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Posted: Fri Jan 22, 2010 5:44 pm
by Zefz
Acceleration bonus or penalty from enchant.txt no longer seems to apply properly. Bear Traps no longer hold their target and speed potions no longer give a boost for example.

Posted: Fri Jan 22, 2010 6:19 pm
by bgbirdsey
hmmmm.... these affect maxacceleration, right? Question is whether the acceleration is being reduced at all.

Posted: Fri Jan 22, 2010 6:54 pm
by Zefz
I fixed the non-moving platforms in the Tourist Starter. I wanted to debug further, but it seems suddenly my debugger wont work anymore.

Further investigation revealed that it cant find the basicdat folder. My guess is that the exe file is correctly run, but the localpath is incorrect (how in heavens did that happen?). This is not a issue when I run either the Release or Debug binary without the Visual Studio debugger. I was looking for some sort of project setting that caused it, but no luck so far.

Posted: Fri Jan 22, 2010 7:14 pm
by bgbirdsey
If it is a debugger problem, it is possible that some other process has a lock on the directory and terminated before releasing it. Try restarting to see if that clears the lock.

If it is a program problem it is probably related to the win32 function it uses to find the folder name. Maybe that is different in vista?

Posted: Fri Jan 22, 2010 7:27 pm
by Zefz
I still use winXP on my laptop ;)

I'll try that. I got PhysFS to print out the current local base directory and everything seemed fine.

Posted: Fri Jan 22, 2010 7:33 pm
by bgbirdsey
Do you have ntfs or fat32. I have had one very strange "ownership" problem on XP-NTFS where I actually had to download a kit from microsoft to make dir ownership changeable from the admin account. I hope it is nothing like that!

Now the only problem I get is if egoboo crashes, sometimes I can't compile the program because there is a lock on the .exe.

Posted: Sat Jan 23, 2010 7:39 pm
by Zefz
No luck so far. I have a suspicion that Tortoise SVN may be causing the problem. I had problems updating and commiting stuff. Your new Tourist title image for example refused to download. I had to delete the whole Tourist module and redownload it.

On the other hand, I managed to load a number of files correctly from the basicdat by moving the whole basicdat folder into my application data. (now it gets a fatal error because it cant load the fonts in the basicfolder, although the other data seems to be loaded fine).

Posted: Sat Jan 23, 2010 8:34 pm
by bgbirdsey
I have had some problems with Tortoise before, but mostly that it would be scanning the repositories to check for changes and take up like 95% of the processor power... I just ended up turning down its priority. They must have fixed that in later versions because I haven't had the problem in a while.

Posted: Tue Jan 26, 2010 10:02 am
by Zefz
In last revision you slide of platforms. Objects placed on top of platforms also seem to fall through. (Tourist Starter)

Posted: Tue Jan 26, 2010 5:33 pm
by bgbirdsey
In last revision you slide of platforms.
I'm not sure why this should be happening, since the actual physics calculation is the same. Unless I had commented something out for testing purposes? :P
Objects placed on top of platforms also seem to fall through. (Tourist Starter)
There are still bugs to work out here. What kinds of things are dropping through, just random stuff at random times?

I may have eliminated all possibility of items interacting with platforms... that was a mistake!

Posted: Tue Jan 26, 2010 6:19 pm
by Zefz
Or maybe the key actually hits the platform, but then slides off like other objects.

Posted: Thu Jan 28, 2010 8:45 pm
by Zefz
I think a bug in the BSP collision system causes this:

Image

Walk into water and walk out of water and the characters arent pushed up on top of the ground again.

Posted: Thu Jan 28, 2010 11:03 pm
by bgbirdsey
I have fixed several bugs in my local version.

One of them has to do with the fact that characters are not being removed from platforms the the beginning of each update.

I also mostly fixed the odd character-wall interaction. I could completely fix it, but it might take too much processing, and it turns out that character-wall interactions was one thing that was slowing down the abyss2... The new glitch would almost never be noticed except if you tried to push your character through a wall, then he might jump back to the last safe tile he was on.

Posted: Sat Jan 30, 2010 7:10 pm
by penguinflyer5234
Cosmetic error: (running at 1152x864) r1023 Image Also writing Monissa's files after exiting a module (that didn't work, complained about missing characters) is bugged, produces 0 byte files. are we not closing them properly?

Posted: Sat Jan 30, 2010 11:58 pm
by Agent of Dread
:lol:
Fatty.
That is all.