Egoboo 2.7.3 Bugs
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- PurpleSquerkle
- Massive Gelfeet (Developer)
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- PurpleSquerkle
- Massive Gelfeet (Developer)
- Posts: 3176
- Joined: Wed Jul 23, 2008 4:54 am
- Location: Oakland, CA
- Contact:
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- {]-[0{0|307 (Developer)
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- Joined: Wed Jul 23, 2008 4:22 am
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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!
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!
- PurpleSquerkle
- Massive Gelfeet (Developer)
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- Joined: Wed Jul 23, 2008 4:54 am
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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.
- HyugaNeji
- Chest Mimic (Community member)
- Posts: 185
- Joined: Thu Jul 24, 2008 4:07 pm
- Location: Buenos Aires,Argentina
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 ?
@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:
Then find this line:
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.
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.