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Mount&Blade Expansion
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Dead/Hibernating Mods
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Schattenländer - Into The Darklands
(Moderator:
Hellequin
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Büg Reports
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Topic: Büg Reports (Read 9083 times)
Ron Losey
Master
Offline
Posts: 4481
Re: Büg Reports
«
Reply #60 on:
February 27, 2007, 09:49:17 AM »
I said that the various Reformations had much to be proud of ... no offense to anyone modern. I also said "the Church" of the time had problems ... obviously true belief survived (in spite of the odds, as it were), or there would not have been the aforementioned reform movements.
I just didn't want anybody mis-interpreting any posts to suggest that what was going on in the 1400's in any way reflected on modern Christianity or its institutions. That could have very unpleasant side-effects, both for the mod and for the various institutions - and we don't want either of those.
Consider it a legal and moral disclaimer.
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newb
Apprentice
Offline
Posts: 18
Re: Büg Reports
«
Reply #61 on:
February 27, 2007, 10:03:02 AM »
Haha then we defenitly agree with eachother my friend.
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Hellequin
Moderator
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Posts: 254
Re: Büg Reports
«
Reply #62 on:
February 27, 2007, 10:42:58 AM »
Glad that doesn't need to be further hashed out; it is indeed off-topic here, we've got enough real (though thankfully mostly little) bugs to deal with.
Newb: Early versions of this mod did have that problem fairly frequently, but I had thought that this had been corrected as of 0.1d. Thank you for reporting it. There is one more "buffer" against this happening, in the 0.2 source, so hopefully that will have fixed it for you once I release that (no promises on when that will be, though).
Fisheye: Correction; check your ID_menus.py. That's menu -1 (or possibly any negative number), not menu zero. And in making this observation I think I have yet another safeguard I can put in to prevent this bug - I can extend some of my protections vs. jumping to menu zero, to <= 0, where they haven't been already. So hopefully this will definitely be dealt with in the next release.
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Nasrudin
Apprentice
Offline
Posts: 2
Re: Büg Reports
«
Reply #63 on:
February 27, 2007, 06:55:10 PM »
Does "Büg" actually have some colloquially meaning in modern German? I realize I'm only a high school student, but "Büg" doesn't return any kind of entry in any of the online dictionaries I commonly use, it sounds awful, and it looks ridiculous.
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Fisheye
Blues Brother
Guildsman
Offline
Posts: 428
My scalp's so bright, I gotta wear shades.
Re: Büg Reports
«
Reply #64 on:
February 27, 2007, 08:11:56 PM »
Sure it's in the dictionary. Check under j-o-k-e. It's a pretty advanced use of the term so you might want to go to the shop and buy yourself this thing called a "sense of humour" before you read the definition.
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Ron Losey
Master
Offline
Posts: 4481
Re: Büg Reports
«
Reply #65 on:
February 27, 2007, 08:31:47 PM »
And a joke that works on many levels ... since the alternate spelling, if pronounced in German, would sound just like a bad German accent trying to pronounce English. And poking fun at the habit of English words, especially computer terms, to creep into other languages. I thought it was great.
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one-armed man
Apprentice
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Posts: 4
Re: Büg Reports
«
Reply #66 on:
March 04, 2007, 01:38:36 PM »
This might have been posted already, but whatever.
I was in a town just now, went to the swordsmith to peruse the weaponry, and the game crashed citing "Unable to find mesh Landknesh_polehammer"
Great mod, by the way
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Arcane
Apprentice
Offline
Posts: 8
M&B mod lover
Re: Büg Reports
«
Reply #67 on:
March 10, 2007, 04:18:03 AM »
(Note:I have used two computers to test these bugs on being high end the other being middle grade i can't post the higher model specs till later cause I'm not at my house)
1.I noticed a frequent bug is the landsknecht pole mesh error which seems to unrelated to the computer quality or the download file.if you are having trouble fixing it you may want to just remove the item. or re upload dark lands to the repository
note:it didn't crash for me if i just press okay on the error boxes m&b still kept running
2.It also seems that overflow of alchemy textures can nose dive the frame rate for or even crash dark lands
I.E.
battle to obtain the one companions or even more simply i threw down three potions at the same exact spot a flea dust a fire and a noxious gas potion (note: The first one is very common on both computers and the second i haven't tested on the higher end comp)
3.Also some times if you change menus in town or walk on the world map dark lands will show a screen saying random encounter display your party's HP and leave you without any way out other than closing it
4.One time i tried to leave my sister and the other companion to train solo for a while and when I went to get the it wouldn't let me instead all it would do is say I joined the party and if i tried to get them after the first time they would comment on how I had assembled a nice crew or something along the lines of that and not join me ever again....
(note: this was on the high end model)
5.Also I'm not sure if this is a glitch but i was fighting an alchemist and he threw a potion at me it said one of the guards near me had taken over 10000 points in damage(it landed on top of the poor guy followed by it stating the guard had resisted the over 10000 points of damage) from the potion which nearly killed me is the not so friendly fire and insane damage from one potion AND the insane resistance a problem? o.O
«
Last Edit: March 10, 2007, 06:30:55 AM by Arcane
»
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Hellequin
Moderator
Offline
Posts: 254
Re: Büg Reports
«
Reply #68 on:
March 10, 2007, 11:46:14 AM »
Hi, Arcane... thanks for the bug reports. Let's see if I can address those:
1) The mesh error has nothing to do with your machine quality, that mesh seems to have a problem in 0.1d. I'm not issuing interim bugfixes at this time, I'm working on v0.2 by priority; this will be fixed there.
2) Particle systems can certainly impact your framerate, yes. Note that crashes during the battle for Franz appear, as far as my own testing can tell, to be not directly caused by the particle systems; they've been recorded when not looking at the particle systems, which normally causes the particles to no longer impact framerate. I still haven't successfully identified the cause. If you're seeing them "commonly" on both machines, I'd appreciate it if you'd try a few runs at it with various graphics settings and take written notes. Ideally, say, five tries at it under a high, a medium, and a low graphics demand on the computer (including resolution as well as graphics FX). I ask this because on my machine I've only ever produced this effect once in hundreds of reps, while for others it seems very common.
3) That's menu "minus one" which is the result of a bug which, I think, is already fixed in the v0.2 source. It's the old battle menu from v0.751, by the way.
4) I'm not sure I understand the sequence you're describing but I'll look into it. I admit that I wasn't expecting a whole lot of use out of the "leave and rejoin" functionality, so it's not heavily debugged yet.
5) The damage resistance is a bug; the alchemist's guards shouldn't have fire resistance, although admittedly it would be wise and I may consider putting it in with some small odds or something. That's in a patch of code which has already been adjusted, though, so I'll wait and see if anyone sees anything once I release 0.2.
As for the not-so-friendly fire, that's just the NPCs being heartless.
Actually it's just a facet of the way their logic works out... if they have a potion which will (if it lands squarely on target) not hurt any of their friends, they'll use the most powerful one of those they've got left, but if they can't predict sparing their friends entirely, then they'll throw the gentlest potion they've got left. If they're down to a massive fireblast and nothing else, well, guards are expendable, right? This plus the random scatter on potion throws will occasionally result in friendly fire incidents. Those have been reduced slightly in 0.2 code, but they'll still be there indefinitely.
I realize this doesn't fix any of those issues for you immediately, but it should help to know that fixes are on their way.
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Arcane
Apprentice
Offline
Posts: 8
M&B mod lover
Re: Büg Reports
«
Reply #69 on:
March 10, 2007, 05:20:06 PM »
3.Yeah bug number 3 has a tendency to make the save file unplayable for me because it sometimes keeps occurring permanently
and you have to start over your char it happened to me yesterday night while i was testing
2.I'll work on it later today seeing if it was a specific potion or just the throwing one after the other crashed it and if really low
settings can fix it
4. It kinda is a killer for stat grinding and makes it impossible to play the game right I'll send a screen shot as soon as i get on my home comp
but its good to know you are working on these problems
EDIT:
data on the potion crashes.I found out that the noxious gas potion crashes it and it crashes it faster if more than one target is being affected and i have yet to do a control experiment to see if just the particles and i haven't checked on the flea dust potion but the flame potion was not involved in the crash. in a unrelated to the crashing the potion it self caused notable lag with all settings on low
I would have tested further on the potion particles until hell broke loose O.o......
I found a couple of major bugs and some minor bugs have screenies of the easier ones to show in a pic
1.Not sure if this has been addressed but I forgot to mention Franz repeats his last line in the alchemy shop
2.A picture is worth a thousand words
3.I got screenies on avg joe for the leave and rejoin bug and the strange side affects
4.and my least favorite if you buy loads alchemical ingredients and leave the store you lose half of them
5. in the town battles you can attack and be attacked through some of the walls I know this is a native problem that swords go through walls but this is messing with the AI as well and they try to fight npc heroes through walls as well as try to shoot weapons through the walls only in town you could fix it easily by blocking it off or filling in the areas it most commonly happens i'll pm you screenies of or some of the smaller ones where they try it because i can't describe places well and I put up too many pics as it is
Edit2
While trying to make screenies of the problem areas mentioned in 5 i found a place where you clip right through the map putting this up to stop people from getting stuck
I hope you can iron out the worst of these before v0.2 cause this is starting to scare me
edit3
there is a work around but it involves exploiting another glitch to get out the easily avoid able glitch although it does give a nice view of the roofs....
«
Last Edit: March 11, 2007, 06:12:41 AM by Arcane
»
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Hellequin
Moderator
Offline
Posts: 254
Re: Büg Reports
«
Reply #70 on:
March 12, 2007, 12:24:19 PM »
Hokay...
I'll look into the leave/rejoin functionality as soon as I can. For reference, though, it costs you nothing to bring your companions along with you while you're adventuring - nothing at all! If they get knocked out and stay at low HP, so what? They can't die. Surely they're not costing you many sword-strokes, in your efforts to raise your own proficiencies through use. You may even be able to gain missile proficiency points when you accidentally nail them in the head. So I'm really puzzled as to why you're bothering. Sure, it needs fixing, but the only reason I see for needing it is when you've hit four but you want to make space for a new companion.
As for clipping issues and the AI fighting through walls, I'm not even going to try addressing those bugs. It will simply be wasted effort. Either Armagan fixes the AI, or they remain dumb. If he announces "this is as good as it's going to get" then I'll try to adapt the scenes to the AI's deficiencies; until then, I'm not wasting my time on it. If those bother you, then M&B bothers you, and it's just the city-fighting that's making it more obvious.
The duplicate Anya is fascinating - did this have anything to do with the leave-rejoin bug, or your experiments surrounding it?
Does Franz always repeat his last line, for you? You might want to try reinstalling the mod, this could conceivably be a one-bit error; other than that, I'm not sure.
The one with the reagents "disappearing" isn't a bug at all! Look more closely at the messages. I'll probably put in a tutorial screen for this, the first time it triggers, but what you're seeing is code designed to simplify your inventory. If you have, say, two jars of Alum (14 drams each), then the code you're seeing is combining those into a Cask (15-35 drams) and secretly recording the exact number of drams, 28 in this case. Add another Pawn and the Pawn will "vanish" - because your new total, 32 drams, still fits into a single Cask. If (set_show_messages) worked, you wouldn't (and won't) be seeing those gained and lost messages onscreen, it'd just happen quietly in the background. If I didn't do this, then your inventory would quickly overfill with single drams of stuff and it would be prohibitive to do alchemy. Even as is, carrying a full set of reagents will burn inventory space like crazy.
Do you receive an RGL error when the noxious aroma crashes your game? If yes, I believe this may be another error which has already been fixed in the 0.2 source, and it's distinct from particle-system graphics effects. And yes, you'll see a noticeable lag with particle systems onscreen even with low graphics settings. This will be true in any mod. Expecting otherwise is a mistake.
Anyway, dude, while I appreciate the bug reports - after a certain point it becomes nit-picking. And that's not appreciated, in fact it reduces my desire to continue working on the mod. If this array of little things is "starting to scare you" then you need to accentuate the positive a little and stop sweating it.
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bryce
Guildsman
Offline
Posts: 357
Re: Büg Reports
«
Reply #71 on:
March 12, 2007, 02:29:40 PM »
" If you have, say, two jars of Alum (14 drams each), then the code you're seeing is combining those into a Cask (15-35 drams) and secretly recording the exact number of drams, 28 in this case." That's actually kinda cool.
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Silver
Apprentice
Offline
Posts: 20
Re: Büg Reports
«
Reply #72 on:
March 12, 2007, 02:39:21 PM »
Thanks for a great mod, I am really looking forward to future releases.
Now that we got the flattery out of the way (that is a joke, I love the mod), I have a problem. I was hoarding up on alchemical substances, and after a while it got negative, when trying to do anything it said I currently had -32. And I'm sure that is one the ingredients I had at least a cask of, checking my inventory later, it was gone.
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Arcane
Apprentice
Offline
Posts: 8
M&B mod lover
Re: Büg Reports
«
Reply #73 on:
March 12, 2007, 02:56:09 PM »
Ok hellequin.....
The Anya thing I just tried to get the leave and join bug so I have no idea how that happened
For the leave and rejoin I tried it to save their item durability especially if I DO hit them in the head it will cost me more gold gold to keep buying them items and if I can prevent that I try....and lose the member forever....
I'm okay with the leaving AI and clipping bugs seeing as its not your fault and probably will just delay future releases if you try to fix every one
The Franz thing it happened on both computers so its probably not the download but I'll try it
Yeah I did get an rgl error with the noxious aroma and i wasn't sure what it was.
Sorry for the rest for the nit picking I'm not sure what you meant to do, what you didn't ,what you can deal with ,and what you can't or didn't want to ^_^'
My brain itches....
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Hellequin
Moderator
Offline
Posts: 254
Re: Büg Reports
«
Reply #74 on:
March 12, 2007, 04:55:51 PM »
Silver - I'll check into that and see if I can recreate it. Wrapping the containers past 1 cask is less heavily debugged than the smaller quantities, so I at least have an inkling of where to look for that bug. If you wouldn't mind trying to recreate it yourself, under controlled conditions, that would be a help.
Arcane - Note that their weapon only degrades if they use it to hit people, and their armour (should) only degrade if they've gotten hit (though I'm not certain this is working 100% properly yet). Thus it may be less of a concern than you think. But it is, nonetheless, a reasonable reason to opt for leaving them behind for a while, I'll grant that.
And if you got the "two Anyas" during leave/rejoin experimenting, that's consistent with the rest of the error, so it's all one piece there. (She's being recorded as both in your party,
and
hanging out in town waiting, simultaneously. Both of which result in her being found in the common room.)
Out of curiosity, did you perhaps start the conversation (with either the alchemist or Franz) by hand using "F", right away during the scene with Franz in the alchemist's shop? If so, then that's a strong signal of the problem source. Note that if you don't do so, the conversation will autotrigger about 1.5 seconds after your arrival in the scene.
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