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 The call for submissions for the "SI Fixes" mod
Author: Marzo Sette Torres Junior 
Date:   11-05-07 17:16

I mentioned in a recent thread that I was planning a new version of SI Fixes and would start collecting new SI Fixes. So this is the "official" announcement.

If you know of any bugs in SI which are not (a) already fixed by SI Fixes or (b) not in the list below, please post it here. Bugs introduced by SI Fixes also count :-)

Here is the list of fixes suggested in the thread I mentioned above:
Quote:

Mortegro does not acknowledge that I have the severed hand in my inventory
when I speak to him about it.

The entry for ice wine on the list is not updated even after I speak about
it to Julia in Moonshade.

Erstam still claims the lab apparatus belongs to him, even though Ducio says
that it is Vasculio's and the hand is what was exchanged from Erstam.

After learning from Jendon about the Breastplate of Beauty, I am unable to
speak to Kylista about it.

By the way, have you considered adding the map of Britannia to be exchanged
with the bottle of ice wine? I know the displayed map is hardcoded, but you
could instead have one of the party members commenting that a map of Britannia
will be of little use in Serpent Isle.

Still on the lab apparatus: while Ducio says it belongs to Vasculio, the
list also says it is Erstam's.

The answer to the last dragon's riddle in Silver Seed is wrong. It should be
13, but the game accepts only 14. This is the riddle about grabbing bundles
of cloth with three different patterns while needing to make five identical
dresses. Worst case is 4+4+5=13.

The staircase to Pothos' apothecary conceals a secret door, and beyond that
there is another secret door with a teleporter behind it. This leads to a
baseball-themed secret area which has some goodies, enemies and a nonfunctional
teleporter. I think making this teleport you back outside the apothecary
would be the logical spot, since the teleporters in other secret areas also
return you close to the well-hidden entrance teleporter.

A minor thing, but it would be nice if you could mention the fur cap to
Frigidazzi once you find out it belongs to her.

This last point goes a bit beyond bug fix. In Silver Seed Surok the healer
asks you to bring back the body of Ardiniss, if you happen to find it.

Tsandar also laments on his body being lost. Adding a small sidequest to
recover the body would be nice. I would be content with just a few lines of
additional dialogue and perhaps a couple hundred experience points as a reward.

Would it be possible to prevent Vibrate spell from making magic users drop spells?
Get yourself into prison in Moonshade (either by getting arrested or casting
Telekinesis on the secret door), then cast Fetch on the key on the desk,
unlock the cell door with it and step into the teleporter. An easy fix for
this would be to place the key inside the desk.

You can have the seance with Mortegro at noon. I thought you had to wait until
Midnight for that?

The List Field still at times has problems. When training the NPC's, they
will fight, but if the fight lasts for too long (not enough damage dealt to
one of them), the person they were fighting, will wander off, and the NPC
will continue to chase them, but the other person will not fight back, thus
the event will never end.

In the 2007-10-02 version (with the Serpent Isle Fixes), You can have the
seance with Mortegro at noon. I thought you had to wait until Midnight for
that?

Having the nocturnal encounter with Frigidazzi while Serpent Bond is active
really messes up the game.

Mortegro and Bucia do not acknowledge Rotoluncia's death in their dialogues.
This is especially glaring with Mortegro since he takes over her seat in the
council.

The List Field in Monitor has a couple of issues. First, one of the trainers
may slip out the open door while your party member leaves the arena. After
that the only way to get him/her back there is hack mover.

Second issue comes up if you go training when it's almost 12, 3 or 6 o'clock.
The trainer you picked can leave while the entering animation plays, and then
you're stuck.


------
Marzo Sette Torres Junior
aka Geometrodynamic Dragon
How To Ask Questions The Smart Way

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 Re: The call for SI Fixes
Author: Malignant Manor 
Date:   11-05-07 17:48

Troughs can be emptied by buckets, but not filled back up. (Original SI problem)

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 Re: The call for SI Fixes
Author: paulo (---.di.fc.ul.pt)
Date:   11-05-07 18:17

Having the nocturnal encounter with Frigidazzi while Serpent Bond is active
really messes up the game.

No! Leave than on! That magnificent perversion cant be lost to younger generations.

Though making the magelord comment would be nice.

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 Re: The call for SI Fixes
Author: paulo (---.di.fc.ul.pt)
Date:   11-05-07 18:28

And Frigidazzi too!

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 Re: The call for SI Fixes
Author: Quentin (---.nycmny.east.verizon.net)
Date:   11-06-07 08:47


These suggestions are more additions than "fixes."

How about having Tsander or maybe even butthead Wilfred being able to train Dexterity + Combat in addition to training str + combat? I hated the fact that you can't train Dex anymore after the Banes massacre. Having a mage in Moonglow (Fedabiblio perhaps) train int + magic would be nice too.

Quote:

This last point goes a bit beyond bug fix. In Silver Seed Surok the healer
asks you to bring back the body of Ardiniss, if you happen to find it.

Tsandar also laments on his body being lost. Adding a small sidequest to
recover the body would be nice. I would be content with just a few lines of
additional dialogue and perhaps a couple hundred experience points as a reward.

Great suggestion but I'd saying about 50 xp reward to each party member will suffice, as you already get such a ridiculous motherload of xp from solving Silver Seed.


Quote:
Mortegro and Bucia do not acknowledge Rotoluncia's death in their dialogues.
This is especially glaring with Mortegro since he takes over her seat in the
council.

Rotoluncia's such a wimp that I can't imagine how she managed to kidnap one of the companions. Beef her up a little so she'd put up a bit more of a fight. Give her a couple of automaton lackeys, too.

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 Re: The call for SI Fixes
Author: ShadowTiger (---.nycmny.fios.verizon.net)
Date:   11-10-07 20:23

Not sure what *kind* of bug this is, but if you modify your characters stats to, say, 255 for STR, DEX, INT, HP, etc, (As high as they go.) and save, then the next time you load, your characters (Save for the avatar.) begin as sprite 0 (A little 8x8 water tile.) and have either -1 or 0 health apiece. Can be reverted with some F2 Cheat menu work, but still rather annoying. I think it also crashed once when I did this with Boyden in the party for the first time.

That's all in 1.4 by the way.

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 Re: The call for SI Fixes
Author: TdI (89.244.181.---)
Date:   11-10-07 21:12

How about not having everybody die off after the banes are released, adding new dialog to reflect the madness that is going on, gradually restoring order in the cities after the banes are defeated, and...
Well, that should be enough for now. Wouldn't want to ask for too much or anything.

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 Re: The call for SI Fixes
Author: Dominus 
Date:   11-11-07 03:45

As it just came up in another thread, it'd be nice if someone from the party makes a comment on the original spellbook when discovered.

--
Read the documentation and the FAQ are your friends! There is no excuse for not reading them! RTFM
Read the Rules!
We do not support Piracy/Abandonware/Warez!

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 Re: The call for SI Fixes
Author: Marzo Sette Torres Junior 
Date:   11-11-07 04:59

Quote:

How about not having everybody die off after the banes are released, adding new dialog to reflect the madness that is going on, gradually restoring order in the cities after the banes are defeated, and...

That goes beyond the scope of SI Fixes: this would be a plot restoration, not a "fix".

------
Marzo Sette Torres Junior
aka Geometrodynamic Dragon
How To Ask Questions The Smart Way

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 Re: The call for SI Fixes
Author: Achile (---.240-130-66.mc.videotron.ca)
Date:   11-11-07 09:57

The captain who travel you to moonshade should give you his key to his room (after being poisonned) instead of Fedabiblio (much more dramatic and the conversation is active when you delete his egg)

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 Re: The call for SI Fixes
Author: Marzo Sette Torres Junior 
Date:   11-11-07 12:36

Quote:

The captain who travel you to moonshade should give you his key to his room (after being poisonned) instead of Fedabiblio (much more dramatic and the conversation is active when you delete his egg)

Once again, this would be a plot restoration, and thus outside of the purview of SI Fixes.

------
Marzo Sette Torres Junior
aka Geometrodynamic Dragon
How To Ask Questions The Smart Way

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 Re: The call for SI Fixes
Author: Malignant Manor 
Date:   11-13-07 22:52

Normal bells don't work you get an X cursor flash.

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 Re: The call for SI Fixes
Author: Malignant Manor 
Date:   11-13-07 22:55

Forgot to clarify shape 0x2A3, "desk item" frame 20.

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 Re: The call for SI Fixes
Author: Marzo Sette Torres Junior 
Date:   11-14-07 07:29

Quote:

Normal bells don't work you get an X cursor flash.

That would actually be a bug in how Exult does an intrinsic compared to the original; I made a note of it to fix.

------
Marzo Sette Torres Junior
aka Geometrodynamic Dragon
How To Ask Questions The Smart Way

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 Re: The call for SI Fixes
Author: Dominus 
Date:   11-14-07 10:57

hmm, what about the columns in the SS fort that start something else(some test I think) that I don't remember anymore if you click on them. Clicking on them in the fort is really a bad idea :)
(or is that already fixed in main Exult, we talked about this before, just my faulty memory doesn't help :))

--
Read the documentation and the FAQ are your friends! There is no excuse for not reading them! RTFM
Read the Rules!
We do not support Piracy/Abandonware/Warez!

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 Re: The call for SI Fixes
Author: Marzo Sette Torres Junior 
Date:   11-14-07 11:39

It is fixed in SI Fixes already (the columns in Death Watch Keep send you to the Test of Purity).

------
Marzo Sette Torres Junior
aka Geometrodynamic Dragon
How To Ask Questions The Smart Way

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 Re: The call for SI Fixes
Author: Dominus 
Date:   11-14-07 13:16

*oops* :)

--
Read the documentation and the FAQ are your friends! There is no excuse for not reading them! RTFM
Read the Rules!
We do not support Piracy/Abandonware/Warez!

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 Re: The call for SI Fixes
Author: kurtzyload 
Date:   11-30-07 23:16

The blowgun sound is definitely not right...

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 Re: The call for SI Fixes
Author: Marzo Sette Torres Junior 
Date:   12-01-07 07:03

Quote:

The blowgun sound is definitely not right...

Not an SI Fix, but possibly a problem with the SFX Exult uses for the blowgun.

------
Marzo Sette Torres Junior
aka Geometrodynamic Dragon
How To Ask Questions The Smart Way

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 Re: The call for SI Fixes
Author: Achile (---.240-130-66.mc.videotron.ca)
Date:   12-01-07 16:56

-Some plaque in fawn are unreadable even when I click (it dosen't show)

-The stacking-crate stuff to reach the bell in mountain of freedom aren't working properly

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 Re: The call for SI Fixes
Author: Marzo Sette Torres Junior 
Date:   12-01-07 17:10

Quote:

-Some plaque in fawn are unreadable even when I click (it dosen't show)

-The stacking-crate stuff to reach the bell in mountain of freedom aren't working properly

Once again, these are likely bugs in Exult, not SI Fixes. Perhaps I should add an introductory description of just what constitute SI Fixes...

------
Marzo Sette Torres Junior
aka Geometrodynamic Dragon
How To Ask Questions The Smart Way

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 Re: The call for SI Fixes
Author: Quentin ak 
Date:   12-02-07 13:50

for the last part of Silver Seed, offer a better in-game clue to how to reach that sadistically tough-to-find basement. Perhaps a clue from Elyssia or a book in the library.

Also, a mention by the companions to keep the blackrock serpents and Orphidian sword with you for the last part of the game.

Quentin

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 Re: The call for SI Fixes
Author: WWWWolf 
Date:   01-08-08 07:32

A random cute wolf-thought!

As everyone knows, Windrunner doesn't speak, and as such, you can never ask him what his name is. He always shows up as a "timber wolf".

Would it be too hard to make Windrunner's name show up once you talk to Morghrim about him? I guess the Avatar can easily identify the wolf based on the description. I mean, there's not a whole lot of wolves running *in* Morghrim's cottage =)

- Weyfour WWWWolf, a lupine technomancer from the cold north
[a.k.a.: Hoki-Aamrel the Cherry-Red Dragon -==(UDIC)==- ]

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 Re: The call for SI Fixes
Author: Marzo Sette Torres Junior 
Date:   01-08-08 09:15

Quote:

Would it be too hard to make Windrunner's name show up once you talk to Morghrim about him?

It would be quite easy, yes, and quite in the spirit. I've added it to the list

------
Marzo Sette Torres Junior
aka Geometrodynamic Dragon
How To Ask Questions The Smart Way

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 Re: The call for SI Fixes
Author: Bobbers (---.dsl.emhril.sbcglobal.net)
Date:   01-08-08 15:13

"Also, a mention by the companions to keep the blackrock serpents and Orphidian sword with you for the last part of the game."

I think it should be obvious enough that you're supposed to keep the blackrock serpents, since a good portion of the game is you finding them? The first one you get without cheating (not counting the one you lose in the teleport storm) is Batlin's chaos serpent, and you directly witness what it does. How many people are going to drop it and then forget where it is? In fact, Lord British's letter at the beginning of the game *does* tell you to keep the one you have, and that it will "become useful shortly" or something to that effect.

I don't recall how much clue is given in the game about needing the Ophidian sword.

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 Re: The call for SI Fixes
Author: Achile Dragon (---.240-130-66.mc.videotron.ca)
Date:   01-09-08 11:07

Iolo have always two lutes after the storm in fawn.

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 Re: The call for SI Fixes
Author: quentin not logged (---.nycmny.east.verizon.net)
Date:   01-09-08 15:48

yes you're right about the blackrock serpents being obvious. But the Orphie sword not so much. You're supposed to kill the statue of the Great Earth Serpent with it in the very end. So I guess nevermind about the blackrock serpents but a reminder about the Orphidian sword.

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 Re: The call for SI Fixes
Author: Marzo Sette Torres Junior 
Date:   01-09-08 18:40

Quote:

Iolo have always two lutes after the storm in fawn.

In SI Fixes, one of them (the one that appears) is already an ordinary lute.

------
Marzo Sette Torres Junior
aka Geometrodynamic Dragon
How To Ask Questions The Smart Way

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 Re: The call for SI Fixes
Author: mikemayday (---.generacja.pl)
Date:   01-12-08 09:08

-It took Ruggs three reloads (he got stuck two times) and then half a minute to approach me when I enter Fawn for the first time. In the original, he runs up to me immediately.

-After the defeat of the goblins in the pikemen tower, they still get respawned in the middle of it every time I exit the basement or approach the tower again. This doesn't happen in the original.

-When I talk to Marsten, Dupre and two Pikemen are spawned right in the chamber. In the original, they came from the entrance.

-I stole weapons and armour from the store in Monitor- the guarding pikeman attacked me, but thanks to the new equipment I killed him... and that was the end of the problem. In the original, additional guards were summoned, they tried to arrest me and chased me all over the town.

Exult 1.2.

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 Re: The call for SI Fixes
Author: mikemayday (---.generacja.pl)
Date:   01-12-08 09:17

Also, the pikemen escort when entering Monitor should carry halberds. They don't.

When I first went to meet Marsten, all the four guys were standing under the wall in a row. In the original, they wandered around the urn.

Man, the first time I played SI it was with exult, now that I decided to check how it works originally, I might gonna replay it in Dosbox :P

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 Re: The call for SI Fixes
Author: Dominus1 (85.124.128.---)
Date:   01-12-08 09:19

Mike, thanks for the bug reports but this thread is not about Bugs in Exult that need to be fixed but bugs or inconsistencies or whatever that needs to be fixed in SI in generally.

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 Re: The call for SI Fixes
Author: mikemayday (---.generacja.pl)
Date:   01-12-08 09:54

Oh dang. Sorry about that.
I'll look for the SI bugs then ;)

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 Re: The call for SI Fixes
Author: Thomas Decker (---.home.uni-freiburg.de)
Date:   01-16-08 12:16

Quote:

How about having Tsander or maybe even butthead Wilfred being able to train Dexterity + Combat in addition to training str + combat? I hated the fact that you can't train Dex anymore after the Banes massacre. Having a mage in Moonglow (Fedabiblio perhaps) train int + magic would be nice too.

It always bothered me that after you restored Cantra to lucidity, you could never talk to her afterwards. I suggest that she lets you train Dexterity afterwards, as. After all, she seems to be a swift little cat, dodging Batlin left and right...

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 Re: The call for SI Fixes
Author: WWWWolf 
Date:   03-13-08 08:00

One annoying thing that came in my mind:

If you use flux analyser on the Black Sword or maybe the other way around, you get a mysterious sound effect... okay, a better way to state the problem: flux analyser + sword = weirdness, no matter if you do it *right* or *wrong*. I can never remember what effect I'm supposed to see when the sword is properly fixed, and if I spend 10 minutes hacking at the Banes, the thought slowly creeps in my mind that *maybe* I didn't fix the sword properly after all. =)

Possible ways to fix this:

1) Avatar could comment "This doesn't seem to work" etc, etc if you use the items in wrong order.
2) Make both ways work (i.e., BOTH using analyser on sword AND using sword on analyser could have the exact same effect)

- Weyfour WWWWolf, a lupine technomancer from the cold north
[a.k.a.: Hoki-Aamrel the Cherry-Red Dragon -==(UDIC)==- ]

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 Re: The call for SI Fixes
Author: Achiledragon (---.230-82-70.mc.videotron.ca)
Date:   03-14-08 08:53

It should have a conversation about Cantra Madness because, it's not evident to know which water to use on her. And, if we can take her back to Monitor and change Harna conversation.

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 Re: The call for SI Fixes
Author: whatever (---.di.fc.ul.pt)
Date:   03-17-08 16:42

Some of these - key, location of the return of the teleport, Erstam and the lab apparatus (this seems like a incomplete subquest), are not bugs per se but developers choices. Removing these is akin to making the game more linear, its nice that sometimes characters disagree, if there is a logical reason, its nice to figure out shortcuts. Think at a higher level

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 Re: The call for SI Fixes
Author: Marzo Junior 
Date:   03-17-08 16:53

Quote:

1) Avatar could comment "This doesn't seem to work" etc, etc if you use the items in wrong order.
2) Make both ways work (i.e., BOTH using analyser on sword AND using sword on analyser could have the exact same effect)

Quote:

It should have a conversation about Cantra Madness because, it's not evident to know which water to use on her. And, if we can take her back to Monitor and change Harna conversation.

Both noted.

------
Marzo Sette Torres Junior
aka Geometrodynamic Dragon
How To Ask Questions The Smart Way

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 Re: The call for SI Fixes
Author: Paulon (---.dialup.ihug.co.nz)
Date:   04-09-08 20:00

TdI suggested this in the "[mod idea] More generous Lord British?" thread.

Remove the ability to use the ritual blooding device on undead.

My own thoughts are that it might be a better idea to disallow the use of that kind of thing (poison & sleep potions for example) on non-party members while there is a gump open, and treat it as an attack to see if it succeeds in combat.

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 Re: The call for SI Fixes
Author: Marzo Sette Torres Junior 
Date:   04-09-08 20:26

As far as the blood-letting device goes, I'd guess that it would be reasonable to require that it can be used only on the person holding it (or someone paralyzed or asleep) -- it is a *ritual* blood-letting device, after all. The idea of requiring it to be an attack while in combat is feasible too.

While writing this post, an image suddenly flashed on my mind: the avatar pointing to a dragon screaming "Hold him down!", while the other party members try to grapple and pin the dragon so that the avatar can force feed a sleeping potion. That would actually be doable :-)

------
Marzo Sette Torres Junior
aka Geometrodynamic Dragon
How To Ask Questions The Smart Way

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 Re: The call for SI Fixes
Author: Paulon (---.dialup.ihug.co.nz)
Date:   04-09-08 20:28

My vision was of the Avatar running in close, and timing a throw of a sleeping potion to try to get it down while the dragon has it's mouth open to breath fire. Who's gonna be first?

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 Re: The call for SI Fixes
Author: Malignant Manor 
Date:   09-05-08 01:47

The basin (shape 714) places the bucket inside a wall in the Banes Release room. It needs to be at least two spaces lower. (Original SI bug)

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 Re: The call for SI Fixes
Author: Malignant Manor 
Date:   09-05-08 03:44

The SI Fixes creates a bug with the bucket when dumping onto the ground. You have the target come up twice. I not sure if anything else is affected though. Having UI_click_on_item() in DumpBucket 0x88A () and then referring to the original function is causing it.


Basin (shape 322) doesn't even work (original SI bug).

No code is written for it. Func0889 0x889 (var object) is the bucket filling function.


The problem with the first basin (714) is in the line I commented out below and replaced in this function. I haven't tested all locations with this shape but I don't think it would be put in an inaccessible location in other instances than what it is meant to fix.

Func019C 0x19C (var var0000) // gets called by shape 714
some code		
		//var0002[0x0002] = (var0002[0x0002] - 0x0003);
                var0002[0x0002] = (var0002[0x0002] - 1);
more code

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 Re: The call for SI Fixes
Author: djolk (198.235.198.---)
Date:   09-05-08 07:42

The town guards, pikemen etc, get kinda piled up in little knots telling each other to "stand aside!" Maybe that's an exult thing though.

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 Re: The call for SI Fixes
Author: Marzo Sette Torres Junior 
Date:   09-05-08 07:55

Quote:

Having UI_click_on_item() in DumpBucket 0x88A () and then referring to the original function is causing it.

Hm. The problem is that set_intercept_item does not intercept a tile click.

Quote:

Basin (shape 322) doesn't even work (original SI bug).

How so?

------
Marzo Sette Torres Junior
aka Geometrodynamic Dragon
How To Ask Questions The Smart Way

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 Re: The call for SI Fixes
Author: Malignant Manor 
Date:   09-05-08 10:34

Shape 322 doesn't fill up the bucket even though the identical (except for rotation) shape 744 does. Func0889 0x889 (var object) (fill bucket) doesn't include that shape number nor does any other function.

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 Re: The call for SI Fixes
Author: Malignant Manor 
Date:   09-05-08 14:52

There is a funny side effect to "fixing" the location of where the bucket is created.






Here is the "fix" of the other basin that didn't work before.






Both are using the fountain head as the target for the bucket. I guess I should script the Avatar to face a different direction.

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 Re: The call for SI Fixes
Author: Malignant Manor 
Date:   09-06-08 02:57

Here's a patched bucket_cure.uc that adds the ability to empty troughs.


/*
used for pathfinding, function calling, and item forwarding (whatever you want to call it)
var0006 is usually target (likely the location to pathfind to)
the called function recognizes  object as "item"
var0006, var0005, and var0004 are arrays. I'm not sure if var0003 can accept an array
function is called with event Event
*/
extern Func090D 0x90D (var var0006, var var0005, var var0004, var var0003, var function, var object, var Event);

DumpBucket 0x88A ()
{
	var target = UI_click_on_item();
        var unk1;
        var unk2;
        var unk3;
        var trough = 741;
        var trough2 = 719;
        var shape = UI_get_item_shape(target);
        var bucketframe = get_item_frame();
        
        
        if (!target)
		return;

	UI_printf(["The shape clicked on is %s", UI_get_item_shape(target)]);

	var npcnum = target[1]->get_npc_number(); // It's item, position.
	var bucket_quality = get_item_quality();
	var handled = false;

	if (bucketframe == 1)
	{
		if ((npcnum == CANTRA) &&  (bucket_quality == QUALITY_LOGIC))
		{
			CANTRA->set_schedule_type(WAIT);
			// Without UI_set_path_failure, Cantra's would be stuck in waiting
			// mode if the player moved the Avatar before reaching Cantra:
			if (UI_path_run_usecode([target[2], target[3], target[4]], CureCantra, item, PATH_SUCCESS))
				UI_set_path_failure(CureCantra, item, PATH_FAILURE);
			abort;
		}
		else if (((npcnum == DUPRE) && (bucket_quality == QUALITY_DISCIPLINE)) ||
		    ((npcnum == SHAMINO) && (bucket_quality == QUALITY_ETHICALITY)) ||
		    ((npcnum == IOLO) && (bucket_quality == QUALITY_LOGIC)))
		{
			npcnum->set_schedule_type(WAIT);

			if (UI_path_run_usecode([target[2], target[3], target[4]], CureCompanion, item, PATH_SUCCESS))
				UI_set_path_failure(CureCompanion, item, PATH_FAILURE);
			abort;
		}
	        if (shape == trough || shape == trough2)
                {
                        if (shape == trough)
                        {
                                unk1 = [0, 1, 1, 0, 1, -2, -3, - 4, - 4, -3, -2, 1];
                                unk2 = [1, 0, 1, -2, -2, -2, -2, 1, 0, 1, 1, 1];
                                unk3 = 1;
                        }
                        else
                        {
                                unk1 = [1, 0, 1, 1, 1, 0, 1, -2, -2, -2, -2, 1];
                                unk2 = [0, 1, 1, -2, -3, - 4, -5, -3, -2, 1, 0, 1];
                                unk3 = 1;
                        }
                        Func090D(target, unk1, unk2, unk3, shape, item, 10);
                        return;
                }
        }
	// Let orig. function handle it.
	target->set_intercept_item();
	DumpBucket.original();
}




The original coder/s did most of the work but they had it abort in DumpBucket and Func090D was called with target instead of bucket (item) so I have no idea why they didn't finish just add a variable to that parameter considering the trough usecodes had the filling code finished already.

Reply To This Message
 
 Re: The call for SI Fixes
Author: Malignant Manor 
Date:   09-06-08 03:54

var shape is really

UI_get_item_shape(target[1]); (not that it really matters [got to stop posting when tired])

Reply To This Message
 
 Re: The call for SI Fixes
Author: Marzo Sette Torres Junior 
Date:   09-08-08 09:24

Quote:

The problem is that set_intercept_item does not intercept a tile click.

Next snapshot fixes this.

------
Marzo Sette Torres Junior
aka Geometrodynamic Dragon
How To Ask Questions The Smart Way

Reply To This Message
 
 Re: The call for SI Fixes
Author: Malignant Manor 
Date:   06-13-12 19:14

Some npcs with the tournament flag don't give xp when logically they should.

The usecode for the npc or shape kills it and says not to award xp. This probably happens with more npcs (or all killed that have the tournament flag). The code below is untested.

// Wolf totem allows xp on death patch
void Wolf shape#(0x219) ()
{
	if (event == DEATH) {
		UI_clear_item_flag(item, SI_TOURNAMENT);
		UI_reduce_health(item, 55, 1);
	}
	else
		return;
}

// Shmed allows xp on death patch
extern void delayedBark 0x97F (var npc, var bark, var delay);

void Shmed object#(0x44B)()
{
	if (event == DEATH && UI_get_item_flag(SCHMED, SI_TOURNAMENT) {
		UI_clear_item_say(SCHMED);
		if (!gflags[0xC5]) {
			SCHMED.say("\"But I don't understand. How didst thou survive the Knight's Test? We fixed the place with traps to be absolutely fatal!\"");
			SCHMED.say("\"I did not want to do it. She seduced me into trying to kill thee! Yet even now, I cannot betray her...\"");
		}
			UI_clear_item_flag(SCHMED, SI_TOURNAMENT);
			delayedBark(SCHMED, "@My love!@", 1);
			delayedBark(AVATAR, "@Die with dishonor!@", 5);
			UI_reduce_health(SCHMED, 55, 1);
			abort; // unneeded?
	}
	else
		Shmed.original();
}

Reply To This Message
 
 Re: The call for SI Fixes
Author: Marzo Sette Torres Junior 
Date:   06-13-12 22:23

To repeat myself from the other thread: Adding these to SI fixes certainly match the vision I have of it; when my new computer is full configured, I will include those fixes in it. Moreover, if there are any other NPCs that also fail to give XP for this reason, I would appreciate knowing so they can be fixed too.

------
Marzo Sette Torres Junior
aka Geometrodynamic Dragon
How To Ask Questions The Smart Way

Reply To This Message
 
 Re: The call for SI Fixes
Author: Malignant Manor 
Date:   06-14-12 01:58

I found some other instances searching for (UI_reduce_health(npcNum, ") "0x0037, 0x0000);".

Should likely give xp
Bane Shamino Func013D
Goblin King Func0162
Bane Iolo Func0370
Bane Dupre Func038A
Hazard the Trapper Func0395
Rotoluncia's Automaton Func0419

Should not give xp
Ghost (id 6) Func0151 seems to die after saying goodbye

Reply To This Message
 
 Re: The call for SI Fixes
Author: Malignant Manor 
Date:   06-14-12 04:04

Here's the functions with a decent amount of work done. They should all compile except one that has atends. I really don't want to be messing with those gotos and weird decompiled logic either. As before, these are all untested.

// GoblinKing allows xp on death patch
extern void delayedBark 0x97F (var npc, var bark, var delay);

void GoblinKing object#(0x162) ()
{
	if (event != DOUBLECLICK) {
		if ((event != STARTED_TALKING || event != DEATH) && UI_get_item_flag(item, SI_ZOMBIE)) {
			if (event == DEATH && UI_get_item_flag(item, SI_ZOMBIE)) {
				UI_clear_item_flag(item, SI_TOURNAMENT);
				delayedBark(item, "@Thou hast slain me...@", 0);
				UI_reduce_health(item, 55, 1);
			}
			return;
		}
	}
	GoblinKing.original();
}


//Bane Iolo allows xp on death patch
void AntiIolo object#(0x370) ()
{
	if (!(event == PATH_SUCCESS)) goto labelFunc0370_001E;
	UI_execute_usecode_array(item, [0x23, 0x59, 2, 0x6C, 0x6B]);
	labelFunc0370_001E:
		if (!(event == PATH_FAILURE)) goto labelFunc0370_002E;
		UI_set_schedule_type(item, WANDER);
	labelFunc0370_002E:
		if (!(event == DEATH))
			return;
		if (!(!gflags[0xCE])) goto labelFunc0370_003E;
		abort;
	labelFunc0370_003E:
		if (!gflags[0xCF]) goto labelFunc0370_0045;
		abort;
	labelFunc0370_0045:
		if (!(UI_get_oppressor(item) == 0))
			return;
		if (!(UI_get_weapon(AVATAR) == 0x326))
			return;
		UI_show_npc_face0(0xFEE0, 0); // face different than npc number
		message("\"Thou hast beaten me, vile human. I will remember this day!\"");
		say();
		UI_remove_npc_face0();
		var pos = UI_get_object_position(item);
		UI_set_schedule_type(item, WAIT);
		UI_set_opponent(AVATAR, 1);
		UI_move_object(item, [0x8E, 0x2E, 0]);
		UI_clear_item_flag(IOLO, DEAD);
		UI_set_item_flag(IOLO, SI_ZOMBIE);
		UI_clear_item_flag(IOLO, SI_TOURNAMENT);
		UI_move_object(IOLO, pos);
		UI_reduce_health(IOLO, 55, 1);
		gflags[0xD2] = true;
		gflags[0xD5] = true;
	labelFunc0370_00D9:
		return;
}

// Bane Dupre allows xp on death patch
void AntiDupre object# (0x38A) ()
{
	if (!(event == PATH_SUCCESS)) goto labelFunc038A_001E;
	UI_execute_usecode_array(item, [0x23, 0x59, 2, 0x6C, 0x6B]);
	labelFunc038A_001E:
		if (!(event == PATH_FAILURE)) goto labelFunc038A_002E;
		UI_set_schedule_type(item, WANDER);
	labelFunc038A_002E:
		if (!(event == DEATH)) goto labelFunc038A_00D9;
		if (!(!gflags[0xCE])) goto labelFunc038A_003E;
		abort;
	labelFunc038A_003E:
		if (!gflags[0xCF]) goto labelFunc038A_0045;
		abort;
	labelFunc038A_0045:
		if (!(UI_get_oppressor(item) == 0)) goto labelFunc038A_00D9;
		if (!(UI_get_weapon(AVATAR) == 0x326)) goto labelFunc038A_00D9;
		UI_show_npc_face0(0xFEE6, 0); // face different than npc number
		message("\"Vanquished! By a mere mortal!\"");
		say();
		var pos = UI_get_object_position(item);
		UI_set_schedule_type(item, WAIT);
		UI_set_opponent(AVATAR, 1);
		UI_move_object(item, [0x8E, 0x2E, 0]);
		UI_clear_item_flag(DUPRE, DEAD);
		UI_move_object(DUPRE, pos);
		UI_set_item_flag(DUPRE, SI_ZOMBIE);
		UI_clear_item_flag(DUPRE, SI_TOURNAMENT);
		UI_reduce_health(DUPRE, 55, 1);
		gflags[0xD1] = true;
		gflags[0xD3] = true;
	labelFunc038A_00D9:
		if (!(event == SCRIPTED)) goto labelFunc038A_00F3;
		UI_show_npc_face0(0xFEE6, 0); // face different than npc number
		message("\"Puny mortal!\"");
		say();
		UI_remove_npc_face0();
	labelFunc038A_00F3:
		return;
}

// Hazard the Trapper allows xp on death patch (wont't even compile because of atends)
extern void delayedBark 0x97F (var npc, var bark, var delay);
extern void makePartyFaceNPC object#(0x7D1) ();
extern Func09AD 0x9AD (var var0000);

void Hazard 0x395 ()
{
	var var0000 = false;
	var pos = UI_get_object_position(AVATAR);
	if (!((pos[X] > 0x498) && ((pos[X] < 0x4F8) && ((pos[Y] > 0x1AF) && (pos[Y] < 0x21F))))) goto labelFunc0395_0046;
	var0000 = true;
	labelFunc0395_0046:
		if (!((event == DEATH) && UI_get_item_flag(0xFEED, SI_TOURNAMENT))) goto labelFunc0395_0092;
		UI_show_npc_face0(0xFEE8, 0); // face different from npc number
		message("\"Argh! Thou thinkest thou canst save thy precious Gwani by slaying me? Fool! Thou hast the brain of a headless!\" *\"I laugh at thee, even as I lie here dying in mine own blood. The Gwani are doomed I tell thee, doomed like a feeble rabbit in my trap, hahaha...\"");
		say();
		UI_remove_npc_face0();
		UI_clear_item_flag(0xFEED, SI_TOURNAMENT);
		delayedBark(AVATAR, "@Taste my steel, trapper!@", 1);
		UI_reduce_health(0xFEED, 55, 1);
		gflags[0x263] = true;
	labelFunc0395_0092:
		if (!((event == DOUBLECLICK) && (var0000 == false))) goto labelFunc0395_00C0;
		UI_item_say(AVATAR, "@Stand fast, trapper!@");
		0x395->makePartyFaceNPC();
		delayedBark(0x395, "@Thou shalt not take me!@", 3);
		Func09AD(item);
	labelFunc0395_00C0:
		if (!((event == DOUBLECLICK) && var0000)) goto labelFunc0395_00F0;
		UI_item_say(AVATAR, "@Stand fast, Trapper!@");
		0x395->makePartyFaceNPC();
		delayedBark(0x395, "@At last!@", 3);
		UI_set_schedule_type(item, TALK);
	labelFunc0395_00F0:
		if (!(event == STARTED_TALKING)) goto labelFunc0395_01C3;
		UI_run_schedule(item);
		UI_clear_item_say(item);
		UI_show_npc_face0(0xFEE8, 0); // face different from npc number
		message("\"We have stalked each other long enough!\"");
		say();
		UI_add_answer(["Are you The Trapper?", "bye"]);
	labelFunc0395_011D:
		converse (0) atend labelFunc0395_01C2;
		case "Are you The Trapper?" atend labelFunc0395_013A:;
		UI_remove_answer("Are you The Trapper?");
		message("\"Forgo the pretense, I am Hazard the Trapper as thou dost know well by now.\"");
		say();
		UI_add_answer("Murderer!");
	labelFunc0395_013A:
		case "Murderer!" atend labelFunc0395_015D:;
		UI_remove_answer("Murderer!");
		message("\"That charge is most unfair! The Gwani are merely animals! I kill them as I would a bear, or a leopard.\"* \"Their skins keep many a man warm when they venture into these icy regions. Why, I would kill a man if he dared to steal mine.\"* \"Aye, their skins are the most profitable, too.\"");
		say();
		UI_add_answer(["animals", "profit", "Gwani"]);
	labelFunc0395_015D:
		case "profit" atend labelFunc0395_0170:;
		UI_remove_answer("profit");
		message("\"Aye, the best skins I take are those I peel from those beasts while they still live. I have not killed a Gwani before skinning it in years, and I shan't stop till the last one is gone!\"");
		say();
	labelFunc0395_0170:
		case "animals" atend labelFunc0395_018A:;
		UI_remove_answer("animals");
		message("\"Trapping them is too easy. 'Tis a wonder they survive out here at all! Why, they are as docile as sheep!\"* \"A leopard at least is sport. It would sever mine arm if I gave it the chance. Slaughtering the Gwani is doing them a favor.\"");
		say();
		UI_add_answer("Stop the killing.");
	labelFunc0395_018A:
		case "Gwani" atend labelFunc0395_019D:;
		UI_remove_answer("Gwani");
		message("\"They provide me a fat living. Thou art daft to be concerned for the likes of them!\"* \"And if thou hast a plan for stopping me then I think thou shouldst leave now, lest I skin thee alive, too!\"");
		say();
	labelFunc0395_019D:
		case "Stop the killing." atend labelFunc0395_01AE:;
		message("\"No one tells me what I can and cannot kill! Prepare to join thy Gwani friends on my wall, Avatar.\"");
		say();
		Func09AD(item);
		abort;
	labelFunc0395_01AE:
		case "bye" atend labelFunc0395_01BF:;
		message("\"From the look in thine eye I can see that this is far from over. Truly this is farewell, Avatar.\"");
		say();
		Func09AD(item);
		abort;
	labelFunc0395_01BF:
		goto labelFunc0395_011D;
	labelFunc0395_01C2:
		break;
	labelFunc0395_01C3:
		return;
}

// Rotoluncia's Automaton allows xp on death patch
extern Func0809 0x809 ();
extern var getPoliteTitle 0x954 ();
extern var getAvatarName 0x953 ();
extern void delayedBark 0x97F (var npc, var bark, var delay);
extern var giveItemsToPartyMember 0x99B (var cont, var count, var shapenum, var quality, var framenum, var flag1, var flag2);

void Func0419 0x419 ()
{
	var var0000;
	var var0001;
	var var0002;
	var var0003;
	var var0004;
	var var0006;
	var var0007;

	if (!UI_get_item_flag(item, SI_ZOMBIE)) goto labelFunc0419_000F;
	Func0809();
	abort;
	labelFunc0419_000F:
		var0000 = getPoliteTitle();
		var0001 = UI_is_pc_female();
		var0002 = getAvatarName();
		if (!(event == DOUBLECLICK)) goto labelFunc0419_0052;
		UI_item_say(AVATAR, "@Excuse me...@");
		delayedBark(AUTO_MESSENGER, (("@At thy service, " + var0000) + "!@"), 2);
		UI_set_schedule_type(AUTO_MESSENGER, TALK);
	labelFunc0419_0052:
		if (!(event == PROXIMITY)) goto labelFunc0419_00DC;
		var0003 = UI_get_random(6);
		if (!(var0003 == 1)) goto labelFunc0419_0078;
		UI_item_say(AUTO_MESSENGER, "@Please leave...@");
	labelFunc0419_0078:
		if (!(var0003 == 2)) goto labelFunc0419_008C;
		UI_item_say(AUTO_MESSENGER, "@Rangers!@");
	labelFunc0419_008C:
		if (!(var0003 == 3)) goto labelFunc0419_00A0;
		UI_item_say(AUTO_MESSENGER, "@Leave!@");
	labelFunc0419_00A0:
		if (!(var0003 == 4)) goto labelFunc0419_00B4;
		UI_item_say(AUTO_MESSENGER, "@Beware!@");
	labelFunc0419_00B4:
		if (!(var0003 == 5)) goto labelFunc0419_00C8;
		UI_item_say(AUTO_MESSENGER, "@Do not touch that!@");
	labelFunc0419_00C8:
		if (!(var0003 == 6)) goto labelFunc0419_00DC;
		UI_item_say(AUTO_MESSENGER, "@Go quickly!@");
	labelFunc0419_00DC:
		if (!(event == STARTED_TALKING)) goto labelFunc0419_02DA;
		UI_run_schedule(AUTO_MESSENGER);
		UI_clear_item_say(AUTO_MESSENGER);
		UI_show_npc_face0(0xFED6, 0);
		if (!(!gflags[0xE9])) goto labelFunc0419_0150;
		if (!gflags[0xD7]) goto labelFunc0419_0116;
		message("\"Again we meet, ");
		message(var0000);
		message(". My mistress hath dispatched me to see if thou hast yet read the scroll she sent?\"");
		say();
		goto labelFunc0419_013D;
	labelFunc0419_0116:
		message("\"Pardon, ");
		message(var0000);
		message(". I bring thee greetings from my mistress, the sorceress Rotoluncia. This scroll is from her.\"");
		say();
		var0004 = giveItemsToPartyMember(AVATAR, 1, 0x2C3, 0x1F, 6, 12, true);
		gflags[0xD7] = true;
	labelFunc0419_013D:
		UI_add_answer(["Rotoluncia", "scroll", "servant"]);
		goto labelFunc0419_01C1;
	labelFunc0419_0150:
		var pos = UI_get_object_position(item);
		if (!((pos[X] < 0x9C2) && ((pos[X] > 0x992) && ((pos[Y] < 0x750) && (pos[Y] > 0x700))))) goto labelFunc0419_01AA;
		message("\"This is the manor of the Enchantress Rotoluncia! Thou canst not enter without permission!\"");
		say();
		UI_add_answer(["Rotoluncia"]);
		if (!gflags[0xEA]) goto labelFunc0419_01A7;
		UI_add_answer(["kidnap", "Where is she?"]);
	labelFunc0419_01A7:
		goto labelFunc0419_01C1;
	labelFunc0419_01AA:
		message("\"I must be about my duties.\"");
		say();
		delayedBark(item, "@Pardom me...@", 0);
		UI_set_schedule_type(item, WANDER);
		abort;
	labelFunc0419_01C1:
		UI_add_answer("bye");
	labelFunc0419_01C8:
		converse (0) atend labelFunc0419_02D9;
		case "Rotoluncia" atend labelFunc0419_01F0:;
		UI_remove_answer("Rotoluncia");
		message("\"My mistress commands many powerful and strange magics, and sits upon the Council of Mages.\"");
		say();
		if (!(!gflags[0xEA])) goto labelFunc0419_01EC;
		message("\"She is terrible to her enemies, but tolerant of those who aid her.\"");
		say();
		goto labelFunc0419_01F0;
	labelFunc0419_01EC:
		message("\"As thou now knowest, she is most terrible to those who do not bend to her will.\"");
		say();
	labelFunc0419_01F0:
		case "kidnap" atend labelFunc0419_0207:;
		UI_remove_answer("kidnap");
		message("\"I am forbidden to discuss this subject with thee!\"");
		say();
		var0006 = true;
	labelFunc0419_0207:
		case "Where is she?" atend labelFunc0419_021E:;
		UI_remove_answer("Where is she?");
		message("\"I must not tell! In fact, thou shouldst leave here at once.\"");
		say();
		var0006 = true;
	labelFunc0419_021E:
		case "scroll" atend labelFunc0419_0231:;
		message("\"'Tis not an ordinary scroll, but one of the magical variety. I assure thee that it is entirely free of harmful magic.\"");
		say();
		UI_remove_answer("scroll");
	labelFunc0419_0231:
		case "servant" atend labelFunc0419_0248:;
		message("\"The Mages of Moonshade are quite powerful, and have found the way to acquire servants such as myself.\"");
		say();
		message("\"My mistress says that automatons are more trustworthy, since we can neither be corrupted nor tortured.\"");
		say();
		UI_remove_answer("servant");
	labelFunc0419_0248:
		case "bye" atend labelFunc0419_02D6:;
		if (!gflags[0xEA]) goto labelFunc0419_025A;
		gflags[0xEB] = true;
	labelFunc0419_025A:
		if (!((!gflags[0xE9]) && (!gflags[0xEA]))) goto labelFunc0419_0285;
		UI_remove_npc_face0();
		delayedBark(AVATAR, "@Good day.@", 0);
		delayedBark(AUTO_MESSENGER, "@Do not forget the scroll.@", 2);
		goto labelFunc0419_02D3;
	labelFunc0419_0285:
		if (!(gflags[0xEA] && var0006)) goto labelFunc0419_02C5;
		message("\"Thou dost look at me oddly... I think I have said too much!\"");
		say();
		message("\"Now I must kill thee...\"");
		say();
		UI_set_alignment(AUTO_MESSENGER, 3);
		delayedBark(AUTO_MESSENGER, "@Must kill!@", 0);
		UI_set_schedule_type(AUTO_MESSENGER, IN_COMBAT);
		UI_set_oppressor(AVATAR, AUTO_MESSENGER);
		abort;
		goto labelFunc0419_02D3;
	labelFunc0419_02C5:
		message("\"If thou dost not leave quickly, I must call the Rangers!\"");
		say();
		UI_set_schedule_type(AUTO_MESSENGER, TEND_SHOP);
	labelFunc0419_02D3:
		goto labelFunc0419_02D9;
	labelFunc0419_02D6:
		goto labelFunc0419_01C8;
	labelFunc0419_02D9:
		break;
	labelFunc0419_02DA:
		if (!((event == DEATH) && UI_get_item_flag(item, SI_TOURNAMENT))) goto labelFunc0419_0334;
		if (!(gflags[0xEA] && (!UI_get_item_flag(ROTOLUNCIA, DEAD)))) goto labelFunc0419_031D;
		UI_show_npc_face0(0xFED6, 0);
		message("\"Rotoluncia shall avenge my loss...\"");
		say();
		gflags[0xEB] = true;
		UI_set_alignment(ROTOLUNCIA, 3);
		UI_remove_npc_face0();
	labelFunc0419_031D:
		UI_clear_item_flag(AUTO_MESSENGER,SI_TOURNAMENT);
		UI_reduce_health(AUTO_MESSENGER, 55, 1);
	labelFunc0419_0334:
		return;
}


Edit: changed GoblinKing

Reply To This Message
 
 Re: The call for SI Fixes
Author: Rabenrecht (---.adsl.alicedsl.de)
Date:   06-14-12 12:10

From my recent experience:
Lydia (the tatoo lady) and
the Goblins surrounding the Fawn Tower do not give exp.

Reply To This Message
 
 Re: The call for SI Fixes
Author: Malignant Manor 
Date:   06-14-12 16:09

Oops, I had forgotten the invisible pikeman.

Gobl19-Gobl23 (Npc 119-123) call Func09B7() on death; Which sets the death flag before creating a goblin body and setting the tournament flag
	UI_set_item_flag(item, Death);
	UI_remove_npc(item);
	var0007 = UI_create_new_object(0x019E); // body
	if (!var0007) goto labelFunc09B7_014E;
	UI_set_item_frame(var0007, 4);
	UI_set_item_flag(var0007, SI_TOURNAMENT);

Lydia (0x448) when in tournament mode calls UI_reduce_health(npcnum, 0x0032, 0x0000) and this is how I found the others.


New functions that need fixed
0xE4 invisible pikeman (pikeman id E) // why the heck do all the other innocent pikemen give xp, it should be the other way around)
0x41F Rotoluncia
0x448 Lydia
0x42C Selina
0x439 Kalen //assassin
0x455 Auto1 // attacks party in gargoyle city arena
0x457 Auto2 // attacks party in gargoyle city arena
0x45C Auto3 // attacks party in gargoyle city arena
0x45D Auto4 // attacks party in gargoyle city arena
0x4CB Hench2 // attacks avatar, ambush at bank? in dead room
0x4CC Hench3 // attacks avatar, ambush at bank? in dead room
0x4DE Death Knight // tries to kill you and Stefano
0x9B7 Gobl19-Gobl23 // tower near fawn


Probably needs fixed
0x103 ranger // this kills id 1 (Ernesto) without giving xp (if all other rangers are good then this should be enabled for all of them)

Should be fine
0x402 Shamino
0x6C4 Selena // teleports away

Not sure
0x445 Marsten // if he doesn't attack you (or doesn't hav hostile alignment) the Avatar would be killing in cold blood but he explains his evil plan in death speech
0x44D Spektor // same as Marsten

Reply To This Message
 
 Re: The call for SI Fixes
Author: Malignant Manor 
Date:   07-31-12 05:36

There's a bug in the original usecode where only one jawbone is recognized. This happens with the the iris door and the gates (function 0x7df).

Tracker 3551558 has a saved game for the original engine that shows this happening.

(I noticed this a long time ago and forgot to ever mention it until this bug report came up.)

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 Re: The call for SI Fixes
Author: Mortegro 
Date:   07-31-12 22:57

Mortegro and Bucia do not acknowledge Rotoluncia's death in their dialogues.
This is especially glaring with Mortegro since he takes over her seat in the
council.

That glitch still exist in my game and i have the updated exult

Another glitch im having issue with is Petra Body Swipe

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 Re: The call for SI Fixes
Author: DominusMobile2 
Date:   08-01-12 05:01

Petra body seitch - read http://exult.sourceforge.net/forum/read.php?f=1&i=335557&t=335557

And do Mortego and Buccia normally aknowledge Rotus death? If yes, this is an actual Exult bug and not something for Si Fixes ;)
So please bug report and such ;)
--
Read the documentation and the FAQ are your friends! There is no excuse for not reading them! RTFM
Read the Rules!
We do not support Piracy/Abandonware/Warez!

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 Re: The call for SI Fixes
Author: William (---.hsd1.il.comcast.net)
Date:   08-01-12 12:59

I recently played through SI last week, and I didn't have trouble in changing bodies with Petra.

I don't think that Mortegro or Bucia ever acknowledge Rotuluncia's death in the original either. You never have cause to ask Mortegro about her, but Bucia is the town's information person, so perhaps she could mention it.

I'd really enjoy if some of the minor things were able to be fixed, such as npc activities like eating at inn/waitering, reliably turning on and off light sources, and fixing spent light sources. These are the details that always wowed me about the game, and it just isn't the same when diners are sitting in the middle of the room, or cloaks pile up infinitely at the weaver.

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 Re: The call for SI Fixes
Author: Jaesun999 
Date:   08-01-12 14:24

I just loaded up the original via DOSBox, as I have a number of saves and both Bucia and Mortegro never acknowledge Rotuluncia's death. Apparently news move slow there.

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 Re: The call for SI Fixes
Author: DominusMobile2 
Date:   08-01-12 14:51

William, this thread is about fixes/enhancements to the original. Things that Exult doesn't do correctly yet (like the schedules waiting/eating/sitting) belong elsewhere ;)

--
Read the documentation and the FAQ are your friends! There is no excuse for not reading them! RTFM
Read the Rules!
We do not support Piracy/Abandonware/Warez!

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 Re: The call for SI Fixes
Author: Mortegro 
Date:   08-11-12 06:24

I'll do another play through of the game and see if these two bugs repeat themselfs.

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