Generic Egoboo revival thread

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Re: Generic Egoboo revival thread

Post by penguinflyer5234 »

Oh yeah Cinquedea Hatchet!
Spoiler: oops, inventory bugs
Image
Had full inventory and the hatchet was kursed, but the Cinquedea was taken out anyway. :|

Screen shot of the frame where the crossbow shoots a bolt:
Spoiler: incorrectly aligned
Image
(that last picture taken with the magic of F10 and dev_mode! frame-by-frame reference hooray! escape will get you out of single frame mode)

White Beard doesn't reload his gonne :(
Noooo, Gatlin Gonne! I WANT YOUUUUU (can't get in)

Hmm, the Exit Area is still visible in OS X, but not Windows :\
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Re: Generic Egoboo revival thread

Post by Shade »

penguinflyer5234 wrote:Oh yeah Cinquedea Hatchet!
Spoiler: oops, inventory bugs
Image
Had full inventory and the hatchet was kursed, but the Cinquedea was taken out anyway. :|
Another reason to go back to the old inventory system. @_@
penguinflyer5234 wrote:Screen shot of the frame where the crossbow shoots a bolt:
Spoiler: incorrectly aligned
Image
(that last picture taken with the magic of F10 and dev_mode! frame-by-frame reference hooray! escape will get you out of single frame mode)
Thanks for getting a precise screenie of this, but other than maybe trying to import the particle files from 2.6.8 (which I don't want to try until you've given reverting the physics a try) I don't see how to fix it.
penguinflyer5234 wrote:White Beard doesn't reload his gonne :(
Odd, it's there in the script. Has "IfHoldingRangedWeapon" changed its functionality? According to the script, a gonne without ammo is expected to not be considered a ranged weapon. If that behaviour has been changed, that part of the script would break and explain White Beard not reloading his gonne.
penguinflyer5234 wrote:Noooo, Gatlin Gonne! I WANT YOUUUUU (can't get in)
Probably physics-related, won't touch it for now
penguinflyer5234 wrote:Hmm, the Exit Area is still visible in OS X, but not Windows :\
That's odd, the [HIDE] tag is definitely there.
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Re: Generic Egoboo revival thread

Post by penguinflyer5234 »

Bug:
- Exporting players lowercases all strings in data.txt (for whatever reason it's coded to do that, should revert?)
- Archaeologist Starter: I was trying to lure snakes into a trap, and then I got a message to "RUN! RUN whatever", something must've triggered :\

Fixes:
- Player blip didn't appear.
- All message 0's were not valid. (fixes exitarea.obj missing a message)
- Player stats in the menu were misaligned when screen was not 800x600 (the virtual screen size for menus)

Partial Fixes:
- Kursed and heavy items do not merge into another item, they currently drop the other item on the ground. Will need further fixing.

Nothing seems to be changed between 2.6.8 and 2.9.0.1 in the script function.

Oh hey, look. that key turned into a life potion! AMAZING.

the differences between 2.6.8 and 2.9.0.1 with finding a stack is instead of making sure that the stack and the item have the same ammomax, it sees if the item's ammo is under the stack's ammomax.
Both do check to see if the stack and the item are stackable, then check all the IDSZs to see if they're all the same.

Should I just revert the change, or add the check for the same ammomax?
The mouse cursor is just a white square (possibly Windows only?)
It's normal on OS X.

Random: Brom can take on trogs with his bare hands (I killed him and then revived him with the lua_console)
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Re: Generic Egoboo revival thread

Post by Shade »

penguinflyer5234 wrote: - Exporting players lowercases all strings in data.txt (for whatever reason it's coded to do that, should revert?)
Yeah, revert please
penguinflyer5234 wrote: - Archaeologist Starter: I was trying to lure snakes into a trap, and then I got a message to "RUN! RUN whatever", something must've triggered :\
Probably something similar to tranches triggering rock fall traps, but I can't tell for sure because I've never played Archaeologist Starter before.
penguinflyer5234 wrote:Oh hey, look. that key turned into a life potion! AMAZING.

the differences between 2.6.8 and 2.9.0.1 with finding a stack is instead of making sure that the stack and the item have the same ammomax, it sees if the item's ammo is under the stack's ammomax.
Both do check to see if the stack and the item are stackable, then check all the IDSZs to see if they're all the same.

Should I just revert the change, or add the check for the same ammomax?
I don't see the point, so just revert it, please.
Although you CAN stack items with completely different IDSZ currently, so there must be something else borked up, too.

penguinflyer5234 wrote:
The mouse cursor is just a white square (possibly Windows only?)
It's normal on OS X.
Yeah, I remember seeing the correct sword cursor in your video earlier.
penguinflyer5234 wrote:Random: Brom can take on trogs with his bare hands (I killed him and then revived him with the lua_console)
lol


EDIT: In the Rogue Starter, presumably the reason why COBOLs don't have whips or longbows like they should is that both whips and longbows were assigned slot -1 in spawn.txt. However, even changing this to an actual slot only gets the whips to appear, not the longbows. I have no clue why.
On that note, slotused.txt is nowhere to be found, but would be very useful to have for issues like these. Could you re-enable it?
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Re: Generic Egoboo revival thread

Post by penguinflyer5234 »

slotused.txt is under %appdata%/egoboo/debug/, with all the other debugging files, but they do have whips and longbows? hmm
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Re: Generic Egoboo revival thread

Post by Shade »

penguinflyer5234 wrote:slotused.txt is under %appdata%/egoboo/debug/, with all the other debugging files, but they do have whips and longbows? hmm
Nope. I checked, it isn't there. I have log.txt, modules.txt, pip_usage.txt and script_debug.txt, but slotused.txt is nowhere to be found.
And for me, they don't just refuse to use longbows, they don't have them in the first place. :/
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Re: Generic Egoboo revival thread

Post by penguinflyer5234 »

Spoiler: slotused.txt for rogue starter
[code]Slot usage for objects in last module loaded...
0 Rogue mp_objects/rogue.obj
1 Slot reserved for import players.
2 Slot reserved for import players.
3 Slot reserved for import players.
4 Slot reserved for import players.
5 Slot reserved for import players.
6 Slot reserved for import players.
7 Slot reserved for import players.
8 Slot reserved for import players.
9 Slot reserved for import players.
10 Slot reserved for import players.
11 Slot reserved for import players.
12 Slot reserved for import players.
13 Slot reserved for import players.
14 Slot reserved for import players.
15 Slot reserved for import players.
16 Slot reserved for import players.
17 Slot reserved for import players.
18 Slot reserved for import players.
19 Slot reserved for import players.
20 Slot reserved for import players.
21 Slot reserved for import players.
22 Slot reserved for import players.
23 Slot reserved for import players.
24 Slot reserved for import players.
25 Slot reserved for import players.
26 Slot reserved for import players.
27 Slot reserved for import players.
28 Slot reserved for import players.
29 Slot reserved for import players.
30 Slot reserved for import players.
31 Slot reserved for import players.
32 Slot reserved for import players.
33 Slot reserved for import players.
34 Slot reserved for import players.
35 Slot reserved for import players.
36 Cobol mp_objects/dirtcobol.obj
37 Wolf mp_objects/bullwolf.obj
38 Tranch mp_objects/tranch.obj
39 Knife mp_objects/knife.obj
40 Knife mp_objects/incisor.obj
41 Trap mp_objects/beartrap.obj
42 Hatchet mp_objects/hatchet.obj
43 Crossbow mp_objects/hanxbow.obj
44 Stiletto mp_objects/stiletto.obj
45 Pick mp_objects/pick.obj
46 Key mp_objects/keya.obj
47 Cinquedea mp_objects/cinquedea.obj
48 Crossbow mp_objects/xbow.obj
49 Crossbow mp_objects/xbow.obj
50 Quiver mp_objects/quiver.obj
51 Chest mp_modules/rogue.mod/objects/pchest.obj
52 Armor mp_objects/rogue_armor.obj
53 Chest mp_objects/chest.obj
54 Whip mp_objects/whip.obj
55 Bow mp_objects/lbow.obj
56 G'nome Captive mp_modules/rogue.mod/objects/prisgnom.obj
57 Slot Unused.
58 Slot Unused.
59 Slot Unused.
60 Slot Unused.
61 Slot Unused.
62 Slot Unused.
63 Slot Unused.
64 Iron Gate mp_modules/rogue.mod/objects/gate.obj
65 Open Button mp_modules/rogue.mod/objects/obutton.obj
66 Shutter Door mp_modules/rogue.mod/objects/shutdoor.obj
67 Lock Door mp_modules/rogue.mod/objects/lockdoor.obj
68 Slot Unused.
69 Slot Unused.
70 Slot Unused.
71 Slot Unused.
72 Shield mp_objects/kiteshield.obj
73 Shield mp_objects/kiteshield.obj
74 Shield mp_objects/kiteshield.obj
75 Shield mp_objects/kiteshield.obj
76 Iron Ball mp_objects/ironball.obj
77 Slot Unused.
78 Slot Unused.
79 Slot Unused.
80 Slot Unused.
81 Slot Unused.
82 Slot Unused.
83 Slot Unused.
84 Slot Unused.
85 Slot Unused.
86 Potion mp_objects/lpotion.obj
87 Slot Unused.
88 Slot Unused.
89 Slot Unused.
90 Slot Unused.
91 Slot Unused.
92 Slot Unused.
93 Slot Unused.
94 Slot Unused.
95 Slot Unused.
96 Prisoner mp_modules/rogue.mod/objects/prisoner.obj
97 Slot Unused.
98 Slot Unused.
99 Slot Unused.
100 Module Tool mp_modules/rogue.mod/objects/moduletool.obj
101 Slot Unused.
102 Slot Unused.
103 Slot Unused.
104 Slot Unused.
105 Deadfall mp_objects/deadfall.obj
106 Slot Unused.
107 Slot Unused.
108 Slot Unused.
109 Slot Unused.
110 Exit Area mp_modules/rogue.mod/objects/exitarea.obj
111 Slot Unused.
112 Slot Unused.
113 Slot Unused.
114 Slot Unused.
115 Slot Unused.
116 Slot Unused.
117 Slot Unused.
118 Slot Unused.
119 Slot Unused.
120 Slot Unused.
121 Slot Unused.
122 Slot Unused.
123 Slot Unused.
124 Slot Unused.
125 Slot Unused.
126 Slot Unused.
127 Book mp_data/globalobjects/book.obj
128 Slot Unused.
129 Slot Unused.
130 Slot Unused.
131 Slot Unused.
132 Slot Unused.
133 Slot Unused.
134 Slot Unused.
135 Slot Unused.
136 Slot Unused.
137 Slot Unused.
138 Slot Unused.
139 Slot Unused.
140 Slot Unused.
141 Slot Unused.
142 Slot Unused.
143 Slot Unused.
144 Slot Unused.
145 Slot Unused.
146 Slot Unused.
147 Slot Unused.
148 Slot Unused.
149 Slot Unused.
150 Slot Unused.
151 Slot Unused.
152 Slot Unused.
153 Slot Unused.
154 Slot Unused.
155 Slot Unused.
156 Slot Unused.
157 Slot Unused.
158 Slot Unused.
159 Slot Unused.
160 Slot Unused.
161 Slot Unused.
162 Slot Unused.
163 Slot Unused.
164 Slot Unused.
165 Slot Unused.
166 Slot Unused.
167 Slot Unused.
168 Slot Unused.
169 Slot Unused.
170 Slot Unused.
171 Slot Unused.
172 Slot Unused.
173 Slot Unused.
174 Slot Unused.
175 Slot Unused.
176 Slot Unused.
177 Slot Unused.
178 Slot Unused.
179 Slot Unused.
180 Slot Unused.
181 Slot Unused.
182 Slot Unused.
183 Slot Unused.
184 Slot Unused.
185 Slot Unused.
186 Slot Unused.
187 Slot Unused.
188 Slot Unused.
189 Slot Unused.
190 Slot Unused.
191 Slot Unused.
192 Slot Unused.
193 Slot Unused.
194 Slot Unused.
195 Slot Unused.
196 Slot Unused.
197 Slot Unused.
198 Slot Unused.
199 Slot Unused.
200 Slot Unused.
201 Slot Unused.
202 Slot Unused.
203 Slot Unused.
204 Slot Unused.
205 Slot Unused.
206 Slot Unused.
207 Slot Unused.
208 Slot Unused.
209 Slot Unused.
210 Slot Unused.
211 Slot Unused.
212 Slot Unused.
213 Slot Unused.
214 Slot Unused.
215 Slot Unused.
216 Slot Unused.
217 Slot Unused.
218 Slot Unused.
219 Slot Unused.
220 Slot Unused.
221 Slot Unused.
222 Slot Unused.
223 Slot Unused.
224 Slot Unused.
225 Slot Unused.
226 Slot Unused.
227 Slot Unused.
228 Slot Unused.
229 Slot Unused.
230 Slot Unused.
231 Slot Unused.
232 Slot Unused.
233 Slot Unused.
234 Slot Unused.
235 Slot Unused.
236 Slot Unused.
237 Slot Unused.
238 Slot Unused.
239 Slot Unused.
240 Slot Unused.
241 Slot Unused.
242 Slot Unused.
243 Slot Unused.
244 Slot Unused.
245 Slot Unused.
246 Slot Unused.
247 Slot Unused.
248 Slot Unused.
249 Slot Unused.
250 Slot Unused.
251 Slot Unused.
252 Slot Unused.
253 Slot Unused.
254 Slot Unused.
255 Slot Unused.[/code]
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Re: Generic Egoboo revival thread

Post by Shade »

Well... Guess it's not a slot issue after all, then.
What puzzles me even more is that the Rogue Starter module seems to be the only one they don't correctly appear in. The Elf Starter's longbow shows up correctly.

...actually, let me try something.

EDIT: Okay, spawning a longbow on the ground works correctly, so the issue does lie with the COBOLs...
Come to think of it, like White Beard, COBOLs use IfHoldingRangedWeapon in their script to determine what to do. If that particular function doesn't work, from what I understand, they'd put away their longbows instantly and take out their cinquedeas instead, which'd explain why I never saw any longbows at all while playing Rogue Starter.
Last edited by Shade on Mon Dec 17, 2012 11:47 pm, edited 1 time in total.
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Re: Generic Egoboo revival thread

Post by penguinflyer5234 »

Oh right, you have to be in dev mode to get slotused.txt
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Re: Generic Egoboo revival thread

Post by Shade »

penguinflyer5234 wrote:Oh right, you have to be in dev mode to get slotused.txt
Oh. Well, I guess I could just enter dev mode, but considering the other debug stuff is readily handed to me without, I wouldn't mind if you could make it appear without having to go into dev mode next time you upload your fixes.

I also edited my previous post, but got ninja'd. Please don't miss my edit. xD
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Re: Generic Egoboo revival thread

Post by penguinflyer5234 »

Shade wrote:EDIT: Okay, spawning a longbow on the ground works correctly, so the issue does lie with the COBOLs...
Come to think of it, like White Beard, COBOLs use IfHoldingRangedWeapon in their script to determine what to do. If that particular function doesn't work, from what I understand, they'd put away their longbows instantly and take out their cinquedeas instead, which'd explain why I never saw any longbows at all while playing Rogue Starter.
Hmm, but some COBOLs with longbows on my end don't actually do anything until I hit them, and then try to use the bow (but not really? something's wrong) :|

Do longbows have ranged idsz? they should but I dunno.
Shade wrote:I wouldn't mind if you could make it appear without having to go into dev mode next time you upload your fixes.
Will do.

Edit: I can confirm IfHoldingRangedWeapon is working properly, there must be another function that is incorrect: Silly game, thanks for proving me wrong :|

Code: Select all

Gonne ammo 1/20 (right) result 1 (argument = 2)
Gonne ammo 1/20 (right) result 1 (argument = 2)
Gonne ammo 1/20 (right) result 1 (argument = 2)
Gonne ammo 1/20 (right) result 1 (argument = 2)
Gonne ammo 0/20 (right) result 0 (argument = 0)
Gonne ammo 0/20 (right) result 0 (argument = 0)
Long Bow ammo 60/60 (known 0) (right) result 0 (argument = 0)
Crossbow ammo 50/50 (known 0) (right) result 0 (argument = 0)
...
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Re: Generic Egoboo revival thread

Post by Shade »

penguinflyer5234 wrote:Hmm, but some COBOLs with longbows on my end don't actually do anything until I hit them, and then try to use the bow (but not really? something's wrong) :|
That's odd... Again OS specific differences in how script functions turn out?
penguinflyer5234 wrote:Do longbows have ranged idsz? they should but I dunno.
Yup, they do, so that can't be it.
penguinflyer5234 wrote:Edit: I can confirm IfHoldingRangedWeapon is working properly, there must be another function that is incorrect: Silly game, thanks for proving me wrong :|

Code: Select all

Gonne ammo 1/20 (right) result 1 (argument = 2)
Gonne ammo 1/20 (right) result 1 (argument = 2)
Gonne ammo 1/20 (right) result 1 (argument = 2)
Gonne ammo 1/20 (right) result 1 (argument = 2)
Gonne ammo 0/20 (right) result 0 (argument = 0)
Gonne ammo 0/20 (right) result 0 (argument = 0)
Crossbow ammo 50/50 (right) result 0 (argument = 0)
Crossbow ammo 50/50 (right) result 0 (argument = 0)
Crossbow ammo 50/50 (right) result 0 (argument = 0)
So basically, it gives out the wrong results?
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Re: Generic Egoboo revival thread

Post by penguinflyer5234 »

aagh caught me as I was editing

the ammo's not known, so IfHoldingRangedWeapon returns false (like it should)

The problem might be that the cobol's IfSpawned runs before the crossbow/longbow's IfSpawned does :|

You'd probably have to get Egoboo to load the longbow/crossbow before the cobols

Fixed:
- White Beard doesn't reload his gonne. RestockTargetAmmoIDFirst didn't check SLOT_LEFT and SLOT_RIGHT, only the inventory.
- Items now stack properly. Essentially the stack check function was checking the item to itself for stacking :|

Comments:
- The Gatlin Gonne can be mounted, but it's very hard to do, I had to jump on a dead lumpkin and then into the gonne.

Shade: Send me those edited files of yours so I can include them with the next binary.
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Re: Generic Egoboo revival thread

Post by Shade »

penguinflyer5234 wrote:the ammo's not known, so IfHoldingRangedWeapon returns false (like it should)
It should? But doesn't that mean that a COBOL won't use, for instance, an unidentified wand?
penguinflyer5234 wrote:You'd probably have to get Egoboo to load the longbow/crossbow before the cobols
The odd thing is, crossbows do work. Only longbows don't.
penguinflyer5234 wrote:Shade: Send me those edited files of yours so I can include them with the next binary.
On it.
EDIT: Actually, it seems I can't add attachments to my posts anymore for some reason...
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Re: Generic Egoboo revival thread

Post by penguinflyer5234 »

birdsey turned that off, citing potential abusement by spambots. (they've just now learned of avatars :?)

and IfHoldingRangedWeapon was like that since 2.6.8 anyway
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