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KRPG Milestone 3 pre-release bug thread

Tue, 22 Dec 2009 08:22:30

RambOrc

List all bugs/problems of the pre-release build here.
Tue, 22 Dec 2009 14:31:45

Firebrand

The only one I've found so far is that if you berserk before ending the map, the berserker spell won't be deactivated if you exit and on the next map you will have upgraded stats but no berserking status, thus allowing you to berserk again and double stats again and again! lol
Tue, 22 Dec 2009 14:42:07

RambOrc

That reminds me, how do I configure a key for berserking?
Tue, 22 Dec 2009 16:28:19

Firebrand

Under the options menu, there's a customize controls and customize controls 2, under the second option, you will find the spell navigation keys and the use spell key, you can set them to whatever you wish, I recommend using the keypad numbers 1 and 2 for navigation and 3 for using spells <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->. You can also test all the implemented spells by dropping the console and typing 'gimme spells', there are some great things there <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->.
Tue, 22 Dec 2009 16:52:38

RambOrc

You mean there are Cleric and Mage spells in the current builds already?
Tue, 22 Dec 2009 19:49:59

Col.J.P.

I have to report a serious crash to desktop everytime I try to talk with an NPC, when I press the bye option, Vavoom stops. I'm using a Geforce 9800 GT 512 MB PCI-E with Windows 7 Ultimate. how do I debug this one? the vavoom launcher is not working...
Tue, 22 Dec 2009 20:07:46

Crimson Wizard

[quote="Col.J.P.":15y55j72] how do I debug this one? the vavoom launcher is not working... How did you run the game? If by using krpg.bat, there should be basev/debug.txt written.
Tue, 22 Dec 2009 22:23:48

Col.J.P.

yes, the only thing uselful was: "ERROR: Segmentation Violation" Well I turn around and went out, then I died somewhere in a lost temple in the middle of a desert! no problem there <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->
Tue, 22 Dec 2009 22:40:19

Firebrand

Could you please put the rest of the debug.txt file?
Tue, 22 Dec 2009 23:57:03

Col.J.P.

all of it? sure:
- VRootWidget::MouseButtonEvent
- VRootWidget::Responder
- VInput::ProcessEvents
- Host_Frame
Log: Doing C_Shutdown
Log: Doing CL_Shutdown
Log: PLAYER left the game

Log: Doing SV_Shutdown
Log: Doing delete GNet
Log: Doing delete GInput
Log: Doing V_Shutdown
Log: Doing delete GAudio
Log: Doing T_Shutdown
Log: Doing Sys_Shutdown
Log: Doing delete GSoundManager
Log: Doing R_ShutdownTexture
Log: Doing R_ShutdownData
Log: Doing VCommand::Shutdown
Log: Doing VCvar::Shutdown
Log: Doing ShutdownMapInfo
Log: Doing FL_Shutdown
Log: Doing W_Shutdown
Log: Doing GLanguage.FreeData
Log: Doing ShutdownDecorate
Log: Doing VObject::StaticExit
Log: Doing VName::StaticExit
Uninitialised: Doing Z_Shutdown


ERROR: Segmentation Violation
Edited by FB: Removed unused stuff from the log <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->.
Wed, 23 Dec 2009 00:56:52

Crimson Wizard

Could you please put the rest of the debug.txt file?
<!-- s:( --><img src="{SMILIES_PATH}/orc10.gif" alt=":(" title="Sad" /><!-- s:( --> <!-- m --><a class="postlink" href="http://www.vavoom-engine.com/forums/viewtopic.php?p=6059#p6059">http://www.vavoom-engine.com/forums/vie ... 6059#p6059</a><!-- m --> This bug happens only if you use mouse in dialog. If you use keys, everything works well.
Wed, 23 Dec 2009 15:15:08

Firebrand

Hmm, it's the first time I find something like this... I'll try to investigate it, but chances are high that this won't be fixed for release time, if that's the case, we may just remove mouse support for conversations.
Wed, 23 Dec 2009 23:56:20

Col.J.P.

it happens all the time, better to remove mouse pointer from dialog options. it won't make such a big difference and at least the crashes can be avoided!
Thu, 24 Dec 2009 00:08:56

Firebrand

Yep, I'll just remove support for that until I have more time to investigate this properly...
Thu, 24 Dec 2009 08:05:14

Col.J.P.

is it possible to be sound related? is there any sound associated with the possible choices? the most common problems related to Windows 7 lately are sound issues because of the way Direct X11 handles the sound drivers, in my case X-Fi Fatal1ty Creative crap!
Thu, 24 Dec 2009 12:29:57

Firebrand

The problem doesn't seems to be sound related, it seems to be caused when registering the event of the mouse button being pressed down, I think that the event can't be parsed because the window is closing already... which is strange.
Sat, 26 Dec 2009 17:51:29

Firebrand

OK, I've removed mouse support from the conversation screens, that will be the version that will go public tomorrow <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->.
Sat, 26 Dec 2009 18:10:34

Crimson Wizard

What about quest system? I am going to make tests now. Is there any certain quest planned for this release? Are ther going to be quest list menu?
Sat, 26 Dec 2009 19:21:42

Col.J.P.

my thoughts exactly, this mouse failure can spoil the questing system mouse pointer should be removed or fixed <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) --> everything else seems fine so far happy new year guys <!-- s\:D/ --><img src="{SMILIES_PATH}/eusa_dance.gif" alt="\:D/" title="Dancing" /><!-- s\:D/ -->
Sat, 26 Dec 2009 19:26:28

Crimson Wizard

[quote="Col.J.P.":1jbrzc2j]my thoughts exactly, this mouse failure can spoil the questing system mouse pointer should be removed or fixed <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) --> My phrase about quests was not related to mouse problems at all.
Sat, 26 Dec 2009 23:37:44

Firebrand

I created a questinfo lump for the release, but I didn't worked beyond that, we could delay the release for a day or two to add and test the quests. I don't plan to add the quest list menu for this release yet <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->. Another possibility would be to release what we have and make a 2nd patch for it, fixing bugs and adding new stuff, like the quests and menus for listing quests. Vote for these options <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->.
Sat, 26 Dec 2009 23:44:10

Crimson Wizard

It should be called QSTINFO, not questinfo.
Sun, 27 Dec 2009 00:24:10

Col.J.P.

[quote="Crimson Wizard":2wcx4a6f][quote="Col.J.P.":2wcx4a6f]my thoughts exactly, this mouse failure can spoil the questing system mouse pointer should be removed or fixed <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) --> My phrase about quests was not related to mouse problems at all. I know, I was only trying to add a fix. Are the quests made "per se"?
Sun, 27 Dec 2009 00:48:59

Crimson Wizard

Nope. Also quests menu is not working yet AFAIK anyway. Actually I see no problem in releasing this as-is, since 27th Dec is such an important date <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) --> We can make an update in the beginning of January with quests already working and some other stuff polished a little. Making quest would require not only writing quest script, but working quests log to make progress visible to player, and placing quest events in the game, through dialog or some other actions.
Sun, 27 Dec 2009 03:44:02

Firebrand

I've uploaded a new internal release, this one is the public version we can upload to SF, you can find it here: [url:303r8ul4]http://downloads.orcishweb.com/koraxdev/ScatteredEvil/KoraxRPG_20091226.zip Let me know if you have problems for doing the release <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->.
Sun, 27 Dec 2009 10:02:36

RambOrc

OK downloading it now, will give feedback after testing.
Sun, 27 Dec 2009 10:54:13

RambOrc

Only 3 things left to do: 1) include the models that were in earlier internal KRPG versions 2) add a readme.txt file that contains following " For information on this and future versions, see <!-- l --><a class="postlink-local" href="http://www.korax-heritage.com/board/viewforum.php?f=20">viewforum.php?f=20</a><!-- l --> " 3) remove unneeded exe and batch files (launcher, gardens demo etc) so people are less confused about what to double click Once all this has been corrected, just upload the new ZIP here, I'll give it a last minute check then publish it for download (not on SF since it's a limited alpha, meaning once the next release is out this one will be taken down).
Sun, 27 Dec 2009 15:38:15

Firebrand

I've uploaded an installer, it can be found here: [url:3tf1eqn7]http://downloads.orcishweb.com/koraxdev/ScatteredEvil/SE_TechTest.exe The models come from KA, I had fixed the offsets of skins and models there, the initial pack used with KRPG didn't had those fixes so I simply removed the unneeded decorations and copied them there <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->.
Sun, 27 Dec 2009 16:36:14

RambOrc

Ice stalagmites and stalagtites are fine now, as are barrels. However, the KRPG specific objects (chairs, tables, fountain) are not present yet. Also, could you rename the title in the installer to "Scattered Evil Limited Alpha"?
Sun, 27 Dec 2009 16:49:45

Crimson Wizard

Also mention in readme that you must have Hexen.wad in game folder! EDIT: Another bug - peasants are missing gibbed death sprites.
Sun, 27 Dec 2009 17:56:49

Firebrand

I'll just remove the gibbing from peasants altogether, they don't have interaction with enemies at all... I'll add them later, right now I can't export stuff from strife. I've fixed the missing models and found the copies of the definitions that had scaled trees as Ramborc asked time ago (120% scale) <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->. I've also renamed the installation title and executable installer names accordingly, you can find it here: [url:3k9xt942]http://downloads.orcishweb.com/koraxdev/ScatteredEvil/SE_Limited_Alpha.exe
Sun, 27 Dec 2009 18:36:19

RambOrc

...and we are done. <!-- s:D --><img src="{SMILIES_PATH}/orc6.gif" alt=":D" title="Very Happy" /><!-- s:D --> Will copy the download to a public directory and open the forum topics.
Sun, 27 Dec 2009 18:55:30

Crimson Wizard

By the way, RambOrc, from Strife I learned there's a way to make "railings" line special that prevents passing only limited by certain height. We may use this for all those fences in town and village.
Sun, 27 Dec 2009 19:33:09

Firebrand

IIRC it's a line flag only, or does it require something else?
Sun, 27 Dec 2009 19:51:02

Crimson Wizard

It requires two internal flags ML_BLOCKING and ML_RAILING. Editor-wise, in Strife this is done simply by setting a checkbox for a line. ZDoom have 2 ways to set this behavior. First is special 55 Line_SetBlocking, which was not implemented for Vavoom yet (though it shouldn't be difficult to do so). Second is Line_SetIdentification; last has 2 parameters, and second allows to set some extra flags to a line including railing flag. This should work in Vavoom.
Mon, 28 Dec 2009 22:58:55

Col.J.P.

impressive installer but out of the box it doesn't work: Init: Adding ./basev/common/basepak.pk3 - ParseBase - SetupGameDir - FL_Init - Host_Init Log: Doing C_Shutdown Log: Doing CL_Shutdown Log: Doing SV_Shutdown Log: Doing V_Shutdown Log: Doing T_Shutdown Log: Doing Sys_Shutdown Log: Doing R_ShutdownTexture Log: Doing R_ShutdownData Log: Doing VCommand::Shutdown Log: Doing VCvar::Shutdown Log: Doing ShutdownMapInfo Log: Doing FL_Shutdown Log: Doing W_Shutdown Log: Doing GLanguage.FreeData Log: Doing ShutdownDecorate Log: Doing VObject::StaticExit Log: Doing VName::StaticExit Uninitialised: Doing Z_Shutdown ERROR: Game mode indeterminate. Z_Free after Z_Shutdown Z_Free after Z_Shutdown
Mon, 28 Dec 2009 23:20:29

Crimson Wizard

You forgot to put Hexen.wad in. It is mentioned in the readme.txt.
Tue, 29 Dec 2009 00:22:37

Col.J.P.

yes, its obvious, sorry I thought I read someone saying there was no need of the hexen wad anymore. ok done
Tue, 29 Dec 2009 16:15:31

Firebrand

Nope, Hexen wad is needed for all of our projects and will always be <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->.
Tue, 29 Dec 2009 16:46:23

RambOrc

Yep, what you might remember is that just like in KA I requested the inclusion of all resources from the Hexen iwad into the KRPG distribution. That means it doesn't matter what version of hexen.wad someone has because no data is being read from the file except for the initial existence check at startup. We only need to make sure there is a hexen.wad due to legal requirements.

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