Silgrad Tower from the Ashes

Full Version: Bug report for Beta 1.3 and later
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Hello everybody,

if you find

- bugs
- beetles
- glitches
- things to fix

please post them here.

This thread is the continuation of the old thread, which by now is locked.

Enjoy your time at Silgrad Tower and have fun exploring the mod.

Greetings

Quentin

Ed.Rw 050609: I edited the timestamp of this post to ensure it was the initial one after the posts from the "The story continues..." had been merged.
There are a lot of unused statics and other things in the plugin, and I personally think it would be great if they could be cleaned out to some extent for the next release. Statics are the easiest as they can't be created in-game from a 0 reference count, i.e., if the reference count is 0 then it is not used (to the best of my knowledge). Statics can be enabled and disabled, as I do a lot in Sakatosh Ancestral Tomb, but they have to be in the world for that to be possible. Items on the other hand can be added to the player's (or anyone's) inventory even if the reference count is 0. I think there's a special sword store in Silgrad City that uses that system. Eru Onaye maybe?

But if I remember correctly, doing a text search in the editor for an item's ID should reveal if a script is using them. Might want to test that with the swords though, as I could be wrong. There are like forty of them listed in pairs with one twin having a nopickup script and the other twin a reference count of 0, so they're easy to spot.

I made a teapot for Deus which I don't think was ever used. If you have the site on your harddrive there's a couple of screenies in the silgrad/forum/attachment folder. Also - and feel free to beat me with a Silver Staff of Shaming - I added certain items that I planned to use but never got around to.

Personally I also think it would be good if a new release could be squeezed in between now and the final release, to get people's attention. I can hook it up to various download locations.


A sidenote: I uploaded a bunch of bug shots to the gallery today. They're very old and have already been fixed (in case you spotted them sometime and wondered).
@ Quentin: As it's been 3-4 weeks now, can you share any news on how the development is going? Because I'm really looking forward to Beta 4.

Is there anything I can do to help?
Being completely occupied with work, removing viruses (from my PC as well as from me Sick ) and the festival last weekend the last two weeks have been ... erm rather quiet.

My personal timeline: end of survey until the 31st of May, calling loudly for help in the first week of June Wink, and having another Beta (or rather unofficial) version ready end uf June, beginning of July ... oh, and adding some prayers in-between that nothing out of ordinary happens to me or my equipment.

Greetings

Quentin
Quote:Originally posted by Quentin Fortune
Being completely occupied with work, removing viruses (from my PC as well as from me Sick ) and the festival last weekend the last two weeks have been ... erm rather quiet.

My personal timeline: end of survey until the 31st of May, calling loudly for help in the first week of June Wink, and having another Beta (or rather unofficial) version ready end uf June, beginning of July ... oh, and adding some prayers in-between that nothing out of ordinary happens to me or my equipment.

Greetings

Quentin

I'm sorry to hear you've been sick. I hope you're feeling better again. So how was the festival? Tongue

Your timeline sounds like a great plan Smile

Did you get my notes earlier, by the way? During the end of august I added unused stuff to the internal release, particularly the dreugh armor, which should be deleted, I think.
After doing quite some bug-fixing the last days I got somewhat curious about the size of our mod and did a little survey. Right now Silgrad Tower consists of

234 exterior cells and
486 interior cells

summing up to a total of 720 cells. :pop:

Under these circumstances I will meditate a day or two about a appropriate approach how to finish the mod. Wink

Greetings

Quentin
I could run another script and dialogue check, if you want to. If I recall correctly we had about a dozen of dialogue bugs in there... And that is without counting all the spelling errors Sad
Hi Elathia,

if wouldn't be too much trouble, I'd appreciate it immensely. So feel free to run that check and I'll try to think about how to handle the spelling errors.

Greetings

Quentin

Ed.Rw 050609: This was the last post on the old forum. Elathia then replied to this thread on this forum (below), while the discussion from the old thread (above) continues further down, as Ben Vagara replies to this post by Quentin Fortune.
Looks like I'll be the first one then...

On the old forum I recommended that we either change the NPC sltw_rw_RP_A_Venthi of the script with the same name. Even though we haven't recieven any reports on trouble on these things I think we should at least rename the script. This could be a source of instability (which we don't need more of...), and wouldn't be much of a problem to change really... At least that's my opinion...

Onto the next subject then: Dialogues!

---------------------------------------------------------

Topic:
do something for me

Info:
ahhhh... perfect %PCNAME, you are a..

Error:
-sltw_ps_pear not found on line 4

Soluion:
Player->RemoveItem "sltw_ps_pear" 1
Change to
Player->RemoveItem "sltw_ps_pear_01" 1

Fixed; 31.05.05 QF
---------------------------------------------------------

Topic:
Delicious Cookies

Info:
Fine, you are so kind. Here is some gold...

Errors:
yvette_jullien_sltw_rg not found
lionnel_jullien_sltw_rg not found

Solution:
Missing NPCs?

Fixed ... or at least I hope so since there are two lionnel julliens, due to the quest. I hope I picked the right one; 31.05.05 QF
---------------------------------------------------------

Topic:
little secret

Info:
I, and most everyone else here, feel we...

Error:
-sltw_rw_legioA variable not found on line 1

Solution:
The NPC which has the dialogue has no attached script, and could therefore not use a variable.
Razorwing?

Razorwing, maybe you could help me out which script to attach; 31.05.05 QF
---------------------------------------------------------

Topic:
Rymynnya Ancestral Tomb

Info:
Thankyou... they're going straight back...

Error:
Item sltw_rw_Acestor_Sword_UNI was not found on line 3

Solution:
Change
Player->RemoveItem, "sltw_rw_Ancestor_Sword_UNI" 2
To
Player->RemoveItem, "sltw_rw_AncestorSword_UNI" 2

Fixed; 31.05.05 QF
---------------------------------------------------------

Topic:
Lionnel Jullien

Info:
No problem, that?s what I am for, helping...

Error:
Line 2 function reference object "tornim_jullien_sltw_vd" not found

Solution:
Missing NPC again? Looks similar to the Delicious Cookies above...
Valderon?

Fixed; 31.05.05 QF
---------------------------------------------------------

Topic:
Greeting 1

Info:
Can I NEVER work.. without allways being...

Error:
Line 11 function reference object "sltw_ds_golem_uni" not found

Solution:
Missing item/NPC?
Deus?

Fixed; 31.05.05 QF
---------------------------------------------------------

That's it for this time! (After that the editor crashed...)
Quote:Originally posted by Elathia in the old thread
Here comes the first part of my recent bug-search:

First of all I did a recompilation of all our scripts to detect any errors from non-compiled scripts. And congratulations, there were none!
However, there were some thing that SHOULD be corrected, but mustn't....

  1. sltw_rw_RP_A_Venthi is the name of both a script and a NPC. One should be changed to avoid conflicts...

    Fixed - I took the liberty and changed the name of the script to avoid any problems; 31.05.05 QF

  2. sltw_ds_pyron_door_in and sltw_za_sarcophagus_door should be made persistent to guarantee that the scripts that use them will run without errors
    [/list=1]

    Fixed; 31.05.05 QF

    Will be editing this post to include dialogue errors soon...
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