Keyring Mod - Inn Issues

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Tylius-

Keyring Mod - Inn Issues

Post by Tylius- »

After the innkeeper tells the avatar to wait, and he replies "Yes?", the innkeeper never paths to the avatar, eventually will return to her schedule, but the avatar remains frozen and never recieves the dialogue to speak with the innkeeper.

(Making you have to load)


Around line 172/173 in inn_key_eggs.uc, I took all the code inside

" else if (event == PATH_SUCCESS)
{
"

and copy / pasted it into Line 143's
"
if (event == EGG)
{
"
,

After the

" script AVATAR after 2 * delay ticks
{ face AVATAR->direction_from(inn_keeper);
wait 2;
"

That allowed me to continue on and receive the dialogue, seems to be an issue with the pathing or something? Not sure O.o

Either way. Just a sloppy workaround, not sure what the issue is ><
marzo
Site Admin
Posts: 1925
Joined: Thu May 14, 2020 1:34 pm

Re: Keyring Mod - Inn Issues

Post by marzo »

I already found out and fixed this bug, but thanks anyway. It was caused by me fixing up part of Exult behaviour to better match the original games.
------
Marzo Sette Torres Junior
aka Geometrodynamic Dragon
[url=http://www.catb.org/~esr/faqs/smart-questions.html]How To Ask Questions The Smart Way[/url]
Tylius-

Re: Keyring Mod - Inn Issues

Post by Tylius- »

Aha!

Thanks for those changes by the way, I -much- like the new speed on him :)
Tylius
Posts: 28
Joined: Thu May 14, 2020 1:34 pm

Re: Keyring Mod - Inn Issues

Post by Tylius »

Also, I was experiencing a crash in the SI knighthood trial when I was fighting the cyclops, it seemed to only be when I tried running around him to get him in the way of the traps (pathing)

Would that've had to do with anything you fixed? I saw in the changelog about large creatures, so was curious if it was somehow related
marzo
Site Admin
Posts: 1925
Joined: Thu May 14, 2020 1:34 pm

Re: Keyring Mod - Inn Issues

Post by marzo »

I don't think it is related at all; what I fixed was a specific case on an specific schedule which caused no crashes at all -- instead of turning around when hitting a wall, large creatures in the 'pace' schedules would stand still yelling for the wall to move out of the way.

Can you submit a bug report of this crash?
------
Marzo Sette Torres Junior
aka Geometrodynamic Dragon
[url=http://www.catb.org/~esr/faqs/smart-questions.html]How To Ask Questions The Smart Way[/url]
Tylius-

Re: Keyring Mod - Inn Issues

Post by Tylius- »

Alright will do, going to try it on the new CVS build

Where on linux would the crash files be? I'm used to running it under windows
Tylius-

Re: Keyring Mod - Inn Issues

Post by Tylius- »

Also, now this -may- be related, not sure, rendering issue or not >.<

Exult won't compile under the default settings, so I use --enable-opengl or whichever flag it was. Then it will compile fine and I don't get X errors.

I can't run it using the opengl rendering, it just crashes, so I use the default one, but would me turning on the opengl flag during compile affect anything adversely ingame?
Tylius-

Re: Keyring Mod - Inn Issues

Post by Tylius- »

Posted a brief bug report for now, if there's more info I can get somewhere let me know and I'll add it!
drcode
Site Admin
Posts: 2267
Joined: Thu May 14, 2020 1:34 pm

Re: Keyring Mod - Inn Issues

Post by drcode »

Compiling with --enable-opengl shouldn't hurt anything, but I don't understand why the compile should fail when you don't use it (which I don't anymore). In any case, the opengl rendering was experimental, and never worked very well.
Tylius-

Re: Keyring Mod - Inn Issues

Post by Tylius- »

Not sure, but it definitely doesn't :(

Oh well, I'll keep the flag on for now =D
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