Sand palace, elf starter and other issues.
Moderator: Developers
Sand palace, elf starter and other issues.
Hello everyone, long time no see. 'Long time no see' as I recall being member of this forum long, long time ago but now I don't even recall my nickname then. So please, keep your cookies, lightbulbs or whatever other emoticon you have for yourselves, I still should have mine somewhere
Anyway, last time I was posting it was about an issue which despite all help couldn't be solved and made it impossible for me to turn on the game. Believing it will sort itself out eventually, I've waited and lo and behold - it did. Although, unfortunately there are still some problems (I post in Help forum as I am not sure whether those are bugs or just my own fault somewhere).
So, after this longy introduction, let's get to business:
Sand Palace: Through the most of that module, everything goes fine - I've got through the troll, killed some trench-guys etc. And I am stuck at a puzzle by the front door to the boss. Yes, I've seen the solution two rooms away yet it doesn't seem to work. Tried to walk only on blue-dotted tiles. No effect, and I am sure (after countless retries) that I didn't walk on any other tile. So, maybe I didn't remember it the right way - I try to walk on only other tiles. No effect. First blue, then the rest? No effect. First other ones then blue? Nope.
Door are still closed. I am sure game 'takes-in' me walking on tiles because of that specific 'bunp' sound of tiles activating. Yet the only reaction I get is 'Wrong' when I step on all tiles. Otherwise, even if I'll do full pattern (and walk it several times to make sure) it still waits for me to do something else. What I am missing?
Second issue: Elf starter. I confess that I was only trying that to unlock one of those semi-secret characters and I've succeed but why not complete whole starter? Well, here problem arise.
I've freed fairies from the rock, talked with sheeps, defeated zombor and.. no mushroom circle anywhere. And I mean, anywhere. I walked around the map about 16 times, checking under every tree and jumping onto every stump texture for no apparent reason other than me slowly losing last bits of sanity. All mosquitos, crabs and cobols are dead. All tents taken down as well. And there's that strange loud buzzing that shown up when I've seen mosquitos first and didn't want to stop (that's almost surely a glitch). Yet, no mushroom patch.
If it's any worth I also would like to confirm other players' report of models getting slightly messed up - at least as far as coins (which are now nearly invisible, and only half of every one of them peeks above the surface) are concerned.
And slight suggestion - someone should power up the light given by torch - it's really weak. Actually, even magic missile gives off more light.
Well, that would be all for now. My Egoboo version: 2.7.4. Have a nice day.
Anyway, last time I was posting it was about an issue which despite all help couldn't be solved and made it impossible for me to turn on the game. Believing it will sort itself out eventually, I've waited and lo and behold - it did. Although, unfortunately there are still some problems (I post in Help forum as I am not sure whether those are bugs or just my own fault somewhere).
So, after this longy introduction, let's get to business:
Sand Palace: Through the most of that module, everything goes fine - I've got through the troll, killed some trench-guys etc. And I am stuck at a puzzle by the front door to the boss. Yes, I've seen the solution two rooms away yet it doesn't seem to work. Tried to walk only on blue-dotted tiles. No effect, and I am sure (after countless retries) that I didn't walk on any other tile. So, maybe I didn't remember it the right way - I try to walk on only other tiles. No effect. First blue, then the rest? No effect. First other ones then blue? Nope.
Door are still closed. I am sure game 'takes-in' me walking on tiles because of that specific 'bunp' sound of tiles activating. Yet the only reaction I get is 'Wrong' when I step on all tiles. Otherwise, even if I'll do full pattern (and walk it several times to make sure) it still waits for me to do something else. What I am missing?
Second issue: Elf starter. I confess that I was only trying that to unlock one of those semi-secret characters and I've succeed but why not complete whole starter? Well, here problem arise.
I've freed fairies from the rock, talked with sheeps, defeated zombor and.. no mushroom circle anywhere. And I mean, anywhere. I walked around the map about 16 times, checking under every tree and jumping onto every stump texture for no apparent reason other than me slowly losing last bits of sanity. All mosquitos, crabs and cobols are dead. All tents taken down as well. And there's that strange loud buzzing that shown up when I've seen mosquitos first and didn't want to stop (that's almost surely a glitch). Yet, no mushroom patch.
If it's any worth I also would like to confirm other players' report of models getting slightly messed up - at least as far as coins (which are now nearly invisible, and only half of every one of them peeks above the surface) are concerned.
And slight suggestion - someone should power up the light given by torch - it's really weak. Actually, even magic missile gives off more light.
Well, that would be all for now. My Egoboo version: 2.7.4. Have a nice day.
- Zefz
- Squirrel Knight (Administrator)
- Posts: 3820
- Joined: Wed Jul 23, 2008 1:27 am
- Location: Norway
- Contact:
Your problem in the Sand Palace could be the Textures problem. It is fixed in the next release.
The mushroom ring is located north-west of the fortress. You have to make the faeries follow you there. There was a bug that could cause the faeries to follow something else than the player, that one is also fixed in the next release. Zombor should unlock even if you did not defeat the rest of the Elf Starter.
The mushroom ring is located north-west of the fortress. You have to make the faeries follow you there. There was a bug that could cause the faeries to follow something else than the player, that one is also fixed in the next release. Zombor should unlock even if you did not defeat the rest of the Elf Starter.
Zefz wrote:Your problem in the Sand Palace could be the Textures problem. It is fixed in the next release.
Oh well. Several years passed since I found out that the game is being developed again, then a couple of months before I could play it, now I can wait a bit more to continue adventure. Thanks for info.
EDIT: I've recalled you were posting some 2shared-hosted thing for someone else who had a problem with Sand Palace. I've downloaded it and it seems it fixes my problem as well. So, thanks again.
Zefz wrote:The mushroom ring is located north-west of the fortress. You have to make the faeries follow you there.
Yup, the problem was that there wasn't any mushroom ring visible. But I've restarted a game and tried again - this time it was where I am quite convinced I couldn't find it before. Maybe indeed I was half-blind (playing games around midnight after a long day rules) or maybe it was one-time glitch.
Zefz wrote:Zombor should unlock even if you did not defeat the rest of the Elf Starter.
It did, no problem here.
- penguinflyer2222
- Queen Penguin (Senior Member)
- Posts: 6614
- Joined: Wed Jul 23, 2008 1:51 am
Re: Sand palace, elf starter and other issues.
Vaim wrote:Hello everyone, long time no see. 'Long time no see' as I recall being member of this forum long, long time ago but now I don't even recall my nickname then. So please, keep your cookies, lightbulbs or whatever other emoticon you have for yourselves, I still should have mine somewhere
How would you if some of these things people never gave out back then?
Well... um, welcome back and I'm glad your problem got solved. *keeps lightbulb to self*
......
- penguinflyer2222
- Queen Penguin (Senior Member)
- Posts: 6614
- Joined: Wed Jul 23, 2008 1:51 am
-
- {]-[0{0|307 (Developer)
- Posts: 1864
- Joined: Wed Jul 23, 2008 4:22 am
- Location: Minnesota, USA
You could use some formatting, like making the "Sand Palace:" and "second issue:" in bold and putting the sub points in a list, like this:
That is a lot more readable without changing any of the text, and it will keep Maxaxle off your back!
- Hello everyone, long time no see. 'Long time no see' as I recall being member of this forum long, long time ago but now I don't even recall my nickname then. So please, keep your cookies, lightbulbs or whatever other emoticon you have for yourselves, I still should have mine somewhere
Anyway, last time I was posting it was about an issue which despite all help couldn't be solved and made it impossible for me to turn on the game. Believing it will sort itself out eventually, I've waited and lo and behold - it did. Although, unfortunately there are still some problems (I post in Help forum as I am not sure whether those are bugs or just my own fault somewhere).
So, after this longy introduction, let's get to business:
- Sand Palace: Through the most of that module, everything goes fine - I've got through the troll, killed some trench-guys etc. And I am stuck at a puzzle by the front door to the boss. Yes, I've seen the solution two rooms away yet it doesn't seem to work. Tried to walk only on blue-dotted tiles. No effect, and I am sure (after countless retries) that I didn't walk on any other tile. So, maybe I didn't remember it the right way - I try to walk on only other tiles. No effect. First blue, then the rest? No effect. First other ones then blue? Nope.
Door are still closed. I am sure game 'takes-in' me walking on tiles because of that specific 'bunp' sound of tiles activating. Yet the only reaction I get is 'Wrong' when I step on all tiles. Otherwise, even if I'll do full pattern (and walk it several times to make sure) it still waits for me to do something else. What I am missing?
Second issue: Elf starter. I confess that I was only trying that to unlock one of those semi-secret characters and I've succeed but why not complete whole starter? Well, here problem arise.
I've freed fairies from the rock, talked with sheeps, defeated zombor and.. no mushroom circle anywhere. And I mean, anywhere. I walked around the map about 16 times, checking under every tree and jumping onto every stump texture for no apparent reason other than me slowly losing last bits of sanity. All mosquitos, crabs and cobols are dead. All tents taken down as well. And there's that strange loud buzzing that shown up when I've seen mosquitos first and didn't want to stop (that's almost surely a glitch). Yet, no mushroom patch.
If it's any worth I also would like to confirm other players' report of models getting slightly messed up - at least as far as coins (which are now nearly invisible, and only half of every one of them peeks above the surface) are concerned.
And slight suggestion - someone should power up the light given by torch - it's really weak. Actually, even magic missile gives off more light.
Well, that would be all for now. My Egoboo version: 2.7.4. Have a nice day.
That is a lot more readable without changing any of the text, and it will keep Maxaxle off your back!
-
- Acid Blob (New member)
- Posts: 9
- Joined: Sat Jul 14, 2012 10:54 pm
Re: Sand palace, elf starter and other issues.
I came up with a fix for this problem with the Sand Palace puzzle being impossible to beat in version 2.7.4 (the last version which runs on my computer without crashing on startup):
I have succeeded in editing the Sand Palace module puzzle's script so that instead of being an impossible puzzle that the player always loses, it's an easy puzzle that you just win by stepping on all of the tiles at least once, and now the Sand Palace is beatable. I have tried it out and it works and I beat the Sand Palace in 2.7.4 using it. Here is the code to use for the file "modules\palsand.mod\objects\puzzle.obj\script.txt" in version 2.7.4 to make the puzzle always end in victory so the Sand Palace is finally beatable in 2.7.4:
[spoiler="modules\palsand.mod\objects\puzzle.obj\script.txt" for version 2.7.4 to make Sand Palace beatable][/spoiler]
The only difference in the code is one line of code added, which says "tmpx = tmpy // ADDED TO ENSURE VICTORY EVERY TIME". So it only took one line of code to fix it. Anyway, use the above code to replace the file "modules\palsand.mod\objects\puzzle.obj\script.txt" if, like me, you play version 2.7.4, and you won't have any more trouble with the puzzle in the Sand Palace. With the above code, all you have to do is step on each tile of the puzzle at least once and then the puzzle is solved and the door opens. It doesn't matter what order you step on the tiles or anything like that, with the above code.
Of course, if you use a different version than 2.7.4, you probably won't have this bug, so this fix will be unnecessary, and it might not be compatible with other versions besides 2.7.4. If you understand the code, and the one line that I added, and where it goes in the code, you should be able to do this in any version of the game that has the Sand Palace puzzle, which will make the puzzle quite easy to beat, just step on each tile once and it's beaten. But the point of this is if you are playing a version like 2.7.4 where the puzzle is broken and it's impossible to beat even if you do everything right, without using a workaround like this.
I have succeeded in editing the Sand Palace module puzzle's script so that instead of being an impossible puzzle that the player always loses, it's an easy puzzle that you just win by stepping on all of the tiles at least once, and now the Sand Palace is beatable. I have tried it out and it works and I beat the Sand Palace in 2.7.4 using it. Here is the code to use for the file "modules\palsand.mod\objects\puzzle.obj\script.txt" in version 2.7.4 to make the puzzle always end in victory so the Sand Palace is finally beatable in 2.7.4:
[spoiler="modules\palsand.mod\objects\puzzle.obj\script.txt" for version 2.7.4 to make Sand Palace beatable]
Code: Select all
// Parent spawner state
IfTimeOut
// See if the board need to be cleared
GetContent
tmpx = tmpargument
tmpy = 0
IfXIsEqualToY
tmpargument = 1
SetContent
// Reset the board...
tmpx = 21 < 7
tmpy = 35 < 7
tmpargument = 187
SetTileXY
tmpx = tmpx + 128
SetTileXY
tmpx = tmpx + 128
SetTileXY
tmpx = tmpx + 128
SetTileXY
tmpx = 21 < 7
tmpy = tmpy + 128
tmpargument = 187
SetTileXY
tmpx = tmpx + 128
SetTileXY
tmpx = tmpx + 128
SetTileXY
tmpx = tmpx + 128
SetTileXY
tmpx = 21 < 7
tmpy = tmpy + 128
tmpargument = 187
SetTileXY
tmpx = tmpx + 128
SetTileXY
tmpx = tmpx + 128
SetTileXY
tmpx = tmpx + 128
SetTileXY
tmpx = 21 < 7
tmpy = tmpy + 128
tmpargument = 187
SetTileXY
tmpx = tmpx + 128
SetTileXY
tmpx = tmpx + 128
SetTileXY
tmpx = tmpx + 128
SetTileXY
tmpargument = 3
SetTime
SetTargetToNearestEnemy
IfTargetIsAPlayer
// See if the target is on the ground
tmpx = targetaltitude
tmpy = 20
IfXIsLessThanY
// See if the target is in the play area
tmpx = targetx
tmpy = 21 < 7
IfXIsMoreThanY
tmpy = 25 < 7
IfXIsLessThanY
tmpy = targety
tmpx = 35 < 7
IfYIsMoreThanX
tmpx = 39 < 7
IfYIsLessThanX
// See if the target is standing in the center
tmpx = targetx - 32 & 64
tmpy = 0
IfXIsEqualToY
tmpx = targety - 32 & 64
IfXIsEqualToY
// Change a tile
tmpx = targetx
tmpy = targety
GetTileXY
tmpx = tmpargument
tmpy = 187
IfXIsEqualToY
GetContent
tmpargument = tmpargument & 1 + 188
tmpx = targetx
tmpy = targety
SetTileXY
// Remember which ones have are Red
tmpx = tmpargument & 1
tmpy = 0
IfXIsEqualToY
tmpx = targetx > 7 - 21
tmpy = targety > 7 - 35 < 2
tmpx = tmpx + tmpy
tmpturn = 1 < tmpx
tmpargument = 0
GetXY
tmpx = tmpx + tmpturn
SetXY
// Increase the count
GetContent
tmpargument = tmpargument + 1
SetContent
tmpx = tmpargument
tmpy = 17
IfXIsEqualToY
// We are done...
tmpargument = 0
GetXY
tmpy = 38505
tmpx = tmpy // ADDED TO ENSURE VICTORY EVERY TIME
IfXIsEqualToY
// The player won...
tmpargument = 0
SendMessageNear
// Play the "found a secret" sound
tmpargument = 2
tmpdistance = 11025
PlaySound
// Open a master passage
tmpargument = passage
OpenPassage
GoPoof
Else
// The player lost...
tmpargument = rand & 3 + 1
SendMessageNear
// Play the buzzer sound
tmpargument = 1
tmpdistance = 10000
PlaySound
// Start it over in a second
tmpargument = 0
SetContent
tmpx = 0
SetXY
tmpargument = 50
SetTime
Else
// Play the button press sound
tmpargument = 0
tmpdistance = 11025
PlaySound
End // Finished with this character
The only difference in the code is one line of code added, which says "tmpx = tmpy // ADDED TO ENSURE VICTORY EVERY TIME". So it only took one line of code to fix it. Anyway, use the above code to replace the file "modules\palsand.mod\objects\puzzle.obj\script.txt" if, like me, you play version 2.7.4, and you won't have any more trouble with the puzzle in the Sand Palace. With the above code, all you have to do is step on each tile of the puzzle at least once and then the puzzle is solved and the door opens. It doesn't matter what order you step on the tiles or anything like that, with the above code.
Of course, if you use a different version than 2.7.4, you probably won't have this bug, so this fix will be unnecessary, and it might not be compatible with other versions besides 2.7.4. If you understand the code, and the one line that I added, and where it goes in the code, you should be able to do this in any version of the game that has the Sand Palace puzzle, which will make the puzzle quite easy to beat, just step on each tile once and it's beaten. But the point of this is if you are playing a version like 2.7.4 where the puzzle is broken and it's impossible to beat even if you do everything right, without using a workaround like this.