IB Features/Bugs Tracking List

Discuss IB/IBx engine ideas, bugs, etc.
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zach_holbrook
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Re: IB Features/Bugs Tracking List

Post by zach_holbrook »

A minor bug -- during character creation, changing a character's race after class selection resets the class, even if that class is allowed for that race. The biggest downside of this bug is that players may not notice (as I have sometimes not noticed) the change -- They finish character creation with a class that's different from the one they selected.

I can easily repeat this bug in Malkin, but that may be because I'm using custom classes/races. The class always resets to the first playable class in the class list.
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slowdive
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Re: IB Features/Bugs Tracking List

Post by slowdive »

zach_holbrook wrote: Mon Jul 12, 2021 1:11 pm A minor bug -- during character creation, changing a character's race after class selection resets the class, even if that class is allowed for that race. The biggest downside of this bug is that players may not notice (as I have sometimes not noticed) the change -- They finish character creation with a class that's different from the one they selected.

I can easily repeat this bug in Malkin, but that may be because I'm using custom classes/races. The class always resets to the first playable class in the class list.
This isn't technically a bug since it was coded to work that way. I guess I could do a check when the player changes the race to see if the race can use the currently selected class and not change the class if it is available for that race. The trick would be when someone clicks through all the races and that would most likely result in changing the class to a class that is available for all or the first class in the list that is available for the currently selected race.

I'm open to suggestions on how to handle this :D
zach_holbrook
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Re: IB Features/Bugs Tracking List

Post by zach_holbrook »

Hmm...The solution you describe would take care of the issue for me (in Malkin, all races can use all classes), but in the second scenario -- someone using a different class/race system clicking through all races -- the reset issue would still be there.

What if instead of resetting the class, choosing an incompatible race grayed out/made a red X on the class button? If the player tried to move on to the next step of character creation without changing the class to something else, they'd get a message saying there was an incompatible class/race combo.
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slowdive
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Re: IB Features/Bugs Tracking List

Post by slowdive »

That could work. I'll have to look into that and see if that would be possible.
cartons
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Re: IB Features/Bugs Tracking List

Post by cartons »

https://pasteboard.co/Kbkluoh.png

Hey, unsure if this is a bug related to an update or error on my part, but I'm getting this bug report when attempting to run a SummonAlly script in an encounter. I'm pretty sure I got this to work in a previous version, and that I'm using the correct notation of "resref,x,y".
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slowdive
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Re: IB Features/Bugs Tracking List

Post by slowdive »

cartons wrote: Thu Jul 15, 2021 7:23 pm https://pasteboard.co/Kbkluoh.png

Hey, unsure if this is a bug related to an update or error on my part, but I'm getting this bug report when attempting to run a SummonAlly script in an encounter. I'm pretty sure I got this to work in a previous version, and that I'm using the correct notation of "resref,x,y".
Can you show me the script inputs you are using? It seems that it was failing when trying to convert a string to an integer for either parm2, parm3, or parm4.
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slowdive
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Re: IB Features/Bugs Tracking List

Post by slowdive »

zach_holbrook wrote: Tue Jul 06, 2021 7:34 pm Another bug for the list -- this one I've been aware of for a while but keep forgetting about it.

The inventory shows only the first 20 items. You can use the filter to show more; my guess is that doing this would still show only the first 20 filtered items, though I haven't checked. Luckily, I don't *think* this bug actually removes items.

I've uploaded a video showing the bug in action.

https://youtu.be/7uHNhSu3m0U
I am now working on this bug and I wasn't able to reproduce the issue. I added a bunch of items to the inventory via a conversation and I can see multiple pages with items and filtering works as well.
IB27.PNG
IB27.PNG (132.58 KiB) Viewed 57166 times
I'm not quite sure how to track it down without running the Malkin module files from within Visual Studio and step through it. Was there a version of IB with the inventory filtering that used to work? Maybe I can look at any changes that happened to the code since then. Do you see this same problem in other modules like Hearkenwold? Has anyone else been seeing this?
cartons
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Re: IB Features/Bugs Tracking List

Post by cartons »

slowdive wrote: Thu Jul 15, 2021 10:13 pm Can you show me the script inputs you are using? It seems that it was failing when trying to convert a string to an integer for either parm2, parm3, or parm4.
https://pasteboard.co/Kbt8TTr.png

"Woo" is the resref for the creature, followed by x,y,no. of turns.
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Dorateen
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Re: IB Features/Bugs Tracking List

Post by Dorateen »

cartons wrote: Fri Jul 16, 2021 5:49 pm
slowdive wrote: Thu Jul 15, 2021 10:13 pm Can you show me the script inputs you are using? It seems that it was failing when trying to convert a string to an integer for either parm2, parm3, or parm4.
https://pasteboard.co/Kbt8TTr.png

"Woo" is the resref for the creature, followed by x,y,no. of turns.
I think I have the same setup, using a custom summonAlly script in the encounter properties. This is what the summonAlly script I'm using looks like:

~gaAddTemporaryAllyForThisEncounter(parm(0),parm(1),parm(2),parm(3))
~gaAddTemporaryAllyForThisEncounter(parm(4),parm(5),parm(6),parm(7))
~gaAddTemporaryAllyForThisEncounter(parm(8),parm(9),parm(10),parm(11))
~gaAddTemporaryAllyForThisEncounter(parm(12),parm(13),parm(14),parm(15))

I have four lines, because I was adding 4 allies to the battle. Just the first line should work, like you said, using the tag of the ally in the first parameter, followed by coordinates and number of rounds. I just tested and it is still running the script properly.

Are you using an ally created in the Player Editor?
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slowdive
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Re: IB Features/Bugs Tracking List

Post by slowdive »

The easiest and most effective way to track down these bugs would be if you could send me your module folder and a savegame file to use just before the bug happens. I can then run the module inside of Visual Studio and find out exactly what is happening. You could send me (either via email or using the private message system here) a DropBox, Google Drive, etc. link to the zipped module folder.
cartons
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Re: IB Features/Bugs Tracking List

Post by cartons »

Thank you for the offer, slowdive. I'd hope such a run-of-the-mill issue wouldn't have to suggest such an extreme solution, and in this case, just talking about it with you guys gave me the opportunity to look at the problem with a new perspective.

Somewhere along the way, I had changed the resref of the creature I wanted to appear as an ally to the resref of an enemy instance of that creature, rather than the pc_version I had created earlier. I don't know when or why I had changed that reference (not working in the engine for almost a month hadn't helped), but switching to the pc_resref fixed it up.
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slowdive
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Re: IB Features/Bugs Tracking List

Post by slowdive »

cartons wrote: Sat Jul 17, 2021 1:36 pm Thank you for the offer, slowdive. I'd hope such a run-of-the-mill issue wouldn't have to suggest such an extreme solution, and in this case, just talking about it with you guys gave me the opportunity to look at the problem with a new perspective.

Somewhere along the way, I had changed the resref of the creature I wanted to appear as an ally to the resref of an enemy instance of that creature, rather than the pc_version I had created earlier. I don't know when or why I had changed that reference (not working in the engine for almost a month hadn't helped), but switching to the pc_resref fixed it up.
Good to hear that you were able to track this down. I added an item to the fix tracking list to have the engine give better debug feedback to help with understanding why a script fails (which parameter and why).
zach_holbrook
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Re: IB Features/Bugs Tracking List

Post by zach_holbrook »

Thanks for the v203 update! I've been playing around with it a bit. I haven't been able to replicate the inventory bug, so that's great. And all my conversation scripts are working, so that's great too.

I'm still getting the reset bug when using free and swift actions in combat. Here's a clip. You can see the movement number changing in the bottom right corner after those action types are used.

https://youtu.be/-txA7zT4R94
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slowdive
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Re: IB Features/Bugs Tracking List

Post by slowdive »

zach_holbrook wrote: Sun Jul 18, 2021 1:26 pm Thanks for the v203 update! I've been playing around with it a bit. I haven't been able to replicate the inventory bug, so that's great. And all my conversation scripts are working, so that's great too.

I'm still getting the reset bug when using free and swift actions in combat. Here's a clip. You can see the movement number changing in the bottom right corner after those action types are used.

https://youtu.be/-txA7zT4R94
Okay, I wasn't too confident on that one (swift/free actions), I'll have to try a different approach. Great to hear that the inventory and scripts are working again (I did feel more confident on those two). The Fog of War bug is still very confusing since it seems deeply buried in the lighting and "useAllTileSystem". I will first try and fix the FoW for those not using the "useAllTileSystem" system and see if I can get that working again.
zach_holbrook
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Re: IB Features/Bugs Tracking List

Post by zach_holbrook »

Good luck! And as always, I'm happy to test things.
cartons
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Re: IB Features/Bugs Tracking List

Post by cartons »

Made the switch to 203!

Sorry if this is easily addressable already:

I have a companion who gets poisoned, his HP drops to -20, and he DIES!
I continue to get the same message of his HP dropping and his DYING with every step since the poison effect doesn't disappear upon death.

Is it possible to either negate the poison when a character DIES, or simply stop getting the notification?

Also, is it possible to access the Roster screen from the Character Window in order to 'dispose' of a fallen companion if resurrection is not available/desirable (avoiding an unfortunate 'Weekend at Bernie's' scenarion)?
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slowdive
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Re: IB Features/Bugs Tracking List

Post by slowdive »

cartons wrote: Wed Jul 21, 2021 7:37 pm Made the switch to 203!

Sorry if this is easily addressable already:

I have a companion who gets poisoned, his HP drops to -20, and he DIES!
I continue to get the same message of his HP dropping and his DYING with every step since the poison effect doesn't disappear upon death.

Is it possible to either negate the poison when a character DIES, or simply stop getting the notification?

Also, is it possible to access the Roster screen from the Character Window in order to 'dispose' of a fallen companion if resurrection is not available/desirable (avoiding an unfortunate 'Weekend at Bernie's' scenarion)?
That sounds like a bug to me, I'll add it to the list. I think the roster feature is module specific, it used to be a hard coded button on the party screen, but I think Karl made it optional and callable from a script so it could be only available when the author decides (like an inn or an adventure guild). I'll look at that too as I don't recall how it works.
zach_holbrook
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Re: IB Features/Bugs Tracking List

Post by zach_holbrook »

I've discovered a bug with two-weapon fighting.

If a weapon requires two hands and is equipped in the main hand, the engine keeps the player from equipping a weapon in the off hand. That's as it should be.

BUT, if the player equips a one-handed weapon in the main hand, they can equip a weapon requiring two hands in the off hand.
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slowdive
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Re: IB Features/Bugs Tracking List

Post by slowdive »

Haha 😂, oops, I forgot to add that check for the off hand, adding to my list.
Pongo
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Re: IB Features/Bugs Tracking List

Post by Pongo »

Line of Sight bug


OK! Its taken me a while to work it out but this one is sorted.

In module properties, "heightBlocksSight" is automatically set to true. Disable it. Problem solved!

I'm not sure its actually a bug. The option to use different heights on tiles looks great but I don't use it, so it could be functioning exactly as intended.
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slowdive
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Re: IB Features/Bugs Tracking List

Post by slowdive »

Pongo wrote: Fri Feb 18, 2022 9:07 am Line of Sight bug


OK! Its taken me a while to work it out but this one is sorted.

In module properties, "heightBlocksSight" is automatically set to true. Disable it. Problem solved!

I'm not sure its actually a bug. The option to use different heights on tiles looks great but I don't use it, so it could be functioning exactly as intended.
That's great to hear and know. This is one that I could never track down in the code itself (it is very complex and difficult for me to follow how it was set up) so it is good to hear that when it is disabled, LoS works again. For those that are using the feature, I'll still need to try and wrap my head around it at some point.
zach_holbrook
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Re: IB Features/Bugs Tracking List

Post by zach_holbrook »

Alas, I'm still getting these runtime errors. Sometimes I can go an hour without one, and sometimes it happens right away or not long into the game. Unfortunately, there's no consistency to when they happen -- it seems like any time (even if I'm simply reading a bit of conversation and haven't taken any actions).

Here's the most recent error message. The one thing I know is consistent is the exception verbiage "Attempted to divide by zero."

Code: Select all

See the end of this message for details on invoking 
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.DivideByZeroException: Attempted to divide by zero.
   at IceBlink2.GameView.gameTimer_Tick(Object sender, EventArgs e)
   at System.Windows.Forms.Timer.OnTick(EventArgs e)
   at System.Windows.Forms.Timer.TimerNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4470.0 built by: NET48REL1LAST_C
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll
----------------------------------------
IceBlink2
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Users/zachh/Documents/GitHub/Malkin-the-Game/IBv203/IBv203/IceBlink2.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4488.0 built by: NET48REL1LAST_C
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4488.0 built by: NET48REL1LAST_C
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4395.0 built by: NET48REL1LAST_B
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
SharpDX
    Assembly Version: 2.6.3.0
    Win32 Version: 2.6.3
    CodeBase: file:///C:/Users/zachh/Documents/GitHub/Malkin-the-Game/IBv203/IBv203/SharpDX.DLL
----------------------------------------
System.Configuration
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4341.0 built by: NET48REL1LAST_C
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4470.0 built by: NET48REL1LAST_C
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4161.0 built by: NET48REL1
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
SharpDX.Direct2D1
    Assembly Version: 2.6.3.0
    Win32 Version: 2.6.3
    CodeBase: file:///C:/Users/zachh/Documents/GitHub/Malkin-the-Game/IBv203/IBv203/SharpDX.Direct2D1.DLL
----------------------------------------
SharpDX.DXGI
    Assembly Version: 2.6.3.0
    Win32 Version: 2.6.3
    CodeBase: file:///C:/Users/zachh/Documents/GitHub/Malkin-the-Game/IBv203/IBv203/SharpDX.DXGI.DLL
----------------------------------------
SharpDX.Direct3D11
    Assembly Version: 2.6.3.0
    Win32 Version: 2.6.3
    CodeBase: file:///C:/Users/zachh/Documents/GitHub/Malkin-the-Game/IBv203/IBv203/SharpDX.Direct3D11.DLL
----------------------------------------
Newtonsoft.Json
    Assembly Version: 7.0.0.0
    Win32 Version: 7.0.1.18622
    CodeBase: file:///C:/Users/zachh/Documents/GitHub/Malkin-the-Game/IBv203/IBv203/Newtonsoft.Json.DLL
----------------------------------------
System.Numerics
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4161.0 built by: NET48REL1
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Numerics/v4.0_4.0.0.0__b77a5c561934e089/System.Numerics.dll
----------------------------------------
System.Runtime.Serialization
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4455.0 built by: NET48REL1LAST_C
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Serialization/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Serialization.dll
----------------------------------------
System.Xml.Linq
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4161.0 built by: NET48REL1
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml.Linq/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.Linq.dll
----------------------------------------
System.Data
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4455.0 built by: NET48REL1LAST_C
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_64/System.Data/v4.0_4.0.0.0__b77a5c561934e089/System.Data.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
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slowdive
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Re: IB Features/Bugs Tracking List

Post by slowdive »

Looks like I need to do a check for a zero denominator before attempting to do the division. Rookie error on my part, 😂. Of course, with the Unity version, Unity handles the game loop so that shouldn’t be an issue in the future version v204.
zach_holbrook
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Re: IB Features/Bugs Tracking List

Post by zach_holbrook »

This is amazing news! I'm so excited for this new version.
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