Latest revision bugs

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Shade
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Post by Shade »

Zefz wrote:Your SVN version, I'm guessing that you are using the binary from revision 1121?
Yes.
Zefz wrote:Because that's the same binary I included with the 2.8.0 (Unstable) installer :P If this is true, then the only difference would be setup.txt
Huh. Then I guess the difference in frame rate is because the SVN doesn't display anything for me. :/
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Zefz
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Post by Zefz »

octagon wrote:New bugs found... :?
* If you respawn, very old character data are loaded... I died, respawned and suddenly had the equipment I had before starting to use the SVN.
Hmm this is very weird, I don't see how this could happen...
octagon wrote: * Your inventory already counts as full if you have 2 passive items in it. (I had a sword in left hand, a book in right hand, another book in inventory and the amulet in inventory too. I wanted to put the book away to take out the other book; the reaction was "Uh-oh!".)
I haven't noticed this...
octagon wrote: * If you die while stack-poisoned, the creature that inflicted poison to you first is announced as the killer.
Is this really a bug?
octagon wrote: * Tranches are ridiculously overpowered now. They can jump through your character, turn around mid-air and bite you in the back. They tend to suddenly become invisible if you are too far away from them (high level form of the stealth skill?), reappear again and jump into your back. And can deal 3 damage to a DragonHide! elf with a single hit. Since they became kinda strong and have an AI that is exceptional for normal Egoboo mooks, they are mightier than other normal enemies and now, a single tranch is as much of a nuisance as tons of Ulnas at the same time or an average trog pack.
I will nerf their AI then. Maybe reduce their jump power or the like.
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Post by bgbirdsey »

New bugs found... Confused
* If you respawn, very old character data are loaded... I died, respawned and suddenly had the equipment I had before starting to use the SVN.
Where are your character files? If you copied files into the root directory players folder instead of the C:\Documents and Settings\BLAH\Application Data\egoboo\players directory, then these files will never be overwritten. Until you finally manage to export your character by beating a module, nothing will change.

We should maybe remove the /players dir? I was thinking of using it as a way to include several ready-made characters into a distro, but there seems to be no real reason to do this or to keep the directory...
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Zefz
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Post by Zefz »

Hmm... I currently included this folder to have a template starting player that new players can play instead of playing a Starter Module.

But I guess that we could just force the player to start a new game or import an old save game.
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Post by bgbirdsey »

A template player is OK. The only problem is that the 2 directories are mapped onto each other at the moment with the user data directory having precedence. This means that if your user/players/blah.obj looses all of his equipment, he will inherit the equipment from root/players/blah.obj

The import option is possible. Then there would be a transfer of the data from the root/players folder to the user/players folder?

Another option would be to make a file template file (like spawn.txt) that would have a list of "starter characters" with their equipment? We have a scanner for spawn.txt, so...
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Maybe a new bug

Post by Kinokawa »

Apologies if this was already addressed. I don't really know how to search for this problem.

When I try to enter the new easy module next to the Zippy Village it says "Egoboo has encountered a problem and is exiting. This is the error report: There are not enough :'s in file! (mp_import/temp0000.obj/data.txt"

It says the same thing when I try to load Luggy or any other character except it says the character name. For example: "(mp_players/luggy.obj/data.txt)"

Unrelated to the above problem: the game minimizes as soon as I run it and it takes several tries of alt-tabbing and clicking on the program to maximize it again. Is this just some idiosyncrasy? Or can I fix it somehow?

Thanks very much for all the work done on this amazing game!
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Zefz
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Post by Zefz »

There are not enough :'s in file! (mp_import/temp0000.obj/data.txt
This means your player character is corrupt somehow. There is missing some lines in the data.txt file (the file is possibly empty?).

If this is Egoboo 2.8.0 (Unstable) and the default adventurer that comes packaged with it, then this is a known bug. The player should be in the local player folder instead of the root player folder.
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Post by Kinokawa »

I did see that my 2.8.0 folder has no player folder in it. I also cannot find the character name in my PC search. Any ideas where the players folder is? Could you explain what root and local player folder means? Thanks
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Zefz
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Post by Zefz »

This problem was also reported here: http://egoboo.sourceforge.net/forum/vie ... 9283#49283

It seems the data.txt is not exported properly and is empty. I think the bug is fixed in the SVN.
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Post by Kinokawa »

Thanks. Sorry for filling this space, I could't find any where else.
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Post by penguinflyer2222 »

Revision 1145: FATAL ERROR: There are not enough colons in file! (basicdat/globalparticles/defend.txt)
This caused Zippy to crash.
The file is there and has text.
......
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Zefz
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Post by Zefz »

Humm... Strange. That doesn't happen to me. Maybe a linux specific bug?
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Post by penguinflyer2222 »

Oh nevermind. I just thought of it that the number of colons might be changed in the code somewhere but since I don't have the newest binary it doesn't work.
......
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penguinflyer5234
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Post by penguinflyer5234 »

rev1148:
Saving controls now work! Yay! Next is the saving of setup.txt :?

Also Egoboo freezes when opening the adventurer starter and exiting. :? Will check into that.

Hmm. (me attempts to actually use Ubuntu's physfs instead of his own) -> same :(
Spoiler: Exiting Egoboo with gdb!
(gdb) bt
#0 0x00421b71 in pthread_mutex_lock (mutex=0x92e2030) at forward.c:182
#1 0x003301ff in __PHYSFS_platformGrabMutex (mutex=0x92e2030)
at /home/neptunium/physfs-2.0.0/platform/unix.c:367
#2 0x00329eea in PHYSFS_removeFromSearchPath (
oldDir=0x8f0b52c "/home/neptunium/.egoboo-2.x/modules")
at /home/neptunium/physfs-2.0.0/physfs.c:1005
#3 0x08070d76 in vfs_remove_mount_point ()
#4 0x080c7fa4 in egoboo_clear_vfs_paths ()
#5 0x080c892a in SDL_main ()
#6 0x080d8ac4 in main ()
Spoiler: Opening advent.mod
(gdb) bt
#0 __i686.get_pc_thunk.bx () at ../sysdeps/i386/i686/memcmp.S:52
#1 0x00421b4b in pthread_mutex_lock (mutex=0x92e2008) at forward.c:182
#2 0x003301ff in __PHYSFS_platformGrabMutex (mutex=0x92e2008)
at /home/neptunium/physfs-2.0.0/platform/unix.c:367
#3 0x0032888d in findErrorForCurrentThread ()
at /home/neptunium/physfs-2.0.0/physfs.c:274
#4 0x0032893b in __PHYSFS_setError (
str=0x340197 "No such entry in search path")
at /home/neptunium/physfs-2.0.0/physfs.c:305
#5 0x00329fbe in PHYSFS_removeFromSearchPath (
oldDir=0x8f0b52c "/home/neptunium/.egoboo-2.x/modules")
at /home/neptunium/physfs-2.0.0/physfs.c:1024
#6 0x08070d76 in vfs_remove_mount_point ()
#7 0x080c7fa4 in egoboo_clear_vfs_paths ()
#8 0x0807c220 in game_clear_vfs_paths ()
#9 0x0808088c in game_setup_vfs_paths ()
#10 0x08080af6 in game_choose_module ()
#11 0x08098980 in doChooseModule ()
#12 0x0809d60e in doMenu ()
#13 0x0807eb62 in game_do_menu ()
#14 0x08097d36 in do_menu_proc_run ()
#15 0x080c8824 in SDL_main ()
#16 0x080d8ac4 in main ()
...
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Post by Agent of Dread »

Using the binary from Chevcx's thread and the latest revision, I'm getting a few bugs:

Adventurer:
Walking over buttons makes the characters veeeeeeery slow.
Is is supposed to have the Breastplate and not Chainshirt in the chest near the mouse? That seems a bit overpowered...
GAME BREAKER: I can't seem to dismount the mouse... Unless it dies.

Shadow Palace:
Those Lumpkins don't appear to see me.
The ghouls spawn 'almost dead'.
The key in the invisible chest goes FLYING.

General:
Blood particles don't despawn.
Controls are... really messed up occasionally. I think it was input lag or something.
I managed to do a freaky teleport with the mouse controls somehow...
The map geometry doesn't show until my character walks over it, sometimes.
If you zoom in, your character gets off camera a lot.
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