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Posted: Mon Sep 20, 2010 3:07 pm
by Zefz
Progress! These bugs are now fixed:
- Characters get bored extremely often - they baseballkirby/hello/anydaynow/break/... after about 3 seconds.
- The Ash Palace Watcher's poison is not stopped by healing.
- Zombi Starter: There was one time where the Necromancer tried to "resurrect" an adventurer and the dead adventurer disappeared.
- Zombi Starter: I don't like the running animations the zombi have. Is it okay if they're slowed down?
- There is no rendering at the bottom of the screen. This appears to be a trick to make the game run more smoothly (which is good), but it looks awkward at times. Is there some way to enlarge the field of view?
- The green cube is immune to weapons. Was this intended too?
- Missiles cannot bounce off walls anymore; they despawn on first hit instead.
- After beating a Palace, the quest status isn't saved - [MAIN] in quest.txt is not increased. I had to set it manually to continue. Also, quests you take (Cobol Palace, imprisoned one) don't get their entry in quest.txt.
- The Cobol Palace does not unlock even if you read at Sandweg that a secret module would have been unlocked.
- Zippy contains an ownerless crossbow in front of a house. You can get a crossbow for free as often as you want...
- Cockatrices are announced to paralyze a character even if the character is already dead, if they score the lethal bite.
- Stealthed characters sometimes look weird - it seems like their head becomes transparent and reveals the back of the character.
Still need to figure out that nasy Linux import bug though. Probably another file system bug ><

Posted: Mon Sep 20, 2010 9:08 pm
by octagon
Thank you for those fixes. I'm especially glad that quest.txt and missiles work again... :)

Have you any clue of what the sudden crashes (game simply quits) and freezes could be caused by?

Posted: Mon Sep 20, 2010 9:55 pm
by penguinflyer5234
Always check your log.txt, especially after a random quit.

Posted: Tue Sep 21, 2010 7:26 am
by octagon
As I said, there were only messages about spawn_one_enchant fail. :/

Posted: Wed Sep 22, 2010 3:38 pm
by Zefz
Okay, birdsey has done a big physics update among other things. This fixed a number of issues like:

Code: Select all

- As all characters and on any map you sometimes just slowly slide to the left. 
- This is a bit random, but clipping issues occur, making your character unable to receive damage. Perhaps this occurs after loading a module three times.
- With the magic carpet I'm able to fly through doors or even walls. I think the velocity of the carpet is too high. It kinda "drills" through the walls. 
- Moving particles tend to get stuck in walls. 
- It seems there is a relative rare physcis bug that allows AI to move through solid walls. 
- The physics are very sensitive. Coffins will strongly push you away if you touch them closely (sometimes getting you into the blue blobs). As you should see in "ego00.bmp", they can even push you on top of interesting areas. Coins also bounce highly, taking longer to get, but some bounce into the walls. 
- Probably a lot others.
It did also introduce a number of new issues though, here are some I noticed:

Code: Select all

- Movment is a bit difficult after jumping.
- When movement speed is low, move animations are twitchy.
- You can no longer mount Hot Dogs.
- The Missile spell did not spawn missiles in Adventurer Starter.
- Seems to be a draw offset for shadows and reflections.
- Picking up a torch makes the torch being held as if it was on the floor until you use it at least once.
- XP bars no longer work.

Posted: Wed Sep 22, 2010 3:57 pm
by octagon
That fix seems quite good. But... how can a physics fix cause XP bars to break?? :o

And I hope that missiles still work in other modules. It would be annoying if they would be broken just after being fixed... :(

Posted: Thu Sep 23, 2010 12:03 am
by Zefz
It wasn't only a physics update, but a complete code overhaul. He also rewrote or improved many of the module text introductions.

Posted: Thu Sep 23, 2010 1:39 am
by Zefz
Birdsey fixed the XP bars not working and not being able to mount hot dogs.

I also did a rewrite of the quest system so that it is handled better now.

Posted: Thu Sep 23, 2010 3:40 pm
by octagon
Oh, cool. More fixes and rewritten texts? Neat.

Posted: Thu Sep 23, 2010 5:21 pm
by Zefz
Implemented a new Skill System that technically allows each character to have up to 64 different skills. Skills also no longer need to be pre-defined, meaning you can easily invent new skills just by writing a new IDSZ at the bottom of data.txt!

In addition I implemented two new script functions IfLevelUp and GiveSkillToTarget which will allow us for more interesting level ups where you can permanently gain new skills among other things. (or some books or manuals that give new skills when read)

Posted: Thu Sep 23, 2010 5:32 pm
by octagon
IfLevelUp?

That means I can give Elan a "♫ I love my new skill points! ♪" message when he levels up... :D
Without the ♪♫, of course. I know that these chars are not supported... :/

Posted: Fri Sep 24, 2010 3:06 pm
by Zefz
I wish to fix the "Linux Import Bug" which prevented the release a number of days ago but I will need help of someone with Linux.

In the latest SVN revision Egoboo now prints out the exact folder paths it's trying to import or export from/to in the log file. Simply try to load a character and start zippy town and then save&exit and upload the logfile here. Hopefully it will say where things went wrong.

Posted: Fri Sep 24, 2010 8:36 pm
by penguinflyer5234
Two errors in quest.c (change the two bool_t return types to egoboo_rv in quest.h), add ISDZ_map.c to the makefile sources (game/Makefile)
Spoiler: log.txt with picking chars then sending Diannissa to zippy
Starting Egoboo 2.8.0b ...
INFO: PhysFS file system version 2.0.0 has been initialized...
INFO: Initializing Linux file system...
INFO: Initializing clock services...
INFO: Loaded the default setup file "/setup.txt".
INFO: Initializing SDL version 1.2.14... Success!
INFO: Intializing SDL Timing Services... Success!
INFO: Intializing SDL Event Threading... Success!
INFO: Intializing SDL Joystick... Success!
INFO: Intializing SDL Video... Success!
INFO: Opening SDL Video Mode...

==============================================================
SDL set video mode to the current parameters

SDL window parameters
width == 1152, height == 864, depth == 32

SDL flags
windowed
SDL software surface
SDL single buffer
OpenGL support
OpenGL-compatible blitting

SDL_GL_Attribtes
SDL_GL_DOUBLEBUFFER == 1
SDL_GL_STENCIL_SIZE == 0
SDL_GL_ACCUM_RED_SIZE == 16
SDL_GL_ACCUM_GREEN_SIZE == 16
SDL_GL_ACCUM_BLUE_SIZE == 16
SDL_GL_ACCUM_ALPHA_SIZE == 16
SDL_GL_STEREO == 0

SDL using video driver - x11
Available full-screen video modes...
Video Mode - 1600 x 1200
Video Mode - 1280 x 1024
Video Mode - 1280 x 960
Video Mode - 1152 x 864
Video Mode - 1024 x 768
Video Mode - 960 x 720
Video Mode - 960 x 600
Video Mode - 960 x 540
Video Mode - 928 x 696
Video Mode - 896 x 672
Video Mode - 840 x 525
Video Mode - 832 x 624
Video Mode - 800 x 600
Video Mode - 800 x 512
Video Mode - 720 x 450
Video Mode - 720 x 400
Video Mode - 680 x 384
Video Mode - 640 x 512
Video Mode - 640 x 480
Video Mode - 640 x 400
Video Mode - 640 x 350
Video Mode - 576 x 432
Video Mode - 512 x 384
Video Mode - 416 x 312
Video Mode - 400 x 300
Video Mode - 360 x 200
Video Mode - 320 x 240
Video Mode - 320 x 200
Video Mode - 320 x 175
==============================================================

OpenGL state parameters
gl_version == 2.1.2 NVIDIA 195.36.24
gl_vendor == NVIDIA Corporation
gl_renderer == GeForce 6200/AGP/SSE2
gl_extensions == GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum
glu_version == (null)
glu_extensions == (null)

GL_MAX_MODELVIEW_STACK_DEPTH == 32
GL_MAX_PROJECTION_STACK_DEPTH == 4
GL_MAX_TEXTURE_STACK_DEPTH == 10
GL_MAX_NAME_STACK_DEPTH == 128
GL_MAX_ATTRIB_STACK_DEPTH == 16
GL_MAX_CLIENT_ATTRIB_STACK_DEPTH == 16

GL_SUBPIXEL_BITS == 12
GL_POINT_SIZE_RANGE == 1.000000 - 63.375000
GL_POINT_SIZE_GRANULARITY == 0.125000
GL_LINE_WIDTH_RANGE == 0.500000 - 10.000000
GL_LINE_WIDTH_GRANULARITY == 0.125000

GL_MAX_VIEWPORT_DIMS == 4096, 4096
GL_AUX_BUFFERS == 1
GL_RGBA_MODE == TRUE
GL_INDEX_MODE == FALSE
GL_DOUBLEBUFFER == TRUE
GL_STEREO == FALSE
GL_RED_BITS == 8
GL_GREEN_BITS == 8
GL_BLUE_BITS == 8
GL_ALPHA_BITS == 0
GL_INDEX_BITS == 0
GL_DEPTH_BITS == 24
GL_STENCIL_BITS == 0
GL_ACCUM_RED_BITS == 16
GL_ACCUM_GREEN_BITS == 16
GL_ACCUM_BLUE_BITS == 16
GL_ACCUM_ALPHA_BITS == 16

GL_MAX_LIGHTS == 8
GL_MAX_CLIP_PLANES == 6
GL_MAX_TEXTURE_SIZE == 4096

GL_MAX_PIXEL_MAP_TABLE == 65536
GL_MAX_LIST_NESTING == 64
GL_MAX_EVAL_ORDER == 8

GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT == 16.000000
==============================================================
Success!
INFO: Initializing the SDL_ttf font handler version 2.0.9... Success!
INFO: net_initialize: Networking not enabled.
INFO: Initializing SDL_Image version 1.2.10... Success!
INFO: Intializing SDL Audio... Success!
INFO: Initializing SDL_mixer audio services version 1.2.8... Success!
INFO: loadplayer_import_one() - Importing one object from (/home/neptunium/.egoboo-2.x/players/damp.obj).
INFO: loadplayer_import_one() - Importing one object from (/home/neptunium/.egoboo-2.x/players/diannissa.obj).
INFO: loadplayer_import_one() - Importing one object from (/home/neptunium/.egoboo-2.x/players/dumped.obj).
INFO: loadplayer_import_one() - Importing one object from (/home/neptunium/.egoboo-2.x/players/lanalee.obj).
INFO: loadplayer_import_one() - Importing one object from (/home/neptunium/.egoboo-2.x/players/twunk.obj).
INFO: Initializing module linking... Success!
INFO: Resetting module data
INFO: Loading module "mp_modules/zippy.mod"
DEBUG: Object is missing a skin (mp_objects/frostblast.obj)!
INFO: net_initialize: Networking not enabled.
INFO: loadplayer_import_one() - Importing one object from (/home/neptunium/.egoboo-2.x/players/damp.obj).
INFO: loadplayer_import_one() - Importing one object from (/home/neptunium/.egoboo-2.x/players/diannissa.obj).
INFO: loadplayer_import_one() - Importing one object from (/home/neptunium/.egoboo-2.x/players/dumped.obj).
INFO: loadplayer_import_one() - Importing one object from (/home/neptunium/.egoboo-2.x/players/lanalee.obj).
INFO: loadplayer_import_one() - Importing one object from (/home/neptunium/.egoboo-2.x/players/twunk.obj).
INFO: Resetting module data
INFO: loadplayer_import_one() - Importing one object from (/home/neptunium/.egoboo-2.x/players/damp.obj).
INFO: loadplayer_import_one() - Importing one object from (/home/neptunium/.egoboo-2.x/players/diannissa.obj).
INFO: loadplayer_import_one() - Importing one object from (/home/neptunium/.egoboo-2.x/players/dumped.obj).
INFO: loadplayer_import_one() - Importing one object from (/home/neptunium/.egoboo-2.x/players/lanalee.obj).
INFO: loadplayer_import_one() - Importing one object from (/home/neptunium/.egoboo-2.x/players/twunk.obj).
INFO: memory_cleanUp() - Attempting to clean up loaded things in memory... Success!
INFO: Exiting Egoboo 2.8.0b the good way...

Posted: Fri Sep 24, 2010 8:48 pm
by Ditto
Zefz wrote:Implemented a new Skill System that technically allows each character to have up to 64 different skills. Skills also no longer need to be pre-defined, meaning you can easily invent new skills just by writing a new IDSZ at the bottom of data.txt!

In addition I implemented two new script functions IfLevelUp and GiveSkillToTarget which will allow us for more interesting level ups where you can permanently gain new skills among other things. (or some books or manuals that give new skills when read)
With this system, you could implement quests in order to gain skills, even class specific modules with this. This would be a nice way to make characters more customizable.

Posted: Sat Sep 25, 2010 12:19 am
by Zefz
OK thanks. I've fixed the two egoboo_rv issues. It seems importing works perfectly fine but rather Exporting the character is the problem. I'll get more debug output on that one.