[Search] [FAQ] [Register] [Login] [Usergroups] [Members] [Rules]
[Terra Arcanum] [Forums] [Gallery] [Downloads] [Troikapedia] [Arcanum Wikia] [Troika Games]
 
Support Terra
Arcanum:
Good Old Games
 
 


Post new topic Reply to topic  [ 335 posts ]  Go to page Previous  1, 2, 3, 4, 5 ... 14  Next
Author Message
 PostPosted: Sat Aug 23, 2008 12:55 am Post subject: 
 
Fucking illogical, captain
Fucking illogical, captain

Joined: Aug 2, 2007
Posts: 1236
Location: Dublin
1. That does sound like a genuine bug.

2. "Thanks again for bringing me to Tarant" does not necessarily mean that she is still there, I do not consider that a bug.

3. Ah, now I understand what you mean, now that you've mentioned it, I recall that happening to myself as well. This is almost assuredly a genuine bug.

_________________
Xyle wrote:
And she wasn't even the female with whom I have a telepathic relationship.


Top
 Profile  
 PostPosted: Sat Aug 23, 2008 3:56 am Post subject: 
 
Lord
User avatar

Joined: Aug 17, 2008
Posts: 380
Location: Dublin, Ireland
Regarding point 2, I will have to go with wayne on this one.

She was brought to Tarant by the player, and it matters not where she goes to in her existence; she was still brought to Terant by the player. From the point that quest was completed, the player has brought her to Terant, and that has been marked in time, and this fact will never change no matter where she goes, be that from Terant or not.

_________________
"or Death and All His Friends"


Top
 Profile  
 PostPosted: Sat Aug 23, 2008 4:43 am Post subject: 
 
Journeyman
User avatar

Joined: Aug 19, 2008
Posts: 42
Location: Somewhere in the Philippines
This might be trivial but what about being unable to turn off the "Always Run" option? Would this be a fixable bug? Or am I just doing something wrong? I've already started a separate thread about this on Hints and Tips and I have not tried what wayne has suggested yet but I just wanted to bring this up here as well.. :-?

_________________
ganbatte iru yo
sou, yakusoku shita kara
demo kyuu ni, nakitaku naru keredo

- Shimokawa Mikuni, Are Kara


Top
 Profile  
 PostPosted: Sat Aug 23, 2008 7:28 am Post subject: 
 
To Manny:

1. There's a mess with conditions in Master Mages' dialogs. They don't check for all 5 spells. And you can't master a college with a lesser number of spells. This will be fixed.

2. Not a bug.

3&4. The quest entries are written this way in the quest log. But in the actual game, Ogdin just tells you that he likes to read and would like a book (with no specifics), and Delores Beston just asks you to find her a crystal ball (the question about the location of the ball is optional). I'm not sure if it would be a good idea to alter the quest log entries, so let them be. This is a bad quest design on Troika's side.

5. Yes, this was reported once at the Codex. If you have to fight the guards once you exit T'sen-Ang, then the dialog won't fire (since you're in combat). The workaround is simple though, just click on Virgil after the combat, and he will start the necessary dialog. Maybe I should write a heartbeat script for Virgil, that would constantly try to start the dialog, though, since a player may get confused and if the dialog is run in another location, Virgil won't get teleported to Caladon.

6. The Harrow does damage by script. It's especially powerful in hands of a dwarf with alignment of 60+. Although, since the actual weapon does 0 damage, you don't get any XP if you fight with it. And yes, perhaps it would be a good idea to add mana bonus to descriptions.

To GarmGarf

Original Magnus' dialog was checking for a wrong global flag if you talk to him only after you've dealt with Schuylers. I fixed many problems with the dialog, actually:

-Fixed wrong conditions in Magnus' dialog. Now he won't join you in all cases if you've negotiated with Schuylers.
-Fixed a problem in Magnus' dialog when you were getting duplicated lines if you've negotiated with Schuylers and had Torian Kel in your party.
-It's possible to have Magnus in your party if you've negotiated with Schuylers, AND also killed them. Now all rejoining lines make a check for this.


Top
  
 PostPosted: Sat Aug 23, 2008 2:07 pm Post subject: 
 
Lord
User avatar

Joined: Aug 17, 2008
Posts: 380
Location: Dublin, Ireland
Drog Black Tooth wrote:
To GarmGarf

Original Magnus' dialog was checking for a wrong global flag if you talk to him only after you've dealt with Schuylers. I fixed many problems with the dialog, actually:

-Fixed wrong conditions in Magnus' dialog. Now he won't join you in all cases if you've negotiated with Schuylers.
-Fixed a problem in Magnus' dialog when you were getting duplicated lines if you've negotiated with Schuylers and had Torian Kel in your party.
-It's possible to have Magnus in your party if you've negotiated with Schuylers, AND also killed them. Now all rejoining lines make a check for this.


Oh right. And did you fix this in your released unofficial patch, or have you it fixed for the one under development? Because to my knowlege, I have your unofficial patch downloaded for my present game where I encountered this bug.

_________________
"or Death and All His Friends"


Top
 Profile  
 PostPosted: Sat Aug 23, 2008 2:09 pm Post subject: 
 
GarmGarf wrote:
have you it fixed for the one under development?

Yes.


Top
  
 PostPosted: Tue Aug 26, 2008 11:55 am Post subject: 
 
Master
User avatar

Joined: Sep 25, 2006
Posts: 203
I saw that you left Pete's goons alone. Don't you concider the stats switching of the skeletions critter a bug? I think it's very clear that they made a mistake..

_________________
Image


Top
 Profile  
 PostPosted: Tue Aug 26, 2008 1:56 pm Post subject: 
 
Oracle wrote:
I saw that you left Pete's goons alone. Don't you concider the stats switching of the skeletions critter a bug? I think it's very clear that they made a mistake..

I don't think so. In fact, there's no evidence of the mistake, thus my change would become subjective.

The skeleton in question has more HPs, less powerful resistances, a different description and the full Bow skill. Perhaps, they wanted to make him a bowman, but changed their mind later, at any rate, it doesn't matter since he longer has a bow.

I may change the description from 'Greater Skeleton' to 'Pirate Skeleton', though.


Top
  
 PostPosted: Wed Aug 27, 2008 12:27 pm Post subject: 
 
Master
User avatar

Joined: Sep 25, 2006
Posts: 203
You're the boss..

_________________
Image


Top
 Profile  
 PostPosted: Mon Sep 01, 2008 12:51 am Post subject: 
 
Apprentice

Joined: Jul 28, 2008
Posts: 17
Some bugs I've found:
* Larrs (the guy Muggs wants you to collect cash from on behalf of Clan Maug) appears to have Alignment awards reversed in his dialogue - you get a +10 alignment boost if you take the cash he has and promise to pay the remainder for him, and a +5 if you promise to pay everything for him.

* During the Stillwater Giant quest, Tristan Fenwick, depending on which responses you give him when you bring him the caged rabbit, won't always set gf 1054 ("Tristan Fenwick has told PC giant in cage is a rabbit"). In particular, lines 159 and 96 both have him referring to it as a rabbit, but don't set the flag.

* Lines 55 and 57 of Erick Obsidian's dialogue (the PC's responses to his mentioning the schematic) skip his description of what the schematic is, along with a good chunk of the conversation immediately following same. They both send you to line 94, and they should send you to line 60.

* Line 360 in Praetor's dialogue (which is actually "spoken" (floated over) Dante, oddly enough) has a space or two missing and a broken female line.

* The voiceover for line 510 in Gilbert Bates' dialogue doesn't seem to work properly, although the mp3 is there. (I'm not sure if this is only for female characters; I've never actually tested it with a male character.) I can't remember how I "fixed" this, or else I'd share. :(

Hope this helps!


Top
 Profile  
 PostPosted: Mon Sep 01, 2008 1:08 am Post subject: 
 
Thanks, that's an excellent report!

Viqsi wrote:
* The voiceover for line 510 in Gilbert Bates' dialogue doesn't seem to work properly, although the mp3 is there. (I'm not sure if this is only for female characters; I've never actually tested it with a male character.) I can't remember how I "fixed" this, or else I'd share. :(

That seems to be an engine issue. There's some lines in several dialogs that don't play a VO even if an mp3 is there. However, if you reload the game and try again - it plays correctly. Seems like a memory issue.


Top
  
 PostPosted: Mon Sep 01, 2008 3:29 am Post subject: 
 
Journeyman
User avatar

Joined: Jan 8, 2008
Posts: 37
-In Black Root, when you talk to Garret Almstead, he will greet you with:
"What can I help you with <PCname>."
Should be:
"What can I help you with, <PCName>?"

-Rumour page: Rumor has it that there's something strange at the coordinates 6 17W, 528S (should be 617W)

-Concussion Grenade schematic: [...] The combination of the Explosive Grenade and Sheet Metal, the Frag Grenade was created for the technologist [...]
Should be Concussion Grenade. Not sure about this, but I think there should be a comma before "was created".

Sorry if any of these have already been fixed in a newer version (I played with 080708)


Top
 Profile  
 PostPosted: Mon Sep 01, 2008 5:58 am Post subject: 
 
Fixed. Thanks for reporting.


Top
  
 PostPosted: Fri Sep 05, 2008 9:20 pm Post subject: 
 
Journeyman
User avatar

Joined: Jan 8, 2008
Posts: 37
-The junk dealer in Tarant greets you with: "You are one of those technologist fella's I hear... - Shouldn't it be "fellas"?

-The blacksmith in Stillwater is called Richard Leeks even before you have spoken to him.


Top
 Profile  
 PostPosted: Sat Sep 06, 2008 8:53 am Post subject: 
 
Mummy's Little Hellhound
Mummy's Little Hellhound

Joined: Aug 14, 2008
Posts: 1325
Location: hiding Xiao's peanut butter. It gets him in too much trouble..
Hans Maulwurf wrote:
-The junk dealer in Tarant greets you with: "You are one of those technologist fella's I hear... - Shouldn't it be "fellas"?


Not if your playing a tech fella-ette.

_________________
"There comes a time when you look into the mirror, and you realize that what you see is all that you will ever be.
Then you accept it, or you kill yourself.
Or you stop looking into mirrors."
--Londo Mollari


Top
 Profile  
 PostPosted: Sat Sep 06, 2008 9:00 am Post subject: 
 
Hans Maulwurf wrote:
-The junk dealer in Tarant greets you with: "You are one of those technologist fella's I hear... - Shouldn't it be "fellas"?

Not really, the junk dealer's dialog has intentionally broken grammar and spelling. Here's this specific line:
Male: "Hey! You are one of those technologists fella's I hear all 'bout! Amazin'! Never thought I'd see sum one like you "here"... What can "I" do for you anyway?"
Female: "Hey! You are one of those technologists lady's I hear all 'bout! Amazin'! Never thought I'd see sum one like you "here"... What can "I" do for you anyway?"

Hans Maulwurf wrote:
-The blacksmith in Stillwater is called Richard Leeks even before you have spoken to him.

Fixed.


Top
  
 PostPosted: Sat Sep 06, 2008 9:49 am Post subject: 
 
There IS a cow level
There IS a cow level

Joined: Nov 11, 2005
Posts: 4256
I don't know if this has been mentioned before in this thread, but I simply can't be bothered with reading the damned thing through.

The general store shopkeeper in blackroot sometimes gets stuck in his bed, standing in it for the entire day. The same goes for a few other shopkeepers as well (I can't remember which).


Top
 Profile  
 PostPosted: Sat Sep 06, 2008 9:51 am Post subject: 
 
Wolfsbane wrote:
The general store shopkeeper in blackroot sometimes gets stuck in his bed, standing in it for the entire day.

That happens if you enter Black Root at night the first time. Waiting a day solves the problem, though. The cause seems to be faulty pathfinding.


Top
  
 PostPosted: Sat Sep 06, 2008 9:53 am Post subject: 
 
There IS a cow level
There IS a cow level

Joined: Nov 11, 2005
Posts: 4256
Alright. Good to know, I guess.


Top
 Profile  
 PostPosted: Sun Sep 07, 2008 3:45 am Post subject: 
 
Journeyman
User avatar

Joined: Jan 8, 2008
Posts: 37
-When you stand somewhere in Smythe's Gun Shoppe or Wallow's Quality Armour in Tarant and try to walk somewhere behind the shop, the PC will just walk to one of the windows and stop in front of it, because he can't get through.

-The sign in front of P.Schuylers says:"-44 Devonshire Way P. Schuyler & Sons-"
Should have a '*' in the middle to be consistent with all the others signs.
-Same issue also on the town map.


Top
 Profile  
 PostPosted: Sun Sep 07, 2008 4:26 am Post subject: 
 
Hans Maulwurf wrote:
-When you stand somewhere in Smythe's Gun Shoppe or Wallow's Quality Armour in Tarant and try to walk somewhere behind the shop, the PC will just walk to one of the windows and stop in front of it, because he can't get through.

Pathfinding acting glitchy again, perhaps? There's nothing wrong with the windows, in any case.

Hans Maulwurf wrote:
-The sign in front of P.Schuylers says:"-44 Devonshire Way P. Schuyler & Sons-"
Should have a '*' in the middle to be consistent with all the others signs.
-Same issue also on the town map.

This is intentional, there's no space to fit a *.


Top
  
 PostPosted: Sun Sep 07, 2008 7:05 pm Post subject: 
 
Journeyman
User avatar

Joined: Jan 8, 2008
Posts: 37
Drog Black Tooth wrote:
Pathfinding acting glitchy again, perhaps? There's nothing wrong with the windows, in any case.

It is a reproduceable pathfinding bug I always have there, even on my other computer.

Drog Black Tooth wrote:
This is intentional, there's no space to fit a *.

Yes, you're right. I just noticed that it only fits in one line if you change P. Schuyler to P.Schuyler, but then it hardly looks any better.
But would it be possible to fix this on the town map, since there's enough space there?


Top
 Profile  
 PostPosted: Mon Sep 08, 2008 3:09 am Post subject: 
 
Hans Maulwurf wrote:
Drog Black Tooth wrote:
Pathfinding acting glitchy again, perhaps? There's nothing wrong with the windows, in any case.

It is a reproduceable pathfinding bug I always have there, even on my other computer.

Yes, it happens on my side as well. What I meant is that I can't see anything wrong with the actual map, there's no blocked tiles in your way, so looks like pathfinding has some other problem processing this area. Perhaps the scenery around affects it.

Hans Maulwurf wrote:
Drog Black Tooth wrote:
This is intentional, there's no space to fit a *.

Yes, you're right. I just noticed that it only fits in one line if you change P. Schuyler to P.Schuyler, but then it hardly looks any better.
But would it be possible to fix this on the town map, since there's enough space there?

The townmap references the same file.


Top
  
 PostPosted: Mon Sep 08, 2008 4:05 am Post subject: 
 
Journeyman
User avatar

Joined: Jan 8, 2008
Posts: 37
Drog Black Tooth wrote:
The townmap references the same file.

Ah I think I know what I did wrong now: I modified gamedesc so that it displayed it on the sign, but when I looked at the town map it was still the same as before, so I thought the town map descriptions are in a different file.
Am I right when I assume that it's because I loaded a save with P.Schuyler already displayed on the town map?

-Very minor issue: Would it be possible to change the description of the ladders in Ashbury cemetery from "Wooden Object" to "Ladder"?


Top
 Profile  
 PostPosted: Mon Sep 08, 2008 4:30 am Post subject: 
 
Hans Maulwurf wrote:
-Very minor issue: Would it be possible to change the description of the ladders in Ashbury cemetery from "Wooden Object" to "Ladder"?

I won't be fixing stuff like that. There's a lot of inconsistencies like that (e.g. barrels called 'wooden chests') in the game, it'd be pretty meaningless to waste time on it.


Top
  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 335 posts ]  Go to page Previous  1, 2, 3, 4, 5 ... 14  Next


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group