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Bug of the Week (Vote!)
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Sun Aug 19, 2007 6:12 pm    Post subject: Reply with quote

Fenrir-Lunaris wrote:
Ubersetzung is going to be released soon, no matter what.
Voxhumana, the release after that should concentrate as much as possible on sound effects, implimentation, and stability. After all, "Vox" means voice, doesn't it? Also, it's been somewhat of a tradition to release one version very shortly after another to clear up any serious and as yet unresolved bugs. I'm hinging my bets on ubersetzung having serious issues with wav and mp3 support on a wide range of computers.


Actually, extra attention to the new music/sound stuff is exactly why Ubersetzung has taken as long as it has.

And if we have to do an emergency re-release (fingers-crossed no!), it will be Ubersetzung+, not Voxhumana

Fenrir-Lunaris wrote:
Yggdrasil - namely, because I'd like this to be the version that gets distributed with Vikings of Midgard. I'd be done long before then of course, but the name is also rather iconic. The Yggdrasil is a great tree of creation that links many worlds - just as the OHRRPGCE links many different games into one powerful creative engine. This version should fix whatever unresolved bugs Xocolatl has.


Hmm. I was planning on releasing the version of Vikings that I already have with Ubersetzung. I know you are working on more stuff, but I understood that it was "finished" and you were adding bonus stuff. -- but if you want me to wait, I can. it is your call.

BTW, I like the name Yggdrasil.

Fenrir-Lunaris wrote:
Zeitgeist - "Spirit of the Times". I have no idea what this version should expand upon. Also, the word just sounds deliciously spiffy.


Zeitgeist has was suggested before (by you) and I like it at the time, although now it is souring a bit because: (1) I keep hearing news pundits throw it around as a buzzword, especially in regard to the Iraq war, like "...failed to accurately gauge the zeitgeist of Iraqi public opinion...", and (2) because Smashing Pumpkin's reunion album is called "Zeitgeist".

But I am still willing to consider it, since y'all probably don't listen to the same radio stations every morning that I do ;)

Battleblaze wrote:
I've had troule follwoing this, so could james or any of the programmers clue me on on the people specifically who helped solve the bugs so I can give them points for National OHR Month?


The best overview of who has done what is at http://blog.gmane.org/gmane.games.ohrrpgce.devel if you have the patience to dig through it...

The Mad Cacti wrote:
Everyone else: get a new nightly build and report every problem you come across. Don't assume that it's been reported. Of course, some have, but we won't mind. Please do this especially if you had problems before.


Preach it, Brother Cacti! Can I hear an A-men?
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Ysoft_Entertainment
VB Programmer




Joined: 23 Sep 2003
Posts: 810
Location: Wherever There is a good game.

PostPosted: Sun Aug 19, 2007 6:39 pm    Post subject: Reply with quote

Well, I have tracked down bug 430, and found a quick workaround for it. Its a minor bug but still can cause problems later. I think the actual thing that causes this bug isn't loadfromslot command but rather disable load screen feature.

Oh, and Amen Brother James.

Edit: upon further investigation, skip load screen doesn't have anything to do with this bug.
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Last edited by Ysoft_Entertainment on Mon Aug 20, 2007 5:51 am; edited 1 time in total
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Moogle1
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PostPosted: Sun Aug 19, 2007 8:55 pm    Post subject: Reply with quote

Specifically, I changed SG3 around so that the starter map was the one in the screenshot. It started up fine, but attempting to move crashed the game. I think I was using a several-month-old SDL-backend. I retested under native but I really doubt sound is the issue since it was a simple MIDI playing in the background in both cases.

(psst, "prophesizing" isn't a word, unless it's referring to that new Prophesizer that all the prophets use to get in shape.)
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Battleblaze
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Joined: 19 Dec 2003
Posts: 782
Location: IndY OHR

PostPosted: Mon Aug 20, 2007 2:26 pm    Post subject: Reply with quote

Hold on I got a big one here.

Game crashes with new versions of HSPEAK


Even with the newest nightly. I'll download the newst HSpeak. compile and import my script with no problem. But when I play it in Game it simply crashes as soon as the game starts (newgame script I suppose).

Recently I've been using old version of Hspeak to compile my scripts and its worked fine. The older verison is from Friday, July 13, 2007.
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Moogle1
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PostPosted: Mon Aug 20, 2007 2:27 pm    Post subject: Reply with quote

Um, can you post the script? I really doubt it's HSPEAK that's doing the doing.
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Battleblaze
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Joined: 19 Dec 2003
Posts: 782
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PostPosted: Mon Aug 20, 2007 2:51 pm    Post subject: Reply with quote

I'm almost sure its not the script

For one the script does compile

and I tested with other games, it crashed on vikings of midgaurd

maybe its Game thats screwed up. For instance vikings seems to work with older versions...

Yet at the same time Game works with older versions of Hspeak. confusing I know

But just incase I'm toally wrong heres me script

Code:
include, plotscr.hsd

define script,begin

 1, wakeups, none
 2,movemeout of bed,none


end

script,wakeups,begin

show backdrop (0)
wait (1)
fade screen out
wait (02)
put camera (0,0)
show map
wait (50)
Fade screen in
show textbox (1)
wait for textbox
pan camera (south,19,)
wait (30)
show textbox (2)
wait for textbox
wait for camera
Show textbox (3)
pan camera (south,19,)
wait (50)
Show textbox (4)
wait for textbox
show textbox (5)
wait for camera
wait for textbox
show textbox (6)
wait (20)
pan camera (south,19,)
wait (10)
wait for textbox
show textbox (7)
wait for textbox
show textbox (8)
wait (30)
advance textbox
wait for camera
wait (30)
show textbox (9)
wait (10)
pan camera (south,19)
wait (20)
wait for textbox
show textbox (10)
wait for textbox
fade screen out
wait (30)
camera follows hero (me)
wait (5)
show textbox (11)
use door (0)
fade screen in
wait (50)
wait (30)
walk hero (me,south,1)
wait (1)
walk hero (me,right,2)
wait (10)
resume player
end



script,movemeout of bed, begin
suspend player
suspend NPC walls
suspend obstruction
walk NPC (0,east,1)
wait (01)
walk NPC (0,south,2)
wait for NPC
walk NPC (0,west,3)
wait for NPC
walk NPC (0,north,1)
wait for NPC
walk NPC (0,west,2)
wait for NPC
wait (10)
set NPC direction (0,east)
wait (35)
set hero direction (me,west)
wait (10)
walk NPC (0,west,3)
wait for NPC
walk hero (me,right,1)
wait (130)
show text box (27)
wait for textbox
show textbox (28)
wait for textbox
show textbox (29)
wait (45)
walk hero (me,left,4)
wait (30)
walk NPC (0,right,2)
wait for textbox
show textbox (30)
wait for textbox
show textbox (31)
wait for textbox
resume player
resume NPC walls
resume player
end

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Moogle1
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PostPosted: Mon Aug 20, 2007 3:16 pm    Post subject: Reply with quote

See James' email. It is neither the script nor HSPEAK, but a one-off bug James introduced into the latest nightly that has already been fixed.
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Battleblaze
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PostPosted: Mon Aug 20, 2007 4:40 pm    Post subject: Reply with quote

so is if I download it today or tommorow will the problem be fixed. Because I got the error today.
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Moogle1
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PostPosted: Mon Aug 20, 2007 5:35 pm    Post subject: Reply with quote

Tomorrow. That's why it's called a "nightly" and not a "daily."
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Onlyoneinall
Bug finder




Joined: 16 Jul 2005
Posts: 746

PostPosted: Wed Aug 22, 2007 4:09 am    Post subject: Reply with quote

Is the maptile editor cursor bug fixed? Because I'm still having an issue with it as of the latest nightly (8/22) and I found out for what tiles it causes it.

http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=438
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Moogle1
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PostPosted: Wed Aug 22, 2007 7:01 am    Post subject: Reply with quote

I still get that bug. Annoying!
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Mon Sep 24, 2007 7:36 am    Post subject: Reply with quote

I declare the bug of the week to be '' . bug_title('470') . ''

Please report any crashes you find while playing Missing (or any crash in any game for that matter)
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msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Mon Sep 24, 2007 8:37 am    Post subject: Reply with quote

I was reading some of the stuff you guys posted about this bug, and the sound effects theory is questionable. The original poster (Meatballsub) said he also experienced crashes during plotscripts in my game, and my game has precisely zero sound effects. Then again, I guess we could have two totally separate bugs...
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msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Mon Sep 24, 2007 7:18 pm    Post subject: Reply with quote

Just a total guess, but last time that my game had scripting problems, it came out of SVN 1436. Maybe this is also related, or maybe it is comes from SVN 1434? Those seem to be the biggest script-related changes of late (besides the backed-out bug 430 fix). I'll post the while loop where I believe the problem in my game was here (warning, not indented particularly well:

Code:
while(checktag(tag:KilledEneram)==false),do
 begin

    createnpc(8,6,4,north)
    getnpctoY(8,2)
    walknpctoX(8,13)
    createnpc(9,20,5)
    getnpctoY(9,3)
    createnpc(7,6,4)
    walknpctoX(9,14)
    createnpc(10,13,9)
    walknpc(10,north,5)
    getnpctoX(8,13)
    setnpcdirection(8,south)
    if(npcreference(8)<>0),then
  begin
    EneramKill(8)
  end
    createnpc(7,13,9)
    getnpctoX(9,14)
    if(npcreference(9)<>0),then
  begin
    EneramKill(9)
  end
    createnpc(7,10,8)
    getnpctoY(10,4)
    if(npcreference(10)<>0),then
  begin
    EneramKill(10)
  end

    if(checktag(tag:KilledEneram)==false),then,begin
    createnpc(8,17,8,north)
    createnpc(9,6,4,north)
    createnpc(7,20,5)
    getnpctoY(8,3)
    walknpctoX(8,14)
    getnpctoY(9,3)
    walknpctoX(8,14)
    walknpctoX(9,13)
    createnpc(10,10,8,north)
    getnpctoX(8,14)
    if(npcreference(8)<>0),then
  begin
    EneramKill(8)
  end
    walknpctoY(10,3)
    getnpctoX(9,13)
    createnpc(7,13,9)
    setnpcdirection(9,south)
    if(npcreference(9)<>0),then
  begin
    EneramKill(9)
  end
    createnpc(11,20,5)
    walknpctoY(11,2)
    getnpctoY(10,3)
    walknpctoX(10,12)
    walknpctoX(11,13)
    createnpc(7,17,8)
    getnpctoX(10,12)
    if(npcreference(10)<>0),then
  begin
    EneramKill(10)
  end
    getnpctoX(11,13)
    setnpcdirection(11,south)
    if(npcreference(11)<>0),then
  begin
    EneramKill(11)
  end
                end    #for and if within the while loop

 end   #end of while loop


Here is the code for EneramKill; basically he kills the NPC in question for the first five times that this is called (global2 keeps track), but after that he is killed, and the script causes the end of this section of the game:
Code:
script,EneramKill,who,begin

if(checktag(tag:KilledEneram)==false),then  #else just get rid of the npc; this is used once war5 is complete

begin

suspendplayer
suspendnpcs
variable(i)
if(global2<<5),then
  begin
    showtextbox(1010)
    for(i,8,2,-2),do
      begin
        alternpc(who,npcstat:picture,43)
        wait(i)
        alternpc(who,npcstat:picture,14)
        wait(i--1)
      end
    destroynpc(who)
    increment(global2)
    resumeplayer
  end
else
  begin
    showtextbox(1012)
    wait(12)
    settag(tag:KilledEneram,true)
    for(i,8,2,-2),do
      begin
        destroynpc(0)
        wait(i)
        createnpc(0,13,3)
        wait(i--1)
      end
    destroynpc(0)
    waitfortextbox
    stopsong
    fadescreenout
    teleporttomap(0,0,0)
    focuscamera(94,64,40)
    createnpc(0,96,58)
    waitforcamera
    fadescreenin
    walknpc(0,south,1)
    waitfornpc(0)
    alternpc(0,npcstat:movespeed,2)
    walknpc(0,south,1)
    waitfornpc(0)
    alternpc(0,npcstat:movespeed,1)
    walknpc(0,south,1)
    waitfornpc(0)
    wait(8)
    createnpc(4,96,62)
    wait(16)
    fadescreenout
    camerafollowshero(me)

for(i,9,12),do
  begin
    swapouthero(herobyslot(i--9))
    swapbyposition((i--9),findhero(readglobal(i)))
  end

    teleporttomap(44,31,0)
    setherodirection(me,south)
    for(i,0,5),do
      begin
        destroynpc(i)
      end
    createnpc(14,14,3)
    createnpc(13,14,3)
    camerafollowsnpc(13)
    waitforcamera
    fadescreenin
    wait(12)
    setnpcdirection(13,east)
    pancamera(east,17)
    waitforcamera
    walkhero(me,south,3)
    showtextbox(1015)
    waitfortextbox
    camerafollowshero(me)
    walknpcall(15,south,4)
    walknpcall(19,north,7)
    wait(4)
    for(i,16,18),do
      begin
        walknpcall(i,south,4)
        wait(4)
      end
    walkhero(me,west,4)
    waitforhero(me)
    createnpc(20,23,5)
    writemapblock(23,5,0)
    walknpc(20,east,4)
    walkhero(me,south,1)
    waitfornpc(20)
    setnpcdirection(20,north)
    showtextbox(1016)
    waitfortextbox
    fightformation(163)
    increment(global3)
    writemapblock(23,5,0)
    destroynpc(20)
    walkhero(me,south,1)
    waitforhero(me)
    walkhero(me,west,4)
    waitforhero(me)
    setherodirection(me,north)
    showtextbox(1017)
    waitfortextbox
    fightformation(167)
    increment(global3)
    writemapblock(23,5,0)
    writemapblock(23,4,0)
    createnpc(4,23,3)
    writemapblock(23,3,0)
    writepassblock(23,3,0)
    walknpc(4,east,1)
    waitfornpc(4)
    setnpcdirection(4,west)
    walkhero(me,north,2)
    waitforhero(me)
    walkherotoX(me,16)
    wait(12)
    walknpc(13,east,1)
    setnpcdirection(14,east)
    waitforhero(me)
    showtextbox(1018)
    waitfortextbox
    fadescreenout

    global1:=0
    global2:=0
    teleporttomap(40,7,7)
    setherodirection(me,south)
    suspendobstruction

    createnpc(8,0,0)
    createnpc(9,0,1)
    createnpc(10,0,2)
    createnpc(11,0,3)
    wait(1)


  end
resumenpcs

end
else
  begin
    destroynpc(who)
  end

end


Finally, here is the script war5battle, which is called by lots of NPCs all running around; in some circumstances, the player may trigger two of this at once:
Code:
script,war5battle,unused,who,begin
fightformation(162+random(0,1))
increment(global3)
destroynpc(who)
writemapblock(16,8,0)
writepassblock(16,8,0)
if(global1>=1),then
  begin
    writemapblock(7,4,0)
    writepassblock(7,4,0)
    if(global1>=2),then
   begin
     writemapblock(11,7,0)
     writepassblock(11,7,0)
     if(global1>=3),then
    begin
      writemapblock(21,4,0)
      writepassblock(21,4,0)
      if(global1>=4),then
     begin
       writemapblock(15,8,0)
       writepassblock(15,8,0)
       if(global1>=5),then
      begin
        writemapblock(10,7,0)
        writepassblock(10,7,0)
        if(global1>=6),then
       begin
         writemapblock(20,4,0)
         writepassblock(20,4,0)
         if(global1>=7),then
        begin
          writemapblock(13,8,0)
          writemapblock(17,7,0)
          writemapblock(6,3,0)
          writepassblock(13,8,0)
          writepassblock(17,7,0)
          writepassblock(6,3,0)
        end
       end
      end
     end
    end
   end
  end
end


Okay, that was long. I hope that this, along with maybe the Missing script in question, can be used to narrow down what kinds of commands are causing problems...
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http://castleparadox.com/gamelist-display.php?game=161

This website link is for my funk/rock band, Euphonic Brew:
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Fri Oct 05, 2007 1:22 pm    Post subject: Reply with quote

I have enabled the voting feature on Bugzilla. Anyone who logs on to bugzilla can vote for their five favorite bugs.
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