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My report for 2.8.0b

Posted: Sat Oct 02, 2010 2:09 pm
by Seth
Hullo. I created this thread so I could report issues I found in 2.8.0b. However, others may use this thread, if they need to.
Zefz should already know my PC information. I assume that posting my system info here will not be necessary.

Firstly, from my experience so far, I am glad to report that crashes were not happening like they used to, although the loading menu would still crash, for some reason. That was fixed by next version. This old version has a few old problems, like blue and green blud spinning on the ground for ∼60″. For the most part, the modules were playable.

General:
I: Just about all flying creatures will never change directions.
II: Most of the reflections are very weird; they literally go above the floor!
III: Shouldn't the maces have different names?
IV: It looks like all of the spell books are green.
V: The “you're a murderer!” message displayed twice. The back‐stab message appears twice too. I am not sure if these are intended or not.
VI: When you jumped, you would bounce like a ball.
VII: It looks like torches can never get set on fire. A critical glitch for the healer module!
VIII: It seems that the green tint which poisoned character receive will not go away, even if you take a health potion; health‐bar colour does not always reflect your true status. Worryingly, it appears you could still take poison damage after taking a 'potion!
IX: The flaming skulls can go over characters. Quite annoying when you are trying to “heal” them.
X: Sometimes, when you fire bolts and arrows, your position will change. This is very similar to problem 4.
XI: Opened chests can be clipped through easily. That is irritating when you are trying to empty them.
XII: Coins can clip through walls.

Elf module:
1: There is only one faerie in this module.
2: Lit torches no longer burn tents. I must hit tents continuously to bring them down.
3: I saw one instance where the lumpkin captain accidentally killed itself, likely by touching a brazier.
4: I noticed that when attacking, I might switch directions after hitting something. That is rather random but it is most noticeable when attacking tents with a lit torch; distance from the tent is important.
5: The torches act very strangely. If you swing an unlit torch at a brazier, it does not appear to light, but it sometimes has the same sounds as a lit torch.
6: Sometimes you could clip through any of the lumpkins if you move hard enough.
7: Sometimes when you killed an enemy, the games looks like it crashed. When I press CTRL+ALT+DEL and try to end Egoboo, the game reverts back to normal. Also: if the game freezes, you can click, wait, and then Egoboo will go back to normal.
8: Occasionally, you can hit a tent behind you. This is most noticeable in the tent center, if you stand between the two blue tents and then hit one in-front of you, you'll hit the one behind.
9: I noticed when you kill the lumpkin captain, most of the lumpkins will charge at you! Is this intended? I do not recall it happening before…
10: I think mosquitoes can fly into the fort. Was that intended too?
11: Very strange one: when I destroyed an orange tent, I died and most of the screen went black!
11.5: There was one instance where a lumpkin got stuck in the boundary of the map.

Wizard module:
12: The black mephit probably spawns in the incorrect room. That only happened once, so far.
13: Am I wrong or was there something else in the chest with the red diamond?
14: The magic missiles had no sound effects at all.
15: On book-stands: sometimes books will randomly flip open for a second.
16: Sometimes coins would land on pillars. That is frustrating.
17: The restoration-well is easy to clip through, if you move into it hard enough.
17.5: Is the pyro‐wave spell working okay? It does not seem to do much damage.
17.6: You could not tell what the purple potion was.

Healer module:
18: You could smash idols with your healing power.
19: Sometimes you can hear the tranch in the idols.

Paladin module:
20: You can destroy flaming skulls with (lit) torches.
21: The sarcophaguses do not contain ghouls.
22: If you get caught in the gelfeet (green cube), you cannot escape.
22.5: The shards from each smashed sarcophagus would not appear anymore.

Rogue module (I still have not beaten this):
23: The rogues' moving animation stops when he is pulling the chain ball.
23.5: The rogues' movement does not feel right. He moves faster when he has the chain-ball in his hand rather than when it is attached to him.

Soldier module:
24: The attack sound on the lance will not always occur.
The log does not contain anything odd except this: WARN: game_update_imports() - cannot find exported file for "mp_objects/soldier.obj/data.txt" ("cocan.obj")

Zombi module:
Although I have not beaten this yet, from what I see: this still has the same old problems, like the necromancer not targeting the corpses, and his moving animation is still too fast.
There are a couple minor things: one thing is that the other zombi has a little trouble picking up that rusty sword, & the other is that the first torch dropped will not “accidentally”(?) burn the first spell book that could drop on the ground.

I should note that some of these problems may be more universal than they seem.
My biggest problems are the pseudo‐crashes as mentioned in #7. It was most common when I destroyed a grave; while I was getting chased by mosquitoes and a rudely awakened sleeper, Egoboo kept freezing during the chase, and there was no way to stop it except by ending the game viâ CTRL+ALT+DEL. Although this sort of thing is not exactly “fatal” to the game, it is a very annoying interruption for me.

Please do not hæsitate to ask me any quæstions you have.
Thanks for reading.

Posted: Fri Oct 15, 2010 12:52 pm
by octagon
Awesome report list. Great job! :D

Posted: Fri Oct 15, 2010 2:16 pm
by Zefz
O, the list has been updated.

Numberous of these issues, especially crash and the particle bugs were fixed by birdsey in the last revision :)

Posted: Sat Oct 23, 2010 1:17 am
by Seth
Zefz wrote:O, the list has been updated.

Numberous [sic] of these issues, especially crash and the particle bugs were fixed by birdsey in the last revision :)
Are you referring to that glitch where fire particles would randomly disappear? I cannot figure out why it happens.
I am concerned about the problem mentioned in №11. It happened again in the wizard module, I was just about to move across the floating platforms until the screen went dark.

If you do not mind me asking…may I please know what should be done before the latest version may be uploaded?
octagon wrote:Awesome report list. Great job! :D
Thank you.

Posted: Sat Oct 23, 2010 2:28 am
by Zefz
birdsey is converting Egoboo to c++ for it's better memory management. This should fix many of the issues an problems we were having with just C Egoboo. This is a long process though and requires time to debug and fix.

Posted: Sat Oct 23, 2010 4:02 am
by bgbirdsey
Yes, much longer than I anticipated. The very things that made initializing memory relatively easy in c are a nightmare in c++ (i.e. make sure you know what you're doing if you use memset( this, 0, sizeof(*this) ) in a constructor... it is mostly not worth it!)

Posted: Sat Oct 23, 2010 11:30 am
by bitnapper
Zefz wrote:birdsey is converting Egoboo to c++ for it's better memory management. This should fix many of the issues an problems we were having with just C Egoboo. This is a long process though and requires time to debug and fix.
Does that mean the C-Branch will be abandoned in the löng run?