Page 2 of 2
Re: About the new (next?) snapshot...
Posted: Mon Jul 07, 2008 5:39 pm
by Malignant Manor
Bad link above, let's try again
Avatar not painting while invisible seems fixed now as well.
Bug: Visible party members aren't attacked if the Avatar is invisible.
Re: About the new (next?) snapshot...
Posted: Mon Jul 07, 2008 5:41 pm
by marzo
Have you seen this thread?
Yes, I just forgot to comment about it.
For future reference does updating a tracker item that has no one assigned to it still notify developers?
Nope.
I also fixed the link in your post.
Re: About the new (next?) snapshot...
Posted: Mon Jul 07, 2008 5:49 pm
by Malignant Manor
Wow, I was wrong about monsters not attacking each other being fixed.
Sorry, I knew I shouldn't have trusted the CVS update. (It merged my commented out section.)
Re: About the new (next?) snapshot...
Posted: Mon Jul 07, 2008 7:00 pm
by marzo
Wow, I was wrong about monsters not attacking each other being fixed.
Can you submit a bug report with a save in a place where this happens?
Re: About the new (next?) snapshot...
Posted: Mon Jul 07, 2008 7:06 pm
by Malignant Manor
Cross this off since it was the merged files fault and not the current cvs:
Bug: Visible party members aren't attacked if the Avatar is invisible.
After doing a complete re-download and build of the files, monsters do indeed still attack each other. The only other thing introduced recently that hasn't been fixed seems to be:
I had problems with Exult Studio Crashing whenever I double clicked on the many monster type shapes (other than ethereal monster). You could double click on them in game with Exult Studio open and edit them.
Re: About the new (next?) snapshot...
Posted: Mon Jul 07, 2008 7:09 pm
by Malignant Manor
Can you submit a bug report with a save in a place where this happens?
Sorry was looking something up while posting. I'll post a save in a minute. I've been testing at a headless spawn and hiding in a wall there to make it easier to reproduce. I put egg display on so I can summon however many I want. I think this will happen anywhere though, but it's good for testing.
Re: About the new (next?) snapshot...
Posted: Tue Jul 08, 2008 5:19 am
by marzo
I had problems with Exult Studio Crashing whenever I double clicked on the many monster type shapes (other than ethereal monster). You could double click on them in game with Exult Studio open and edit them.
Can you elaborate? I am not entirely sure I understood when the crash is happening.
I'll post a save in a minute.
Ack. Somehow, a "!" crept in the condition check which was causing the odd behavior. It is fixed in CVS now.
Re: About the new (next?) snapshot...
Posted: Tue Jul 08, 2008 7:57 am
by SepiaAndDust
ES crashes when I'm in the Shapes display and I try to get the properties of any living being. A random sampling shows that:
Mage (#445), Guard (#394), Flying Gargoyle (#226), Wolf (#537), Lord British (#466), and Insects (#517) all crash ES with the error message:
------------------------------------
EXULT_STUDIO caused an invalid page fault in
module LIBGOBJECT-2.0-0.DLL at 0167:008052bf.
Registers:
EAX=6f742074 CS=0167 EIP=008052bf EFLGS=00010206
EBX=00b478e5 SS=016f ESP=00f6dde0 EBP=00f6de78
ECX=01fa6ea0 DS=016f ESI=01fa6ea0 FS=10e7
EDX=00000001 ES=016f EDI=00f6fcbc GS=0000
Bytes at CS:EIP:
83 38 50 74 12 c7 44 24 04 50 00 00 00 89 0c 24
Stack dump:
011d3808 00000196 00000001 01221b00 01221b00 00000001 00000000 01fa6ea0 01fa6ea0 00f6fcbc 00f6de28 0069ee9a 0082d4a7 00000010 0082f154 00f6de3c
[note that the values in some of the registers, of course, change from one error message to the next]
------------------------------------
Clicking on Tile Roof (#156), Iron Bars (#264), Hood (#444), and Glass Counter Top (#518) cause no problem.
Also, living creatures can be double-clicked on in-game to retrieve their NPC stats.
Studio_Err.txt shows only:
------------------------------------
Warning, trailing slash in path: "C:\UC\ULTIMA7\static\"
Warning, trailing slash in path: "C:\UC\SERPENT\static\"
Warning, trailing slash in path: "C:\UC\ULTIMA7\static\map01\"
Warning, trailing slash in path: "C:\UC\ULTIMA7\mods\Lighthouse\data\map01\"
Warning, trailing slash in path: "C:\UC\ULTIMA7\static\map02\"
Warning, trailing slash in path: "C:\UC\ULTIMA7\mods\Lighthouse\data\map02\"
Warning, trailing slash in path: "C:\UC\ULTIMA7\static\map03\"
Warning, trailing slash in path: "C:\UC\ULTIMA7\mods\Lighthouse\data\map03\"
Warning, trailing slash in path: "C:\UC\ULTIMA7\static\map04\"
Warning, trailing slash in path: "C:\UC\ULTIMA7\mods\Lighthouse\data\map04\"
Warning, trailing slash in path: "C:\UC\ULTIMA7\static\map05\"
Warning, trailing slash in path: "C:\UC\ULTIMA7\mods\Lighthouse\data\map05\"
Warning, trailing slash in path: "C:\UC\ULTIMA7\static\map06\"
Warning, trailing slash in path: "C:\UC\ULTIMA7\mods\Lighthouse\data\map06\"
Warning, trailing slash in path: "C:\UC\ULTIMA7\static\map07\"
Warning, trailing slash in path: "C:\UC\ULTIMA7\mods\Lighthouse\data\map07\"
Warning, trailing slash in path: "C:\UC\ULTIMA7\static\map08\"
Warning, trailing slash in path: "C:\UC\ULTIMA7\mods\Lighthouse\data\map08\"
Warning, trailing slash in path: "C:\UC\ULTIMA7\static\map09\"
Warning, trailing slash in path: "C:\UC\ULTIMA7\mods\Lighthouse\data\map09\"
Warning, trailing slash in path: "C:\UC\ULTIMA7\static\map0a\"
Warning, trailing slash in path: "C:\UC\ULTIMA7\mods\Lighthouse\data\map0a\"
Warning, trailing slash in path: "C:\UC\ULTIMA7\static\map0b\"
Warning, trailing slash in path: "C:\UC\ULTIMA7\mods\Lighthouse\data\map0b\"
Warning, trailing slash in path: "C:\UC\ULTIMA7\static\map0c\"
Warning, trailing slash in path: "C:\UC\ULTIMA7\mods\Lighthouse\data\map0c\"
Shape num out of range: 1026
Shape num out of range: 1027
Shape num out of range: 1032
Shape num out of range: 1033
Shape num out of range: 1050
Shape num out of range: 1051
Shape num out of range: 1052
Shape num out of range: 1053
Shape num out of range: 1054
Shape num out of range: 1055
Shape num out of range: 1056
Shape num out of range: 1057
Shape num out of range: 1058
Shape num out of range: 1059
Shape num out of range: 1060
Shape num out of range: 1061
Shape num out of range: 1062
Shape num out of range: 1063
Shape num out of range: 1064
Shape num out of range: 1065
Shape num out of range: 1066
Shape num out of range: 1067
Shape num out of range: 1068
Shape num out of range: 1069
Shape num out of range: 1070
Shape num out of range: 1071
Shape num out of range: 1072
Shape num out of range: 1073
Shape num out of range: 1074
Shape num out of range: 1075
Shape num out of range: 1076
Shape num out of range: 1077
Shape num out of range: 1078
Shape num out of range: 1079
Shape num out of range: 1080
Shape num out of range: 1081
Shape num out of range: 1082
Shape num out of range: 1083
Shape num out of range: 1084
Shape num out of range: 1085
Shape num out of range: 1086
Shape num out of range: 1087
Shape num out of range: 1088
Shape num out of range: 1089
Shape num out of range: 1090
Shape num out of range: 1091
Shape num out of range: 1092
Shape num out of range: 1093
Shape num out of range: 1094
Shape num out of range: 1095
Shape num out of range: 1096
Shape num out of range: 1097
Shape num out of range: 1026
Shape num out of range: 1027
Shape num out of range: 1032
Shape num out of range: 1033
Shape num out of range: 1050
Shape num out of range: 1051
Shape num out of range: 1052
Shape num out of range: 1053
Shape num out of range: 1054
Shape num out of range: 1055
Shape num out of range: 1056
Shape num out of range: 1057
Shape num out of range: 1058
Shape num out of range: 1059
Shape num out of range: 1060
Shape num out of range: 1061
Shape num out of range: 1062
Shape num out of range: 1063
Shape num out of range: 1064
Shape num out of range: 1065
Shape num out of range: 1066
Shape num out of range: 1067
Shape num out of range: 1068
Shape num out of range: 1069
Shape num out of range: 1070
Shape num out of range: 1071
Shape num out of range: 1072
Shape num out of range: 1073
Shape num out of range: 1074
Shape num out of range: 1075
Shape num out of range: 1076
Shape num out of range: 1077
Shape num out of range: 1078
Shape num out of range: 1079
Shape num out of range: 1080
Shape num out of range: 1081
Shape num out of range: 1082
Shape num out of range: 1083
Shape num out of range: 1084
Shape num out of range: 1085
Shape num out of range: 1086
Shape num out of range: 1087
Shape num out of range: 1088
Shape num out of range: 1089
Shape num out of range: 1090
Shape num out of range: 1091
Shape num out of range: 1092
Shape num out of range: 1093
Shape num out of range: 1094
Shape num out of range: 1095
Shape num out of range: 1096
Shape num out of range: 1097
Shape num out of range: 1026
Shape num out of range: 1027
Shape num out of range: 1032
Shape num out of range: 1033
Shape num out of range: 1050
Shape num out of range: 1051
Shape num out of range: 1052
Shape num out of range: 1053
Shape num out of range: 1054
Shape num out of range: 1055
Shape num out of range: 1056
Shape num out of range: 1057
Shape num out of range: 1058
Shape num out of range: 1059
Shape num out of range: 1060
Shape num out of range: 1061
Shape num out of range: 1062
Shape num out of range: 1063
Shape num out of range: 1064
Shape num out of range: 1065
Shape num out of range: 1066
Shape num out of range: 1067
Shape num out of range: 1068
Shape num out of range: 1069
Shape num out of range: 1070
Shape num out of range: 1071
Shape num out of range: 1072
Shape num out of range: 1073
Shape num out of range: 1074
Shape num out of range: 1075
Shape num out of range: 1076
Shape num out of range: 1077
Shape num out of range: 1078
Shape num out of range: 1079
Shape num out of range: 1080
Shape num out of range: 1081
Shape num out of range: 1082
Shape num out of range: 1083
Shape num out of range: 1084
Shape num out of range: 1085
Shape num out of range: 1086
Shape num out of range: 1087
Shape num out of range: 1088
Shape num out of range: 1089
Shape num out of range: 1090
Shape num out of range: 1091
Shape num out of range: 1092
Shape num out of range: 1093
Shape num out of range: 1094
Shape num out of range: 1095
Shape num out of range: 1096
Shape num out of range: 1097
Shape num out of range: 1026
Shape num out of range: 1027
Shape num out of range: 1032
Shape num out of range: 1033
Shape num out of range: 1050
Shape num out of range: 1051
Shape num out of range: 1052
Shape num out of range: 1053
Shape num out of range: 1054
Shape num out of range: 1055
Shape num out of range: 1056
Shape num out of range: 1057
Shape num out of range: 1058
Shape num out of range: 1059
Shape num out of range: 1060
Shape num out of range: 1061
Shape num out of range: 1062
Shape num out of range: 1063
Shape num out of range: 1064
Shape num out of range: 1065
Shape num out of range: 1066
Shape num out of range: 1067
Shape num out of range: 1068
Shape num out of range: 1069
Shape num out of range: 1070
Shape num out of range: 1071
Shape num out of range: 1072
Shape num out of range: 1073
Shape num out of range: 1074
Shape num out of range: 1075
Shape num out of range: 1076
Shape num out of range: 1077
Shape num out of range: 1078
Shape num out of range: 1079
Shape num out of range: 1080
Shape num out of range: 1081
Shape num out of range: 1082
Shape num out of range: 1083
Shape num out of range: 1084
Shape num out of range: 1085
Shape num out of range: 1086
Shape num out of range: 1087
Shape num out of range: 1088
Shape num out of range: 1089
Shape num out of range: 1090
Shape num out of range: 1091
Shape num out of range: 1092
Shape num out of range: 1093
Shape num out of range: 1094
Shape num out of range: 1095
Shape num out of range: 1096
Shape num out of range: 1097
------------------------------------
Re: About the new (next?) snapshot...
Posted: Tue Jul 08, 2008 8:02 am
by marzo
In Windows and in Ubuntu (both compiled by myself), I can't reproduce; does this happen in a specific OS? Does this happen in a particular game/game version (e.g., BG without FoV)?
Re: About the new (next?) snapshot...
Posted: Tue Jul 08, 2008 8:21 am
by SepiaAndDust
I'm using Win98. I don't know what OS Malignant's using, but it's probably something more modern. The crashes happen for me using BG w/FOV out-of-the-box, the Keyring Mod, and my own Mod.
Just tried it on SI and SI Fixes... same thing. ES crashes whenever selecting a monster/NPC from the Shapes menu.
Re: About the new (next?) snapshot...
Posted: Tue Jul 08, 2008 11:37 am
by Malignant Manor
OS is Xp with both addons (Complete Ultima 7).
I can't believe I didn't notice this error message when I checked before:
Black Gate : not found (C:\gumpreleasetest\Exult_test\static\.)
Serpent Isle : not found (C:\gumpreleasetest\Exult_test\si\static\.)
Was it putting the period at the end before? I tried relative and absolute paths in Exult.cfg with backwards "\" and forward "/" slashes, but Exult Studio seems to mess up both. The reason seems to be the static directory not being read.
I only had this problem after the BIG Commit (TM). My version right before that with port updates included didn't have that problem either.
Re: About the new (next?) snapshot...
Posted: Tue Jul 08, 2008 11:45 am
by Malignant Manor
Exult seems to have the same problem, but it also has a later section that says the right paths without the "."
Stdout.txt
Code: Select all
Exult version 1.4.05cvs
Built at: Jul 7 2008 22:14:18
Compile-time options: USE_FMOPL_MIDI, USE_EXULTSTUDIO, HAVE_ZIP_SUPPORT
Compiler: gcc, version: 3.4.5 (mingw special)
Platform: Windows XP Service Pack 2 Version 5.1 Build 2600
Exult path settings:
Data : data
Digital music : data\music
Black Gate : not found (C:\gumpreleasetest\Exult_test\static\.)
exult_bg.flx : found
Forge of Virtue : found
exult_bg.flx : found
Serpent Isle : not found (C:\gumpreleasetest\Exult_test\si\static\.)
exult_si.flx : found
Silver Seed : found
exult_si.flx : found
OGG Vorbis Digital Music: Disabled
Trying: `Windows'
2 Midi Devices Detected
Listing midi devices:
-1: Microsoft MIDI Mapper
0: SoundMAX Wavetable Synth
1: Microsoft GS Wavetable SW Synth
Using device -1: Microsoft MIDI Mapper
Success!
Midi Output: Enabled
Starting a BLACK GATE game
Game path settings:
Static : C:\gumpreleasetest\Exult_test\static
Gamedat : C:\gumpreleasetest\Exult_test\gamedat
Savegame: C:\gumpreleasetest\Exult_test
Patch : C:\gumpreleasetest\Exult_test\patch
Gamedat identity FORGE
Reading usecode file.
Support for SI Paperdolls is enabled.
Support for SI Multiracial Avatars is enabled.
Loading /exult_bg.flx...
Loading default keybindings
Opened socket for Exult Server on port 1239
Cheats enabled.
Executing: exult_studio -x data -g blackgate &
Executing: exult_studio -x data -g blackgate &
Game paused
Connected to client
Client disconnected.
Connected to client
Game resumed
Client disconnected.
Re: About the new (next?) snapshot...
Posted: Tue Jul 08, 2008 1:10 pm
by Malignant Manor
This is showing up. Firewalls and antivirus are disabled and all ports should be open.
Error opening temporary file in gamedat dir with port number.
Code: Select all
Warning, trailing slash in path: "C:\gumpreleasetest\Exult_test\static\"
Warning, trailing slash in path: "C:\gumpreleasetest\Exult_test\si\static\"
Error opening temporary file in gamedat dir with port number.
Warning, trailing slash in path: "C:\gumpreleasetest\Exult_test\static\map01\"
Warning, trailing slash in path: "C:\gumpreleasetest\Exult_test\patch\map01\"
Warning, trailing slash in path: "C:\gumpreleasetest\Exult_test\static\map02\"
Warning, trailing slash in path: "C:\gumpreleasetest\Exult_test\patch\map02\"
Warning, trailing slash in path: "C:\gumpreleasetest\Exult_test\static\map03\"
Warning, trailing slash in path: "C:\gumpreleasetest\Exult_test\patch\map03\"
Warning, trailing slash in path: "C:\gumpreleasetest\Exult_test\static\map04\"
Warning, trailing slash in path: "C:\gumpreleasetest\Exult_test\patch\map04\"
Warning, trailing slash in path: "C:\gumpreleasetest\Exult_test\static\map05\"
Warning, trailing slash in path: "C:\gumpreleasetest\Exult_test\patch\map05\"
Warning, trailing slash in path: "C:\gumpreleasetest\Exult_test\static\map06\"
Warning, trailing slash in path: "C:\gumpreleasetest\Exult_test\patch\map06\"
Warning, trailing slash in path: "C:\gumpreleasetest\Exult_test\static\map07\"
Warning, trailing slash in path: "C:\gumpreleasetest\Exult_test\patch\map07\"
Warning, trailing slash in path: "C:\gumpreleasetest\Exult_test\static\map08\"
Warning, trailing slash in path: "C:\gumpreleasetest\Exult_test\patch\map08\"
Warning, trailing slash in path: "C:\gumpreleasetest\Exult_test\static\map09\"
Warning, trailing slash in path: "C:\gumpreleasetest\Exult_test\patch\map09\"
Warning, trailing slash in path: "C:\gumpreleasetest\Exult_test\static\map0a\"
Warning, trailing slash in path: "C:\gumpreleasetest\Exult_test\patch\map0a\"
Shape num out of range: 139
Shape num out of range: 149
Shape num out of range: 257
Shape num out of range: 260
Shape num out of range: 268
Shape num out of range: 269
Shape num out of range: 270
Shape num out of range: 271
Shape num out of range: 272
Shape num out of range: 278
Shape num out of range: 279
Shape num out of range: 294
Shape num out of range: 295
Shape num out of range: 296
Shape num out of range: 297
Shape num out of range: 298
Shape num out of range: 299
Shape num out of range: 139
Shape num out of range: 149
Shape num out of range: 257
Shape num out of range: 260
Shape num out of range: 268
Shape num out of range: 269
Shape num out of range: 270
Shape num out of range: 271
Shape num out of range: 272
Shape num out of range: 278
Shape num out of range: 279
Shape num out of range: 294
Shape num out of range: 295
Shape num out of range: 296
Shape num out of range: 297
Shape num out of range: 298
Shape num out of range: 299
Shape num out of range: 54
Shape num out of range: 64
Shape num out of range: 72
Shape num out of range: 73
Shape num out of range: 74
Shape num out of range: 54
Shape num out of range: 64
Shape num out of range: 72
Shape num out of range: 73
Shape num out of range: 74
Shape num out of range: 8
Shape num out of range: 9
Shape num out of range: 8
Shape num out of range: 9
Error sending to server
Error sending to server
Error sending to server
Re: About the new (next?) snapshot...
Posted: Tue Jul 08, 2008 2:40 pm
by marzo
Black Gate : not found (C:\gumpreleasetest\Exult_test\static\.)
Serpent Isle : not found (C:\gumpreleasetest\Exult_test\si\static\.)
Compare with this:
Black Gate : not found (C:\gumpreleasetest\Exult_test\static\.)
exult_bg.flx : found
Forge of Virtue : found
exult_bg.flx : found
Serpent Isle : not found (C:\gumpreleasetest\Exult_test\si\static\.)
exult_si.flx : found
Silver Seed : found
exult_si.flx : found
This, plus the following:
Error opening temporary file in gamedat dir with port number.
Gives me the strong impression that you are using an old (pre-BIG Commit) version of ES: the first two quotes should be equal for more recent versions of ES and Exult, and the port file name was changed in Windows in the BIG Commit. There is a simple test, actually: when browsing shapes.vga shapes, go to shape 377 and click it. The name displayed should be
'/food items//s' - 'bread'
in the latest ES, but only
'/food items//s'
for older versions.
Re: About the new (next?) snapshot...
Posted: Tue Jul 08, 2008 2:52 pm
by Malignant Manor
Nope, it is the latest version. I searched for bread and immediately went to '/food items//s' - 'bread'.
I've tried using the precompiled snapshot and one I've compiled myself. Are you only running Vista for Windows or do you still have XP?
Black Gate : not found (C:\gumpreleasetest\Exult_test\static\.)
Serpent Isle : not found (C:\gumpreleasetest\Exult_test\si\static\.)
This was just me taking out what I thought was the only relevant thing in the output file.
studio_out.txt
Code: Select all
Black Gate : not found (C:\gumpreleasetest\Exult_test\static\.)
exult_bg.flx : found
Forge of Virtue : found
exult_bg.flx : found
Serpent Isle : not found (C:\gumpreleasetest\Exult_test\si\static\.)
exult_si.flx : found
Silver Seed : found
exult_si.flx : found
studio_err.txt
Code: Select all
Warning, trailing slash in path: "C:\gumpreleasetest\Exult_test\static\"
Warning, trailing slash in path: "C:\gumpreleasetest\Exult_test\si\static\"
Error opening temporary file in gamedat dir with port number.
Warning, trailing slash in path: "C:\gumpreleasetest\Exult_test\static\map01\"
Warning, trailing slash in path: "C:\gumpreleasetest\Exult_test\patch\map01\"
Warning, trailing slash in path: "C:\gumpreleasetest\Exult_test\static\map02\"
Warning, trailing slash in path: "C:\gumpreleasetest\Exult_test\patch\map02\"
Warning, trailing slash in path: "C:\gumpreleasetest\Exult_test\static\map03\"
Warning, trailing slash in path: "C:\gumpreleasetest\Exult_test\patch\map03\"
Warning, trailing slash in path: "C:\gumpreleasetest\Exult_test\static\map04\"
Warning, trailing slash in path: "C:\gumpreleasetest\Exult_test\patch\map04\"
Warning, trailing slash in path: "C:\gumpreleasetest\Exult_test\static\map05\"
Warning, trailing slash in path: "C:\gumpreleasetest\Exult_test\patch\map05\"
Warning, trailing slash in path: "C:\gumpreleasetest\Exult_test\static\map06\"
Warning, trailing slash in path: "C:\gumpreleasetest\Exult_test\patch\map06\"
Warning, trailing slash in path: "C:\gumpreleasetest\Exult_test\static\map07\"
Warning, trailing slash in path: "C:\gumpreleasetest\Exult_test\patch\map07\"
Warning, trailing slash in path: "C:\gumpreleasetest\Exult_test\static\map08\"
Warning, trailing slash in path: "C:\gumpreleasetest\Exult_test\patch\map08\"
Warning, trailing slash in path: "C:\gumpreleasetest\Exult_test\static\map09\"
Warning, trailing slash in path: "C:\gumpreleasetest\Exult_test\patch\map09\"
Warning, trailing slash in path: "C:\gumpreleasetest\Exult_test\static\map0a\"
Warning, trailing slash in path: "C:\gumpreleasetest\Exult_test\patch\map0a\"
Error sending to server
Error sending to server
Error sending to server
Error sending to server
Error sending to server
Error sending to server
If you have find a likely fix and don't have a comp to test it on, I can test for xp and Win98SE before you commit.
Re: About the new (next?) snapshot...
Posted: Tue Jul 08, 2008 4:30 pm
by Malignant Manor
These are the only monsters so far in my testing that don't crash Exult Studio when double clicking on their shape.
230 (ethereal monster) class monster
299 (ghost) class human
317 (ghost) class human
337 (ghost) class monster
I'm not sure if this can help narrow down a problem area or not.
Re: About the new (next?) snapshot...
Posted: Tue Jul 08, 2008 5:03 pm
by Malignant Manor
Unaffected
534 (Wisp) class monster
536 (tentacles) class monster
The only thing I notice in common that others didn't so far is all of these monsters have the "no body" flag checked, but then I checked insects and that shape crashed ES. It seems like too many no body shapes don't crash and all that do have a body crash.
Re: About the new (next?) snapshot...
Posted: Tue Jul 08, 2008 5:25 pm
by Malignant Manor
Ok, I narrowed it down for you a bit. If you comment out
Code: Select all
if (hasbody)
{
int shnum = info.get_body_shape();
set_spin("shinfo_body_shape", shnum);
set_spin("shinfo_body_frame", info.get_body_frame(),
0, vgafile->get_ifile()->get_num_frames(shnum)-1);
}
in Shapeedit.cc, it stops the previously mentioned crash in ES. I guess it checks bodies.txt to see if a shape has a body which explains sea serpents and insects crashing ES.
Relevant lines before ommited:
bool hasbody = info.has_body_info();
set_toggle("shinfo_body_check", hasbody);
set_visible("shinfo_coffin", hasbody);
Re: About the new (next?) snapshot...
Posted: Tue Jul 08, 2008 5:34 pm
by Malignant Manor
More specifically, it is this line
Code: Select all
set_spin("shinfo_body_frame", info.get_body_frame(),
0, vgafile->get_ifile()->get_num_frames(shnum)-1);
Re: About the new (next?) snapshot...
Posted: Tue Jul 08, 2008 5:49 pm
by Malignant Manor
Of course, with any of it omitted, it will crash, if you try and adjust the body frame.
Re: About the new (next?) snapshot...
Posted: Tue Jul 08, 2008 6:03 pm
by marzo
I can test in XP, 98 and Ubuntu, so no problems there (I neither have, nor ever will, move to Vista); I usually test on XP and Ubuntu before committing.
Hm. I have been able to reproduce the problem by using the binaries from the downloads tool. I also have been able to reproduce it with the (rather ancient) tools "recommended" in "readme.win32" (which doesn't even seem to compile without some modifications anymore). But on a fresh MinGW/msys install, using more up-to-date tools, it worked. I think I will update those instructions (and ask Kirben to update his tools) rather than deal with those ancient versions.
Re: About the new (next?) snapshot...
Posted: Tue Jul 08, 2008 6:21 pm
by Malignant Manor
I had downgraded my MinGW (I think that is the only one) after using the bison self installer screwed up a needed file for compiling ES. Make sure to tell people to use the Bison binaries download instead of the self installer and leave out the "include" folder when copying files to MinGW. "unistd.h" gets screwed up otherwise. (Merging the headers would probably be better though.)
I'll upgrade again and do a clean install and see if I still have any problems.
Re: About the new (next?) snapshot...
Posted: Tue Jul 08, 2008 7:11 pm
by marzo
I have updated the Win32 compilation instructions to point to newer versions of MinGW/msys, and the 'exult_dev_win32.zip' download with new versions of Bison and Flex (from GNUWin32, without the offending "unistd.h"). Compiling by the instructions works now even from a clean system.
Re: About the new (next?) snapshot...
Posted: Tue Jul 08, 2008 10:30 pm
by Malignant Manor
I'm still having problems even after reinstalling everything from scratch. I'll have to try again later.
Re: About the new (next?) snapshot...
Posted: Wed Jul 09, 2008 5:01 am
by marzo
That is odd; I tried in a clean VM (no dev tools, no Exult, no ES, no U7), followed the steps in the (new) readme.win32 (for testing purposes) and got exes that did not show any problems. I... hold on. (hurriedly tests something)
Ack. I had compiled the new exes and moved over to a different machine where I had U7/Exult installed... but more importantly, it had a newer version of GTK. When I copied over the U7 files to that VM without the brand-new GTK, I encountered the issue even with the new MinGW.
Looking in GDB with a debug-enabled build, I found out the true cause of the error: a line that crept in by mistake in the body-drawing routine which would cause ES to update the body spin while it was being updated by the line you mention. The new versions of GTK don't show the problem (maybe better error-checking?) but it is there too.
Re: About the new (next?) snapshot...
Posted: Wed Jul 09, 2008 8:17 am
by SepiaAndDust
Thanks for all your hard work, everyone. Everything's working SO much better now. One beneficial side-effect is that Exult no longer crashes to desktop after adding or modifying shapes/frames in ES.
Thanks again!
Re: About the new (next?) snapshot...
Posted: Wed Jul 09, 2008 11:27 am
by Malignant Manor
Darn wild goose chase. Are the .dlls updated in the new dev tools downloads/Kirben's comp?
Re: About the new (next?) snapshot...
Posted: Wed Jul 09, 2008 11:44 am
by marzo
No; but Bison and Flex are. And since I found the true cause, the update isn't needed anymore (I am hesitant to update the dlls because the newer versions of GTK are not compatible with Win98, and there is at least one user which uses that OS).
Re: About the new (next?) snapshot...
Posted: Mon Jul 21, 2008 2:08 am
by Malignant Manor
Hostile creatures fail to initiate combat with the Avatar unless you attack them. The Avatar is and always has been neutral (as far as I know) in SI. I don't think the new combat system takes that into account.
Also, not to bug you guys but the has several bug tracker has several new entries. The only one I've confirmed so far is "[ 2020103 ] SI: Worms in the "worm game" do not appear in Furnace" and that got broken by the Big Commit (TM).
Re: About the new (next?) snapshot...
Posted: Mon Jul 21, 2008 10:31 pm
by Malignant Manor
I can confirm the turtle bug. I will try to locate which revision broke it, but I start a clean compile which really increases the time.
I had to make another bug report for this in order to upload the savegame.
Savegame before turtle (all conditions met) on tracker
Re: About the new (next?) snapshot...
Posted: Mon Jul 21, 2008 11:22 pm
by Malignant Manor
Revision 5897 broke the turtle barge.
Re: About the new (next?) snapshot...
Posted: Tue Jul 22, 2008 5:44 am
by marzo
Hostile creatures fail to initiate combat with the Avatar unless you attack them.
It is fixed. It is funny that I had to tone down the fix a bit before committing it: not only do hostiles were attacking the avatar and party, they would automatically fight back (and hunt them down) even if you weren't in combat mode.
Re: About the new (next?) snapshot...
Posted: Wed Jul 23, 2008 2:21 am
by Malignant Manor
I found an interesting repeatable bug that I can't think of a situation where it would happen without custom usecode With this UCC code, I can get NPCs to get stuck at 0 hp once in awhile. You cannot attack them, they register as an npc for targeting purposes, but you can't swing at them or have a spell hit them. If you set the hp above 0, then this doesn't happen.
I cannot reproduce this in any other way than with similar spells ie. the original. I get it to happen by using the function multiple times either by quickly casting a few times or removing the comments to automatically do it
It's not something I expect to get fixed. I figured someone might be interested.
Code: Select all
HaltStorm object#()() //*** Magic Storm & Energy_Mist function
{
UI_set_weather(0);
return;
}
LightningStrike object#()() //*** Magic Storm function
{
var pos = UI_get_object_position(item);
UI_sprite_effect(0x0011, pos[1], pos[2], 0, 0, 0, 1);
UI_play_sound_effect(0x003E);
UI_lightning();
UI_apply_damage(UI_get_npc_prop(item, STRENGTH), 12, 3, item);
//UI_apply_damage(UI_get_npc_prop(item, STRENGTH), 14, 3, item);
return;
}
MagicStorm object#()()
{
var npc;
var delay;
if (event == DOUBLECLICK)
{
halt_scheduled();
item_say("@Vas Ort Hur@");
if (notInMagicStorm())
{
script item
{ nohalt;
actor frame SWING_2H_3;
actor frame SWING_3;
actor frame SWING_2H_2;
sfx 20;
call MagicStorm;
}
var nearbynpcs = find_nearby(SHAPE_ANY, 30, 8);
var party = UI_get_party_list();
for (npc in nearbynpcs)
{
if (!(npc in party))
{
script npc
{ nohalt;
wait 25;
call MagicStorm;
}
}
}
}
else
{
script item
{ nohalt;
actor frame SWING_2H_3;
actor frame SWING_3;
actor frame SWING_2H_2;
call 0x606;
}
}
}
else if (event == SCRIPTED)
{
if (item == AVATAR->get_npc_object())
{
UI_set_weather(2);
UI_set_weather(2);
UI_set_weather(2);
UI_delayed_execute_usecode_array(item, [0x23, 0x55, HaltStorm], 180);
}
else
{
if (UI_die_roll(1, 5) == 1)
delay = 60;
else if (UI_die_roll(1, 5) == 2)
delay = 80;
else if (UI_die_roll(1, 5) == 3)
delay = 100;
else if (UI_die_roll(1, 5) == 4)
delay = 120;
else if (UI_die_roll(1, 5) == 5)
delay = 140;
halt_scheduled();
script item
{
nohalt;
wait delay;
call LightningStrike;
}
if (UI_get_random(2) == 1)
{
script item
{
wait delay/2;
call LightningStrike;
}
}
if (UI_get_random(2) == 1)
{
script item
{
wait delay/3;
call LightningStrike;
}
}
if (UI_get_random(2) == 1)
{
script item
{
wait delay/4;
call LightningStrike;
}
}
if (UI_get_random(2) == 1)
{
script item
{
wait delay/5;
call LightningStrike;
}
}
/* if (UI_get_random(2) == 1)
{
script item
{
nohalt;
call MagicStorm;
}
} */
if (UI_get_random(2) == 1)
{
script item
{
wait delay/6;
call LightningStrike;
}
}
if (UI_get_random(2) == 1)
{
script item
{
wait delay/7;
call LightningStrike;
}
}
/*if (UI_get_random(3) == 1)
{
script item
{
nohalt;
call MagicStorm;
}
}*/
if (UI_get_random(2) == 1)
{
script item
{
wait delay/8;
call LightningStrike;
}
}
if (UI_get_random(2) == 1)
{
script item
{
wait delay/9;
call LightningStrike;
}
}
}
}
}
Re: About the new (next?) snapshot...
Posted: Wed Jul 23, 2008 2:22 am
by Malignant Manor
If you set the hp above 0, then this doesn't happen.
This is supposed to be:
If you set the hp above 0, then they revert back to normal.
Re: About the new (next?) snapshot...
Posted: Wed Jul 23, 2008 5:43 pm
by Malignant Manor
Here are two bug trackers items that should probably be closed since they seem to be about the ring bug that was recently fixed.
1890645
971629
Re: About the new (next?) snapshot...
Posted: Wed Jul 23, 2008 6:47 pm
by marzo
Thanks, I had forgotten about those bug reports.