IB Features/Bugs Tracking List

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slowdive
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IB Features/Bugs Tracking List

Post by slowdive »

Last Updated: Mar 27, 2022

Here is a list of proposed IB feature additions and bug fixes. This will be used for tracking progress:
[I'll try and avoid any updates to the graphical systems that Karl has implemented as they are very complex and I don't want to break them]

FOR v1.1.20x
ENGINE/TOOLSET FEATURES
+[Done v204] new General Caster AI system
+[Done v204] add d20 screen system with split attacks
+[Done v204] revamp save/load screen to use 10 save slots and an autosave
+[Done v204] add back in the autosave functionality if possible
+[for v205] silence spell effect that prohibits spell use for duration or does check each round while in effect area
+[for v205] add two-weapon defense effect
+[for v205] add saving throw check script for conversations
+[for v206] add music to title screens (new property for "titleScreenMusic")
+[for v206] adjust the square effects to allow for more than one effect on a square.
+[for v206] setup dimension door to work for creatures, requires some AI to pick best locations for fleeing (move out of range of PCs) or engaging in melee (move close to weak PC or PC casters).
+[for v206] setup AoO for PCs when a creature moves away from a PC or casts next to a PC. Needs AI for creatures to determine when and if they should move or cast when it would triggering an AoO.

BUG FIX LIST
+[Done v201] use per day routines need to check for array size before using arrays.
+[Done v202] large creatures not drawing correctly in combat.
+[Done v203] issue with the inventory showing only the first 20 items. You can use the filter to show more.
+[Done v203] verify that all scripts are still there and working (from v195 to v200, something changed)
+[Done v204] fix maxSP adders for items and effects (see viewtopic.php?f=6&t=60 )
+[Done v204] damage adder not being added
+[Done v204] need off hand check for two handed weapon
+[for v205] large creatures sometimes lock up combat if they can't figure out a path
+[for v205] swift action, free action resets movement sometimes
+[for v205] better notification if script has a bad input (say which input is causing the issue and why)
+[for v205] dead PC still tiggers dying text if they were poisoned.
+[for v205] prop trigger not working properly (see viewtopic.php?f=6&t=58&p=925#p925 )
+[for v205] equipped frames showing on all pages of inventory.
+[for v205] verify that onDeathScript is working correctly (see viewtopic.php?f=6&t=64 )
+[for v205] verify that prop can trigger convo after encounter with collision false/true (see viewtopic.php?f=6&t=63 )
+[Done v204] fix line-of-sight bug (probably deep in lighting engine) [disable the heightBlocksSight setting viewtopic.php?p=1147#p1147 ]
+[for v207] sound still seems to be unpredictable (like combat sounds), maybe look into alternatives or try to develop a more robust system.
+fix calendar system issue (only 28 days in a month?)
+fix race/class combo issues with class button resetting every time you change race. Put (select class) on button instead when a bad combo is detected and don't allow to complete character creation until class is selected.
+two triggers on same square not working: viewtopic.php?f=6&t=48
+targeting issues on smoothmoving and combat map panning modes (probably for larger combat maps that require panning and the more you a from 0,0)
+minimize the log output for debugmode on each step (probably need a "verbose" and "simple" debugmode options, two different hotkeys)
+when targeting to use item, should not use the item if the target is invalid. Instead give some error message to the player.
+fix issue with prop encounters not trigger conversation from script (Prop STEP: conversation > conversationX -- conversationX > encounterY -- encounterY OnEndCombatIBScript > conversationZ)
+flat footed system not working as intended (see viewtopic.php?f=6&t=57 )


FOR FUTURE VERSIONS (v1.2.xyz)
ENGINE/TOOLSET FEATURES
+allow builder to select what info to show for items and combat info (lots of checkboxes for show/hide in the module settings panel). In the full info dialog box, show the entire name of the class instead of the first two letters for the "useable by:".
+blinding effect that allows moving, but no other action. So a cloud of darkness spell would create a persistent area of effect that you have to move out of in order to attack or cast spells.
+bonuses for rear attacks and have a trait for expanding the area (some visual indicator of the bonuses as well)
+add more AI types for creatures and merge the scripted AI feature (Jint)
+show animation attack for attack of opportunity
+Effect for creating items and adding them to the party inventory
+option for selecting a portrait for premade joinable companions in the toolset.
+checkHasSpell script

BUG FIX LIST


RELEASED v1.0.200 (May 28, 2021)
ENGINE/TOOLSET FEATURES
+[Done] mirror image spell that checks upon hit to remove one image
+[Done] stone skin spell that removes HP from the spell effect until all are gone.
+[Done] number of uses per day/rest option for traits (lay on hands, rage, etc.)

BUG FIX LIST


RELEASED v0.0.199 (May 15, 2021)(Release Notes)
ENGINE/TOOLSET FEATURES
+[Done] finesse weapons
+[Done] critical hits doing more damage based on weapon's multiplier
+[Done] threat range based on weapon or effect bonus
+[Done] add drain/transfer HP and SP system (good for vampiric touch, energy drain, etc.)
+[Done] have option for spells that require a successful attack roll (ex. eldritch blast, shocking grasp, vampiric touch, etc.)

BUG FIX LIST
+[Done] tall token draw issue
+[Done] make sure SP can't be less than zero after character creation


RELEASED v0.0.198 (May 1, 2021)(Release Notes)
+[Done] add two weapon fighting
+[Done] light weapons


--I think I will use the idea of major.minor.build for the version numbering. I will post incremental builds for the testing group here and post minor/major versions to the NW Vault. Minor/Major versions will be versions that are mostly stable and well tested. The incremental builds are just test versions as new features are added and may be buggy... that's why we test them here :lol:

Any other suggestions?
cartons
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Re: IB Features/Bugs Tracking List

Post by cartons »

That's a good looking list!

I'd ask also for a Haste-like spell that increases the movement of the target.

Also, any possibility for a Spell or Trait that can create items à la Goodberry or certain characters from the BG series that could make specific projectile ammo once a day?

This may also be on your list, but could you look into the engine's debug mode listing every Global Variable per step? Maybe there's no way around this, but it makes it a bit unwieldy when wanting to check for specific triggers.

Thank you.
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slowdive
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Re: IB Features/Bugs Tracking List

Post by slowdive »

cartons wrote: Fri Apr 30, 2021 12:32 pm I'd ask also for a Haste-like spell that increases the movement of the target.
The ability to create a haste spell is already there I believe. Pongo had one in The Elderin Stone I believe. In the Effect Editor, you can modify movement and number of attacks (both melee and/or ranged).

I added the other idea and bug to the list :D
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Re: IB Features/Bugs Tracking List

Post by Pongo »

Good stuff! Nothing to add at this point (main bug for me is the line of sight one), except to say that this all sounds great. Thanks!

Yeah I think I did a Haste spell that increased movement speed and number of attacks etc, just by using the editor.
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Re: IB Features/Bugs Tracking List

Post by cartons »

The ability to create a haste spell is already there I believe. Pongo had one in The Elderin Stone I believe. In the Effect Editor, you can modify movement and number of attacks (both melee and/or ranged).
Ah...I don't know how I missed that! In that case, I'd like to change my request to adding a CheckHasSpell Script please.
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Re: IB Features/Bugs Tracking List

Post by zach_holbrook »

Nice! These changes look fantastic.

As far as tweaks go, I wonder if there's an easy way to allow builders to control the amount of feedback for some info (mouse over info, character sheet info, item info etc.)

Here's one other bug I've noticed:

Issue: If the player selects an invalid target in combat with a one-use (consumable) item (if, for instance, you try to heal an enemy or target the ground), the item disappears unused if the player approves that target with a mouse click.

Expected Behavior: Nothing happens when the player clicks the mouse and/or a message pops up saying “Invalid target.”
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Re: IB Features/Bugs Tracking List

Post by slowdive »

zach_holbrook wrote: Thu May 06, 2021 1:51 pm As far as tweaks go, I wonder if there's an easy way to allow builders to control the amount of feedback for some info (mouse over info, character sheet info, item info etc.)
I should be able to add some different options in the module settings. Maybe a few different checkboxes to select from like light info, medium info, full info. What are some options you would like to see as far as the info shown?
zach_holbrook wrote: Thu May 06, 2021 1:51 pm Here's one other bug I've noticed:

Issue: If the player selects an invalid target in combat with a one-use (consumable) item (if, for instance, you try to heal an enemy or target the ground), the item disappears unused if the player approves that target with a mouse click.

Expected Behavior: Nothing happens when the player clicks the mouse and/or a message pops up saying “Invalid target.”
I'll add this to the bud list above.
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Re: IB Features/Bugs Tracking List

Post by zach_holbrook »

slowdive wrote: Fri May 07, 2021 2:21 am I should be able to add some different options in the module settings. Maybe a few different checkboxes to select from like light info, medium info, full info. What are some options you would like to see as far as the info shown?
For me, the worst offender in items is the "Allowed for" category. But this may be a problem unique to Malkin because I have so many classes that begin with the same two letters (Witch of the Black Blade, Witch of the Casque, etc.), so the info under "Allowed For" ends up looking like "Wi, Wi, Wi, Wi," etc.

My wish ("information lite") for items would be for something like this:

Armor: AC, Value
Weapons: Attack Bonus, Damage Bonus, Value
Other Items: Value

All other information I can give in the description.
*****
For battles, I'd love to see *only* the following in the mouse-over text for enemies:

HP, SP, AC, Fortitude, Reflex, Will, and Resistances.
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Re: IB Features/Bugs Tracking List

Post by slowdive »

Added to features list:
+allow builder to select what info to show for items (lots of checkboxes for show/hide in the module settings panel)
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Re: IB Features/Bugs Tracking List

Post by zach_holbrook »

Awesome! Sounds good to me.
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Re: IB Features/Bugs Tracking List

Post by zach_holbrook »

I haven't updated since v195, so this issue may be left over from a previous build.

Some gc scripts are missing in v199--specifically, the ones that let you check the time of day/time of week/etc. It's possible there are other scripts missing that I didn't notice. The gcCheck(time) scripts don't appear in the script library when writing scripts, and places where I used those scripts in conversation now say "none." A heartbeat script that uses gcCheckIsInHoursWindowDaily still works, even though the script doesn't appear in the library. The same isn't true of the conversations, though (I suppose because the conversation editor needs all attached scripts to be in the library).
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Re: IB Features/Bugs Tracking List

Post by slowdive »

zach_holbrook wrote: Tue May 18, 2021 2:17 pm I haven't updated since v195, so this issue may be left over from a previous build.

Some gc scripts are missing in v199--specifically, the ones that let you check the time of day/time of week/etc. It's possible there are other scripts missing that I didn't notice. The gcCheck(time) scripts don't appear in the script library when writing scripts, and places where I used those scripts in conversation now say "none." A heartbeat script that uses gcCheckIsInHoursWindowDaily still works, even though the script doesn't appear in the library. The same isn't true of the conversations, though (I suppose because the conversation editor needs all attached scripts to be in the library).
I'll add that to the bug fix list.
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Re: IB Features/Bugs Tracking List

Post by Pongo »

Thanks Slowdive! Another one for the list please - I seem to be missing the gaOpenObject script (in v197 - haven't upgraded to v199 yet).
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Re: IB Features/Bugs Tracking List

Post by Dorateen »

I forgot if this was mentioned, the critical hit multipliers that were introduced in build 199 for IceBlink, is that asymmetrical in the sense that enemies can land critical hits on the player too? If not, it is a feature that should be implemented at some point.
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Re: IB Features/Bugs Tracking List

Post by cartons »

Dorateen wrote: Sat May 22, 2021 2:35 pm I forgot if this was mentioned, the critical hit multipliers that were introduced in build 199 for IceBlink, is that asymmetrical in the sense that enemies can land critical hits on the player too? If not, it is a feature that should be implemented at some point.
I can confirm. I've had enemies crit me in v199, and according to the table of monsters in slowdive's daily thread, you can even play with their multipliers and threat ranges.
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Re: IB Features/Bugs Tracking List

Post by slowdive »

Pongo wrote: Thu May 20, 2021 8:10 am Thanks Slowdive! Another one for the list please - I seem to be missing the gaOpenObject script (in v197 - haven't upgraded to v199 yet).
I wonder if copying the missing scripts from a previous version to the current version will fix the bug. Scripts are just text files that are found in the "default/NewModule/scripts" folder. I'll try this on my end as well, but give it a shot and see if it works on your end.

And carton is correct, I have the threat and crit multiplier working for creatures (there are properties in the creature editor in the toolset for both).
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Re: IB Features/Bugs Tracking List

Post by Pongo »

Thanks, good to know. I don't have gaOpenObject in a previous version though - I found a reference to it exploring the options for "doors" in the properties tab. Its mentioned there as an essential script (under "isDoor") but doesn't seem to be in the list.
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Re: IB Features/Bugs Tracking List

Post by Dorateen »

There is a slight glitch in version 200 with the uses per day feature introduced for traits.

Even though I have this set to false for all traits, the game still tries to run the arrays upon every new day or the ga_ForceRest script. The problem is that the Number of Uses per day array is for levels 1 to 8. I have characters who are 9 and 10, and this is causing the game to throw an exception.

Is there a global setting to turn off the use per day feature? Again, even though it is set to false on every trait, the game is still trying to reset the uses at 0:00 hours and upon resting. The other alternative would mean I have to go into every trait's Uses per Day array and add the additional levels.
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Re: IB Features/Bugs Tracking List

Post by slowdive »

There isn’t flag right now and I’ll just add a check for the array size first before trying to run the new day or test stuff. I’ll try and have a hot fix out this week for this crash and call it v201
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Re: IB Features/Bugs Tracking List

Post by Dorateen »

Thanks! It's not critical at the moment, but it does mean the higher level party I have been testing with is unable to rest.
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Re: IB Features/Bugs Tracking List

Post by zach_holbrook »

Swift action bug?

I've designed a lot of swift actions, so I'm puzzled about why I didn't notice this before -- but if I move and then use a swift action, the movement resets to the character's maximum of 3 (yes, the PCs on my maps move about very slowly). Anyone else seeing this issue?

Edit:
I was able to duplicate this effect with free actions as well. Again, not sure how I missed this before! Strangely, I can get this to happen *most* of the time, but rarely swift actions and free actions don't reset movement. I haven't been able to see any pattern to when it works or doesn't.
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Re: IB Features/Bugs Tracking List

Post by slowdive »

I'll add this to my list. I'm not familiar with the system that Karl must have added so I'll need to dig into this.
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Re: IB Features/Bugs Tracking List

Post by zach_holbrook »

Hey Jeremy, thanks! Let me know if you want me to test anything.
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Post by Dorateen »

Regarding the two weapon defense, this screenshot is the Effects list from the Proving Grounds Module. I couldn't find the effect for "Two Weapon Defense" to attached to the traits. I'd create these in the module, but how exactly would the AC modifier work when wielding a weapon in the off hand?
TwoWeapon.jpg
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Post by slowdive »

Okay, I just checked the IBbasic code and compared to IB code. I see that in IBbasic I do a check to see if the PC has a trait with the tag "twoweapondefense1" or "twoweapondefense2" instead of using an Effect that has a property for two-weapon defense. I'll need to add this code to IB and I'll set it up to look for an effect instead of "hard coding" the trait tag check.
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Re: IB Features/Bugs Tracking List

Post by zach_holbrook »

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
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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
Thank you for uploading the video, that will help a lot to track this one down. Adding it to the list.
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Re: IB Features/Bugs Tracking List

Post by zach_holbrook »

Awesome, thanks. I'll upload more if and as I find them -- doing a lot of testing right now.
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Re: IB Features/Bugs Tracking List

Post by slowdive »

zach_holbrook wrote: Wed Jul 07, 2021 1:56 pm Awesome, thanks. I'll upload more if and as I find them -- doing a lot of testing right now.
Thanks for the extensive testing, that will be a huge help in tracking down as many outstanding bugs as possible. I’m hoping to have a very stable IB version 1.1.xyz out once we tackle all the bugs. Then I’ll start working on new features again for test builds before another stable 1.2 version. So I’m looking at Major.MinorStable.TestBuilds for the version numbering system.
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Re: IB Features/Bugs Tracking List

Post by zach_holbrook »

slowdive wrote: Wed Jul 07, 2021 4:33 pm
Thanks for the extensive testing, that will be a huge help in tracking down as many outstanding bugs as possible. I’m hoping to have a very stable IB version 1.1.xyz out once we tackle all the bugs. Then I’ll start working on new features again for test builds before another stable 1.2 version. So I’m looking at Major.MinorStable.TestBuilds for the version numbering system.
Sounds great. I'll definitely keep you posted on things I find.
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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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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
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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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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.
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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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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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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 56888 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?
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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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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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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.
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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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