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some Keyring mod issues
Posted: Wed Jul 09, 2008 9:22 am
by alagner
Latest snapshot, Keyring mod. What I've just noticed:
-Shrine of spirituality can't be used to meditate, as the Avatar says 'I can't get there'. Hackmoving the Ankh helps.
-Fighting Zauriel-dragon crashed the game several times, really easy to reproduce, both using melee or spells. Didn't try (cross)bow, though.
Here's what stderr states:
Warning, trailing slash in path: "D:\U7\static\"
Warning, trailing slash in path: "D:\SERPENT\static\"
Digital SFX's file specified: jmsfx.flx... but file not found
Shape::store_frame: framenum >= frames_size (7 >= 7)
Shape::store_frame: framenum >= frames_size (7 >= 7)
Shape::store_frame: framenum >= frames_size (7 >= 7)
Shape::store_frame: framenum >= frames_size (7 >= 7)
Shape::store_frame: framenum >= frames_size (7 >= 7)
Shape::store_frame: framenum >= frames_size (7 >= 7)
Can't create script for NULL object
-when killing Laurianna's kidnappers before the screen blinks a couple of times [for example by using Mass Death] she doesn't recognise drinking the potion for the first time and starts the conversation again after screen blinking, but w/o the potion I'm unable to do anything.
-hey, why Zauriel and Laurianna can't be killed?
-is LB supposed to be wearing his Crown Jewels? Because killing him gave me nothing.
-Weston appears near storeroom instead of prison, w/o mod it works fine.
Re: some Keyring mod issues
Posted: Wed Jul 09, 2008 9:25 am
by marzo
-Shrine of spirituality can't be used to meditate, as the Avatar says 'I can't get there'. Hackmoving the Ankh helps.
-Fighting Zauriel-dragon crashed the game several times, really easy to reproduce, both using melee or spells.
[snip]
-when killing Laurianna's kidnappers before the screen blinks a couple of times [for example by using Mass Death] she doesn't recognise drinking the potion for the first time
[snip]
-Weston appears near storeroom instead of prison, w/o mod it works fine.
Thanks, I'll look into it.
-hey, why Zauriel and Laurianna can't be killed?
To prevent the Keyring plot from being screwed up.
-is LB supposed to be wearing his Crown Jewels?
Not yet, no; in the future, he will.
Re: some Keyring mod issues
Posted: Wed Jul 09, 2008 9:34 am
by alagner
>Not yet, no; in the future, he will.
So they don't exist in the game yet? Or are they hidden? As the readme states:
"- Lord British now has his Crown Jewels. They don't do everything they should yet, but they are unbalanced already if you get your filthy hands on them."
Re: some Keyring mod issues
Posted: Wed Jul 09, 2008 9:48 am
by marzo
So they don't exist in the game yet?
Nope.
As the readme states:[snip]
The readme is in error; I will have to update it. Thanks.
Re: some Keyring mod issues
Posted: Wed Jul 09, 2008 10:10 am
by alagner
and one more thing - is the potion supposed to kill Draxthraxus straight away [as it does], granting the access to the amulet w/o the Black sword?
Re: some Keyring mod issues
Posted: Wed Jul 09, 2008 11:20 am
by marzo
and one more thing - is the potion supposed to kill Draxthraxus straight away [as it does], granting the access to the amulet w/o the Black sword?
No, it isn't; I just forgot about that case.
Re: some Keyring mod issues
Posted: Sun Jul 13, 2008 12:51 am
by alagner
I've got one small question - when I'm using keyring mod, the 'detect trap' spell works properly, though it does not w/o it. Can someone post checksum of usecode or any other file that is responsible for this spell? I'm asking, because reinstalling it doesn't seem to fix this, so I wonder whether my Complete U7 CD is damaged, or maybe some strange version is published on it [which is possible knowing the overall quality of its release in Poland].
Many thanks in advance.
Re: some Keyring mod issues
Posted: Sun Jul 13, 2008 10:36 am
by Malignant Manor
The keyring mod overwrites the original usecode for the spell so that is why it works. I can't remember if Detect Trap worked in the original BG or if it had really bad restrictions.
Re: some Keyring mod issues
Posted: Sun Jul 13, 2008 10:51 am
by alagner
I'm asking 'cause it's the second copy of the game I own, the first one was 'borrowed forever' by one of my friends quite a long time ago I bought another one. And I'm pretty sure [though not 100%] that in case of the first release I had the spell did work correctly, by displaying sth like fireworks in the place the trap actually was. I never used it, as playing through for the 7th time you just know where not to go ;P But I checked it just by curiosity...
[btw - it's of course BG+FoV].
In SI+SS that spell works 100% correctly.
Re: some Keyring mod issues
Posted: Sun Jul 13, 2008 10:55 am
by alagner
I'm asking 'cause it's the second copy of the game I own, the first one was 'borrowed forever' by one of my friends quite a long time ago so I bought another one. And I'm pretty sure [though not 100%] that in case of the first release I had the spell did work correctly, by displaying sth like fireworks in the place the trap actually was. I never used it after purchasing the game for the second time, as playing through for the 7th time you just know where to go ;P But I checked it just of curiosity...
[btw - it's of course BG+FoV].
In SI+SS that spell works 100% correctly.
Re: some Keyring mod issues
Posted: Sun Jul 13, 2008 11:18 am
by Malignant Manor
From quick testing, it seems to be stemming from not being able to detect the trap shape, if it is an egg. Place shape number 200 into the game and cast the spell. You should see a sprite appear over the shape.
Re: some Keyring mod issues
Posted: Sun Jul 13, 2008 11:37 am
by alagner
Ok, it works for traps created that way, but those already set ones are invisible for the spell in case of 'bare' BG/FoV. With Marzo's mod it works as it should. [and sorry for accidential doubling the post above]
Re: some Keyring mod issues
Posted: Sun Jul 13, 2008 11:39 am
by Malignant Manor
This is the badly outputted UCXT format of the Detect Trap usecode. I don't have time to really look more into it atm.
//MASK_ALL_UNSEEN = 0xB0;
Code: Select all
// externs
extern var Func0906 0x906 ();
extern var Func08F6 0x8F6 (var var0000);
Func064A 0x64A (var var0000)
{
var var0001;
var var0002;
var var0003;
var var0004;
var var0005;
var var0006;
var var0007;
var var0008;
var var0009;
var var000A;
var var000B;
var var000C;
var var000D;
if (!(event == 0x0001)) goto labelFunc064A_00F0;
UI_halt_scheduled(item);
UI_item_say(item, "@Wis Jux@");
if (!Func0906()) goto labelFunc064A_00DC;
var0000 = UI_execute_usecode_array(item, [0x58, 0x0042, 0x65, 0x67]);
var0001 = Func08F6(0xFE9C);
var0002 = (0x0015 + var0001);
var0003 = UI_find_nearby(item, 200, var0002, 0x00B0);
//enum();
labelFunc064A_0054:
for (var0006 in var0003 with var0004 to var0005) atend labelFunc064A_0079;
var0000 = UI_delayed_execute_usecode_array(var0006, [0x23, 0x55, 0x064A], 0x0005);
goto labelFunc064A_0054;
labelFunc064A_0079:
var0007 = UI_find_nearby(item, 0x0320, var0002, 0x00B0);
var0008 = UI_find_nearby(item, 0x020A, var0002, 0x00B0);
var0009 = (var0007 & var0008);
//enum();
labelFunc064A_00A6:
for (var0006 in var0009 with var000A to var000B) atend labelFunc064A_00D9;
if (!(UI_get_item_quality(var0006) == 0x00FF)) goto labelFunc064A_00D6;
var0000 = UI_delayed_execute_usecode_array(var0006, [0x23, 0x55, 0x064A], 0x0005);
labelFunc064A_00D6:
goto labelFunc064A_00A6;
labelFunc064A_00D9:
goto labelFunc064A_00F0;
labelFunc064A_00DC:
var0000 = UI_execute_usecode_array(item, [0x65, 0x67, 0x55, 0x0606]);
labelFunc064A_00F0:
if (!(event == 0x0002)) goto labelFunc064A_011F;
var000C = UI_get_object_position(item);
UI_sprite_effect(0x0010, var000C[0x0001], var000C[0x0002], 0x0000, 0x0000, 0x0000, 0xFFFF);
labelFunc064A_011F:
return;
}
Re: some Keyring mod issues
Posted: Sun Jul 13, 2008 2:13 pm
by Malignant Manor
Detect Trap seems to be broken in the original game engine as well so it isn't a problem with Exult.
Re: some Keyring mod issues
Posted: Mon Jul 14, 2008 6:13 am
by marzo
The funny thing is that, other than layout, I don't think there is any difference between Keyring & original usecode for the detect trap spell.
Re: some Keyring mod issues
Posted: Mon Jul 14, 2008 8:03 am
by Malignant Manor
Here's the SI output of the same spell that works properly for comparison.
Code: Select all
// externs
extern var Func0951 0x951 ();
extern var Func0941 0x941 (var var0000);
Func0642 0x642 (var var0000)
{
var var0001;
var var0002;
var var0003;
var var0004;
var var0005;
var var0006;
var var0007;
var var0008;
var var0009;
var var000A;
var var000B;
var var000C;
if (!(event == 0x0001)) goto labelFunc0642_00F4;
UI_halt_scheduled(item);
UI_item_say(item, "@Wis Jux@");
if (!Func0951()) goto labelFunc0642_00DE;
var0000 = UI_execute_usecode_array(item, [0x23, 0x58, 0x0043, 0x65, 0x67]);
var0001 = Func0941(0xFE9C);
var0002 = (0x0015 + var0001);
var0003 = UI_find_nearby(item, 0x00C8, var0002, 0x00B0);
//enum();
labelFunc0642_0056:
for (var0006 in var0003 with var0004 to var0005) atend labelFunc0642_007B;
var0000 = UI_delayed_execute_usecode_array(var0006, [0x23, 0x55, 0x0642], 0x0005);
goto labelFunc0642_0056;
labelFunc0642_007B:
var0007 = UI_find_nearby(item, 0x0320, var0002, 0x00B0);
var0008 = UI_find_nearby(item, 0x020A, var0002, 0x00B0);
var0009 = (var0007 & var0008);
//enum();
labelFunc0642_00A8:
for (var0006 in var0009 with var000A to var000B) atend labelFunc0642_00DB;
if (!(UI_get_item_quality(var0006) >= 0x00FA)) goto labelFunc0642_00D8;
var0000 = UI_delayed_execute_usecode_array(var0006, [0x23, 0x55, 0x0642], 0x0005);
labelFunc0642_00D8:
goto labelFunc0642_00A8;
labelFunc0642_00DB:
goto labelFunc0642_00F4;
labelFunc0642_00DE:
var0000 = UI_execute_usecode_array(item, [0x23, 0x65, 0x67, 0x55, 0x0606]);
labelFunc0642_00F4:
if (!((event == 0x0002) || (event == 0x0003))) goto labelFunc0642_011C;
UI_obj_sprite_effect(item, 0x0010, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0xFFFF);
labelFunc0642_011C:
return;
}
Re: some Keyring mod issues
Posted: Mon Jul 14, 2008 11:59 am
by marzo
Ah, I remember now: when called through usecode arrays, eggs default to event 3; this is why the spell doesn't show eggs in original BG, but does so in Keyring (as I do it differently) and in SI (which checks for event 2 and 3).
Re: some Keyring mod issues
Posted: Wed Jul 16, 2008 4:40 am
by alagner
I don't know whether to post it here, or it's a global bug, though I encountered it only when using Keyring [for now at least, and only once]:
I was trying to move some stuff between characters, and during that operation I accidentally "caught" and tried to move Avatar's gump with the mouse on the point where Dove/Sword switch is [there was dove if it matters]. Exult quit to Windows straight away when I did that. It happened in LB's castle, near the stairway.
Stderr says:
Warning, trailing slash in path: "D:\U7\static\"
Warning, trailing slash in path: "D:\SERPENT\static\"
Illegal egg itype: 0
I was unable to reproduce it later. If it matters: Avatar was overloaded as Zauriel gave him reagents and potions [by the way, is it possible to give it to companions in order not to exceed weight limit, like all the shopkeepers do?]
Re: some Keyring mod issues
Posted: Wed Jul 16, 2008 5:10 am
by Malignant Manor
I can't reproduce the crash. One thing I did notice was that no one besides the Avatar equips a weapon when the combat_button is pushed. When the keyaction is used, companions will equip weapons.
Re: some Keyring mod issues
Posted: Wed Jul 16, 2008 6:36 am
by alagner
Ok, another, not-so-minor bug - since I asked Jaana for healing for the first time, she randomly casts different healing spells. I completely don't know what are the conditions of it. Sometimes she does it once, sometimes she casts a series of random spells...
Re: some Keyring mod issues
Posted: Wed Jul 16, 2008 11:55 pm
by alagner
Sorry for double posting, but I think I figured it out - it seems to happen when you ask her for healing [from conversation box] when she's lacking mana. As it regenerates - she starts to cast random healing spells for some time. When I access it through her spellbook - everything's fine. Looks like the elimination ofoption 'heal' from the dialogue should fix it.