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Castle Paradox
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Onlyoneinall Bug finder
Joined: 16 Jul 2005 Posts: 746
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Posted: Mon Apr 24, 2006 8:20 pm Post subject: #@$!ing ending |
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I can't believe this. This is so retarded I want to kick the dog next door (it's an annoying piece of shit).
I plotscripted my ending, but it's being a real ass. Everything goes fine until it gets to the second half - that's where it acts like a bitch and all of the map is just - BLANK. There's supposed to be all sorts of stuff on it but everything is blank, even the maptile set.
This first half goes fine.
script, Ending,begin
suspend player
show backdrop (127)
wait (60)
show backdrop (128)
wait (60)
show backdrop (127)
wait (60)
show backdrop (129)
wait (60)
show backdrop (130)
wait (60)
show backdrop (131)
wait (60)
show backdrop (132)
wait (60)
show backdrop (133)
wait (10)
show backdrop (134)
wait (60)
show backdrop (127)
fade screen out
wait (60)
fade screen in
show text box (643)
wait for textbox
show text box (644)
wait for text box
show text box (645)
wait for text box
show text box (646)
wait for text box
show text box (647)
wait for text box
show text box (648)
wait for text box
resume player
end
Then at text box 650 (648 goes to 649, which only activates if you have a secret character. Otherwise it goes right on to 650). At this point, I tried setting it so that it uses a door to go to the map with the credits, and this plotscript appears. However, the problem is after the door is used, the game goes blank and sits there. You can still use the debugging keys, and the doors are linked to the right place but the thing acts like a bitch here. What's wrong with it?
script, Ending2, begin
suspend player
set hero picture(find hero(hero:kevin), 0, outside battle)
set hero picture(find hero(hero:daniel), 0, outside battle)
set hero picture(find hero(hero:tyler), 0, outside battle)
set hero picture(find hero(hero:laura), 0, outside battle)
set hero picture(find hero(hero:alice), 0, outside battle)
set hero picture(find hero(hero:katie), 0, outside battle)
set hero picture(find hero(hero:alison), 0, outside battle)
wait (15)
suspend hero walls
suspend obstruction
wait (20)
set hero speed (0,1)
set hero speed (1,1)
set hero speed (2,1)
set hero speed (3,1)
walk hero (0,south,170)
wait for hero
wait (60)
fade screen out
wait (10)
fade screen in
show text box (651)
wait for text box
show text box (659)
set hero picture(find hero(hero:kevin), 1, outside battle)
set hero picture(find hero(hero:daniel), 2, outside battle)
set hero picture(find hero(hero:tyler), 3, outside battle)
set hero picture(find hero(hero:laura), 4, outside battle)
set hero picture(find hero(hero:alice), 5, outside battle)
set hero picture(find hero(hero:katie), 6, outside battle)
set hero picture(find hero(hero:alison), 34, outside battle)
resume hero walls
resume obstruction
set hero speed (0,5)
set hero speed (1,5)
set hero speed (2,5)
set hero speed (3,5)
wait for text box
resume player
end
I've tried so many things, and checked to make sure the map works by making it the starting map, and it's all there. It's just that when it uses a goddamn door, or even a teleport plotscript, IT ALL GOES BLANK. I hate it when plotscripts do this shit! That's why I try to avoid them in the first place! Any help would be appriciated. _________________ http://www.castleparadox.com/gamelist-display.php?game=750 Bloodlust Demo 1.00
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Tue Apr 25, 2006 5:02 am Post subject: |
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Is the whole screen blank, or just the map (can you see NPCs, or the heroes)? One thing that may be good to check is to make sure that the map that you are teleporting to does not have an auto-run script that waits for anything. An auto-run script for a map interrupts whatever script took you to the map, and it will put it on hold until the auto-run script terminates.
Altogether, I'm confused on how the second ending script gets called. What happens during text box 650? Where is the 'Use door' command, or are you walking the hero to be able to step on the necessary door somehow? How does the script 'Ending2' get called? |
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Camdog
Joined: 08 Aug 2003 Posts: 606
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Posted: Tue Apr 25, 2006 5:06 am Post subject: |
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It doesn't look like the 'problem' code you posted even references a map. Are you sure one of the text boxes you mentioned doesn't throw up a blank backdrop, or something like that?
Try commenting out what you think might be the offending code and see if you still get the blank screen problem. That'll help you track down the source of the error. |
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Onlyoneinall Bug finder
Joined: 16 Jul 2005 Posts: 746
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Posted: Tue Apr 25, 2006 7:29 am Post subject: |
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Oh my god. I did a more through check this time, and apparently, the problem was either with a blank backdrop, plus (this is the actual problem for sure) the game was activating the wrong door! Wtf! The text box 650 states "instantly use door 2". However, the game was using door 0 the whole time... is this a bug or something? It worked fine once I set door 0 to activate what door 2 should have.
EDIT: Also, getting the script to activate as you use the door doesn't make it work. I had to make it so the NPC with the script chases you and activates on touch as soon as you enter. _________________ http://www.castleparadox.com/gamelist-display.php?game=750 Bloodlust Demo 1.00
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Camdog
Joined: 08 Aug 2003 Posts: 606
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Posted: Tue Apr 25, 2006 11:49 am Post subject: |
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Whoa! Kludge central!
Seriously though, I know Tirgoviste isn't the most stable thing to ever be released, but from what I understand the code dealing with textbox triggers is pretty solid. Chances are it's not a bug, just a mistake in your RPG file. On what condition does the textbox instantly use door 2? Are you sure that condition is being triggered? Are there any other conditions being triggered in that textbox that might cause it to do something strange? Is door 2 linked properly and on the right map?
Before I stick my foot too far down my throat, I guess it's possible you've found a bug given the buggy nature of the most recent releases (what version are you using, anyway?), but I get the impression you aren't checking too thoroughly for problems. I know debugging sucks ass, but it's well worth it to take the time and figure out exactly what the problem is without resorting to quick fixes that don't fully make sense.
Trace the course of the problem until you hit a bump. For example, comment out the part of your script that calls text box 650 to make sure none of the textboxes beforehand are causing weird problems. If everything seems ok up till then, eliminate all the triggers in text box 650 except, say, the one that calls your script. If you run into a problem then, you know it's coming from the script. Comment out code until you know exactly which line is blanking out the screen/using the wrong door. Then, you'll know exactly what line has the typo/logic error/etc.
Just be patient and make sure you know exactly what is going on and why! Throwing together a kludge that sidesteps a problem entirely will cause you problems in the long run. |
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Gizmog1 Don't Lurk In The Bushes!

Joined: 05 Mar 2003 Posts: 2257 Location: Lurking In The Bushes!
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Posted: Tue Apr 25, 2006 12:20 pm Post subject: |
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I had a problem like that in one of the No Ingles games, with a textbox using door 0 instead of the door I told it to. I think I fixed it the same way, but it was definitely before Tirgoviste that I had the problem. |
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Onlyoneinall Bug finder
Joined: 16 Jul 2005 Posts: 746
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Posted: Tue Apr 25, 2006 4:35 pm Post subject: |
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Camdog wrote: | Whoa! Kludge central!
Seriously though, I know Tirgoviste isn't the most stable thing to ever be released, but from what I understand the code dealing with textbox triggers is pretty solid. Chances are it's not a bug, just a mistake in your RPG file. On what condition does the textbox instantly use door 2? Are you sure that condition is being triggered? Are there any other conditions being triggered in that textbox that might cause it to do something strange? Is door 2 linked properly and on the right map?
Before I stick my foot too far down my throat, I guess it's possible you've found a bug given the buggy nature of the most recent releases (what version are you using, anyway?), but I get the impression you aren't checking too thoroughly for problems. I know debugging sucks ass, but it's well worth it to take the time and figure out exactly what the problem is without resorting to quick fixes that don't fully make sense.
Trace the course of the problem until you hit a bump. For example, comment out the part of your script that calls text box 650 to make sure none of the textboxes beforehand are causing weird problems. If everything seems ok up till then, eliminate all the triggers in text box 650 except, say, the one that calls your script. If you run into a problem then, you know it's coming from the script. Comment out code until you know exactly which line is blanking out the screen/using the wrong door. Then, you'll know exactly what line has the typo/logic error/etc.
Just be patient and make sure you know exactly what is going on and why! Throwing together a kludge that sidesteps a problem entirely will cause you problems in the long run. |
Camdog, I think the problem is simply - a problem with the door. Everything IS fine, I did a careful checkup (I spent three hours yesterday trying to figure it out) and it's simply the door being an asswipe for no reason. I set it to go to the right place with the right door, but I found it kept activating door 0 instead. So when I set door 0 to do what door 2 was supposed to, the problem was fixed. I think it's a strange bug. _________________ http://www.castleparadox.com/gamelist-display.php?game=750 Bloodlust Demo 1.00
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Wed Apr 26, 2006 5:10 am Post subject: |
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Actually, I think that I've had problems with the text box editor as well. I don't remember exactly, I think it had something to do with calling a script from a text box that was also doing other things (activating a tag, maybe?). If I have time this week (most likely this will have to wait until next week) I may try to make a test case rpg to check a whole bunch of things with the text box editor. I have a feeling this is a serious bug... |
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