Volunteers needed - beta testing next Temple+ release

Discussion in 'General Modification' started by Sitra Achara, Oct 1, 2020.

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  1. Sitra Achara

    Sitra Achara Senior Member

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    Explained a few posts up
     
  2. Sitra Achara

    Sitra Achara Senior Member

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    Got the RE combat grinder going at last!

    Had a little interlude with the gemRB stuff, so it took longer than expected, but I'm sure it'll pay in the long run ;)

    I should now be able to make nightly runs with hundreds of combats, map transfers & item respawns each. Let's see how ToEE handles it :) And if that doesn't cause any crashes, then great! I can rule out at least the basic stuff being wonky...

    Edit: now with basic spell casting too and going back to rest in the welcome wench. So far 0 crashes.
     
    Last edited: Aug 1, 2022
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  3. Herk

    Herk Member

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    Hi,
    I've encountered 2 bugs related to the new option to enforce the tower shield penalty to attack rolls in the builds 3467, 3475 and 3476.
    I was playing with Co8 8.1 new content and did the subsequent tests with all the above builds, and therefore the "stricter rules enforcement" option turned on.

    The tower shield penalty is being applied correctly while wielding such a shield (Hero's shield).

    But if a PC is encumbered and wielding a medium or a light shield, he incorrectly incurs the tower shield penalty too. The level of encumbrance doesn't seem to matter. This bug didn't occurr when I equipped some encumbered PCs with a buckler.
    [​IMG]

    The second thing I noticed is with PCs having the weapon finesse feat. These now incur a malus to their attack roll equal to the Armor Check Penalty of the shield they're equipped with. Should they be encumbered, the incorrect tower shield malus stack with this one.
    [​IMG]

    I attach a savegame as required by Sitra. The PCs in the save are encumbered and have shields in their inventory. One of them has the weapon finesse feat.
     

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  4. _doug_

    _doug_ Established Member

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    Thanks for the report! I will take a look at that one shortly.
     
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  5. Sitra Achara

    Sitra Achara Senior Member

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    Good news, I found a crash issue! :) Though it's probably a rare specific thing, i.e. not really what I was looking for.

    The crash happens when a critter makes a ranged attack against another in the same tile. This creates a null projectile handle, and afterwards it tries to set its z coordinate, causing a crash.
    If you're wondering how two creatures can occupy the same tile, it's because one of them was a kobold :)

    Still, it's pretty cool that the testing infrastructure already found something!

    Edit: it's actually a bit worse than that - when a projectile misses, the target location is randomly shifted by as much as one tile in each direction, so they don't actually have to be on the same tile (which is still hard to set up, unless it's two kobolds shooting each other maybe)
     
    Last edited: Aug 1, 2022
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  6. Sitra Achara

    Sitra Achara Senior Member

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    Update:
    Autotester now includes
    * Basic looting - cycles through corpses after combat, pressing loot all and switching party members when full. No selling yet ;)
    * Basic spell casting - single target offensive spells
    * Instructions for going to the temple tower, quicksaving, then quickloading after the battle is over (5 times). That fight includes lots of prebuffs, spell casting and readied actions so it's a good test vector (which is perhaps why I've gotten multiple crash reports for it over the years).

    Haven't had any crashes so far after fixing that one, but then again I've spent a lot of time getting the above not to get stuck :) Nevertheless it's encouraging that the game isn't that unstable.

    Edit: ok cool, just got another crash while the witch tried to cast silence =D this is starting to really pay off!

    Edit2: just got a third crash! This one looks like what I was looking for, the game trying to read data from a seemingly valid object handle yet failing to find its stored data array. Awesome!
     
    Last edited: Aug 7, 2022 at 6:32 PM
  7. Sitra Achara

    Sitra Achara Senior Member

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    Alright, solved that one. It was due to undisposed PySpell objects that were being generated and kept around after loading a save. This would happen if the spell python script threw an error.

    In the test example it was the witch trying to cast animate dead without a valid target. For example, it would instantiate spell with ID =19. Then the autotester reloaded after combat was done (or party was dead), and when it tried to instantiate spell ID=19 it would retrieve the cached spell from before the reload, which contained invalid obj handles. That's one sneaky bug!

    I think that was the big one, so cross your fingers :)
    The one with silence is more situational I think, will look into it.
    So if all goes well, i.e. a week goes by without any crashes, we can finally resume feature releases!
     
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