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Exult Studio brokenness. Is that Virtuous, Avatar?
Posted: Sat Dec 18, 2010 2:16 am
by Wizardry Dragon
I encountered this when I was trying to get going editing in the Feudal Lands. In general, I think ES is considerably broken. Im missing large tracts of items (IFIX files specifically) that I know were there previously. But this specific bug relates to NPCs - Exult studio does not properly reflect NPC file changes in mods. It also appears to not load them properly, as several TFL NPCs are missing which were present in alpha and CVS versions that do not show up in the Exult Studio NPC editor. Newly edited NPCs also do not show up. It appears the data is not being read correctly - some NPC data (the face and body shape selected, specifically) remains, but most gets lost (stats, usecode assigned, name)
I have added a new bug to the tracker, bug #3139478. Link:
https://sourceforge.net/tracker/?func=d ... tid=102335
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Peter M Dodge
aka Wizardry Dragon
www.thefeudallands.ca
Re: Exult Studio brokenness. Is that Virtuous, Avatat?
Posted: Sat Dec 18, 2010 1:52 pm
by agentorangeguy
I've had some problems with ES not saving npcs too. I'll do quite a bit of work on npc schedules, assigning them names and faces, and then next time i get on, i notice everything wasn't saved. I know for a fact I 'save all' in ES but sometimes the NPCs don't stay. I've worked around this by actually saving my game as well.
Re: Exult Studio brokenness. Is that Virtuous, Avatat?
Posted: Sat Dec 18, 2010 3:45 pm
by Wizardry Dragon
Neither works reliably for me, though saving the game does seem to work more times than not. What platform are you using? (32 bit windows, 64 bit windows, fedora, ubuntu, macos ...?)
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Peter M Dodge
aka Wizardry Dragon
www.thefeudallands.ca
Re: Exult Studio brokenness. Is that Virtuous, Avatat?
Posted: Sat Dec 18, 2010 8:18 pm
by Malignant Manor
Marzo changed the way save all worked awhile back due to someone complaining. It is currently supposed to check for changes and only update the things that have actually changed. I'm not sure if it detects changes properly.
Re: Exult Studio brokenness. Is that Virtuous, Avatat?
Posted: Sat Dec 18, 2010 8:49 pm
by Malignant Manor
There doesn't seem to be a specific check for npcs.
Re: Exult Studio brokenness. Is that Virtuous, Avatat?
Posted: Sat Dec 18, 2010 9:28 pm
by Malignant Manor
I've had time to look into a fix for the npc editing. I've put a patch in the bug report since I want to talk to Jeff before I commit a bug fix assigned to him (even if it was assigned automatically). The cheat menu will not be checked for changes as it would make a mess out of the code.
Re: Exult Studio brokenness. Is that Virtuous, Avatat?
Posted: Sat Dec 18, 2010 10:19 pm
by Wizardry Dragon
Probably a good idea, for completeness' sake.
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Peter M Dodge
aka Wizardry Dragon
www.thefeudallands.ca
Re: Exult Studio brokenness. Is that Virtuous, Avatat?
Posted: Sat Dec 18, 2010 10:31 pm
by Malignant Manor
I edited a little bit ago after looking at the cheat menu code. I don't think there is a nice way to set modified status (when it is actually modified) on the cheat menu with out a ton of lines of code. Then I would have to add a bunch of defines to exclude it when not building with Exult Studio support. Save... -> Map should be used in that case.
Re: Exult Studio brokenness. Is that Virtuous, Avatat?
Posted: Sat Dec 18, 2010 10:45 pm
by Wizardry Dragon
Well, if its not feasible, its not going to hurt anything not having it. Definitely would like a fix for ES though >.> I don;t remember ever having trouble with it of this nature before.
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Peter M Dodge
aka Wizardry Dragon
www.thefeudallands.ca