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

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

Remove all ads!
Thread Status:
Not open for further replies.
  1. Gerko

    Gerko Member

    Joined:
    Sep 28, 2006
    Messages:
    11
    Likes Received:
    0
    Re: 5.0.1 & 5.0.2 mods and fixes bug reports

    Whoops. Did I forget to mention I already figured that out ? My apologies. I still think it should be in the Release Notes, though.

    -Gerko, omitter of importantish factoids
     
  2. Old Book

    Old Book Established Member

    Joined:
    May 30, 2005
    Messages:
    837
    Likes Received:
    2
    Re: 5.0.1 & 5.0.2 mods and fixes bug reports

    Reporting the Moathouse Cleaned Out: Lawful Neutral party. Can report the moathouse cleaned out to Terjon and get the XP, reporting to Kentor Nevits gets an acknowledgement but no closing of the quest or XP reward. Probably, each quest giver should have the ability to close the quest.
     
  3. Gerko

    Gerko Member

    Joined:
    Sep 28, 2006
    Messages:
    11
    Likes Received:
    0
    Re: 5.0.1 & 5.0.2 mods and fixes bug reports

    Regarding the Rolling Pin given to Fruella :

    The texture is huge (524 kB).

    A lot of weapons make do with 4 kB file, while most others stay below 20 kB.

    Now, there are some exceptions, notably the warhammer textures (aside from a standard one at 13 kB, there are some at 97kB and one at 129 kB. There are also a few "glow" types of other weapons and a shaman club weighing in at 49 kB each), but I still think half a meg is way too much.

    The mesh is not on the small side either (47 kB), but it's not more than some of the more elaborate weapons in-game already.

    Leksey said himself that it was just a test. It works, and that's great - you won't hear me badmouthing this new ability to make new models - but this model could use some optimization before it's included as a standard accessory in-game in an official release. I haven't noticed a system performance hit myself (haven't played much yet), but it doesn't sound impossible.

    -Gerko, probably just nit-picking again.
     
  4. Cuchulainn

    Cuchulainn Windmill Tilter

    Joined:
    Jan 16, 2006
    Messages:
    611
    Likes Received:
    0
    Re: 5.0.1 & 5.0.2 mods and fixes bug reports

    I could make up a smaller texture for the rolling pin. Considering the size of the model ingame a 512 Kb texture is probably overkill. I've got a lot on the go right now though, if you asked Cujo nicely he might be able to do it sooner (and better).

    Cuchulainn.
     
  5. Gerko

    Gerko Member

    Joined:
    Sep 28, 2006
    Messages:
    11
    Likes Received:
    0
    Re: 5.0.1 & 5.0.2 mods and fixes bug reports

    Actually, I can do it myself as well...
    Posted it in the fixes thread. It's just a resize, really. So maybe someone else will want to do it better.

    -Gerko
     
  6. webusver

    webusver Established Member

    Joined:
    Oct 12, 2006
    Messages:
    119
    Likes Received:
    0
    Re: 5.0.1 & 5.0.2 mods and fixes bug reports

    Well, unfortunately it's time to post here, since I encountered a bad crash (for me).
    My heroes were at level 4 (but not leveled up yet). I wanted to wait and level up them later in order to gain more experience from challenge ratings. But I had to move to Hommlet to sell loot. I have already killed the giant, healed Bingo, waited for a week, thus recently gained access to masterwork items in these three shops. It's no problem to speak with the smith and the leatherworker, but when I try to enter the houses of the shield maker the game crashes. The game also crashes when I try to enter the taior's shop and the tower (with the wizard Burnie). Didn't test with the church though but other houses let me enter normally. I guess it's a problem whith traders regenerating their items for sale... Or may be other? I got used that the game never crashed and first time had to replay a big episode. Now it often crashes when I try to enter houses with shops. I checked Auto-save option. It's switched off. Strange though... why did this suddenly happen? Though I managed finally to enter shops if I reload from previous location. When I saved my game near the entrance, the game wrote to me that the savefile is corrupted and can't be used. Luckily I always use some save slots for my saves but nevertheless I lost a big part of the adventure...
     
  7. Allyx

    Allyx Master Crafter Global Moderator Supporter

    Joined:
    Dec 2, 2004
    Messages:
    5,009
    Likes Received:
    254
    Re: 5.0.1 & 5.0.2 mods and fixes bug reports

    @webusver, try clearing the map cache (using the option in ToEEFE) and delete the .pyc files in your data/scr folder.
     
  8. webusver

    webusver Established Member

    Joined:
    Oct 12, 2006
    Messages:
    119
    Likes Received:
    0
    Re: 5.0.1 & 5.0.2 mods and fixes bug reports

    Allyx, thanks. Perhaps there is nothing about cache. I had to relstart my computer.
    As for those files, I'll try to delete them. But whatare these files for? I've already heared here about deleting such files. Are they so bad?
     
  9. Allyx

    Allyx Master Crafter Global Moderator Supporter

    Joined:
    Dec 2, 2004
    Messages:
    5,009
    Likes Received:
    254
    Re: 5.0.1 & 5.0.2 mods and fixes bug reports

    the .pyc files are compiled python code - they are unimportant.
    the .py files are where the python code is written DO NOT DELETE THESE.
    next time the .py files are used, they will compile (make a .pyc). You should always clear the .pyc's when you have added a new/updated script to ensure the changes will be taken into account.
     
  10. Gaear

    Gaear Bastard Maestro Administrator

    Joined:
    Apr 27, 2004
    Messages:
    11,038
    Likes Received:
    42
    Re: 5.0.1 & 5.0.2 mods and fixes bug reports

    Sounds like your basic save corruption to me. Something went a little wacky somewhere and now that save is screwy. I get that quite a lot, including the CTD on map change part. Best thing to do is shitcan that save.

    Bingo and Burnie . . . I love it! :grin:
     
  11. Kalshane

    Kalshane Local Rules Geek

    Joined:
    Aug 6, 2004
    Messages:
    1,653
    Likes Received:
    4
    Re: 5.0.1 & 5.0.2 mods and fixes bug reports

    Running 5.0.2 and dllfix14:

    1) The control box for Livonya's trap no longer brings up a dialogue screen. Instead my characters simply open it like a chest. I also tried talking to the box, thinking maybe that would bring up the dialogue menu, but no such luck.

    2) Every time I enter Burne's tower it takes longer than the previous time for the screen to refresh. Most recent visit had me waiting for close to 30 seconds with a black screen before the interior appeared.
     
  12. Agetian

    Agetian Attorney General Administrator

    Joined:
    Aug 14, 2004
    Messages:
    2,526
    Likes Received:
    0
    Re: 5.0.1 & 5.0.2 mods and fixes bug reports

    I confirm, same for me. Doesn't bring up the dialog, just opens up. :(

    - Agetian
     
  13. erkper

    erkper Bugbear Monk Supporter

    Joined:
    Jun 3, 2006
    Messages:
    1,201
    Likes Received:
    7
    Re: 5.0.1 & 5.0.2 mods and fixes bug reports

    I got that, too - on my last run with 5.0.1. Haven't got there with 5.0.2 yet.

    Also, with 5.0.2 (no dllfix beyond the CF), the button on the worldmap that moves back the the townmap the characters are on (looks like a person) is literaly on the worldmap - not on the spot off the map where it belongs. It still works, though.
     
  14. Allyx

    Allyx Master Crafter Global Moderator Supporter

    Joined:
    Dec 2, 2004
    Messages:
    5,009
    Likes Received:
    254
    Re: 5.0.1 & 5.0.2 mods and fixes bug reports

    That was fixed in a later dllfix (14? maybe 15?), not sure now.
     
  15. Gerko

    Gerko Member

    Joined:
    Sep 28, 2006
    Messages:
    11
    Likes Received:
    0
    Re: 5.0.1 & 5.0.2 mods and fixes bug reports

    Oh, I think this is a new one. I'm having a CTD when I'm multiclassing barbarian and rogue levels. But not alway, so I've done some experimenting, and I think I pinpointed it to some effect :

    - If a PC has one (or more) barbarian levels and levels up as a rogue on a level that grants a feat (L3, L6 etc.), the game CTD's the moment you click on the [FEATS] button.

    Other combinations don't appear to be a problem. I can multiclass a Barb/Rog without problems as long the feat levels are done as a non-rogue. I have absolutly no idea how old this bug is. I'm running the latest CMF and dllfix15.​

    [EDIT]The above seems to be a problem with dllfix15. Works fine with dllfix14[/EDIT]

    Speaking of the new fixes ... I'm running without Front-End (boo! Hiss! I know. I'll probably re-install soon anyhow.), and didn't install the ShopMap. After applying the fixes it suddenly appeared (!). It leaves starting PC's with their inventory mostly intact, but semi?-randomly removes a few weapons from the inventory. Noticed it on Bards and Paladins, who sometimes keep / sometimes lose their longsword. Weird. Anyway - is there an (easy?) way to turn ShopMap back off ?

    -Gerko, still struggling with a party set-up.
     
    Last edited: Oct 26, 2006
Thread Status:
Not open for further replies.
Our Host!