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SI Fixes: bugs
Posted: Sun Dec 28, 2014 6:36 pm
by agentorangeguy
Playing through SI again, this time with the SI fixes. Came across a few bugs/issues:
- palette isn't changing to night time: for some reason it seems to behave like a torch or light source is nearby, when there clearly isn't.
- random crashes? Not sure why
- "gypsy song" not playing after you wake up. The song should play when you wake up from a normal bed (not a bedroll) shouldn't it?
- when i started the game, the portrait for "whats his name at the front gate" (Flicken?) didn't show during some parts of the conversation. I think that might be an easy fix as I've come across it before when i didn't have item.say() at the beginning of the npc conversation and merely say()
- Dishes pile up in the taverns. I am using the current exult version.
I forgot my info for officially posting a bug report so thought I'd do it here
Re: SI Fixes: bugs
Posted: Sun Dec 28, 2014 10:26 pm
by Dominus
Flicken is strange as SI fixes does not touch his usecode.
Re: SI Fixes: bugs
Posted: Sun Dec 28, 2014 10:32 pm
by Dominus
And you can have sourceforge reset your password
Re: SI Fixes: bugs
Posted: Mon Dec 29, 2014 2:15 pm
by agentorangeguy
Ok got most of them added to the bug tracker, except for the random crashes since I'm not sure what causes it yet or what might trigger it. I also added a new bug where on Monk Isle the bell sound effects fail to play when the monks move around and bark "The bells!" and so on. In the original, a song would play as if bells were being rung in a certain way.
Re: SI Fixes: bugs
Posted: Mon Dec 29, 2014 2:19 pm
by Dominus
Just to make sure, are you using the semi-latest SI Fixes from our download page (semi because there is one fix for the Monitor Inn not yet in that snapshot).
And for the nighttime bug, please provide a savegame if you haven't already.
Re: SI Fixes: bugs
Posted: Mon Dec 29, 2014 2:58 pm
by Dominus
I cannot confirm the nighttime problem.
Once I was far enough from all light sources and had no light source equipped it was pitch dark at 1am
Re: SI Fixes: bugs
Posted: Mon Dec 29, 2014 4:49 pm
by agentorangeguy
Hmmm I'll try it again to be sure. How do I submit a savegame, where do I find the file? (Using win XP on this comp).
Re: SI Fixes: bugs
Posted: Mon Dec 29, 2014 4:53 pm
by Dominus
See
http://exult.info/docs.php#path_config_nt5 as for where to find the savegames (although I think when the example gives the savegame path for mods, there is a "saves" subfolder).
To submit a savegame, go back to your bug report and attach a file.
Re: SI Fixes: bugs
Posted: Mon Dec 29, 2014 7:41 pm
by Dominus
And are you sure about the food thing? When I load old games that still have all the food overflow there it's still a problem but with a fresh game, sitting around the Slashing sword it seems to work correctly.
Re: SI Fixes: bugs
Posted: Tue Dec 30, 2014 6:21 pm
by agentorangeguy
Yeah you were right on the light thing, i stripped the avatar's inventory and I guess it was the lightning whip haha.
The dish problem was still there even when I restarted my game with the latest snapshot.
Re: SI Fixes: bugs
Posted: Wed Dec 31, 2014 2:01 pm
by agentorangeguy
Caltrops don't do damage to other npcs/monsters. Not sure if this is SI Fixes specific or if it was fixed in the main game yet. Should I post it on the bugtracker or was it already there?
Re: SI Fixes: bugs
Posted: Wed Dec 31, 2014 10:46 pm
by Dominus
I recently fixed the caltrops (and other fields) and they should do damage even in si fixes.
Re: SI Fixes: bugs
Posted: Tue Jan 06, 2015 7:56 pm
by Dominus
About Flicken, I did some tests and this is again not an SI Fixes bug but a bug in Exult generally.
But strangely I can only reproduce it when I bypass the Thoxa/Copy protection scene.
Edit: nope, it's not the copy protection, it seems like it only happens when Avatar and Flicken are at some kind of weird position towards each other. May be a regression, it's a pain to test
Re: SI Fixes: bugs
Posted: Wed Jan 07, 2015 9:46 pm
by Dominus
He he, that bug is rather interesting
What happens is that in r7378 we fixed a regression that would put Exult in a loop when schedules changed to patrol or so.
Through this we somehow put a spotlight on this bug which would normally not trigger at all or only in some very few cases.
the conversation is disappearing because Spektor's schedule is triggering conv->clear_answers(); inside Usecode_internal::call_usecode()
So many thanks for bringing this to attention!
Re: SI Fixes: bugs
Posted: Fri Jan 09, 2015 1:20 pm
by Dominus
Back to the waiter schedule:
With which taverns do you have problems?
I started a new SI Fixes game, played through until I talked to the clan chiefs in the crypts and then went to the inn and left Exult running for a couple of hours (the first time the party died of hunger until the evening, so I made sure to be in god mode
).
Nothing piled up.