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Known Issues v4.0 (post bug reports here)


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#261 Qwinn

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Posted 25 January 2010 - 03:42 PM

Other weapon issues to fix:

DUSTFM.CRE: Weapon Slot Selected = 1, should be 0
CRSTANC1.CRE through CRSTANC6.CRE: Weapon 1 needs to be set to 0
CHOSMAG.CRE through CHOSMAG3.CRE: Weapon 1 needs to be set to 1
JUDGE.CRE: Weapon 1 needs to be set to 0
MERIMAN.CRE: Weapon 1 needs to be set to 0
ROYALGD.CRE: Weapon 1 needs to be set to 0
SOEGO3.CRE: Weapon 1 needs to be set to 2

(This is my result from running a global check to make sure the slot referred to by Weapon Slot Selected had a valid value).

Qwinn

Edited by Qwinn, 25 January 2010 - 03:51 PM.


#262 -devSin-

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Posted 25 January 2010 - 04:03 PM

Weapon slot selected is an index into the slot map, not the item list (so if they don't have the weapon in their inventory, they don't get a weapon). I.e., 0 corresponds to the item currently in the Weapon 1 slot, to 3 for the Weapon 4 slot.

So all those but the royal guards (who just need to have their Weapon 1 slot set to their swords; luckily, the swords are already in their item list, just not placed in their inventories) are actually unarmed or unused (DustFM).

#263 nevill

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Posted 25 January 2010 - 04:43 PM

I think that one is fine. It's not a compliment (you make a good zombie because you have no personality)

There is still no reason for checks in STATES 61 and 62 to be different.

What makes you think it's still possible?

Sorry for the false alarm, it turns out I was looking at the file from a different installation. :(

#264 Qwinn

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Posted 25 January 2010 - 10:01 PM

Weapon slot selected is an index into the slot map, not the item list (so if they don't have the weapon in their inventory, they don't get a weapon). I.e., 0 corresponds to the item currently in the Weapon 1 slot, to 3 for the Weapon 4 slot.


Yes, I understand all that, what about my list makes you think I didn't?

So all those but the royal guards (who just need to have their Weapon 1 slot set to their swords; luckily, the swords are already in their item list, just not placed in their inventories) are actually unarmed or unused (DustFM).


Okay, DustFM is unused, so won't bother with that one. But how is any other entry in that list any different from the royal guards? Its the same thing. They have a weapon in their inventory, they have the "weapon slot selected" field pointing at a weapon slot, but the weapon slot isn't pointing to the inventory. Same thing.

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#265 Qwinn

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Posted 25 January 2010 - 10:02 PM

I will set the Vaxis 61, 62 states to have a consistent stat check, both will compare to < 12. Thanks for the report, nevill.

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Edited by Qwinn, 25 January 2010 - 10:04 PM.


#266 -devSin-

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Posted 25 January 2010 - 11:18 PM

Yes, I understand all that, what about my list makes you think I didn't?

Simply wasn't paying enough attention (I somehow completely neglected that you switched from "Weapon Slot Selected" in DustFM to "Weapon n" for the rest of the list); sorry about that. :(

Soego3 is also unused in that case, and I'm not sure you'd want to bother with the mages (who can never be in melee)?

#267 Qwinn

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Posted 25 January 2010 - 11:36 PM

Okay, won't do Soego3 or the Carceri mages. Lets me do the whole thing in one COPY block then.

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#268 Qwinn

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Posted 25 January 2010 - 11:48 PM

1. Based on both the quality of his 3 weapons, and his only having actual weapon proficiency in edged, I'm thinking Cassius should have his Weapon Slot Selected be 2 instead of 0.

2. Dallan *should* be able to equip that axe of his... he's a bard, and 2nd edition bards have access to all weapon proficiencies. He even *has* a point in Axe Proficiency. I don't know if trying to equip him with it when his class is technically "thief" would cause problems though, as axes are equippable "only by fighters".

I'm thinking if that *would* cause a conflict, then I should change his class to fighter... that shouldn't change his base THACO as specced in his CRE, and it will give him access to the ax he wields with the proficiency slots he has, while he wouldn't actually lose anything practical as a result of no longer being technically a thief... it's not like he's actually going to try to open any chests or disarm any traps, after all.

Besides, see his state 7:

His hand flies to his weapon. "Then I suppose we'd see who was the better fighter."


Never mind the "better FIGHTER" bit, as it stands, he *doesn't* use his weapon. Changing him to fighter and letting him equip his axe seems the least bad fix here.

Qwinn

Edited by Qwinn, 26 January 2010 - 12:12 AM.


#269 Qwinn

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Posted 26 January 2010 - 04:31 AM

Well, we now know that WeiDU's ADD_CRE_ITEM simply doesn't work for PS:T. Oh well. Did it manually.

Revised the list for recent additions.

Still have these to do:

1) Combat scripting for the fiends in Smoldering Corpse Bar.
2) Keeping Crumplepunch's sold items unique when his store changes.
3) Mantuok. Ugh.
4) The MK_Counter stuff - Harmonium stop magically forgetting that you're a criminal.

Keep 'em coming, if you know of something that's not on the big list or this list. After a few days here, I'll give it its own thread.

Qwinn

Edited by Qwinn, 26 January 2010 - 04:41 AM.


#270 -cebru-

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Posted 26 January 2010 - 05:44 AM

Any chance of adding some of the minor things I mentioned in my previous post?

#271 Qwinn

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Posted 26 January 2010 - 06:00 AM

Sorry, cebru. If you meant this post:

Looked through the unused sounds list. Tried really hard to come up with some banters, but there just doesn't seem to be a whole lot there left. Are there by chance any unused dialog in the game files that could be used for this? Not all of it needs to be voiced.

Anyway, what I do think needs to be restored from that list:

Fjhull:
FFT056: "Feh! You'll regret attacking me." -> Play when Fjhull gets attacked by the player
FFT065: "Feh! Thrice damned be you, mortal." -> Play when Fjhull is at low health (40%?)
FFT009: "Finally... at peace." -> As you suggested yourself, should be his dying sound

Trias:
TTB020: "In time, my cause shall be honored." -> Unused. STRREF 58966 refers to it as "Trias Dying" - Or does he already have a sound file play on death?

I see no other real use for these lines, might as well put them back in like this.


These would be Unfinished Business material, not Fixpack stuff. That's why I dismissed it on my first reading, sorry. I'm not really focused on restorations atm, but rather updating the fixpack.

That said:

The three Fhjull lines are already restored and in the game as of UB version 4.0. They are in in his CRE as his Attack, Damage and Dying sounds respectively. Sorry if the sound analysis sticky doesn't reflect that, I'll add it in.

As for the Trias line, no, there's no real way to get it in. He's pretty much always actually killed in dialogue, and his last words in that dialogue aren't those.

Spoiler


There's just no way I can see squeezing that sound bite into or around that dialogue that isn't, well, awful.

Qwinn

#272 -devSin-

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Posted 26 January 2010 - 10:30 AM

Okay, won't do Soego3 or the Carceri mages. Lets me do the whole thing in one COPY block then.

I was thinking last night when I went to bed, how about just getting rid of the mages' RndTres too? All they do is clutter up those platforms since the buggers keep spawning in up there.

1. Based on both the quality of his 3 weapons, and his only having actual weapon proficiency in edged, I'm thinking Cassius should have his Weapon Slot Selected be 2 instead of 0.

I don't think there's a problem if you want to. It looks like maybe he was supposed to switch weapons based on the target's damage resistance, but unless that's hardcoded, he just hits with his invisi-mace.

2. Dallan *should* be able to equip that axe of his... he's a bard, and 2nd edition bards have access to all weapon proficiencies. He even *has* a point in Axe Proficiency. I don't know if trying to equip him with it when his class is technically "thief" would cause problems though, as axes are equippable "only by fighters".

I don't think that string forces him to be a fighter (if I punch you and say "Who's the better fighter now?!" it doesn't imply at all that I'm some great warrior). As far as the engine is concerned, the only item that should matter is one that has to be drawn (i.e., as long as the engine doesn't have to try to display graphics for it, it really doesn't matter what you put on him).

#273 Qwinn

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Posted 26 January 2010 - 10:37 AM

I was thinking last night when I went to bed, how about just getting rid of the mages' RndTres too? All they do is clutter up those platforms since the buggers keep spawning in up there.


That's a good idea. Unreachable loot qualifies as a bug in my book.

I don't think that string forces him to be a fighter (if I punch you and say "Who's the better fighter now?!" it doesn't imply at all that I'm some great warrior).


That's why I said "Never mind" that bit :P The fact that it explicitly says he *has* a weapon, though, matters. And the only weapon he has in his inventory is that ax. He should get to use it.

As far as the engine is concerned, the only item that should matter is one that has to be drawn (i.e., as long as the engine doesn't have to try to display graphics for it, it really doesn't matter what you put on him).


Not sure what you mean by this. Are you suggesting Dallan's sprite doesn't have axe animation? And are you saying I can leave his class as thief and he can equip the ax with no problem?

Qwinn

Edited by Qwinn, 26 January 2010 - 10:38 AM.


#274 -devSin-

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Posted 26 January 2010 - 11:25 AM

Both? Planescape doesn't have component animations that I'm aware of (TNO is just different animations, and everyone else is combat-ready or not), so the game doesn't have to display any item (you could do something like two-handed weapon and a shield, excepting PST doesn't actually have either, of course), :) and restrictions and other stuff aren't checked for NPCs.

#275 Vandervecken

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Posted 27 January 2010 - 08:53 PM

Wow, that's a large changelist for 4.1...
Are you likely to be able to put it out soon? I have a friend planning to try PST for the first time (I'm an old hand) and I'd like to give them a good experience.
There are a few semi-show-stopping fixes coming in 4.1, like making sure Trias actually uses his weapon, I'd rather not have my friend miss out on...

#276 Qwinn

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Posted 28 January 2010 - 05:27 AM

Well, Trias doesn't actually *use* his weapon much in any case, since his script has him cast a whole bunch of spells first. But he should get static bonuses from having it equipped, like -2 to AC and resistance to certain types of damage, that should apply to the whole fight, which could make a difference.

That said, I'm not sure when I'll be releasing. Probably not within the week, probably within the month.

Qwinn

#277 Qwinn

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Posted 05 February 2010 - 12:56 PM

Shadows in the Fortress are considered level 1, which makes them extremely susceptible to Cloudkill. This is actually a pretty common bug, and I'll be reviewing all creatures set to level 1, but the shadows, at the very least, will have their level corrected to something sane based on their hit points.

Qwinn

#278 -Guest-

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Posted 12 February 2010 - 02:11 AM

Am I impolite to ask when will it be released?Awaiting~

#279 Qwinn

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Posted 12 February 2010 - 04:27 AM

At the moment, I'm waiting on the translation updates. Everyone involved said they'd be getting me something soonish, so. This is the first time I've had -all- languages recently updated, so yeah, I'd really like 4.1 to be caught up across the board in that respect.

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#280 -Guest-

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Posted 12 February 2010 - 07:28 AM

Sounds great.Hope it won't take long.
Plus: Didn't have to do it back when I was on XP, but hey, deleting a folder's easy.
This approach does works on XP,so we'd better Del ereg before installing any fixpack,haha~