Egoboo 2.7.3 Bugs

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

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Hiroy
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Post by Hiroy »

The sticky bug is still there. I ran through the paladin start, and all the Grub Bugs were bunched up together in one spot. I did not bother going near them since I knew I could have been stuck with them. Hmm.
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PurpleSquerkle
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Post by PurpleSquerkle »

...I realize I'm straying from the topic here (and being impatient, too, heh), but how soon before 2.7.3b is ready?
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Zefz
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Post by Zefz »

As soon as we get the SVN stable. Currently we seem to be working on getting it work for Clonkinator (logging all OpenGL errors).
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PurpleSquerkle
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Post by PurpleSquerkle »

Zefz wrote:As soon as we get the SVN stable.


Well, I knew that of course. :P
I guess I was just wondering if you have any estimate for how soon that will be, but obviously it's hard to predict.
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Zefz
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Post by Zefz »

Yeah, in last revision I checked the game seemed to be pretty stable. only thing was that lightning didnt work poperly. And when that's fixed, another serious bug will come up. And when that one is fixed another one. etc. etc. :)
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Post by bgbirdsey »

The real problem is that we have to get the datafiles that were generated for 2.22 era to work with the 1.0 era graphics. This seems easy, but are were so many graphics features of 1.0 that were not ported to OpenGL.

In the end, this means that a datafiles produced after 2.0 have "bad" values in them that were completely ignored until now. This means that some datafiles need to be changed, and that the source needs to be adapted to the current usage of the "bad" datafiles.

In addition, some features have been added to the scripting, etc. that have changed the original extent of the code.

The whole thing is a bit whacked, so have some patience, please! :)
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PurpleSquerkle
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Post by PurpleSquerkle »

bgbirdsey wrote:The whole thing is a bit whacked, so have some patience, please! :)


OK. I have no problem with waiting... I'm concerned for the people! :mrgreen:

The real issue is just that I feel bad about the website not being updated in such a long time. :?
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HyugaNeji
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Post by HyugaNeji »

Zefz wrote:As soon as we get the SVN stable. Currently we seem to be working on getting it work for Clonkinator (logging all OpenGL errors).


So, how's things with that problem?
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Post by Shade »

HyugaNeji wrote:
Zefz wrote:As soon as we get the SVN stable. Currently we seem to be working on getting it work for Clonkinator (logging all OpenGL errors).


So, how's things with that problem?

2.7.3 has already been released quite some time ago.

If you're talking about that other problem, there's nothing with it. It still doesn't work.
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HyugaNeji
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Post by HyugaNeji »

Clonkinator wrote:If you're talking about that other problem, there's nothing with it. It still doesn't work.


Oh, so sad..... meanwhile I'm playing 2.6.8 but the Halo skill doesn't work. I'm lvl 10 and I still don't have it. I didn't see a place where to post this, so..... Here's the script:

//PALADIN
//-------------------------------------------
//Level Abillity
//1 Weapon Profiency, Jousting
//2 Divine Magic
//3 n/a
//4 Holy Smite
//5 n/a
//6 n/a
//7 Crusader
//8 n/a
//9 n/a
//10 Halo
//-----------------------------------------------------------------------------
//Reset
IfSpawned
tmpargument = 0
SetState
SetContent

//-----------------------------------------------------------------------------
//Halo abillity
tmpx = selflevel
tmpy = 9 //need level 10
IfXIsMoreThanY
tmpdistance = 27 //top of head
tmpargument = 5
SpawnParticle
SpawnParticle

//------------------------------------------------------------------------------
//Invoke Crusader if enough xp gained
IfStateIs0
SetTargetToSelf
tmpx = selflevel
tmpy = 5 //Need level 7
IfXIsMoreThanY
SetOwnerToTarget
EnchantTarget //Give the special bonus
tmpargument = 1
SetState

//-----------------------------------------------------------------------------
//Holy Smite abillity
tmpx = selflevel
tmpy = 2 //need level 4
IfXIsMoreThanY
IfScoredAHit
SetTargetToWhoeverWasHit
tmpargument = [EVIL]
IfTargetHasSpecialID
tmpargument = 128*selflevel
tmpargument = rand % tmpargument + 256 //1 to (selflevel / 2) bonus damage
DamageTarget
tmpx = targetx
tmpy = targety
tmpdistance = targetz
tmpargument = 3
SpawnExactParticle //Spelly effect
tmpargument = 10
PlaySound

//-----------------------------------------------------------------------------
IfHitGround
tmpargument = 0
PlaySound


//-----------------------------------------------------------------------------
// ZZ> Gong sound
IfCleanedUp
tmpargument = 2
PlayFullSound


//------------------------------------------------------------------------------
// ZZ> Healing sound
IfUsed
tmpargument = 8
PlaySound
tmpargument = 25
SetReloadTime


//------------------------------------------------------------------------------
// ZZ> Handle being bored by cheering or sneezing
IfBored
tmpargument = 5
SendMessageNear
tmpargument = 9
PlaySound
tmpargument = ACTIONMC
DoAction


//------------------------------------------------------------------------------
// ZZ> Handle death by sending a message and other stuff
IfKilled
tmpargument = 7
PlaySound
tmpargument = MESSAGEDEATH
IfTargetIsOnSameTeam
tmpargument = MESSAGEFRAG
IfTargetIsSelf
tmpargument = MESSAGEACCIDENT
SendMessage

// Drop goodies
tmpargument = 1+selflevel*selflevel*100
DropMoney
DropKeys

// Make the character body
tmpargument = 45
SetBumpHeight

//Redo Crusader skill
UndoEnchant
tmpargument = 0
SetState

//------------------------------------------------------------------------------
// ZZ> For helper AIs
IfLeaderKilled
BecomeLeader


//------------------------------------------------------------------------------
// ZZ> Handle being attacked by blocking or countering or running away
IfAttacked
// Pick either 0 or 7, Parry or Combat
SetTargetToWhoeverAttacked
IfTargetIsOnSameTeam
tmpargument = 3
PlaySound
tmpargument = MESSAGEOUCH
SendMessageNear
Else
tmpargument = rand & 1 + 5
PlaySound



//------------------------------------------------------------------------------
// ZZ> Handle having too much in inventory
IfTooMuchBaggage
tmpargument = 1
SendMessageNear
tmpargument = 4
PlaySound
tmpargument = 50
SetReloadTime


//------------------------------------------------------------------------------
End
//------------------------------------------------------------------------------


Is everything OK ?
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Shade
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Post by Shade »

Don't post bugs from 2.6.8. It's outdated. It's probably already fixed in the newest version.
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HyugaNeji
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Post by HyugaNeji »

I know u were going to say that, but I wanted to know if it was a bug or it was my PC, anyway thanks, I do know it's outdated.....
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Zefz
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Post by Zefz »

It looks like the script says you're getting the Halo at level 11 instead of level 10. It's probably a bug that is also in 2.7.4. I will fix it.

[edit]The bug was already fixed. You should download and install 2.7.4 before reporting any more bugs.[/edit]
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HyugaNeji
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Post by HyugaNeji »

Zefz wrote:[edit]The bug was already fixed. You should download and install 2.7.4 before reporting any more bugs.[/edit]


If u were saying that to me, well I have Clonkinator's problem and I'm waiting for some solution or I'll have to say good bye to egoboo's next releases. :cry:
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Shade
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Post by Shade »

@HyugaNeji: Ah. If you can't play the newest version, but want to fix the bug yourself, go ahead, it's really easy. First, find the following part of the script:

Code: Select all

//-----------------------------------------------------------------------------
//Halo abillity
tmpx = selflevel
tmpy = 9 //need level 10
IfXIsMoreThanY
tmpdistance = 27 //top of head
tmpargument = 5
SpawnParticle
SpawnParticle


Then find this line:

Code: Select all

tmpy = 9 //need level 10

Change the "9" to an "8". Then save the script. Don't change anything else. After that, it should work as intended.
Alternatively, you could just wait until your paladin reaches lv11, as he'd get the halo ability then. It's really just a wrong level requirement stated, but it's not that far off.
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