The 5.0.0 beta 1 Thread

Discussion in 'General Modification' started by Agetian, May 8, 2006.

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  1. Cuchulainn

    Cuchulainn Windmill Tilter

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    Re: Co8 5.0.0 beta 1 thread

    Updated my previous posts with centered versions. Let me know what ya'll think.

    And as further proof that I'm not a morning person, this

    almost launced me into a discussion of the comparitive merits of pop/punk. (shakes head, staggers off to work)

    Cuchulainn
     
  2. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Re: Co8 5.0.0 beta 1 thread

    Very nice indeed :) (the updated versions I mean - though I am also partial to Offspring ;) )
     
  3. Kalshane

    Kalshane Local Rules Geek

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    Re: Co8 5.0.0 beta 1 thread

    That's actually what I ended up doing. It was fun watching them wail on each other, and I was happy to see Cuthbert won handily. I didn't remember how to kill someone with the console, though, so I ran away from Cuthbert and then kept skipping my turn, but combat never ended, even though I skipped like 30 times. (I could have sworm someone had posted that the game ended combat if no one did anything for 20 turns?) So I just ended up reloading to before the battle, managed to get the vast majority of my party to go before Hedrack and killed him before he could summon Iuz.

    Did you catch my earlier post about the Hezrou Stench not working either? So that's three demons whose special abilities aren't working correctly. I'll fire up a 4.0 game (the more time goes on, the more I love having TofFEE) and see if the demon special abilties still fire. I know they worked when I was testing my changes. But I should be able to tell if it's my Temple install, or the 5.0 mod, that's causing the problem.

    EDIT: Okay, I spawned the three guardians and the normal versions under Co8 5.0 and the Balor Deaththrows and Vrock Spores worked fine. The Hezrou Stench did not. The Hezrou does the animation and the roll window shows that one of my characters succeeds at a Fort save, but that's it. So I fired up a 4.0 game and the Stench worked. Unfortunately I don't have any pre-Node save games to double-check the mobs. It's possible I killed the Vrock before it could spore me and my PCs buffs absorbed the damage from the Balor Deaththrows and I just didn't notice. But the Hezrou Stench definately isn't working. (Which is fine if we haven't been able to fix it, because it didn't work right (forcing a save every round when it should be only once), but the call to do it should be removed from the Strategy.tab so the Hezrou doesn't waste an action on it.)
     
    Last edited: May 29, 2006
  4. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

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    Re: Co8 5.0.0 beta 1 thread

    I found the cause of the Hezrou Stench problem. Somehow my testing script (which doesn't work) for an improved version sneaked into 5.0.0. I thought I had been very careful about that too. Oh well, the old 4.0.0 version will be in the next update.

    Perhaps clearing the hard coded script overrides in the MOBs took away the damage from the explosion for the Balor death. If so we'll either have to use the original MOB without your proto changes taking effect, or code the explosion damage into the san_dying script. Let me know how the test with 4.0.0 goes.

    No one touched the Vrock script between 4.0.0 and 5.0.0. I will do some testing on that and see how it turns out.
     
  5. Lord_Spike

    Lord_Spike Senior Member Veteran

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    Re: Co8 5.0.0 beta 1 thread

    It does look great!
    :clap:
     
  6. Kalshane

    Kalshane Local Rules Geek

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    Re: Co8 5.0.0 beta 1 thread

    Hey, CB. I edited my post above with the testing info.

    Ah. That would explain why it was trying to do something, just not the right thing.:) Yeah, if you can fix the Stench itself work correctly, that would be great. The 4.0 version makes for a really annoying battle and I personally think we might be better off without it in there until it can be made to work right.

    Let me fire up 4.0 and verify, but for some reason I was thinking the spores automatically went off on it's first action. I'll double-check. The one thing I forgot to test.
     
  7. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

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    Re: Co8 5.0.0 beta 1 thread

    I tested the Vrock by creating one via the console. It did it's spore thing and my party was damaged. I will do some more testing and see why the add_condition_with_args line was commented out, but that is something from Liv, not something new.
     
  8. Kalshane

    Kalshane Local Rules Geek

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    Re: Co8 5.0.0 beta 1 thread

    Huh. I checked 4.0. In that, the Vrock's first actionis to cast Mirror Image. At the same time, the party gets hit with the Spores. In 5.0 the Vrock casts Mirror Image, but no Spores. If you let it live long enough it will eventually hit the party with the Spores, but it's not going off automatically on the 1st round like it used to.
     
  9. Gaear

    Gaear Bastard Maestro Administrator

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    Re: Co8 5.0.0 beta 1 thread

    Yeah, the Balor definitely has voice files. As to whether they always played before, I don't particularly remember. I can't see any reason why they wouldn't. Everything's numbered properly. :shrug:

    Edit: D'oh! Indeed, they are not numbered properly. This should fix it up. Unzip to root directory as usual and enjoy the voice of the Balor.

    Good catch, Kal. :thumbsup:

    [EDIT] by Cerulean the Blue] The file names were still messed up. I have taken the liberty of fixing them and re-uploading them to the FTP.
    http://files.co8.org/others/Balor_Fix.zip

    [EDIT by Cerulean the Blue] This is included in the Cumulative Fixes.
     
    Last edited by a moderator: May 29, 2006
  10. Kalshane

    Kalshane Local Rules Geek

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    Re: Co8 5.0.0 beta 1 thread

    Cool, Gaear. I'll go give him a listen.
     
  11. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

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    Re: Co8 5.0.0 beta 1 thread

    In my testing the Vrock is firing of the spores the first round, and mirror image on the second. I don't know why it's working differently for you Kal.

    Looking in to this, I figured out why Liv put the Vrock spores into the san_start_combat script rather than use the original spell script. There was an error in the original script, which I have been able to fix. The upside of fixing this is that the spores will now work as they should, continuing to cause damage for ten rounds. The downside of this is that it will not be cast as a a free action. Also, the way strategy.tab is now configured, the Vrock doesn't cast it until the fifth round, after casting Mirror Image, Vrock Screech, Summoning whatever, and Heroism.

    The question now is what do we want to do with this. Do we want to use the fixed original spell? Do we want to modify strategy.tab to have the Vrock cast it sooner? Do we want to leave the spores in san_start_combat, where they will supposedly get used every three rounds (though this isn't happening in my testing) but not do the additional damage every round for 10 rounds?

    I'm going to try to get the Vrock to cast the fixed original spell from san_start_combat and see what happens, but for right now that is the status.

    [EDIT] The casting from san_start_combat isn't working. Pending further feedback, I'm going to remove the spores from san_start_combat and let the Vrock cast them through the fixed original spell script on the fifth round.
     
    Last edited: May 29, 2006
  12. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

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    Re: Co8 5.0.0 beta 1 thread

    The Cumulative Fixes have been updated to include:

    Gaear's Guardian Balor Sound Files Fix.

    Cuchulainn's latest opening menu.

    Faction fixes for the quasits and the Node Guardian's companions.

    A fix for the Vrock Spores so they work like they were originally intended.

    The Hezrou Stench effect has been returned to it's 4.0.0 status pending further work.
     
  13. Kalshane

    Kalshane Local Rules Geek

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    Re: Co8 5.0.0 beta 1 thread

    Thanks for looking into this. Again, it's a shame Livonya moved on because her input would probably be helpful here. I'm wondering what happened between 4.0 and 5 that caused free action bit to break, since it was working in the former (even if it wasn't lasting the 10 rounds it should.) I would vote for moving the spores up in the strategy.tab. Most fights don't make it to the 5th round and the continuing effect is wasted there anyway.
     
  14. krunch

    krunch moving on in life

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    Re: Co8 5.0.0 beta 1 thread

    @Blue: Please don't forget "On the 4th level, the guy who walks between the room with Hedrack and the Commander of the Troops room goes from wearing armor to being nakid when he enters combat, that is, until someone hits him and his armor appears as worn.".

    Thnx
     
  15. Lord_Spike

    Lord_Spike Senior Member Veteran

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    Re: Co8 5.0.0 beta 1 thread

    I think the Kap'n means Barkinar.
     
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