Re: Co8 5.0.0 beta 1 thread I've been using a 6-person party on my run through Co8 5.0 and the only CTD I've had is from accessing quest information in the Log Book.
Re: Co8 5.0.0 beta 1 thread >the only CTD I've had is from accessing quest information in the Log Book. That crashes for me sometimes. Another CTD occurs when pressing F9 to quickload while the dialogue window is up.
Re: Co8 5.0.0 beta 1 thread Co8 mods don't support quicksave or quickload, it also causes alot of the bugs with the initial release from Atari. There is an explanation in the Circle of Eight release notes in your ToEE root directory.
Re: Co8 5.0.0 beta 1 thread My computer never locked up, not even once; the ToEE game, itself, got stuck where the end turn button on the left would become greyed out and the game would not repond. My computer would still respond, immediately, to moving the mouse and pressing CTRL+ALT+DEL. The graphics never slowed down, either. The game would just hang at that point. If I had waited a couple of minutes or more, maybe the game would have completed the monsters turn each of the three times. I would only give the game about 10 or 15 seconds to respond each of the three times before doing a CTRL+ALT+DEL and End Task on ToEE. * It's a Biostar 1.25 GHz AMD with 768 MB DDR266 memory and a nVidia FX5500 256 MB of DDR memory running Windows 2000 SP4 and UR1. If you want to experience what I went through, do this. (1) Walk your party down the long corridor after the Minotaur and park outside the Bugbear door. Put your best three weapons slingers to the left + center + right sides of the door so the monsters are blocked at the door entrance. Put your wizard and cleric against the opposite wall across from the door. The other characters can stand around, eat popcorn and enjoy the show. (2) Have the character in the center in front of the door open the door. [combat begins] No character is to move anywhere; they are to stay parked right where you placed them. Some Bugbears will start moving toward the door where the rest are taking potions. But, that's okay. The three weapons slingers are to start killing the Bugbears who come to the door one-at-a-time. Have the Wizard cast Grease in the back middle of the room and have the Cleric cast Spiritual Weapon overtop the middle of the grease. In round two, have the Wizard and Cleric do the same thing, but slightly to the right as to expand the area covered by Grease where the two Spiritual Weapons are floating overtop of the middle of the Grease. Most of the Gnolls, Goblins, and Bugbears from the other room will get involved in the mix, and the Air Temple Priest, too. Just keep the weapons slingers healed, as needed. And, one or two Fireballs from the Wizard will help, too. Eventually, you should see one of the monsters from the other room get stuck after the secret door opens and that monster trys to walk through the Air Temple Priest room by using the secret door.
Re: Co8 5.0.0 beta 1 thread The Cumulative Fixes have been updated to include: -Allyx's Merchant and Rufus Fixes -A fix for the Earth Temple Guards using their daggers instead of their swords and crossbows. I've looked at Heal and it works just fine for me. Sorry, but I can't fix it unless I can replicate the bug. My suspicion is that you have a faulty copy of Co8.py in your scr folder, or have not deleted all the .pyc files in your scr folder after installing the Cumulative Fixes. I'm starting to think that removing the hard coded data from the MOBs is what is having this effect as far as weapons usage is concerned. I'm going to go over strategy.tab just to make sure though. Krunch, give me a while to go down there. I'm still on the Earth Temple level. In past games though I can say that the enemies never got stuck going through that door.
Re: Co8 5.0.0 beta 1 thread That is really close to what I did do Krunch. I think we are having a semantic problem with the word Lockup here, I meant the game not the computer. You obvously aren't having the FPS slowdown I am due to having a real graphics card. I still haven't been able to get that problem reproduced on my machine. I'll be on IRC if you want to talk about it. Or PM me and I'll meet you there work with me and see if we can figure this out without the extremely long posts, OK?
Re: Co8 5.0.0 beta 1 thread Okay, Krunch, I think I have a solution to your dilemma. Not the one you were asking for, but a solution. The enemies in the other room, the ones that were getting stuck, are not supposed to enter combat when you fight the bugbears in that room (they never used to). The reason they were entering combat was because of one "geeky" gnoll, which the other creatures in that room were attacking. A similar thing was happening on the 1st level of the Temple. I have found the cause (I think) of the "geekiness" in the gnolls, and remedied it. At least it worked in the one test I did. Further testing is needed, but you will have to test from a save before you have ever entered that level of the Temple (maybe not, but just to be safe). So, while it doesn't prevent the getting stuck, it does prevent those enemies in that room from joining the fight, so they won't get stuck anymore. [EDIT] I've looked at the sectoring for that area, and it all looks kosher as far as I can tell. The Cumulative Fixes have been updated with this fix.
Re: Co8 5.0.0 beta 1 thread I don't want to give it away as a spoiler, basically its triggered when u have passed through a certain area of the later game. Initially it was meant to be when you first discover the temple, but since I got feedback that this was too early, I bumped it along. I may have cocked this up completely, I'll do some testing. [Edit] Yup this appears to be buggered, thanks Kalshane for picking it up and giving feedback. I will put some thought into an appropriate trigger and post a fix this evening.
Re: Co8 5.0.0 beta 1 thread I cleared the second level of the Temple. I encountered the multiple Juggernauts bug for the first time ever, but the duplicate disappeared on it's turn. However, there was only one gargoyle in the room, when in the past there was half a dozen. I used to console to activate the Moathouse re-spawn. It was fun, though my rogue bought it in one encounter. (Hurray for blowing critical saving throws. ) My only suggestion would to move the "lizard" as the room it's currently in causes frustration due to path-finding issues. It took a bit of manuevering to get one of my heavy-hitters into a position to attack it. For the after encounter, the cleric and female fighter appeared naked until I attacked them. Though Ted could have done that on purpose, for all I know. The woman's dialogue is messed up. After I agreed to pay for the item, I was given two options that were blank. Clicking on #1 resulted in nothing happening. Clicking on #2 continued the dialogue. Not overly thrilled about the "reward" being acquirable through a method other than the console, though.
Re: Co8 5.0.0 beta 1 thread Yeah i really must fix that. So THATS what that problem is? Ok I will get right on it. It should come with a free cleaver, perhaps?
Re: Co8 5.0.0 beta 1 thread Sorry if this has been addressed in another thread, but I just found out about the beta mod pack 5.0.0. Where is the repository of the latest fixes for this mod located on this site? Can someone point me the way? I love ToEE and want to play the bug-free version. Thanks
Re: Co8 5.0.0 beta 1 thread post # 4 of this thread [and the Co8 5 MOD is constantly being updated...is still in beta1 stage and bugs with it are still being found and reported] Please note that the beloved modders here amongst us are working diligently to stomp the bugs real good.
Re: Co8 5.0.0 beta 1 thread [EDIT] Someone needs to check the location of the female Bugbear who is close to the human fighters barracks. Specifically, it is the sleeping quarters room. Their main room is near the entrance of the 2nd floor of the temple and is adjacent to the room with the minotaur statue. Anyway, the female Bugbear appears to be in an unreachable black space between the hallway and the human fighter sleeping quarters. She is however, actually, in the hallways, but is invisible. You have to move a character to just about on top of where she is invisibly standing [target her according to the area she can target when you mouse over that area]. You can move one of your characters to that spot. When at that spot your character is not in combat and can mouse over next to where the mouse icon changes to a sword [for combat - to attack her]. Whereupon being attacked, she mysteriously comes out of hiding [from the wall?]. Note: You can see the female Bugbear, initially - from the human fighters barracks, in the black space like she is behind a wall, but there is no door, no opening, no ladder, etc.
Re: Co8 5.0.0 beta 1 thread Bugs: -If you kill the group of knights that is sent to reward you for rescuing Thrommel, you can loot a Scather off of one of the Knights, and then he'll stand up and talk to you and give you a second Scather. After this, all of the knights vanish. Note that I used QuickSave & QuickLoad for this encounter, which I now know is a no-no. -The description for Senshock's Robes says something about it being a fashion disaster and that it has spell resistance16 (there's a missing space there).