Beholder Posted January 11, 2011 Author Share Posted January 11, 2011 New bugs: 1. Critical. If any game window opened(Map, Options, Inventory, etc.) and dialog script been started, game not return to adventure mode. Dialog area merges with opened window. Result - return to game mode is impossible. Simply repeatable. In Candlekeep - training with party near gates. Open any window and wait while monsters will are killed. 2. Android specific, but you can give me advice how to fix it. Light-green edges around some indoor areas. Link to comment
lynx Posted January 11, 2011 Share Posted January 11, 2011 yeah, 1. is pain in the rear. Much of the windowing is a mess and it shows. I don't dare to touch it either. for resolving 2. I suggest you come on IRC and ask wjp on our freenode channel. Link to comment
Beholder Posted January 11, 2011 Author Share Posted January 11, 2011 I've never used IRC. Link to comment
lynx Posted January 11, 2011 Share Posted January 11, 2011 You don't strike me as someone with fear of the unknown. Link to comment
Avenger Posted January 12, 2011 Share Posted January 12, 2011 I've never used IRC. I suggest using chatzilla (a plugin to firefox). Link to comment
Beholder Posted January 17, 2011 Author Share Posted January 17, 2011 Official 0.6.3 Android build, official Russian versions of BG1 and BG2 Bugs reported by players : 1. BG2 bugs: - Jaheira quest broken: Slaveholder did not drop her curls. Can't pass quest. - Character walking, shooting, casting through doors. NPC too. It's a very spoils gameplay. Possible in other games too. - Arfists quest (Montaron resque) broken: Can't pass quest. 2. BG1 bugs: - Spiders quest from Friendly Arm: Party does not get antidotes. - Ogre belt quest from Friendly Arm: Pass quest twice. - Third chapter. After killing kobolds in Nashkel mines, Nashkel Mayor Berrun Ghastkill had disappeared, no one to pass quest. savegame Link to comment
lynx Posted January 17, 2011 Share Posted January 17, 2011 1.2. will persist while you have fog of war disabled. We could make it work, but then it would kill the performance benefit of having fog enabled. Please add the rest to the first page. It would be good to know the area numbers where the problems occur and the npc names (or better yet, their script name or dialog). Link to comment
Beholder Posted January 18, 2011 Author Share Posted January 18, 2011 1.2. will persist while you have fog of war disabled. We could make it work, but then it would kill the performance benefit of having fog enabled. FogOfWar=1, bug present. Link to comment
lynx Posted January 18, 2011 Share Posted January 18, 2011 Huh, all doors? If that's the case, I can only blame the SDL port, because I don't remember you doing any changes there and it works on the pcs (where it is much easier to debug too). btw, i meant "disabled" up there. Link to comment
Beholder Posted January 19, 2011 Author Share Posted January 19, 2011 BG1: Priest spell casting bug: Jaheira has 3 Cure Light Wounds (first slot in cast panel) and 1 Entangle (second slot in cast panel). First step: Jaheira cast Cure Light Wounds Entangle moves into the first slot, 2 Cure Light Wounds moves into second slot Second step: Jaheira cast Cure Light Wounds from slot 2 Entangle disappears, 2 Cure Light Wounds into first slot savegame Link to comment
Beholder Posted January 19, 2011 Author Share Posted January 19, 2011 btw, i meant "disabled" up there. comment out this line? Link to comment
lynx Posted January 19, 2011 Share Posted January 19, 2011 Spellcasting has a regression in current git, so don't bundle a new release just yet. Spells are depleted from the start of the spellbook, instead of directly the one that was used. About the doors: Hmm. I can reproduce it now, will look into it. edit: bisected and found the regression hidding in an innocuous commit. Debugging further ... Link to comment
Avenger Posted January 20, 2011 Share Posted January 20, 2011 Hehe, lynx, i found the spellcasting bug before you Link to comment
lynx Posted January 20, 2011 Share Posted January 20, 2011 I was talking about the walking through doors one. It's caused by c6d2f4525af7919d782bddf53d5be57d806d2003 (walksound initial implementation), probably due to the new search map. I am pretty sure you broke wild magic with that spellcasting fix. Link to comment
Avenger Posted January 20, 2011 Share Posted January 20, 2011 I was talking about the walking through doors one. It's caused by c6d2f4525af7919d782bddf53d5be57d806d2003 (walksound initial implementation), probably due to the new search map. I am pretty sure you broke wild magic with that spellcasting fix. I hope they can coexist Link to comment
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