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The dungeon shake

Posted: Sun Jun 24, 2007 5:49 am
by Achile Dragon
In Serpent's Isle with the recent snapshot, when i'm in dungeon and I move with my mouse, the screen shake and when I'm onworld the screen dosen't shake.

Strange bug

Re: The dungeon shake

Posted: Sun Jun 24, 2007 11:31 pm
by Madoc
Hey, when You move Your house, it's no wonder that Your screen shakes! One should be very careful when moving one's house. You better leave it in place. Or, when You HAVE to move it, turn off Your computer before.

Re: The dungeon shake

Posted: Mon Jun 25, 2007 12:18 am
by SB-X
?

Re: The dungeon shake

Posted: Mon Jun 25, 2007 5:08 am
by Achile Dragon
I mean not the screen physically, but the in-game screen

Re: The dungeon shake

Posted: Mon Jun 25, 2007 11:59 am
by drcode
Are there any cyclops nearby? They cause earthquakes in the game. But it shouldn't matter whether you're moving the mouse, so maybe there's a bug.

Re: The dungeon shake

Posted: Tue Jun 26, 2007 3:31 pm
by Achile Dragon
Non cyclops in Serpent isle (except in the knight test) . Anyway, is when I move the mouse diagonaly that happen

Re: The dungeon shake

Posted: Sun Jul 01, 2007 4:59 am
by Achile Dragon
It begin to be worse. Now when I get out of every dungeon (in mountain in example), it made the same behavior that in the underground. The game is unplayable

It's like the avatar and al. have been double (kind of specter) when it move diagonaly. It's like when you pinch a rubberband.

My spec:

An AMD ATHLON 2200+
Windows XP with SP2
Nvidia Geforce 6800
Sound Blaster Audigy 2
An Samsung LCD 17 inch

Here is the STDOUT and the STDERR too:

Exult version 1.4.03cvs
Built at: Jun 25 2007 10:39:46
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 : found
exult_bg.flx : found
Serpent Isle : found
exult_si.flx : found
OGG Vorbis Digital Music: Disabled
Trying config specified Midi driver: `Windows'
5 Midi Devices Detected
Listing midi devices:
-1: Mappeur MIDI Microsoft
0: SB Audigy 2 ZS Synth A [AC00]
1: SB Audigy 2 ZS Sw Synth [AC00]
2: SB Audigy 2 ZS Synth B [AC00]
3: ES MIDI SB Audigy 2 ZS [AC00]
4: Synthé. SW table de sons GS Mic
Using device 0: SB Audigy 2 ZS Synth A [AC00]
Success!
Midi Output: Enabled
Starting a SERPENT ISLE game
Game path settings:
Static : c:\uc\serpent\static
Gamedat : c:\uc\serpent\mods\sifixes\gamedat
Savegame: c:\uc\serpent\mods\sifixes
Patch : c:\uc\serpent\mods\sifixes\data

Gamedat identity SILVER SEED
Reading usecode file.
Loading /exult_si.flx...
Loading default keybindings
Opened socket for Exult Server on port 2616
Cheats enabled.
(x,y) rel. to gump is (119, 60)
(x,y) rel. to gump is (74, 82)
Finding path to schedule for monk
Finding path to schedule for Draxta
Finding path to schedule for monk
Und sched. opcode 0x00
Finding path to schedule for Draxta
Finding path to schedule for monk
Und sched. opcode 0x00
Finding path to schedule for monk
Finding path to schedule for monk
Finding path to schedule for monk
Finding path to schedule for Karnax
Finding path to schedule for monk
Und sched. opcode 0x2b
Und sched. opcode 0x0a
Finding path to schedule for monk
Finding path to schedule for monk
Finding path to schedule for monk
Finding path to schedule for monk
Finding path to schedule for monk
Finding path to schedule for monk
Finding path to schedule for monk
Finding path to schedule for monk
Und sched. opcode 0x00
Finding path to schedule for monk
Finding path to schedule for monk
Finding path to schedule for monk
(x,y) rel. to gump is (124, 83)
Und sched. opcode 0x00
Und sched. opcode 0x00
Should teleport to map -1, (2622, 1204)
Should teleport to map -1, (2743, 1189)
Finding path to schedule for Fedabiblio
NPC write
Saved game #0 successfully.


Stderr:

Line #7 has the wrong section name: characters != version
Line #5 has the wrong section name: bodyshapes != version
Shape::store_frame: framenum >= frames_size (21 >= 1)
Shape::store_frame: framenum >= frames_size (21 >= 1)
Shape::store_frame: framenum >= frames_size (21 >= 1)
Illegal egg itype: 0
Illegal egg itype: 0
Illegal egg itype: 0
Illegal egg itype: 0
Illegal egg itype: 0

Re: The dungeon shake

Posted: Sun Jul 01, 2007 5:00 am
by Achile Dragon
I forgot to says that I have the most recent snapshot installed and with SI Fixes

I don't know if it have the same behaviour without the fixes

Re: The dungeon shake

Posted: Sun Jul 01, 2007 5:11 am
by Achile Dragon
I find the cause. It's the Infravision cheat

Re: The dungeon shake

Posted: Sun Jul 01, 2007 7:53 am
by marzo
I find the cause. It's the Infravision cheat
With that, I finally managed to reproduce it. It will be fixed next snapshot.

Re: The dungeon shake

Posted: Mon Jul 02, 2007 1:51 pm
by drcode
Has it been there all along? I use Infravision (sp?) fairly often, but haven't noticed any problems recently.

Re: The dungeon shake

Posted: Mon Jul 02, 2007 2:32 pm
by marzo
Has it been there all along?
No, it has been added fairly recently -- when I was implementing the new weather effects, actually (or rather, the smooth transitions for dawn/dusk).