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Known Issues v4.0 (post bug reports here)


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#161 Qwinn

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Posted 22 January 2010 - 03:54 AM

Hmm, why would you get rid of the swirly effect? I don't want to make a big fuss about it, but that hardly seems like something that can be called a "fix". The kiss effect is magical after all. The effect seems very intentional to me.


*shrug* Fine, swirly effects and sound back in for Grace's kiss.

nevill, I need more time to test exactly what MK_COUNTER=1000 does before I can reply intelligently. I already have a reply for a couple of your points, but better to do it all at once rather than over (another) ten posts.

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Edited by Qwinn, 22 January 2010 - 03:56 AM.


#162 -Guest-

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Posted 22 January 2010 - 04:52 AM

Hmm, why would you get rid of the swirly effect?

Because the swirlyness is for *casting a spell*. All she's doing is kissing (which has its own sound). Regardless of whether her kiss is magical, it shouldn't have *casting* effects. It's like Litany of Curses having casting effects.

#163 Qwinn

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Posted 22 January 2010 - 05:21 AM

Okay. As far as I can tell, here's what setting MK_COUNTER to 1000 does:

1) Prevents Diligence from helping you ever again. If you talk to her, she calls for the guards and you get another Call_MK wave of Harmonium Guards.
2) If you are dumb enough to talk to any surviving stationary or patrolling Harmonium guards again, they go hostile and you get another Call_MK wave of Harmonium Guards.

That's it. There's no respawning waves, Harmonium that you walk by that weren't previously hostile don't go hostile the moment they see you or anything like that.

In light of that, here's what I'm thinking:

I'm now convinced that Diligence was only meant to call off the guard for minor infractions, not for murder. So, Diligence will no longer give you a "free kill". Still, in the vanilla game, even her stated intent to call off the guard for minor infractions doesn't actually work. I want to keep the fix where she *does* deaggro the guard for minor infractions - the rationale is that she is in fact setting a variable linked to Harmonium hostility, so she really was intended to have an effect.

I was thinking it would be good to only add the MK_Counter 1000 set if you actually kill a guard (and that will still happen, more on that below), but if I don't set it to 1000 as soon as someone in the Festhall is killed, then this exploit becomes available: Kill someone in the Festhall, then go outside and annoy a poet groupie till they call the guards, then run to Diligence and have her deaggro the guard for murder. So you'd still have a "free kill". Bleah.

So, what I'm thinking needs to be done to make this all work is:

1) Killing anyone who currently gets the Call_MK Harmonium after you should also set MK_Counter to 1000.
2) Killing guards should set MK_Counter to 1000.
3) Keep fixes to Diligence that can deaggro guards called on you for infractions that do NOT set MK_Counter to 1000, meaining, annoying poet groupies and such.

As far as your suggestions, nevill:

On the Harmonium issue:

1) Force attacking or killing any of the residents with some obvious exceptions should set the value to its max (as per dialogue).


Yes, but only if killing them gets the Harmonium called on you in the vanilla game. (This *does* mean mostly everyone in the Clerk's Ward and Festhall).

2) Same goes for most of the Lower Wards denizens.


Not unless they have the Call_MK in their script already (everyone in the Market, and Giltspur, do). HOWEVER, note that if you attack *anyone*, and a Harmonium guard is close enough to see it, they will aggro, and killing that guard will get you set to 1000.

3) Killing any of the guards also should set 'MK_Counter' to 1000. I thought that something like this already was in vanilla. I'll check it out. Anyway, there should be some merit in *not* fighting back.


Yes, though since the aggroed guards will continue to chase you and make any other nearby Harmonium also aggro, the utility of this is fairly limited.

4) I am personally leaning to let Sarhava set that variable too if you attack her. She does threaten you to summon the guards and she is a noble. That is enough for them to care.


No. Sarhava is one of like maybe 6 citizens in the Clerk's Ward that don't get the Harmonium after you if you kill them. I don't see it as plausible that that was accidental. Also, see State 7 in her dialogue... even she doesn't think the Guard will help her.

5) Stealing money from the hat is obviously a less heinous crime than murdering someone, don't you think? I am for changing that so it increments 'MK_Counter' by 1.


I was thinking this too, but, well, the difference between that and the other "minor infractions" that Diligence can help you with is, stealing is actually breaking the law. The minor infractions Diligence can help you with don't involve actual lawbreaking, it just involves annoying people enough to have them call the guards on you. Whether you actually broke a law or not makes all the difference in the world to the Harmonium, I think.

6) Harmonium waves should respawn, though the actual mechanics of that action should be discussed. Once in a set amount of time, perhaps?


Nah. You can still get waves called on you, but only by killing someone else, or by trying to talk to any surviving Harmonium or Diligence.

I have no idea what happens internally when you try to steal through the merchant interface. My guess is it just makes the merchant hostile and then the merchant's scripting would handle the repercussions of that (shouting for the guards, etc.)

I actually saw incrementing 'MK_Counter' by 5 or greater somewhere which exceeds the limit for the Harmonium Officer to start his non-existent dialogue. Which is what made me think about whe whole system of minor and major crimes. What happens when you try to steal something in the Lower Wards Market?


There's no increment by 5 that I can see (though Diligence "helping" you sets MK_Counter to -5), and the "start dialogue" script, 0000HSRG.BCS, is attached to two creatures but it is always overwritten by the time the creature actually makes it into the game. Which is a good thing, if it weren't it would break the vast majority of Curst quests as Marquez instantly aggroed on you.

ANYWAYS. That's what I'm thinking needs doing so that this all makes sense. Any comments/objections?

Qwinn

Edited by Qwinn, 22 January 2010 - 05:25 AM.


#164 Qwinn

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Posted 22 January 2010 - 05:23 AM

Because the swirlyness is for *casting a spell*. All she's doing is kissing (which has its own sound). Regardless of whether her kiss is magical, it shouldn't have *casting* effects. It's like Litany of Curses having casting effects.


I'm staying out of this one, I'll watch and see who wins the argument.

Qwinn

#165 nevill

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Posted 22 January 2010 - 05:53 AM

You can still get waves called on you, but only by killing someone else

I don't understand the current mechanics then. If I kill everyone in the wave and then kill someone, will new wave show up? If I don't kill guards in the first wave and then kill someone, will I get two waves at the same time? I can see scripts checking for existing guards, so I guess the answers would be yes to 1st and no to 2nd. Am I correct?

As for your solution, yes, that's pretty much what needs be done.

Edited by nevill, 22 January 2010 - 06:07 AM.


#166 Qwinn

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Posted 22 January 2010 - 06:02 AM

Oh, that's easy. Make killing someone less important than a guard to increment MK_Counter by say, 100. Then killing 10 persons would be just as bad as killing one guard. :D


This is a bit too arbitrary for a Fixpack, I think.

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#167 Qwinn

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Posted 22 January 2010 - 06:07 AM

Anyways, for those who don't want to go through all that, here's the way these fixes will be listed in the Readme:

1. Diligence can only call the Harmonium Guard off you for minor infractions (like annoying someone enough for them to call the Guard), not for murder.
2. If the Harmonium Guard are sent after you for murdering someone, you don't become a model citizen again by killing those guards.

That's pretty much the practical upshot of everything I intend to do. And the "model citizen" bit just means that if you talk to the Harmonium after killing someone and then wiping out a squad of theirs, they'll actually remember and call another squad on you, rather than chatting pleasantly about the dangers of UnderSigil and so forth.

So, yes, if you take Scofflaw Penn's murder quest to join the Anarchists, you have to deal with one squad of Harmonium and you're henceforth cut off from safely chatting up Harmonium guards or Diligence, but as long as you don't kill anyone else or talk to them, you're pretty safe. Remember, though, there remains a way to infiltrate the Anarchists without murder that gets you a lot of the benefits.

Qwinn

Edited by Qwinn, 22 January 2010 - 06:11 AM.


#168 nevill

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Posted 22 January 2010 - 06:07 AM

Why would you not want MK_Counter set to 1000 for this case in the first place? It's not like it has much impact on the game aside from a dialogue with Diligence.

P.S. Ah, got it. Well, a murderer isn't a good candidate for a 'model citizen' anyway.

Edited by nevill, 22 January 2010 - 06:10 AM.


#169 -cebru-

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Posted 22 January 2010 - 06:08 AM

'NORDOM'S WARP SENSE: 90% of the time when Nordom hits a portal trigger area, he will chirp up with "Portal detected." '

Taken from: http://www.bootstrik...line/tnfo2.html

Did that get restored by the way? Or are there too few portals to make it worthwhile? He also has an unused comment on incomming Shadows, possible to restore when they approach the party?

Regarding FFG's Kiss: Haven't yet got her in my party and it's been a while since my previous playthrough, is the swirling effect used elsewhere? If it is just a generic "spell has been cast", then yeah, I see the need to remove it from that particular ability. Especially if it makes the Kiss sound audible.

#170 Qwinn

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Posted 22 January 2010 - 06:18 AM

Did that get restored by the way? Or are there too few portals to make it worthwhile?


As far as I know, this is working perfectly in the vanilla game. What makes you think it doesn't?

He also has an unused comment on incomming Shadows, possible to restore when they approach the party?


Maybe for UB, sure. I think I looked at that before, though, and the only plausible way to do it was when the shadow *spawned* in the area you were in (which would usually be the moment you zoned into the area, so you'd get the loading screen and then immediately hear the sound, even if the shadow was on other side of the area), but doing it as the shadow approached became implausible as it could wind up stuttering/repeating.

I actually think this was probably intended for his cutscene in the Fortress and just got left out when they decided TO would handle Nordom himself.

Regarding FFG's Kiss: Haven't yet got her in my party and it's been a while since my previous playthrough, is the swirling effect used elsewhere?


Oh, yes, for many spells. There's nothing unique about it to this ability.

If it is just a generic "spell has been cast", then yeah, I see the need to remove it from that particular ability. Especially if it makes the Kiss sound audible.


It does. Ok. Since the objection's been withdrawn, it's back in for v4.1.

Qwinn

Edited by Qwinn, 22 January 2010 - 06:22 AM.


#171 -devSin-

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Posted 22 January 2010 - 06:38 AM

If you want, you could just send me the file where you make your changes and I can do the analysis. I'm familiar enough with my own changes that I can probably spot differences pretty quickly.

The problem is that I haven't patched dialogues and scripts for years; it was taking way too long to deal with the overhead (if I have to make changes, I may as well just compile the whole thing and be done with it). So you'd have to compare the dialogues yourself (either by compiling and doing --dcmp or doing a manual diff of the Ds), which is a bit of a headache. You'll get the whole package someday, for posterity if nothing else, but I don't think in time for v4.1.

Yeah, I forgot that Grace has casting vocals too. Not really anything to be done for it, sadly.

#172 Qwinn

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Posted 22 January 2010 - 06:42 AM

So you'd have to compare the dialogues yourself (either by compiling and doing --dcmp or doing a manual diff of the Ds)


I could. I did it for Platter's Fixpack, actually... went through and coded my own version of the fixes, and then did a pass of diffs in order to make sure I didn't miss anything. So, sure.

As for "in time for v4.1", eh, there's no urgency, and it'd give scient a bit more time to work on a couple of things that would be nice to get in it. First thing I'd do is compare any files that you have modded that I don't touch at all, hopefully I'd find some new stuff that way.

Qwinn

Edited by Qwinn, 22 January 2010 - 06:45 AM.


#173 -devSin-

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Posted 22 January 2010 - 06:43 AM

Every other IE game hardcodes casting patter to caster .cre specs. I'd be shocked if they externalized it (or anything else) for PST.

Actually, I think they're tied to the avatar in PST.

No arbitrary gender-based generic casting vocals here, say wut!

#174 -devSin-

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Posted 22 January 2010 - 07:20 AM

I could. I did it for Platter's Fixpack, actually... went through and coded my own version of the fixes, and then did a pass of diffs in order to make sure I didn't miss anything. So, sure.

As long as it can't be said I didn't try to warn you...

I sent you a PM over at PPG. Good luck! ;)

#175 Qwinn

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Posted 22 January 2010 - 07:56 AM

Thanks! Looking over it now. There's some real gems in here, I think. I'm actually not looking at the .d's yet, just the TP2... I've got a hunch about those "Z_GEM" soundfiles that were specced wrong in the engine.

Qwinn

#176 -devSin-

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Posted 22 January 2010 - 08:03 AM

Yeah, I haven't tested yet to see when they fire (if ever).

For the maze, it was really haphazardly set (it's like every third area didn't have the music), and a few were missing the battle music. I didn't like touching all those AREs just for that, but there was no reason I could see for skipping the music only for those rooms of the maze (maybe if you pre-assemble the "cube" it makes sense, like it alternates between song and no song, but I doubt they were that clever).

Let me know if you have any questions or comments, for sure.

#177 Qwinn

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Posted 22 January 2010 - 08:04 AM

Damn, I was thinking they might be opening-container sounds, but doesn't look like it. Oh well. Still poking around.

EDIT:

I didn't like touching all those AREs just for that, but there was no reason I could see for skipping the music only for those rooms of the maze (maybe if you pre-assemble the "cube" it makes sense, like it alternates between song and no song, but I doubt they were that clever).


I agree... that seems unlikely, more likely just an oversight. That may well make it into the Fixpack.

EDIT 2: Oh, yeah. That's almost certainly bugged... the values in that field for a lot of the areas are completely whacked, and in an entirely sporadic manner. If it was set to 0 in those areas I might buy it was intentional, but nah, not this. Definitely fixing. Cool: "Rubikon Music and Battle Music was broken/unset in about a third of the areas of the modron maze."

Qwinn

Edited by Qwinn, 22 January 2010 - 08:09 AM.


#178 -devSin-

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Posted 22 January 2010 - 08:22 AM

Yeah, they're certainly default item-drop sounds, and they're likely hooked up to one of the item categories, but I just don't know which one (it could be a completely unused category and it's a waste of space and time for me to copy them, but I really don't want to have to play with every single item category to figure out where they run). ;)

It looks like the .exe does have some references to some base IE sounds, though, so it may be as simple as finding the right ones from BG and copying them over to get door and container sounds.

For the music, our IDS bitmap datatype gives unsigned values (those are all -1, just like the seven unused slots). In some versions of the engine, -1 and -2 are used to take music from other loaded areas, but in PST, I believe they just behave like No Music (0). (It looks like -1 was actually probably the default, so it's possible the designers just missed setting it in some of the areas, having to create 60 duplicates.)

#179 Qwinn

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Posted 22 January 2010 - 08:34 AM

(It looks like -1 was actually probably the default, so it's possible the designers just missed setting it in some of the areas, having to create 60 duplicates.)


Mmm, I don't think so, 0 definitely looks to be the default. Scroll through every other area in the game, the only other place I see that whacked number that probably represents -1 is in the Battle Music field for AR3013B and AR3013C. (these are the totally trivial rooms with a bunch of empty bookcases in the Foundry, off the area Bedai stands around). Everywhere else, it's either a valid song entry or 0.

Qwinn

Edited by Qwinn, 22 January 2010 - 08:35 AM.


#180 -devSin-

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Posted 22 January 2010 - 08:45 AM

It's possible they weren't default, but if you look at the seven 0xffffffff fields, those are all (unused) song slots (all set to -1). But like you say, -1 in the three used slots isn't a common occurrence.