Circle of Eight Modpack v5.6 Bug Report Thread

Discussion in 'General Modification' started by Gaear, Sep 2, 2009.

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  1. maggit

    maggit Zombie RipTorn Wonka

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    Re: Circle of Eight Modpack Bug Report Thread

    1. ToEE, no-cd patch
    2. Vista (SP1), Kaspersky Internet Security 7.0.0.125
    3. Polish.
    4. Frontend: Latest - TFE-X v2.2
    5. Co8 5.6.0 + 5.6.1 upgrade addon
    6. After I defeated the lizard in the moathouse I wanted to take a look at the chest
    after taking the masterwork crossbow and bolts (some of which were silver) and giving them
    to the character I wanted the game started working slow and the animations got jerky.

    Not to mention my cleric got a disease permanency bug. Well the game says
    she's diseased however there are no negative effects present after a few days
    of rest in the inn.

    EDIT: Ah, yes, TFE-X is 2.2, I made a typo. Thanks for pointing that out Gaear. :)
     

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    Last edited: Sep 25, 2009
  2. Gaear

    Gaear Bastard Maestro Administrator

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    Re: Circle of Eight Modpack Bug Report Thread

    Strange - I was just in that area recently and did the exact same things you did and didn't experience any problems. I'm beginning to wonder of issues like this and jerkstop aren't attributable to 'bad loads' or something like that - instances where the game may have processed routine information in an unoptimized way. I've seen crappy performance in Hommlet and then good performance in Hommlet on back-to-back loads of the same save before, for example.

    BTW, the latest version of TFE-X is 2.2 (and it ships with Modpack 5.6.0).
     
  3. maggit

    maggit Zombie RipTorn Wonka

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    Re: Circle of Eight Modpack Bug Report Thread

    I reloaded the game prior to what I did last time. Got to the lizard, killed it gave
    the crossbow and everything was fine. o_O

    Anyway,

    1. ToEE, no-cd patch
    2. Vista (SP1), Kaspersky Internet Security 7.0.0.125
    3. Polish.
    4. Frontend: Latest - TFE-X v2.2
    5. Co8 5.6.0 + 5.6.1 upgrade addon
    6. Perhaps I'm nitpicking but Lubash the ogre doesn't mind when you release
    the prisoners and I think it would be cool if they actually thought you're with
    the bad guys if you're wearing the Eye of The Flame Cloak. Unless the gnomes
    are unaware of the cult being up there (well, they don't mention it so I guess
    they don't know :p).

    Also, two bugbears in the moathouse were fighting unarmed which resulted
    in AoO every round they tried to attack me. One of them was here.


    Also, the 0-lvl spell Electric Jolt doesn't seem to be working.
     

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    Last edited: Sep 25, 2009
  4. rtl42

    rtl42 Member

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    Re: Circle of Eight Modpack Bug Report Thread

    Well i'm a bit glad to say that I've been unable to replicate whatever was causing my game to crash in that area of the Earth Elemental Node. Sorry for the bother, though :sweatdrop

    However, i have one small glitch, and two little "inconsistencies" to report:

    1) unmodified Co8 Modpack 5.6.0 BETA
    2) Windows XP Home, SP2, F-Secure Anti-Virus 8.10
    3) US version
    4) TFE-X ver.2.2
    5) barebones Co8 Modpack 5.6.0 BETA
    6) I have a cleric (Fighter2/Cleric10) who can Scribe Scrolls, except he can't scribe Owl's Wisdom. I literally got him to "scribe scroll" for every spell available on his list, and all of them worked except for Owl's Wisdom.
    When I try to scribe Owl's Wisdom, I lose the XP and gold cost, but no scroll shows up in my inventory. I don't know how this sort of thing works exactly, but I suspect whatever script is executed when scribing Owl's Wisdom just isn't finding the right reference/index/whatever for the Owl's Wisdom scroll item.

    The inconsistencies I mentioned are also related to scribing scrolls with a cleric:
    (i) Why is "Inflict Light Wounds, Mass" labelled as "circle of doom" in the scribe scrolls list? I can imagine this would be annoying/frustrating for someone (rare they may be) who wants to scribe this spell, yet can't find it because the name was arbitrarily changed.

    (ii) My cleric's domains are War and Good, so of course I cannot memorize and cast Evil domain spells -- yet somehow, I can scribe them. I'm not sure if this can be fixed, but I thought I'd at least mention it because it seems very inconsistent with the idea of someone scribing scrolls for spells s/he can't memorize.
     
  5. Shiningted

    Shiningted I want my goat back Administrator

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    Re: Circle of Eight Modpack Bug Report Thread

    (ii) probably can't be fixed, but the earlier ones can. In fact, something show up in the scribe list as the wrong thing is exactly why I asked about the Red Scroll - you gotta be careful what you change (fwiw; Acid Fog is not scribable yet, but Gentle Repose will be). I should be able to fix those. (Though technically, its Allyx's job :p)

    Thanks for another confirm of the bugbears, but I'm afraid if no-one else has issues with the Oozes, we'll have to write that one off. These things happen in the game. :shrug:
     
  6. Sitra Achara

    Sitra Achara Senior Member

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    Re: Circle of Eight Modpack Bug Report Thread

    1. State whether game is self-modded or not.
    Modded as fuck (the merged-with-Temple-mod version), and yet...
    2. State your operating system, service packs, and anti-virus software.
    Vista (no SP?), ESET NOD32
    3. State regional version of the game.
    English.
    4. State which version of Front End you're using.
    Latest - TFE-X v2.2
    5. State whether you're using barebones Co8 5.5.0 or an add-on pack.
    Co8 5.6.0 + 5.6.1 upgrade addon + my stuff
    6. State your problem in as much detail as possible.


    • Smigmal's dialogue doesn't fire off in the second encounter with her, pretty much because of the Bugbears initiating the fight (I'm assuming that's not as intended?)
     
  7. Gaear

    Gaear Bastard Maestro Administrator

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    Re: Circle of Eight Modpack Bug Report Thread

    Hmmm, let me think. There are a variety of ways that can play out now.

    1. If you see her first, don't see Falrinth, and then see her again (sans bugbears), she's supposed to make her two separate speeches like normal.

    2. If you see her first, then see Falrinth, then come back and get confronted by the bugbears, she's supposed to run out and make a modified speech (stop combat) on her second turn. (This is addition to her first speech in the first encounter.)

    3. If you see Falrinth first, don't see Smigmal, and then come back and get confronted by the bugbears, IIRC she's supposed to run out and still make the modified statement.

    4. If you see Falrinth first, then see Smigmal, and then come back and get confronted by the bugbears, she should make her two speeches like in 2 above.

    I think. I'll probably have to play through it again to know for sure ... it was all pretty complicated.

    This is all dependant on whether the bugbear scouts notify her or not. (I had some spottyness with that in testing but it worked most of the time.)

    [edit]

    Just checked it again and for some reason she's not making her second speech in 2 above, though she does make it when you talk to falrinth first and her second. No idea why.
     

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    Last edited: Oct 6, 2009
  8. wizgeorge

    wizgeorge Prophet of Wizardy

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    Re: Circle of Eight Modpack Bug Report Thread

    Where did the bugbears come from? I've seen assassins but no bugbears. I've played thru twice but no bugbears. Curious.
     
  9. Sitra Achara

    Sitra Achara Senior Member

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    Re: Circle of Eight Modpack Bug Report Thread

    I think it's that not has_met condition again.

    You should just make a separate flag for 'have spoken to smigmal a second time'.

    Code:
    def san_start_combat( attachee, triggerer ):
        leader = game.leader
        if (not attachee.has_met(leader)) and (game.global_flags[164] == 0):
            game.counters[0] = game.counters[0] + 1
            if ((game.counters[0] >= 2) and (group_percent_hp(leader) > 30) and (game.global_flags[852] == 0)):
                for pc in game.party:
                    if pc.type == obj_t_pc:
                        attachee.ai_shitlist_remove( pc )
                game.global_flags[852] = 1
                leader.begin_dialog( attachee, 1 )
    ##            game.new_sid = 0    ## removed by Livonya
                return SKIP_DEFAULT
        elif (not attachee.has_met(leader)) and (game.global_flags[164] == 1):
            game.counters[0] = game.counters[0] + 1
            if ((game.counters[0] >= 2) and (group_percent_hp(leader) > 30) and (game.global_flags[852] == 0)):
                for pc in game.party:
                    if pc.type == obj_t_pc:
                        attachee.ai_shitlist_remove( pc )
                game.global_flags[852] = 1
                leader.begin_dialog( attachee, 120 )
    ##            game.new_sid = 0    ## removed by Livonya
                return SKIP_DEFAULT
    
    And from outside combat -

    Code:
    def san_heartbeat( attachee, triggerer ):
        if (not game.combat_is_active()):
            if (game.global_flags[144] == 1):
                for obj in game.obj_list_vicinity(attachee.location,OLC_PC):
                    if (attachee.has_met(obj)):
                        if (is_safe_to_talk(attachee,obj)):
                            obj.begin_dialog(attachee,90)
                            game.new_sid = 0
        return RUN_DEFAULT
    
    George - the bugbears appear if you let Falrinth get away, it seems.
     
  10. Gaear

    Gaear Bastard Maestro Administrator

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    Re: Circle of Eight Modpack Bug Report Thread

    Thanks for the code, Sitra, I'll see about putting it in.

    @wizgeorge, yes, the bugbears are supposed to appear as subsequent enforcers if Falrinth gets away initially (in which case he comes back). It was a bit silly before that both he and Smigmal would take no steps to ensure their safety after being attacked or 'fronted' by the party. (Also silly that they didn't bother healing themselves; they do now.)
     
  11. Sitra Achara

    Sitra Achara Senior Member

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    Re: Circle of Eight Modpack Bug Report Thread

    Ah, I haven't modified anything yet, just pointing out what could be wrong with a handy reference :)
     
  12. Sitra Achara

    Sitra Achara Senior Member

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    Re: Circle of Eight Modpack Bug Report Thread

    1-6 same as above.


    • Produce Flame:
      • When used from afar (as a ranged touch attack) it never misses, nor does it do any sort of roll for that matter. The melee touch attack works ok though.
      • Furthermore, targeting disregards obstructions (you can shoot through walls).
      • (this is an old bug, it's a wonder it doesn't appear in the Atari bug list... I tried looking it up, but got too much junk matches)

    • Proposed bug fix:
    • Made the scripting resemble the other ranged touch attack spells, like Scorching Ray, Disrupt Undead, etc.
    • Plus, added the Water Temple effect.
    • Still unresolved - the shoot through walls issue.

    Code:
    from toee import *
    from utilities import *
    
    def OnBeginSpellCast( spell ):
        print "Produce Flame OnBeginSpellCast"
        print "spell.target_list=", spell.target_list
        print "spell.caster=", spell.caster, " caster.level= ", spell.caster_level
    
    def    OnSpellEffect( spell ):
        print "Produce Flame OnSpellEffect"
    
        xx,yy = location_to_axis(spell.caster.location)
        if game.leader.map == 5067 and ( xx >= 521 and xx <= 555 ) and ( yy >= 560 and yy <= 610):
        # Water Temple Pool Enchantment prevents fire spells from working inside the chamber, according to the module -SA
            game.particles( 'swirled gas', spell.caster )
            spell.caster.float_mesfile_line( 'mes\\skill_ui.mes', 2000 , 1 )
            game.sound(7581,1)
            game.sound(7581,1)
        else:
            spell.duration = 10* spell.caster_level
            if spell.caster_level > 5: 
                spell.caster_level = 5
    
            target = spell.target_list[0]
    
            target.obj.condition_add_with_args( 'sp-Produce Flame', spell.id, spell.duration, 0 )
            target.partsys_id = game.particles( 'sp-Produce Flame', target.obj )
    
    def OnBeginRound( spell ):
        print "Produce Flame OnBeginRound"
    
    def OnBeginProjectile( spell, projectile, index_of_target ):
        print "Produce Flame OnBeginProjectile"
    
        #spell.proj_partsys_id = game.particles( 'sp-Produce Flame-proj', projectile )
        projectile.obj_set_int( obj_f_projectile_part_sys_id, game.particles( 'sp-Produce Flame-proj', projectile ) )
    
    def OnEndProjectile( spell, projectile, index_of_target ):
        print "Produce Flame OnEndProjectile"
    
        targg364 = spell.target_list[index_of_target].obj
        xx,yy = location_to_axis(targg364.location)
        if targg364.map == 5067 and ( xx >= 521 and xx <= 555 ) and ( yy >= 560 and yy <= 610):
            # Water Temple Pool Enchantment prevents fire spells from working inside the chamber, according to the module -SA
            targg364.float_mesfile_line( 'mes\\skill_ui.mes', 2000 , 1 )
            game.sound(7581,1)
            game.sound(7581,1)
            game.particles( 'swirled gas', targg364 )
        else:
            return_val = spell.caster.perform_touch_attack( targg364 )
            if return_val >= 1:
                #damage_dice = dice_new( '4d6' )
                #game.particles( 'sp-Produce Flame-Hit', targg364 )
                #target.obj.spell_damage( spell.caster, D20DT_FIRE, damage_dice, D20DAP_UNSPECIFIED, D20A_CAST_SPELL, spell.id )
                spell.caster.d20_send_signal_ex( S_TouchAttack, spell.target_list[ index_of_target ].obj )
            else:
                # missed
                targg364.float_mesfile_line( 'mes\\spell.mes', 30007 )
                game.particles( 'Fizzle', targg364 )
    
    def OnEndSpellCast( spell ):
        print "Produce Flame OnEndSpellCast"
    
     

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    Last edited: Oct 10, 2009
  13. Shiningted

    Shiningted I want my goat back Administrator

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    Re: Circle of Eight Modpack Bug Report Thread

    I kinda liked my never-missing Produce Flame :sadblinky But I haven't had much luck getting NPCs to cast it correctly, so its gotta be fixed I guess.
     
  14. Sitra Achara

    Sitra Achara Senior Member

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    Re: Circle of Eight Modpack Bug Report Thread

    I liked it even better in vanilla, where the damage bonus had no level cap and you could hurl all the flames in one round :twisted:

    But the guy on my left should said it had to be done :(
     
  15. taltamir

    taltamir Established Member

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    Re: Circle of Eight Modpack Bug Report Thread

    if a figher wielding a greatsword is enlarged, they will unequip the greatsword when the spell ends. (leaving them unarmed)

    My guess is that the fighter shrinks down before the greatsword does, resulting in an illegally sized weapon (a two handed weapon made for a creature one size category higher then your own cannot be wielded)

    tested in a new game with 5.6.1
    If it is hardcoded, could a script be added to reequip said weapon after the enlarge effect ends?
     
    Last edited: Oct 17, 2009
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