Concerning Audio Issues in PreAlpha 0.7.36 (And continuing bug reports)
- pango
- Posts: 3359
- Joined: Wed Jul 18, 2018 6:14 pm
- Location: France
- Contact:
Re: Concerning Audio Issues in PreAlpha 0.7.36 (And continuing bug reports)
Paladin build EP4
Hit by a barbarian axe thru a secret door (variant of problem already mentioned in this thread)
https://www.youtube.com/watch?v=ca0oxOhN5Zc&t=4650
Can't climb up angled walls
https://www.youtube.com/watch?v=ca0oxOhN5Zc&t=6105
Blue bars going thru a wall in Scourg Barrow (game data related?)
https://www.youtube.com/watch?v=ca0oxOhN5Zc&t=6952
Cure poison "spell failed", but player got healthy. It may have been that the poison subsided at this very moment
https://www.youtube.com/watch?v=ca0oxOhN5Zc&t=8125
Some main quest dialog (Morgiah's Wedding last speech) is not saved anywhere (matches classic)
https://www.youtube.com/watch?v=ca0oxOhN5Zc&t=13513
Long confusion after having been paid using a letter of credit (matches classic) PR (fixed)
https://www.youtube.com/watch?v=ca0oxOhN5Zc&t=12023
Banking window uses "gold pieces" for the amount of money you have, including letters of credit (matches classic)
https://www.youtube.com/watch?v=ca0oxOhN5Zc&t=12107
While it matches classic behavior, the time spent investigating what was going on was painful.
Back in the day letters of credit were probably explained in the game documentation, but many DFU players won't have read it, so I think something should be done about it.
Maybe you should get a message (and scribing sound instead of coins sound) when you get paid with a letter of credit?
I also wonder if the letters of credit, like gold stacks, should have their value displayed instead of their amount (even if it changes nothing to their behavior; most notably, I don't think it should be possible to split them). It may require K or even M suffix for large amounts. I hope it would help noticing them. Currently if you're not very careful they can be mistaken for another letter or just a potion recipe.
Hit by a barbarian axe thru a secret door (variant of problem already mentioned in this thread)
https://www.youtube.com/watch?v=ca0oxOhN5Zc&t=4650
Can't climb up angled walls
https://www.youtube.com/watch?v=ca0oxOhN5Zc&t=6105
Blue bars going thru a wall in Scourg Barrow (game data related?)
https://www.youtube.com/watch?v=ca0oxOhN5Zc&t=6952
Cure poison "spell failed", but player got healthy. It may have been that the poison subsided at this very moment
https://www.youtube.com/watch?v=ca0oxOhN5Zc&t=8125
Some main quest dialog (Morgiah's Wedding last speech) is not saved anywhere (matches classic)
https://www.youtube.com/watch?v=ca0oxOhN5Zc&t=13513
Long confusion after having been paid using a letter of credit (matches classic) PR (fixed)
https://www.youtube.com/watch?v=ca0oxOhN5Zc&t=12023
Banking window uses "gold pieces" for the amount of money you have, including letters of credit (matches classic)
https://www.youtube.com/watch?v=ca0oxOhN5Zc&t=12107
While it matches classic behavior, the time spent investigating what was going on was painful.
Back in the day letters of credit were probably explained in the game documentation, but many DFU players won't have read it, so I think something should be done about it.
Maybe you should get a message (and scribing sound instead of coins sound) when you get paid with a letter of credit?
I also wonder if the letters of credit, like gold stacks, should have their value displayed instead of their amount (even if it changes nothing to their behavior; most notably, I don't think it should be possible to split them). It may require K or even M suffix for large amounts. I hope it would help noticing them. Currently if you're not very careful they can be mistaken for another letter or just a potion recipe.
Last edited by pango on Wed Mar 06, 2019 12:34 am, edited 1 time in total.
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
-
- Posts: 555
- Joined: Fri Oct 23, 2015 8:19 pm
Re: Concerning Audio Issues in PreAlpha 0.7.36 (And continuing bug reports)
First off, I agree with you that it's a source of confusion. It stems from gold having weight. Can't get around that.pango wrote: ↑Wed Feb 13, 2019 7:24 pmWhile it matches classic behavior, the time spent investigating what was going on was painful.
Back in the day letters of credit were probably explained in the game documentation, but many DFU players won't have read it, so I think something should be done about it.
Maybe you should get a message (and scribing sound instead of coins sound) when you get paid with a letter of credit?
I also wonder if the letters of credit, like gold stacks, should have their value displayed instead of their amount (even if it changes nothing to their behavior; most notably, I don't think it should be possible to split them). It may require K or even M suffix for large amounts. I hope it would help noticing them. Currently if you're not very careful they can be mistaken for another letter or just a potion recipe.
The sound effect idea isn't a bad one, but keep in mind that an LOC can trigger on purchases as well. So a transaction can involve a combination of gold and LOC changing hands.
The banking window has separate deposit buttons for gold and LoC, but it combines the values in the inventory count. That is the main source of Steep's confusion. Something we could do to prevent that is to display two values in the "Gold Pieces in Your Inventory" field. So if you had 1000 gold and 1000 in LOC, the value displayed would be "1000+1000LoC" instead of "2000".
Also, if the info panel ever gets repurposed as a gold+loc counter, people would see in realtime when their shop transactions result in gaining not gold, but loc due to encumberance. It's a better alternative to new message boxes because it reduces clicking.
- pango
- Posts: 3359
- Joined: Wed Jul 18, 2018 6:14 pm
- Location: France
- Contact:
Re: Concerning Audio Issues in PreAlpha 0.7.36 (And continuing bug reports)
Yes, but receiving a letter of credit when you don't even know such thing exists is the only case that can cause confusion.BansheeXYZ wrote: ↑Thu Feb 14, 2019 5:57 am The sound effect idea isn't a bad one, but keep in mind that an LOC can trigger on purchases as well. So a transaction can involve a combination of gold and LOC changing hands.
That said, you're right that changing sound only in this case breaks consistency. Changing sounds consistently will probably be a PITA
From what I understand, that can only take place in a post 1.0 release "UI overhaul" mod, so I'm suggesting improvements that do not require modifying screen backgrounds.BansheeXYZ wrote: ↑Thu Feb 14, 2019 5:57 am Something we could do to prevent that is to display two values in the "Gold Pieces in Your Inventory" field. So if you had 1000 gold and 1000 in LOC, the value displayed would be "1000+1000LoC" instead of "2000".
Maybe that alert message should have a "don't show this message again" checkbox, but I don't think it's currently possible?
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
-
- Posts: 555
- Joined: Fri Oct 23, 2015 8:19 pm
Re: Concerning Audio Issues in PreAlpha 0.7.36 (And continuing bug reports)
The numerical outputs in the banking window are not graphical. Outputting the value differently isn't very modworthy and overcomes a genuine problem in the banking window's design, which is the inability to see loc vs gold, something you need to enter deposit values.
He got confused twice. But yes, that's why the info panel needs to be a gold counter. Even moreso now with the LoC stuff I wasn't even considering when I originally suggested it. All my chars are new, you don't bump into the issue until you start selling serious equipment.Yes, but receiving a letter of credit when you don't even know such thing exists is the only case that can cause confusion.
- pango
- Posts: 3359
- Joined: Wed Jul 18, 2018 6:14 pm
- Location: France
- Contact:
Re: Concerning Audio Issues in PreAlpha 0.7.36 (And continuing bug reports)
Paladin build EP5
Some main quest dialog (Soul of a Lich invitation) is not saved anywhere (matches classic, similar problem already mentioned in this thread)
https://www.youtube.com/watch?v=mzsNBH_AYD8&t=360
Muted NPCs bug (fixed)
https://www.youtube.com/watch?v=mzsNBH_AYD8&t=1084
R(est) key not always responsive
https://www.youtube.com/watch?v=mzsNBH_AYD8&t=1913
I wonder if that can be an issue with framerate?
Or because
is often logged with his game? (fixed)
Audio not muffled underwater (improvement request)
https://www.youtube.com/watch?v=mzsNBH_AYD8&t=2271
Elevator not showing up from below? Or is it because of water
https://www.youtube.com/watch?v=mzsNBH_AYD8&t=2287
Exploitable magic items merchant restocking
https://www.youtube.com/watch?v=mzsNBH_AYD8&t=3079
https://www.youtube.com/watch?v=mzsNBH_AYD8&t=5052
https://www.youtube.com/watch?v=mzsNBH_AYD8&t=5721 (All abilities to 100%)
Trigger magic item "on held" spell while shopping? Not sure if that can happen in classic
https://www.youtube.com/watch?v=mzsNBH_AYD8&t=3139
Trinkets not providing buffs reliably (variant of problem already mentioned in this thread) (not reproduced, fixed?)
https://www.youtube.com/watch?v=mzsNBH_AYD8&t=5418
Attacked by a spider thru a wall (variant of a problem already mentioned, but was thru a door)
https://www.youtube.com/watch?v=mzsNBH_AYD8&t=5990
Some main quest dialog (Soul of a Lich invitation) is not saved anywhere (matches classic, similar problem already mentioned in this thread)
https://www.youtube.com/watch?v=mzsNBH_AYD8&t=360
Muted NPCs bug (fixed)
https://www.youtube.com/watch?v=mzsNBH_AYD8&t=1084
R(est) key not always responsive
https://www.youtube.com/watch?v=mzsNBH_AYD8&t=1913
I wonder if that can be an issue with framerate?
Or because
Code: Select all
(Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
AddItem() encountered a duplicate item UID for Letter: -- Morgiah Princess of Wayrest
(Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
[S0000999] Exception in protected quest. Logging only.
Audio not muffled underwater (improvement request)
https://www.youtube.com/watch?v=mzsNBH_AYD8&t=2271
Elevator not showing up from below? Or is it because of water
https://www.youtube.com/watch?v=mzsNBH_AYD8&t=2287
Exploitable magic items merchant restocking
https://www.youtube.com/watch?v=mzsNBH_AYD8&t=3079
https://www.youtube.com/watch?v=mzsNBH_AYD8&t=5052
https://www.youtube.com/watch?v=mzsNBH_AYD8&t=5721 (All abilities to 100%)
Trigger magic item "on held" spell while shopping? Not sure if that can happen in classic
https://www.youtube.com/watch?v=mzsNBH_AYD8&t=3139
Trinkets not providing buffs reliably (variant of problem already mentioned in this thread) (not reproduced, fixed?)
https://www.youtube.com/watch?v=mzsNBH_AYD8&t=5418
Attacked by a spider thru a wall (variant of a problem already mentioned, but was thru a door)
https://www.youtube.com/watch?v=mzsNBH_AYD8&t=5990
Last edited by pango on Fri Mar 29, 2019 8:23 pm, edited 4 times in total.
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
- pango
- Posts: 3359
- Joined: Wed Jul 18, 2018 6:14 pm
- Location: France
- Contact:
Re: Concerning Audio Issues in PreAlpha 0.7.36 (And continuing bug reports)
Paladin build EP6
Persistent dungeon without Persistent dungeons mod? (I'm kind of suspicious about that one)
https://www.youtube.com/watch?v=itz6CJbKV0M&t=560
When turning in a quest, questor gives bonus map before the quest success message
https://www.youtube.com/watch?v=itz6CJbKV0M&t=1600
Can't fast travel from notes (feature request)
https://www.youtube.com/watch?v=itz6CJbKV0M&t=1819
Get "they're enemies nearby" because of monsters in nearby unreachable rooms (matches classic)
https://www.youtube.com/watch?v=itz6CJbKV0M&t=4585
Persistent dungeon without Persistent dungeons mod? (I'm kind of suspicious about that one)
https://www.youtube.com/watch?v=itz6CJbKV0M&t=560
When turning in a quest, questor gives bonus map before the quest success message
https://www.youtube.com/watch?v=itz6CJbKV0M&t=1600
Can't fast travel from notes (feature request)
https://www.youtube.com/watch?v=itz6CJbKV0M&t=1819
Get "they're enemies nearby" because of monsters in nearby unreachable rooms (matches classic)
https://www.youtube.com/watch?v=itz6CJbKV0M&t=4585
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
- Jay_H
- Posts: 4072
- Joined: Tue Aug 25, 2015 1:54 am
- Contact:
Re: Concerning Audio Issues in PreAlpha 0.7.36 (And continuing bug reports)
Interkarma did some quest system optimization a few builds ago that I believe produced this. I've been using workarounds in my quests since then, but classic will likely see this happen occasionally.pango wrote: ↑Thu Feb 14, 2019 8:29 pm When turning in a quest, questor gives bonus map before the quest success message
https://www.youtube.com/watch?v=itz6CJbKV0M&t=1600
- Interkarma
- Posts: 7247
- Joined: Sun Mar 22, 2015 1:51 am
Re: Concerning Audio Issues in PreAlpha 0.7.36 (And continuing bug reports)
Jay, could you let me know a classic quest affected by this? I'll look into the execution logic to see what could have changed to produce this.
Pango, thanks for posting these insights. I am watching with interest, even if I don't post to this topic often. I think you could even start a dedicated topic for these. They make a good summary for later polishing.
Pango, thanks for posting these insights. I am watching with interest, even if I don't post to this topic often. I think you could even start a dedicated topic for these. They make a good summary for later polishing.
- pango
- Posts: 3359
- Joined: Wed Jul 18, 2018 6:14 pm
- Location: France
- Contact:
Re: Concerning Audio Issues in PreAlpha 0.7.36 (And continuing bug reports)
Hi!
Yes, this is my thinking too, one good way to see what could be fixed or improved is watching people play. It's time consuming (enjoyable though), and you don't get the same infos as a well prepared bug report, but you can detect issues that won't be reported otherwise (or only much later).
You're right that I could have started a dedicated thread, maybe everything starting from first systematic watch report could be moved to a new thread?
Thanks!Interkarma wrote: ↑Thu Feb 14, 2019 11:11 pm Pango, thanks for posting these insights. I am watching with interest, even if I don't post to this topic often. I think you could even start a dedicated topic for these. They make a good summary for later polishing.
Yes, this is my thinking too, one good way to see what could be fixed or improved is watching people play. It's time consuming (enjoyable though), and you don't get the same infos as a well prepared bug report, but you can detect issues that won't be reported otherwise (or only much later).
You're right that I could have started a dedicated thread, maybe everything starting from first systematic watch report could be moved to a new thread?
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
- Jay_H
- Posts: 4072
- Joined: Tue Aug 25, 2015 1:54 am
- Contact:
Re: Concerning Audio Issues in PreAlpha 0.7.36 (And continuing bug reports)
One example I know is An Unexpected Journey Part II, which teleports you into a dungeon if you wait too long to kill the enemy. (A0C01Y06)Interkarma wrote: ↑Thu Feb 14, 2019 11:11 pm Jay, could you let me know a classic quest affected by this? I'll look into the execution logic to see what could have changed to produce this.
Here's a run-down of a few issues that appear:
Code: Select all
_clickonenemy_ task:
clicked npc _master_ say 1012
start timer _shortdelay_
hide npc _master_
cast Shield spell on _mmaster_
cast Spell_Reflection spell on _mmaster_
cast Free_Action spell on _mmaster_
place foe _mmaster_ at _meetingplace_
Code: Select all
_teleportpc_ task:
pc at _hidingplace_ set _S.12_
when not _traitordead_ and _shortdelay_
reveal _dungeon_
log 1011 step 1
say 1035
place foe _mmaster_ at _hidingplace_
place npc _master_ at _hidingplace_
teleport pc to _dungeon_
Code: Select all
Message: 1035
The orc shaman's chanting rises