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Thread: ERA scripts debugging and fixing | This thread is pages long: 1 2 3 4 5 · «PREV / NEXT» |
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JimV
Responsible
Supreme Hero
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posted May 15, 2012 05:02 PM |
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Interesting. As I was double-checking that it still occurs on my system (Windows 7/32-bit), I noticed that there is another glitch in the first IF:M message, when I scroll it to the bottom:
" ins" should be "wins". "wins" and "without" both start with "wi" - coincidence?
There is no second glitch in the second IF:M message, and only one word starts with "j" (judges) in that message. As I said, the same map does not show the glitch under WoG 3.58f or Era 1.8 on my system.
Since that is the only custom script in the test map, the issue must be caused by my installation somehow.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted May 15, 2012 05:06 PM |
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Both words display ok here, but using XP. While testing TEW IV, I changed several times ERA version, from 1.8 up to 2.1 and none had any bugs with texts, I had both scrollable and regular.
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Bersy
Honorable
Supreme Hero
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posted May 15, 2012 06:42 PM |
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Tested, thanks. I will have to remove Sav's patch for negative offsets in fonts from Era 2.2.
Here is the latest dll (currently all new features included): http://wikisend.com/download/508238/Era.dll
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JimV
Responsible
Supreme Hero
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posted May 15, 2012 07:28 PM |
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Bersy
Honorable
Supreme Hero
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posted May 26, 2012 12:00 PM |
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If it's not hard for any of you guys, try please to play/work with a bit newer dll. I added a Chinese loader support and thus need to be sure there are no flows left.
WoG Chinese Mod
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JimV
Responsible
Supreme Hero
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posted May 26, 2012 02:27 PM |
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Edited by JimV at 15:30, 26 May 2012.
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I just started my second play-test of "The King in Yellow" and will use the new DLL for it.
Update - with the latest dll, I just got the missing-character glitch again, this time at the end of a word:
That is, "squar " should be "square". I have a great tool which you may have heard of, called EVME, which I used to check that the variable being displayed has the missing character:
I did not see this glitch with the previous (2.2?) Era DLL - the one also downloaded from this thread.
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Bersy
Honorable
Supreme Hero
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posted May 26, 2012 09:17 PM |
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JimV
Responsible
Supreme Hero
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posted May 27, 2012 04:56 AM |
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Thanks for the update, which fixes the missing character.
I just noticed another small glitch. I set the Crusader's specialty text with instructions at the start of the game:
!#VRz497:S^Bron: Double-Strike, Death Blow, may get Deflect, Clone...^;
!#UN:G1/7/2/497;
If I save the game and immediately reload the saved game (on Day one or any other day), the custom text is gone and the Crusader has its default text (which is wrong = "50% Block"). Until I reload, the custom text is in place. (z497 is an Unclaimed variable.)
The same thing happens when I add the above instructions to one of the random Garrison-test maps.
A similar test, but in a different map, does not have the problem under WoG 3.58f.
The glitch seems to be fixable by adding
!?GM0;
!!UN:G1/7/2/497;
so it is not an urgent problem.
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Bersy
Honorable
Supreme Hero
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posted May 27, 2012 12:21 PM |
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There are several ways of fixing this issue:
1) Delete Mods\Yona
2) Edit Mods\Yona\Data\Yona\settings.ini
NewCreatureDescriptions = 1 => 0 (turn off all yona's descriptions)
OR
[CreatureDescriptions]
Swordsman = 1 => 0 (turn off swordsman description)
OR
[Creatures]
Swordsman = 1 => 0 (turn off swordsman ability and description)
3) Create MyMod\Data\Yona\settings.ini with new settings like:
[Global]
NewCreatureAbilities = 0
NewCreatureDescriptions = 0
OverrideBattleLogHint = 1
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JimV
Responsible
Supreme Hero
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posted May 27, 2012 02:57 PM |
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Thanks. I should have read the description of the Yona mod again - then I might have figured out what was happening, since it mentions the Crusader-block ability.
I think I will continue using the GM0 method, since it is already in place, and it allows (as do some of your options) other players of "The King In Yellow" (if any) to decide for themselves whether to use Yona with it.
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Bersy
Honorable
Supreme Hero
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posted May 27, 2012 03:19 PM |
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By the way, you can already try the feature of redirection resource files on the fly:
!?BA0&1000;
!!SN:L^era.dll^/?y1 Ay1/^RedirectFile^/?y2 Ey2/1/^icm004.def^/^avwench.def^;
New auto-battle button for human battles.
!?BA1&1000;
!!SN:L^era.dll^/?y1 Ay1/^RedirectFile^/?y2 Ey2/1/^icm004.def^/^^;
Remove redirection.
All local redirections are kept in saved games and applied on loading, so the map maker can redirect most of default defs/pictures and texts in !?PI section and does not need to worry about other maps/savings.
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JimV
Responsible
Supreme Hero
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posted May 28, 2012 04:21 AM |
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Redirecting resources is a powerful ability, thanks.
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted June 01, 2012 02:12 PM |
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Edited by majaczek at 15:34, 01 Jun 2012.
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Bugs in Advanced Levels for ERA 2.2
- if hero starts with level>1 (ie. prison) AL count it as it's first level (it should update the internal AL level to one of hero gradually)
- vectoring doesn't decrease daily counter so units would never join target hero
- "Herald of Death" disables the upgrader speciality (it should be fixed to not work on already undead units, so ie. thant can gave his work done)
- Crash occured once with Fiur having all ALs attacked neutral stack on advmap
- Spellforge's spells with mass damage affects only if curent moving creature perform an attack (and it looks weird)
- Spellforge's Berserk cost same low as other enemy effects (which is horidly cheap once it is easy to gain mass Berserk)
- Spellforge's Damage field increases cost when increasing counter but not decrease it when decreasing counter (which mean you pay for nothing if you won't reopen the window). Additionally you gain (40/4) spell damage for free.
- Spellforge casting method doesn't support Active Spells (such as Cure) which means instead of beeing casted they are just added to creature info with no effect.
- Some uses of Death Knight's second AL makes game crash inside the battle (it happened for me once ghost were summoned on non-battle hex - the one behind first walkable line - but it may be unrealted).
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Bersy
Honorable
Supreme Hero
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posted June 01, 2012 03:21 PM |
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Edited by Bersy at 15:22, 01 Jun 2012.
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There is not need to report AL bugs here, it's up to mod's author to fix them. I didn't manage to know why Vectoring and Devils's Help timers do not work. What concerns logical bugs, there are plenty of them there. I compensated all 3.59 features that were a must for A.L and saved players HDD, because Sagamosa writes thousands of times in wog.ini at map start and reads it quite often. These operations were transformed to associative memory.
To resume, it happened that SN:M, SN:W, infinite functions and resource redirections were all necessary for the mod. Anyway, this topic is not related to Sagamosa's bugs.
P.S. Crashes related to Era are still interesting if their source is located.
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted June 01, 2012 03:24 PM |
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Edited by majaczek at 15:27, 01 Jun 2012.
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So "won't fix!"? It's sad...
I thought it is ontopic because AL is now ERA mod however...
EDIT: Yeah they should be in Associative Memory. Once done so it fixed the bug that some values Persisted into next game (Such as Spellforge's spells bought in previous game appearing for free once you got spellforge).
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Bersy
Honorable
Supreme Hero
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posted June 01, 2012 03:43 PM |
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Quote: So "won't fix!"? It's sad...
Heh, and who you expected to do it for you?
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted June 01, 2012 06:02 PM |
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Edited by majaczek at 19:36, 01 Jun 2012.
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(encouraged) So I will fix some bugs myself and public fixed version of script ...
PS: I had in mind fixes for Battle Academy and School of Wizardry regarding check for unlimited SS patch. These are trivial ones so I'll post once I have done it for ERA version.
EDIT: already Done - it is just two additonal lines (this is second version of fix - now correct - previously I spoiled it)
EDIT: I fixed levelup bug for Sagamosa script. Now You get all levelups from AL but you need to levelup at least once (so Prison heroes won't be useless but only after first levelup - it was trivial thankfully for !!SN:G command from ERA). Proper fix (retrospecting one) would be a bit harder (I can do it but it needs additional function number). No any other bugs fixed.
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Bersy
Honorable
Supreme Hero
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posted June 01, 2012 07:31 PM |
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Did you try them at least on test map?
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted June 01, 2012 08:12 PM |
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Edited by majaczek at 21:03, 01 Jun 2012.
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The original wogify scripts were fixed properly - and yes, playtested.
The Sagamosa script were fixed almost properly but one rare case (You won't get additional power for prisoned battlemage) - playtested too. Could you give me Function Number I may use for fixing Advanced Level's levelup properly? (I need new one, not yet claimed). Still it only work once hero got level-up.
EDIT: If it's okay I would use !?FU327999 on second version of fixed Sagamosa Scripts (the one which would work without levelup for those heroes which start with level higher than 1).
EDIT: Okay used the function instead !?HL trigger in script, elevated the function from !?HL trigger, additionally elevated the function from !?CM2 trigger if internal AL's level is lower than real one. my !?HL trigger and !?CM2 trigger uses !!SN:G0 for repeat itself. The twice !?FU327999 is intentional because original code contained two !?HL triggers. [url=http://mir.cr/1EFTE9MC]Now it's nice fixed.[/url] It will sync internal level once levelup or once first click in Hero's screen. Playtested.
NOTICE: only levelup bug were fixed - all other AL's bugs are still in place.
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Bersy
Honorable
Supreme Hero
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posted June 01, 2012 09:16 PM |
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Quote: elevated
called/invoked?
Quote: additionally elevated the function from !?CM2 trigger
Why not !?FU77004 (open hero screen) ?
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