to tell right now, really. Scient and I are both putting work into it on a semi-regular basis right now, so it'll probably be ready earlier than we previously expected... but we previously expected it around December, heh, so that's not saying all -that- much ;)

Qwinn

Edited by Qwinn, 18 May 2009 - 03:20 PM.