Jump to content


Photo

Bug Reports: Please Post Here


  • Please log in to reply
96 replies to this topic

#1 BobTokyo

BobTokyo
  • Member
  • 1235 posts

Posted 29 July 2004 - 02:13 PM

Well, we did need a thread for this.

#2 SConrad

SConrad

    I swear to drunk I'm not God

  • Administrator
  • 11148 posts

Posted 29 July 2004 - 03:43 PM

Ironically, it's the "King of All Code" (Bob calls me that) that reports the first bug of the released beta (it was actually jcompton that discovered it, and told me):

In BSC#Hub.d it says:

Global("AnomenRomanceActive","LOCALS",3)

and it should be:

Global("AnomenRomanceActive","GLOBAL",2),

which means that the players won't see that banter unless they change it and reinstall. :( This will be fixed in the final release, I promise.

Posted Image Khadion NPC mod - Team leader, head designer
Posted Image Hubelpot NPC mod - Team leader, coder
Posted Image NPC Damage - Coder
Posted Image PC Soundsets - Coder, voice actor
Posted Image Brythe NPC mod - Designer
Posted Image DragonLance TC - Glory of Istar - Designer
Posted Image The NPC Interaction Expansion Project - Writer for Cernd, Sarevok
Posted Image The Jerry Zinger Show - Producer

Iron Modder 5 - Winner


#3 SConrad

SConrad

    I swear to drunk I'm not God

  • Administrator
  • 11148 posts

Posted 29 July 2004 - 03:51 PM

jc spotted two bad state triggers in that file again:

Global("LavokDead","LOCALS",1) //Lavok must be dead.
Global("PCKeepOwner","LOCALS",1) //PC must have the keep as stronghold.

You won't see those banters either. Dammit!

/*I actually checked my old versions of that file, and it was correct. I have no idea how it was possible for those to become such BAD examples of how you NOT write state triggers.*/

Posted Image Khadion NPC mod - Team leader, head designer
Posted Image Hubelpot NPC mod - Team leader, coder
Posted Image NPC Damage - Coder
Posted Image PC Soundsets - Coder, voice actor
Posted Image Brythe NPC mod - Designer
Posted Image DragonLance TC - Glory of Istar - Designer
Posted Image The NPC Interaction Expansion Project - Writer for Cernd, Sarevok
Posted Image The Jerry Zinger Show - Producer

Iron Modder 5 - Winner


#4 SConrad

SConrad

    I swear to drunk I'm not God

  • Administrator
  • 11148 posts

Posted 29 July 2004 - 04:53 PM

A discovery. There isn't any GLOBAL's at all in that file. And now I recall why.

I had a momentary lapse of insanity and did a mass find/replace. Don't ask me why. All GLOBAL's were replaced with LOCALS'. The file was correct, and I screwed it up.

Posted Image Khadion NPC mod - Team leader, head designer
Posted Image Hubelpot NPC mod - Team leader, coder
Posted Image NPC Damage - Coder
Posted Image PC Soundsets - Coder, voice actor
Posted Image Brythe NPC mod - Designer
Posted Image DragonLance TC - Glory of Istar - Designer
Posted Image The NPC Interaction Expansion Project - Writer for Cernd, Sarevok
Posted Image The Jerry Zinger Show - Producer

Iron Modder 5 - Winner


#5 Imrahil

Imrahil
  • Member
  • 64 posts

Posted 31 July 2004 - 06:49 PM

Not bugs, per se, but some proof-reading stuff that might help...

I believe the "Durring" in the Horn's desc. has already been noted.

When Fatigued, he says "Ma heid's burstin'." but in the dialogue (if you have the Feedback turned on) at the bottom of the screen it says "Maheidsburstin.", all one word, no apostrophes.

In his banter w/ Mazzy about the topiary, she says "Let us bestir ourselves, arose our swords..." which should be "arouse", I assume.

In the banter w/ Edwin, Edwin *snapps his fingers*, he says "Simian!(No wait,..." (no space), & it reads "...an' the doves, cause..." which s.b. 'cause (apostrophe)

The note from [the guy you get the gold back from] is signed "Your obedient serpent,"

The talk with Hamlish...
- uses lots of "..." where you'd used ". . ." before ("That's... that's wonderful.", "You'll... be ok?", "Mah son...") - I prefer the "...", for consistency with the rest of the game, but your internal consistency's off, too. :)
- "Ham. Ah may..." s.b. "Ham, Ah may..."
- "Yer ma always had a better hed fer business..." should, presumably, be either "heid" or "head"
- "...respectable middle aged" needs a dash between middle & aged
- "What!" s.b. "What?!"
- "Take care our Hamlish" s.b. "Take care, our Hamlish."
- I believe there's an "and" shortened to "an" without an apostrophe, as well

I'm about to take him to Spellhold, so I'll keep looking, but so far so good. The Pratchett/Python stuff isn't intrusive - I liked hearing the hedgehog song voiced - that was worth it by itself. :) The quest is very well done, as well - nice use of some characters who had no good reason for being there.

- Imrahil

#6 BobTokyo

BobTokyo
  • Member
  • 1235 posts

Posted 31 July 2004 - 07:43 PM

Thanks for the proofing catches. :)

More to be done for the Beta2.

#7 Shed

Shed

    -Shed-

  • Modder
  • 2636 posts

Posted 01 August 2004 - 09:40 AM

Biographies have caps, so...



"When asked about his life, HUBELPOT seems surprised by your interest."


Why, in SC#FAN, does it only allow you once chance to talk to her? I wanted to do the quest after a bit of fun, but :( no, not allowed. If you used globals, you wouldn't need to use "NumTimesTalkedTo(0)".

In Minsc' banter, "alright" is spelt with one L.

Edwin's banter, only one P in "snaps", and when he says "... another notch. (and I thought it was impossible to do so)." it should read "... another notch (and I thought it was impossible to do so).", otherwise what you have is two full stops.



This mod R0X!

#8 SConrad

SConrad

    I swear to drunk I'm not God

  • Administrator
  • 11148 posts

Posted 01 August 2004 - 09:48 AM

Biographies have caps, so...

"When asked about his life, HUBELPOT seems surprised by your interest."

Already been pointed out, but thank you anyway. :)

Why, in SC#FAN, does it only allow you once chance to talk to her? I wanted to do the quest after a bit of fun, but :( no, not allowed. If you used globals, you wouldn't need to use "NumTimesTalkedTo(0)".

I know. It was just a lot easier to put an ~EscapeArea()~ there... ;)

This mod R0X!

We thank you very much for the compliment! :D

Posted Image Khadion NPC mod - Team leader, head designer
Posted Image Hubelpot NPC mod - Team leader, coder
Posted Image NPC Damage - Coder
Posted Image PC Soundsets - Coder, voice actor
Posted Image Brythe NPC mod - Designer
Posted Image DragonLance TC - Glory of Istar - Designer
Posted Image The NPC Interaction Expansion Project - Writer for Cernd, Sarevok
Posted Image The Jerry Zinger Show - Producer

Iron Modder 5 - Winner


#9 BobTokyo

BobTokyo
  • Member
  • 1235 posts

Posted 01 August 2004 - 01:46 PM

Why, in SC#FAN, does it only allow you once chance to talk to her? I wanted to do the quest after a bit of fun, but :( no, not allowed. If you used globals, you wouldn't need to use "NumTimesTalkedTo(0)".

I know. It was just a lot easier to put an ~EscapeArea()~ there... ;)

This should be fixed. ;)

#10 BobTokyo

BobTokyo
  • Member
  • 1235 posts

Posted 03 August 2004 - 09:39 AM

Just got second Minsc dialog before first Minsc dialog; we need to make sure that dialog 1 always fires first.

#11 SConrad

SConrad

    I swear to drunk I'm not God

  • Administrator
  • 11148 posts

Posted 03 August 2004 - 09:57 AM

Just got second Minsc dialog before first Minsc dialog; we need to make sure that dialog 1 always fires first.

Hmm... I'll look into this. I might be able to solve it without using GLOBAL's.

Posted Image Khadion NPC mod - Team leader, head designer
Posted Image Hubelpot NPC mod - Team leader, coder
Posted Image NPC Damage - Coder
Posted Image PC Soundsets - Coder, voice actor
Posted Image Brythe NPC mod - Designer
Posted Image DragonLance TC - Glory of Istar - Designer
Posted Image The NPC Interaction Expansion Project - Writer for Cernd, Sarevok
Posted Image The Jerry Zinger Show - Producer

Iron Modder 5 - Winner


#12 BobTokyo

BobTokyo
  • Member
  • 1235 posts

Posted 03 August 2004 - 11:48 AM

Just got second Minsc dialog before first Minsc dialog; we need to make sure that dialog 1 always fires first.

Hmm... I'll look into this. I might be able to solve it without using GLOBAL's.

Yes, I understand that you hate GLOBALs.

;)

#13 SConrad

SConrad

    I swear to drunk I'm not God

  • Administrator
  • 11148 posts

Posted 03 August 2004 - 01:18 PM

Yes, I understand that you hate GLOBALs.

Bah.

Posted Image Khadion NPC mod - Team leader, head designer
Posted Image Hubelpot NPC mod - Team leader, coder
Posted Image NPC Damage - Coder
Posted Image PC Soundsets - Coder, voice actor
Posted Image Brythe NPC mod - Designer
Posted Image DragonLance TC - Glory of Istar - Designer
Posted Image The NPC Interaction Expansion Project - Writer for Cernd, Sarevok
Posted Image The Jerry Zinger Show - Producer

Iron Modder 5 - Winner


#14 Beyshaliban

Beyshaliban

    With A Vengeance

  • Member
  • 738 posts

Posted 04 August 2004 - 12:32 PM

NO BUG!!

I just wanted to let you know, that I started a new game (just to pick up Hublepot), and since I now had him installed BEFORE I entered Enge's shop, he was there and asked for help. :D


Banters do fire in the order they appear in the according B-files, don't they? Unless you have a certain check on the first dialogue it should be sufficient to put them into the B-files in the desired order.

#15 BobTokyo

BobTokyo
  • Member
  • 1235 posts

Posted 04 August 2004 - 01:00 PM

NO BUG!!

I just wanted to let you know, that I started a new game (just to pick up Hublepot), and since I now had him installed BEFORE I entered Enge's shop, he was there and asked for help. :D


Banters do fire in the order they appear in the according B-files, don't they? Unless you have a certain check on the first dialogue it should be sufficient to put them into the B-files in the desired order.

Glad to hear it! :)

It would be good if this were just an order mistake. Here's hoping.

#16 SConrad

SConrad

    I swear to drunk I'm not God

  • Administrator
  • 11148 posts

Posted 04 August 2004 - 02:21 PM

Banters do fire in the order they appear in the according B-files, don't they? Unless you have a certain check on the first dialogue it should be sufficient to put them into the B-files in the desired order.

Not when they are triggered by diffrent persons, as the Minsc-banters is. The first one is innitiated by Hulelpot, the other by Minsc. I can give you a longer explanation of this if you wish.

I could weight them a little diffrently, but if that doesn't work, I'll have to use globals. Dammit!

Posted Image Khadion NPC mod - Team leader, head designer
Posted Image Hubelpot NPC mod - Team leader, coder
Posted Image NPC Damage - Coder
Posted Image PC Soundsets - Coder, voice actor
Posted Image Brythe NPC mod - Designer
Posted Image DragonLance TC - Glory of Istar - Designer
Posted Image The NPC Interaction Expansion Project - Writer for Cernd, Sarevok
Posted Image The Jerry Zinger Show - Producer

Iron Modder 5 - Winner


#17 BobTokyo

BobTokyo
  • Member
  • 1235 posts

Posted 04 August 2004 - 03:57 PM

Want me to re-write then so that Minsc triggers both? That would be easy.

#18 Sillara

Sillara

    He made me love him without looking at me.

  • Member
  • 537 posts

Posted 04 August 2004 - 05:25 PM

I love GLOBALs. :D That is exactly how I managed to get my banters to fire in order without using anything other than the placement order in the d file. I have NO weights in my whole mod!

Ah, GLOBALs. A modder's best friend! ;)

Sillara
Check out my RPG forum!

#19 BobTokyo

BobTokyo
  • Member
  • 1235 posts

Posted 04 August 2004 - 08:24 PM

The first Jansen dialog is triggering when you speak to Jansen for the very first time, rather than after he has already joined the party. This is not actually bad, but it's not how I planned it; I will re-write the end of that dialog slightly to fix things.

#20 SConrad

SConrad

    I swear to drunk I'm not God

  • Administrator
  • 11148 posts

Posted 05 August 2004 - 12:08 AM

Want me to re-write then so that Minsc triggers both? That would be easy.

One way to fix it, but not necessary. I can do it some other way.

I love GLOBALs.  That is exactly how I managed to get my banters to fire in order without using anything other than the placement order in the d file. I have NO weights in my whole mod!


I hate to use GLOBALs in the banter-dlg. I don't want a single GLOBAL (except for checks) in that file. LOCALS is one thing, GLOBALs another.

I still love them when it comes to other things though.

Oh, one thing, Sillara. If you don't wieght the banters which are innitiated by the other NPC (i.e. if I write a Minsc-Hubelpot banter and Minsc intitates it, but I place it in BSC#Hub.d), WeiDU will put that banter at the bottom of Minsc's BMINSC. If you wieght them, however, WeiDU will place them wherever you desire.

The first Jansen dialog is triggering when you speak to Jansen for the very first time, rather than after he has already joined the party.


Of, forgive me. I thought you wanted it like that. I think it makes bigger sense if the banter initiates when Jan sees Hubelpot, and not when he joins.

Posted Image Khadion NPC mod - Team leader, head designer
Posted Image Hubelpot NPC mod - Team leader, coder
Posted Image NPC Damage - Coder
Posted Image PC Soundsets - Coder, voice actor
Posted Image Brythe NPC mod - Designer
Posted Image DragonLance TC - Glory of Istar - Designer
Posted Image The NPC Interaction Expansion Project - Writer for Cernd, Sarevok
Posted Image The Jerry Zinger Show - Producer

Iron Modder 5 - Winner