IB Features/Bugs Tracking List

Discuss IB/IBx engine ideas, bugs, etc.
cartons
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Joined: Mon Jan 11, 2021 5:38 pm

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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Joined: Mon Jan 11, 2021 5:38 pm

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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