Classic quest bugs

For all talk about quests. Creating, testing, bugs, and development progress.
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Jay_H
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Re: Classic quest bugs

Post by Jay_H » Tue May 21, 2019 11:21 pm

Bug report #17:

Code: Select all

Foe _F.03_ is 2 Assassin
restrain foe _F.03_ 
Source:

A0C00Y17

Description of problem:

When restrain foe is called, it should apply to all foes in a class. It currently only applies to one foe in the class. The others continue to fight.


Interkarma's Notes:

Bug #17
RESOLVED
  • RestrainFoe flag is no longer cleared on master Foe resource by first spawned enemy. All spawned enemies can now process restrained flag.
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Jay_H
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Re: Classic quest bugs

Post by Jay_H » Wed May 22, 2019 12:15 am

Bug report #18:

Code: Select all

Person _giver_ group Questor male
destroy _giver_ 
Source:

A0C41Y18

Description of problem:

Questgiver remains in place after this action is called.
Player log says:
Action not found. Ignoring 'destroy _giver_ '

Interkarma's Notes:

Bug #18
RESOLVED
  • DestroyNpc action now accepts both "destroy npc anNPC" and "destroy anNPC" variants. Did the same for HideNpc action.
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Jay_H
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Re: Classic quest bugs

Post by Jay_H » Thu May 23, 2019 8:56 pm

Bug report #19:

Code: Select all

place item _bothdorjii_ at _mondung_
place foe _guardian_ at _mondung_ 
Source:

K0C01Y10
C0B3XY09 (Similar)

Description of problem:

Item's guardian spawns far away from the item. In classic, the guardian would be directly on the item.

A similar problem is present in N0B00Y17. The scholar is supposed to teleport you directly onto the catalogue, but you get teleported to an unused monster spawn in the dungeon, not the correct item spawn.

Interkarma's Notes:

This one will be challenging to fix at this time. It involves some re-engineering of resource placement and lacks clarity in the script itself. There is also no clear way of knowing which Items and Foes should be paired together like this as opposed to Items and Foes that should be placed separately. I feel the quest itself should be the one to specify which outcome is desired. I'll leave this one on the back burner for now until more research is done.
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Jay_H
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Re: Classic quest bugs

Post by Jay_H » Sat May 25, 2019 12:56 am

Bug report #20:

Code: Select all

Parsing quest ######## FAILED! Could not find Item name item in items table.
Source:

B0B81Y02: Item _I.06_ item class 17 subclass 13
C0B00Y14: Item _I.00_ item class 10 subclass 4
N0B00Y16: Item _crn_ item class 1 subclass 8
S0000501: Item _reward1_ item class 4 subclass 26
S0000502: Item _item_ item class 1 subclass 10, Item _reward_ item class 4 subclass 3
S0000503: Item _key_ item class 10 subclass 11

Description of problem:

DFU doesn't have the means to parse item categories and subclasses for the sake of determining a specific item on demand. Each of these are unorthodox items (holy water, treasure chest, etc) that must be located precisely by class and subclass.

Interkarma's Notes:

Bug #20
RESOLVED
  • Fixed regex and processing issues so item class/subclass variants are generated.
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Jay_H
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Re: Classic quest bugs

Post by Jay_H » Sat May 25, 2019 12:58 am

Bug report #21:

Code: Select all

Parsing quest Y0C00Y00.txt FAILED! Could not find Item name Mehrune in items table
Item _artifact_ artifact Mehrune's_Razor anyInfo 1013
Source:

Y0C00Y00

Description of problem:

An apostrophe appears to make the compiler fail to define the item.

Interkarma's Notes:

Bug #21
RESOLVED
  • Removed apostrophe to fix table link.
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Jay_H
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Re: Classic quest bugs

Post by Jay_H » Sat May 25, 2019 1:01 am

Bug report #22:

Code: Select all

place npc _npc_ at _location_
place npc _npc_ at _location2_

Code: Select all

place foe _monster_ at _location_
place foe _monster_ at _location2_
Source:
N0B11Y18 (monster version)
A0C01Y01 (NPC version)

Description of problem:

Related to bug #10, but now with monsters and NPCs.

In classic the NPC/enemy will disappear from the first location and appear at the second.
In DFU the NPC/enemy will be duplicated to the two locations.

I had originally hoped not to report this since I thought the classic implementation was worse, but I've changed my mind. I've altered many quests to cover for this engine quirk but it would be better to revert them and plan for this behavior.

Interkarma's Notes:

Bug #22
RESOLVED
  • Foe and Item resources can now be hot-placed to another location and will be removed from initial location.
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Jay_H
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Re: Classic quest bugs

Post by Jay_H » Sat May 25, 2019 1:26 am

Bug report #23:

Code: Select all

Parsing quest M0B21Y19.txt FAILED!
Could not find remote town site with building type House3 within 500 attempts
Search failed to locate matching remote site for Place _safehouse_ in region Daggerfall. Resource source: 'Place _safehouse_ remote house3'
Source:

M0B21Y19

Description of problem:

Quest fails to locate a house3 in the region, similar to the narrow dungeon search that was recently fixed.

Interkarma's Notes:

Bug #23
RESOLVED
  • Added a fallback to random house if specified house type not found.
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Jay_H
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Re: Classic quest bugs

Post by Jay_H » Sat Jun 15, 2019 7:05 pm

Bug report #24:
Credit to BansheeXYZ. viewtopic.php?f=24&p=25411#p25406

Child escort missions fail to use child face in UI.

Source:

Q0C00Y03

Description of problem:
BansheeXYZ wrote:
Sat Jun 15, 2019 1:13 pm
-DFU apparently hasn't implemented child escorts. The faces it's supposed to use for this are in KIDS00I0.CIF.
Interkarma's Notes:

Bug #24
RESOLVED
  • HUD faces now supports portraits for faction type children.
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Interkarma
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Re: Classic quest bugs

Post by Interkarma » Thu Jul 11, 2019 4:53 am

Jay, I've resolved all these bugs except #19 now. This one has some more significant challenges and I need to spend some more time with it.

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Jay_H
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Re: Classic quest bugs

Post by Jay_H » Tue Jul 23, 2019 1:31 pm

Bug report #25:

Code: Select all

=qgfriend_
Source:

R0C10Y11
R0C11Y16

Description of problem:

DFU merely gives the race of the NPC. Classic would describe them specifically: "young lady in green," "well-to-do merchant," "man in a blue coat" (Baltham Greyman sprite), "man in a green coat" (FG qgiver sprite). I've stored my results from classic here.

Interkarma's Notes:

Bug #25
RESOLVED
  • Person details macro =npc_ now expands descriptive string from FLATS.CFG. Note the NPC selected for quest may be different, but the method of selecting text for that flat person has been reproduced.
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