5.0.x Cumulative Mods & Fixes (CMF) Bug Reports and Discussion Thread

Discussion in 'General Modification' started by HobbesMG, Jul 16, 2006.

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  1. Lord_Spike

    Lord_Spike Senior Member Veteran

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    Re: 5.0.1 mods and fixes bug reports

    Lack-luster brewer's apprentice in Hommlet by day; rough & tumble Nulb party-boy by night...

    That's Mickey for ya!
     
  2. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

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    Re: 5.0.1 mods and fixes bug reports

    Just because you can't find him doesn't make it a bug. Look harder.
     
  3. Havoc

    Havoc Member

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    Re: 5.0.1 mods and fixes bug reports

    I will kill him when i find him... then it will be a bug solved.
     
  4. Spellslinger

    Spellslinger Established Member

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    Re: 5.0.1 mods and fixes bug reports

    I've got a problem with spontaneously casting nature's ally vi. The radial menu displays "Error! Missing line -1 in mes/spell.mes" and the summon list is a bit low level: celestial dog and such.
     
  5. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Re: 5.0.1 mods and fixes bug reports

    There is a similar problem with the spontaneous cure/inflict spells, for the cleric, I beleive the problem is hardcoded unfortunately. The options however are probably from the Summon Monster I list.
     
  6. Spellslinger

    Spellslinger Established Member

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    Re: 5.0.1 mods and fixes bug reports

    Missing sounds for the spells Summon * VI and higher. The corresponding spell entries in sound\snd_spells.mes have to be fleshed out. Example for Nature's Ally VI:

    // [481] *[Summon Nature's Ally VI]
    {15620}{} // spell begin
    {15621}{spells\sp_sumn_naturealleyv_end.WAV} // spell end
    {15622}{spells\sp_summon_naturesalleyv.wav} // spell effect
    {15623}{} // spell new round
    {15624}{} // spell projectile begin
    {15625}{} // spell projectile end
    {15626}{} // spell projectile in-flight
    {15627}{} // spell hit
    {15628}{} // spell struck

    I just used the sound from version V.
     
  7. Zebedee

    Zebedee Veteran Member Veteran

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    Re: 5.0.1 mods and fixes bug reports

    Just a couple of issues with the 3d familiar (the hawk at least):

    when killed in combat, it doesn't seem to fall to the ground until you change map.

    when dead, you can just summon another one and have in effect two familiars - one corpse and one alive, haven't tested to see how many dead familiars you can carry about or what happens if you resurrect a dead one whilst having a living one too although I did make sure that changing maps didn't solve this :)

    the 3d familiar doesn't seem to return to your backpack properly. The picture in your backpack reappears but the 3d familiar is still there even after a map change.

    Don't think there is anything special about my install right now which would explain for me having unique results, but it's always a possibility I guess if no-one else is experiencing them :)
     
    Last edited: Jul 19, 2006
  8. smg225

    smg225 Gyro Captain

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    Re: 5.0.1 mods and fixes bug reports

    [SPOILERS]


    One small thing. In DH, once Mrs. R tells you what she just sent to her brother, the dialogue choices are;

    "1. .........
    2. .........
    3. .........
    4. WHAT?!??!?!??" (sic, punctuation approximate)

    At least for me.
     
  9. Zebedee

    Zebedee Veteran Member Veteran

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    Re: 5.0.1 mods and fixes bug reports

    I think this is intentional and not a bug.
     
  10. smg225

    smg225 Gyro Captain

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    Re: 5.0.1 mods and fixes bug reports

    Oh! Shiningted, funnier than you can even expect. Shudda known. :nerd:

    Two more things I've noticed.

    One, occasionally monsters will fight each other when they're supposed to be fighting me. I can recall three times I've seen it happening. One, in the jackal den, three jackals teamed up on a fourth jackal and brought him down, though he fought my pcs and not back against the turncoat jackals. Second, the two large air elementals in the air node went at each other. I let them have at it until one died, and then he came after my pcs. Third, one of the efreeti accompanying the balor attacked one of the balor's summoned quasits, again until it died, then moving into its place to attack my pc. In all three instances, 'friendly fire' text floated above the reported damage.

    Two, on the earth node, one of the crystal oozes poisoned my bard, and the ability damage was reported as "not recognized" with some numbers. I should've written it down, but was in a rush and didn't, but am reporting it in case anyone can replicate it. Restoration didn't remove it, but rest did. It had no effect on gameplay.

    Minor issues, I know, just writing in in case it helps.
     
  11. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

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    Re: 5.0.1 mods and fixes bug reports

    Using 5.0.0 Final, in my testing it falls to the ground as soon as combat ends. It doesn't fall to the ground sooner because that is just something that seems to happen when you have a lot of stuff going on in a san_dying script. It most likely would fall down if it's turn in combat came up, but it never does because it's dead. In my tests it always falls down at the end of combat.

    Once again, this is not happening in my testing. As soon as the familiar dies, the inventory icon is removed, so no new familiar can be summoned. Secondly, once you summon a familiar, an ID number gets set as a local variable in both the inventory object and the 3d familiar. The ID number gets set back to zero when you put the familiar back in your pack. While the ID number is not zero, the spell won't work to summon another one.

    This isn't happening in my testing either. It is beginning to sound like your install is not setting the ID number (it is checked again in when you put the familiar away). Don't feel bad though, this is the second report like this I have heard. I couldn't replicate it then either.

    Zip up your Spell760 - Summon Familiar.py and py00336familiar_death.py and post them here and I will take a look at it.

    As for monsters attacking each other, I may know what is behind this. I've already fixed it for a host of monsters, and will look into the ones mentioned. The quasit issue may not be fixable though, not with out a new proto entry and changes to the spell. Though logically I see no reason why they wouldn't attack the effretti.
     
    Last edited: Jul 20, 2006
  12. Zebedee

    Zebedee Veteran Member Veteran

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    Re: 5.0.1 mods and fixes bug reports

    Thanks for checking Blue. I'm pretty certain that my install is normal but anything is possible if this is just me having the issue :)
     

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    Last edited: Jul 20, 2006
  13. BTime

    BTime Member

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    Re: 5.0.1 mods and fixes bug reports

    Some observations / bugs I'd noticed.

    My Ranger does not have Cure Light Wounds as an available 1st level spell selection

    After gaining access to the blacksmith's masterwork items, his inventory only contains 2 masterwork choices (Halfling Siangham and something else). This really sucked =(

    Don't recall if 4.0.0 was the same, but when opting to sleep at the Brothel there is no benefit as if no time passed at all (no HP recovery, spells memed, etc).

    Ronald's stats are a but Uber for my taste, especially when I decided to build my party using the point system.

    Pishella; Not too sure about this. When casting spells as a Sorceror, I often get the message that all available spells have been cast even though my indicator states otherwise. Best guess is that ToEE is also counting the Wizard spells casted against the Sorc slots available. Is it supposed to? Aside from that, Pishella is awesome.
     
    Last edited: Jul 20, 2006
  14. Zebedee

    Zebedee Veteran Member Veteran

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    Re: 5.0.1 mods and fixes bug reports

    Did you go away for 24 hours without talking to him in the meantime as he tells you to?
     
  15. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

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    Re: 5.0.1 mods and fixes bug reports

    As for Pishella, it is not supposed to do that, but it is a known issue for characters with two spell caster classes.

    Ronald's stats are a bit low for my tastes, as I like to use my cleric as a tank.

    I believe that is a known issue for the Brothel as well.

    Re: Blacksmith and masterwork items - Did you do what the blacksmith said and waited 24 hours on a different map before trying to look at his inventory?

    Cure Light Wounds is a second level Ranger spell. It says so in the game manual.
     
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