Egoboo 2.8.0 (Unstable) Bugs

Report bugs, errors and balance issues you may encounter ingame here.

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Zefz
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Egoboo 2.8.0 (Unstable) Bugs

Post by Zefz »

When most of these bugs are fixed, we will declare Egoboo 2.8.0 as Stable. Here are the bugs that are reported noticed so far. The AI bug is currently the biggest issue in my opinion:

KNOWN BUGS :(:

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- Particle End sounds do not play.
- Rebith scrolls can resurrect enemies
- Exploit: You can assassinate characters with bear traps.
- Identify scrolls don't work
- As all characters and on any map you sometimes just slowly slide to the left.
- Particle IfHitGround does not work.
- The fire breath from the dogs can and will hurt the rider.
- There seems to be a texture allocation bug when Restarting a module. Some objects get the skins of other objects.
- There seems to be a random crash bug somewhere.
- There seems to be an AI targeting bug. Sometimes Trogs and the Trolls in Sand Palace just stand there without doing anything. When you move they become activated for a while again. This bug could be caused by the AI timer not properly resetting?
- The executable binary around 15 mb(!) since last revision? It used to be around 1 mb before....


FIXED BUGS :):

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- the normal people you fight seem to want to sit in the pot as if it was a normal moving mount. 
- Crossbows seem to hurt way too much. I remember when it was like 1-2 damage from just the arrow and then more from the extra damage from the 'bleeding'.
- Zippy town didn't export.
- the evil paladin in Soldier Start walks much faster than you.
- Movement animation speed is incorrect at times. (Jungle Warriors are a good example!)
- Ash Palace:  Seems much darker than it was originally.
- The ghouls spawn 'almost dead'. There is a problem with the enchants not sticking to objects when they spawn. The chest mimic in the Advent. starter spawns dead.
- Whitebeard is less mentally disabled.
- The chests are VERY weird with their hitboxes.
- The sand troll thing's health regenerates MUCH too fast for a G'nome to defeat him.
- The healer in Zippy doesn't heal.
- The healer in Bishopia heals for free.
- After i kill the Sandtroll in the sand palace, the door not open.
- clencher jumps strange far.
- The Paladin spell Call Gelding only works one time.
- The Divine Rune in Healer Starter cannot be turned off.
- The first door in Archaeologist Starter does not open.
- The ice breath from the ice lizards is invisible most of the time.
- I can't jump in rouge starter I just headbang.
- The iron ball no longer slows me down it just teleports to me whenever the chain is extended.
- The iron ball deletes from your hands if you walk to fast away from knife if you are holding his iron ball.
- Colour changes to the Life Bar through enchantments seem to be permanent.
- You cannot dismount from mounts.
- Spears are dropped one at a time instead of throwing them.
- Slippy walls have to little "slippyness"
- Tourist module: the keys don't work on the locks.
- Jungle Cats do not spawn.
- Valkyrie Starter is missing a map.
- Fixed boulder traps not moving.
- For some reason the ending music didnt play when i finished rouge starter.
- The final key in the Paladin Starter doesn't work on the final door.
- The Boss in Healer Starter has been nerfed.
- Faeries and book of light make water ripples (a lot of them!)
- If you pick up nothing at the very beginning of Paladin Starter, you can see something called a module controller.
- Tranches have been nerfed.
- One cannot pick up money.
- Brainscrambler daze ray doesnt work and Gonne shots do not hit, these two are probably related (Probably Max Speed that causes a lot of particle problems). Also noticed that arrows from the x-bow hit the ground pretty quick, making it a short range weapon.
- Fixed a crash bug.
- You cannot cast a spell very often. To use most spell-books, you must drop them and pick them up again after casting the spell once. And even then, they most likely fail.
- You cannot "un-cast" spells, when you are morphed into Lumpkin shape, what effectively traps you in the Lumpkin bod
- Saving your options settings doesn't work.
- Fixed Tranches not moving and attacking correctly.
- Coins from the chest mimic seem to disappear when dropped.
- You can no longer turn around while holding a shield
- Invictus from shields and animation frames seem not to work anymore. (i.e shields do not work!)
Last edited by Zefz on Thu Aug 05, 2010 11:52 pm, edited 51 times in total.
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octagon
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Post by octagon »

Some of them overlap with what I reported in the "Latest SVN bugs" topic. Shields generally seem to be buggy right now...

And the coin disappearance thing is not exclusive to coins, but coins in general are invisible and uncollectible (regardless of zoom).
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Post by Zefz »

Coins disappearance is fixed in latest revision.

I have almost fixed the shield bugs.
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Post by bgbirdsey »

here are the object file sizes:

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bbox.obj                 26,808 
bsp.obj                  62,912
camera.obj               43,865
cap_file.obj             21,825
char.obj                591,085
ChrList.obj           1,882,921
client.obj                1,469
clock.obj                14,490
collision.obj           105,923
configfile.obj           31,867
controls_file.obj        12,015
egoboo.obj               33,835
egoboo_console.obj       24,172
egoboo_endian.obj         1,113
egoboo_fileutil.obj      49,302
egoboo_math.obj           3,891
egoboo_object.obj         2,942
egoboo_process.obj        6,221
egoboo_setup.obj         28,686
egoboo_strutil.obj        9,818
egoboo_typedef.obj       32,862
egoboo_vfs.obj           80,772
enchant.obj             239,272
EncList.obj             160,111
eve_file.obj             13,630
file_common.obj          14,212
file_win.obj             18,462
font_bmp.obj              6,408
font_ttf.obj             13,064
game.obj                201,437
graphic.obj             310,816
graphic_fan.obj          16,801
graphic_mad.obj          35,354
graphic_prt.obj          47,818
hash.obj                 17,693
id_md2.obj                6,935
input.obj                19,632
lighting.obj             22,597
link.obj                 13,275
log.obj                   8,855
mad.obj                 458,863
md2.obj                  21,459
menu.obj                169,169
mesh.obj                 66,519
module_file.obj          11,990
mpd_file.obj             17,226
network.obj              83,613
ogl_debug.obj            35,120
ogl_extensions.obj       15,893
ogl_include.obj           6,836
ogl_texture.obj          18,503
particle.obj          5,314,823
passage.obj              36,637
passage_file.obj          3,218
physics.obj              37,700
pip_file.obj              9,368
profile.obj             172,604
PrtList.obj           2,072,174
quest.obj                 7,453
rpc.obj                  42,517
scancode_file.obj         6,883
script.obj              116,259
script_compile.obj       42,537
script_functions.obj    381,923
SDL_extensions.obj       25,722
SDL_GL_extensions.obj    11,595
server.obj                1,469
sound.obj                50,200
spawn_file.obj           11,079
sys_win32.obj             8,337
template.obj             24,605
texture.obj           4,404,942
ui.obj                   35,775
wawalite_file.obj        36,677


must be due to pre-allocation of the lists?

For instance, just the text fields comment and name in the PipList take up 1.25 MB.
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Post by Zefz »

Hmm, none of my object files are that big. My biggest file is script_functions.obj which is only 1,177,755.

The sudden mysterious size increase happened when I got your last revision. You haven't touched my solution so a configuration setting can't be the cause. (even so I did try to disable all the extra debug info in the build with no success)
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Post by Zefz »

I fixed the invictus bug. Shields and invictus frames should work correctly again.

-------
[edit]
Fixed Tranches not attacking properly as well. Also added Octagon's bug report. I keep the first post in this topic up to date with the bugs that need fixin'.[/edit]
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Post by bgbirdsey »

The total size of those object files is 17MB.

They have the database for edit and continue in them, but the amount of code text in them is rather small....
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Zefz
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Post by Zefz »

The total size of mine is 10,2 MB (10 749 573 bytes). That's smaller than the resulting binary lol.

Maybe some huge library is getting included statically? As mentioned before I haven't changed any configuration settings. Did you change some includes maybe?

It isn't a big problem, but it will prevent me from pre-compiling binaries from the SVN and uploading them for debuggers.
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Post by Shade »

Okay, unlike the SVN version, this release actually works for me.
...if it wasn't for that horrid FPS rate of about 5 FPS (even with toned down video settings) both in the menu and in the game itself, which makes any attempts to actually play simply unbearable.

EDIT: Actually, it appears the game doesn't save my settings, which of course explains the horrid frame rate since my computer simply can't bear the highest settings in everything.

EDIT2: The game disregards any changes done to the settings even if I edit setup.txt manually. Wtf?
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Post by Zefz »

Have you used the "My Egoboo Stuff" link? It is a shortcut which should lead you to your private Egoboo folder where your savegames, game progress and game settings are stored.

Also, the Black Console window that starts up along with Egoboo also lists all the info that is logged into the logfile.

EDIT: It seems you are right about that Save Settings button in the game menu doesn't work anymore. I've added it to the bug list above.
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Post by Zefz »

I fixed the Save Settings bug along with a few other:

- Fixed a crash bug.
- You cannot cast a spell very often. To use most spell-books, you must drop them and pick them up again after casting the spell once. And even then, they most likely fail.
- You cannot "un-cast" spells, when you are morphed into Lumpkin shape, what effectively traps you in the Lumpkin bod
- Saving your options settings doesn't work.
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octagon
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Post by octagon »

Spellcasting fixes!

Please fix the bug with characters not saving (that completely prevents you from saving a game without quitting and restarting Egoboo), and I'll pwn everything in the Sand Palace.
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Post by Zefz »

octagon wrote:Please fix the bug with characters not saving (that completely prevents you from saving a game without quitting and restarting Egoboo), and I'll pwn everything in the Sand Palace.


This is something I haven't heard before. What do you mean you have to restart to get the game to save?

Do you mean that unlocked modules don't appear until you have restarted the game?
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Post by octagon »

No. But after saving, the stuff I bought in Zippy (or maybe, found in dungeons. I didn't try it since I'm not motivated to play through the Sand Palace if there's a risk that everything was in vain and nothing gets actually saced) - no matter, with which character - doesn't display in their inventory, and even if they levelled up, their stats are unchanged. But when I look into the folder with my Egoboo characters and settings (located in AppData), the new stuff and stats show up there.
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Post by Shade »

Zefz wrote:Have you used the "My Egoboo Stuff" link? It is a shortcut which should lead you to your private Egoboo folder where your savegames, game progress and game settings are stored.

Ah, missed that one. Edited the setup.txt there and it seems to apply the changes.
Now I just need to figure out what I need to set the settings in setup.txt to to lower the GFX settings... :/

Zefz wrote:Also, the Black Console window that starts up along with Egoboo also lists all the info that is logged into the logfile.

But I can't copy-paste out of that one.
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