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The Legend of Egoboo Sporks of Yore
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PostPosted: Sun Aug 08, 2010 3:33 pm 
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Squirrel Knight (Administrator)
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KNOWN BUGS :(:
Quote:
GENERAL BUGS:
- Seems some objects are being loaded twice into the same slot see -> http://img830.imageshack.us/img830/3996/egoerror.jpg
- I know of a crash bug that I have never done anything to fix. If you play the game with sound turned off, the game will crash because the in-game music is not loaded and all the pointers are null. For some reason this is not an easy fix, but I can't remember why.
- Need magic sparks for the sporks.
- Whips snap with abnormal speed (~10 snaps per second), at least if wielded by my elf (Dex 28; not tested with others). When wielded by a cobol or any other enemy/NPC, their speed is normal.
- Menu interface bug in Linux see -> http://a.imageshack.us/img829/5305/ego11.png
- You can no longer mount Hot Dogs.
- Stalkers in Shadow Palace are not spawned.
- If you use the Elf Armor chest in Sand Palace (which contains a tuxedo no matter what you wear when entering the module, btw), it doesn't contain your previous armor afterwards. Coming there with a Dragon Hide means that you're stuck with that stupid Tuxedo, at least for the rest of the module.
- Petrified trolls are sometimes invulnerable. I don't know if that particular example was already dead and simply didn't poof (the doors opened), but I could damage it neither with a mallet nor with a Ring of Flames spell (that instantly kills it otherwise).
- If you accidentally take off an amulet/a bracelet/shoes, you will often not put them on by putting them away. To activate them again, you often need to drop then and pick them up.
- Archmage Trials: After solving the mirror puzzle (with the minotaur) my character gets supersized.
- Archmage Trials: After fighting the viking an invisible wall blocks my path. So i can't talk to the door.
- Archmage Trials: The warlock on the chess board (actually only the left one) is attacking the player with magic missiles even when the game hasn't started.
- In the tourist starter the spike traps are hurting the character even when he doesn't touches them. (They hurt even when standing some steps away...)
- Imprisoned One II: After defeating the sand troll there appears no staff.
- The elemental demon can sometimes escape his prison without the locks being opened. This makes him also invincible. He's still attacking the player.
- After being poisoned the green life bar won't turn red again.
- After killing guards or monsters with bombs a false message is displayed. (eg. "A guard killed a guard." "A sheep butchered a sheep"). Also the guards don't attack the player who set up the bomb. They attack the shepherd or the healer/alchemist.
- Bear Trapped monsters can be moved around when they get bumped by allies.
- Elf Starter: The A.I. is a little strange. I saw a Lumpkin, with two claws, running into a wall and swiping madly. Not sure what was going on. This also occurred with a Lumpkin on the left side of the fortress. Possible explanation: they were hostile to the crabs?
- Exploit: You can assassinate characters with bear traps.
- Identify doesn't properly work - the scroll is always reported as wasted, and the name of the object isn't made known. Tested with the bracelet at Sand Palace and the kursed broadsword of Ice Palace.
- The fire breath from the dogs can and will hurt the rider.
- There seems to be a texture allocation bug when Restarting a module. Some objects get the skins of other objects.

COSMETIC/TRIVIAL
- Stealing does not work - if you grab something while invisible or stealthy, the shopkeeper tells you you would lack the money or takes the price as if you were visible.
- There is a graphical "hiccup" when you change armor. This also occurs when you transform.
- SetFrame doesnt seem to work properly. (see mosquitoes, they are stuck in one frame)
- Shadow Palace (often) and Ice Palace (rarely) get a warning: WARN: spawn_one_enchant() - failed because the required enchant owner cannot be found.
- Ghouls in Shadow Palace rise either extremely fast or not at all.
- If you step on a dead Darkshine Knight, you see a floating message of "Blocked".
- Backstab messages in the ticker are displayed twice.
- Shuffling Heaps either move extremely fast or very very [...] very slow.
- Darkshine knights tend to attack walls until you get in close range to them.
- The "monster" from Imprisoned One is seemingly able to fly. It flings itself through the room and spams its poison bubbles on you.
- It seems like cobol mages could create ~8 missiles if you don't kill them while they charge. Are they really much more intelligent than my Elf (Int 29, 5 missiles)?
- If you override something with a Strider, the strider is considered the killer. Done on purpose or a bug?
- Successful magical unlocking always gives out "Nothing seems to happen" plus "The door is already open."
- Unlocking the door of the Cobol Mage room does not work; you can walk through the - still visible - door after "unlocking" it, but the middle part is not trespassable.


BUGS FIXED:
Quote:
- In Sand Palace, the game once froze. The ticker (not the in-game ticker, but the DOS window system report thingy) said "spawn_one_enchant() failed because target was not alive" thrice before it happened.
- In Ash Palace, Ice Palace and Cobol Palace, the game freezes/crashes very often - without any errors in ticker or log except the occasional "spawn_one_enchant() failed because target [...]". In Ice Palace and Cobol Palace, it even sometimes simply quits without any warning and without the OS noticing anything strange. In Ice Palace, the game especially likes to crash when you are battling the Rust Eater. Which extremely sucks and is demotivating. I had already exterminated all its maggots and severely damaged it thrice... and every time, my efforts were ended by the game either freezing or simply collapsing. Otherwise the fight with the rusty would be so much fun...
- Dead enemies horribly flicker if they are next to a door or inside a wall. Stepping on such a dead character often freezes the game and finally crashes it.
- There appears to be some random crash bugs occuring making it difficult to play through the modules.
- Zombi Starter: A crash often occurs in the third room (probably already known).
- When you drop the green spell books, they appear as red. I seem to recall a similar problem in the wizard module.
- Darkvision skill does not work in Shadow Palace. It is still pitch black. I mostly used missiles for lighting my way...
- Bishopia: The suspicious mushrooms in Olaf's junkyard can't be picked up.
- The green potions found in some chests can't be picked up.
- 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.
- Probably a physics problem, but blood does not dry out very quickly. This is especially noticeable in the Elf module.
- The rune of confusion is broken. The first time the spell is used there is a purple cloud created for aiming. After using it a second time, there's no cloud displayed.
- When the character dies he drops some of his coins. This gold shows abnormal behaviour. Everytime the character jumps the coins jump too.
- The rune of combat blessing is broken. After casting/activating it almost all life points are drawn. Then the sound is played. Then it seems it stucks in an infinite loop resulting in the spell being cast again and again. When being hold the casting costs divine mana when dropped it doesn't.
- Particle end effects like "sound" or "spawn other particles" doesn't work.
- The "fireball/flame ring seems to throw you through the ceiling, while your inventory stays where it was (but is still properly attached)" (I figured out that this seems to be what it does)
- Fireballs either just fly around and simply disappear, or they hit enemies in a way much like a missile - a tiny particle blast and the enemy is damaged.
- Blud of insects, cockatrices and lumpkins still doesn't despawn. The blud of some others, like mosquitos, trogs or cobols, does, though.
- Particle IfHitGround does not work.
- Movement is a bit difficult after jumping.
- When movement speed is low, move animations are twitchy.
- 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.
- Braziers tend to hurt nearby characters too easily.
- Basically, Combat Blessing is extremely buggy. It sometimes sets the users life somewhere next to 0 (empty health bar), though it never kills the user itself. Also, it sometimes puts out torches while charging. Also, the divine light effect it casts is sometimes invisible and it sometimes makes grubs (and others? Haven't tested...) invulnerable to your attacks and you invulnerable to theirs (team change?)
The problem occured with a 2.7.4 healer with a 2.7.4 rune in 2.8.0, though... not tested with 2.8.0 stuff.
- Importing still doesn't work on Linux
- 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.
- 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.
- It seems there is a relative rare physcis bug that allows AI to move through solid walls.
- 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.
- Rust eaters should somehow suffer slight negative effects when eating a kursed item.
- 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.
- There is now an option in the Audio Menu to disable the sound of all footsteps.
- Halved the mana cost for Book of Enchant and Book of Size.
- ZAP now deals double damage to character who are swimming in water.
- The tranch can be killed without breaking the idol it is in.
- The Abyss II: The chest at the beginning pushes my character through the whole level.
- The Wand of Iceball isn't working properly. There are no projectiles created.
- The ice ray spell isn't working. There is no projectile created.
- The ice spheres/balls on the ice aren't moving.
- The Lumpkins' animation does not look quite right. Often they walk without looking like it. The running animation might be too fast, also.
- See invisible does not reveal invisible!
- K'nife isn't standing on the button and follows the player resulting in the guards getting alarmed.
- Are healing potions suppose to remove posion? They do not cure you.
- After walking around in Bishopia for some time I noticed the guards and the guards of the nonsuspicious mansion are following my character. They don't attack ... just run behind me. Also the game can't be saved (same as above in Zippy Village)
- Bishopia: After walking around in Bishopia for some time I noticed the guards and the guards of the nonsuspicious mansion are following my character. They don't attack ... just run behind me. Also the game can't be saved (same as above in Zippy Village)
- Zippy Village: After encountering chest mimics the guards attack them. After the chest mimics are dead the game cannot be saved. (No "Save & Exit" only "Quit Module". Thus progress isn't saved)
- Darkshine Knights are swinging swords randomly without enemy. I think this happens, 'cause they can't see in the dark.
- The room east of the starting position (the one with the bear traps in front) can't be entered. An invisible wall is blocking the movement.
- Trident is called spear.
- Stiletto is named knife.
- After beating the Valkyrie module it won't be flagged as beaten. Similar to water palace.
- The idle message/sound of characters is played too fast. That means even in fights the idle thingy is triggered and my character stops moving while the idle thingy is played.
- Rebith scrolls can resurrect enemies
- Soldier Starter: The game freezes in one of the rooms. It's in the room with the two skeletons. There is also a very annoying effect (same room) where the "immune" text pops up in frequency.
- Seems to occur in general: you can sometimes hear the defend sound effect when attacking, maybe right when you kill foes. Was this intended?
- Healer Starter: I didn't killed evil necromancer. Got victory after using the scroll of rebirth.
- A bug where a lot of "Immune" messages could appear.
- A problem with displaying Blocked! messages.
- Ash Palace: Seems much darker than it was originally.
- the normal people you fight seem to want to sit in the pot as if it was a normal moving mount.
- Fixed physics bug for Flaming Skulls and reduced it for Tents.
- Soldier Starter: The trog sometimes appear out of the prison it lives in.
- Bashing weapons have slightly faster attack speed now.
- Another flame ring bug: It asplodes if you put away the book while charging the spell, while this causes other spells to just disappear - a fact that I often used to cancel casting a spell. I find it better if you can cancel all charging-type spells by putting their books away.
- Healer Starter: The shield is red/yellow instead of gray/yellow. (minor observation)
- and i've been in zippy village and there are some potions in the ground... Speed, invisibility and a green one
- the green plant in the wizard module cannot be picked up.
- Adventurer Starter: There are two spell books (magic missile) in this module, rather than one.
- Adventurer Starter: The grub-bug on the campfire doesn't exist. Was this intended? I find it inconvenient since there does not seem to be another way to light the torch.
- The running animation for the lumpkin transformation look extremely awkward. He moves very quickly!
- The lava (perhaps only in the wizard module) behaves as water.
- Ghouls do not spawn in Paladin Starter. Is this intentional?
- The game crashes when the sound options are changed.
- Graphics changes do not save. (Although changes outside the game do save)
- Fullscreen doesn't work, even when you enable it in the menu.
- Input settings should be properly saved now.

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Last edited by Zefz on Sat Dec 25, 2010 12:17 am, edited 29 times in total.

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PostPosted: Tue Aug 10, 2010 2:47 pm 
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Acid Blob (New member)
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We got destf = fopen( source, "wb" ); , it should be destf = fopen( dest, "wb" );

Makes installation of controls.txt fail.


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 Post subject:
PostPosted: Tue Aug 10, 2010 3:14 pm 
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Acid Blob (New member)
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Joined: Sun Aug 08, 2010 8:58 pm
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I cant finish the wizard starter module- always freezes.


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 Post subject: Egoboo freeze in PHYSFS
PostPosted: Tue Aug 10, 2010 4:40 pm 
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Acid Blob (New member)
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Linux x86_64/Archlinux:
Game directories are:
Binaries: /usr/bin/
Data: /usr/share/egoboo/
User Data: /home/lordh/.egoboo-2.x/
Config Files: /usr/share/egoboo/

when selecting a new game and selecting a module -> freeze
gdb backtrace:
Code:
(gdb) bt
#0  0x00007ffff6763088 in strncpy () from /lib/libc.so.6
#1  0x00007ffff6c55deb in ?? () from /usr/lib/libphysfs.so.1
#2  0x00007ffff6c5736c in PHYSFS_removeFromSearchPath () from /usr/lib/libphysfs.so.1
#3  0x000000000046f4db in vfs_remove_mount_point (mount_point=0x5764ec "mp_data") at egoboo_vfs.c:2339
#4  0x000000000054e0e3 in egoboo_clear_vfs_paths () at egoboo.c:672
#5  0x000000000048cfca in game_clear_vfs_paths () at game.c:3176
#6  0x000000000048d01a in game_setup_vfs_paths (mod_path=0x1a0a920 "mp_modules/advent.mod") at game.c:3200
#7  0x0000000000490023 in game_choose_module (imod=2, seed=1281458252) at game.c:4032
#8  0x00000000004c1844 in doChooseModule (deltaTime=0.0250000004) at menu.c:1281
#9  0x00000000004c8eac in doMenu (deltaTime=0.0250000004) at menu.c:4177
#10 0x00000000004803c6 in game_do_menu (mproc=0x16fa820) at game.c:1017
#11 0x00000000004bf6d7 in do_menu_proc_running (mproc=0x16fa820) at menu.c:366
#12 0x00000000004bf85f in do_menu_proc_run (mproc=0x16fa820, frameDuration=0.0099999904632568359) at menu.c:441
#13 0x000000000054d9f0 in do_ego_proc_running (eproc=0x18c4340) at egoboo.c:317
#14 0x000000000054dca4 in SDL_main (argc=1, argv=0x7fffffffe418) at egoboo.c:447
#15 0x000000000056bf29 in main (argc=1, argv=0x7fffffffe418) at platform/sys_linux.c:65


When trying to quit the game (from main screen here)
gdb backtrace:
Code:
(gdb) bt
#0  0x00007ffff6c5b5f7 in ?? () from /usr/lib/libphysfs.so.1
#1  0x00007ffff6c55d32 in ?? () from /usr/lib/libphysfs.so.1
#2  0x00007ffff6c55dcb in ?? () from /usr/lib/libphysfs.so.1
#3  0x00007ffff6c5736c in PHYSFS_removeFromSearchPath () from /usr/lib/libphysfs.so.1
#4  0x000000000046f4db in vfs_remove_mount_point (mount_point=0x5764ec "mp_data") at egoboo_vfs.c:2339
#5  0x000000000054e0e3 in egoboo_clear_vfs_paths () at egoboo.c:672
#6  0x000000000054dace in do_ego_proc_leaving (eproc=0x18c4340) at egoboo.c:354
#7  0x000000000054dd0a in SDL_main (argc=1, argv=0x7fffffffe418) at egoboo.c:461
#8  0x000000000056bf29 in main (argc=1, argv=0x7fffffffe418) at platform/sys_linux.c:65


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PostPosted: Tue Aug 10, 2010 6:07 pm 
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Squirrel Knight (Administrator)
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lordheavy wrote:
We got destf = fopen( source, "wb" ); , it should be destf = fopen( dest, "wb" );

Makes installation of controls.txt fail.


Aha. Thanks for noticing that.

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 Post subject: Healer Starter Victory
PostPosted: Sat Aug 14, 2010 9:46 pm 
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Acid Blob (New member)
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I didn't killed evil necromancer. Got victory after using the scroll of rebirth.

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 Post subject:
PostPosted: Wed Aug 25, 2010 2:46 am 
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Darkshine Knight (Extremist fanatic)
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The game randomly crashes on Windows, usually on starters (because that's all that works right now).
EDIT: Checked the background window, and apparently it shows WARN messages about not being able to find specific objects.

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 Post subject:
PostPosted: Wed Aug 25, 2010 2:53 pm 
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Squirrel Knight (Administrator)
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Warnings never cause a crash. There are some debug assertions birdsey implemented that cause the game process to halt to prevent certain errors (like division by 0). This is the cause of all these game "crashes" (yes the "crashes" were coded in!)

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 Post subject:
PostPosted: Wed Aug 25, 2010 3:38 pm 
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Darkshine Knight (Extremist fanatic)
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Zefz wrote:
Warnings never cause a crash. There are some debug assertions birdsey implemented that cause the game process to halt to prevent certain errors (like division by 0). This is the cause of all these game "crashes" (yes the "crashes" were coded in!)

I understand why intentional crashes exist (it would freeze the entire computer instead!), but my problem is that the game cannot load an object, then when you go to play the module containing the object, the game triggers a crash because it cannot render something that it cannot load.

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 Post subject:
PostPosted: Wed Aug 25, 2010 5:12 pm 
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Squirrel Knight (Administrator)
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Yea, I have already replaced one of these common crashes (caused by a wall collision test) with a fix to simply skip the test.

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 Post subject:
PostPosted: Fri Aug 27, 2010 10:18 pm 
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Why was my report on the healing effect removed?


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PostPosted: Fri Aug 27, 2010 11:14 pm 
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Squirrel Knight (Administrator)
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The one with healing while moving?

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PostPosted: Fri Aug 27, 2010 11:39 pm 
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Zefz wrote:
The one with healing while moving?


Yes. It is still present in Egoboo.

It seems to occur most often when you are using it on enemies.


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PostPosted: Sat Aug 28, 2010 1:03 am 
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Squirrel Knight (Administrator)
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I have never been able to reproduce this with the latest binary so I guess it is fixed?

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PostPosted: Sat Aug 28, 2010 3:33 pm 
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Zefz wrote:
I have never been able to reproduce this with the latest binary so I guess it is fixed?


I still can't see the healing effect at times. Well, I am not sure what I can do at this point. The only things I can think of to do is:

1: Try again, this time looking closely to see if the effect appears when killing enemies.
2: Change the video settings.
3: Not worry about it, since some people might still see it.

Since I cannot see this, but you can, I don't think we'll ever come to some agreement here.


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