Cast sleep Mission bug win64- ver.126 [restrain foe]
- jayhova
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Cast sleep Mission bug win64- ver.126 [restrain foe]
Sorry I totally missed the specific designation of this classic quest. It's the mages guild quest where you are tasked with casting sleep on a patron of the guild. I journey to the location and there is the MOB waiting there. Strangely the MOB is the wrong gender. Then I realize I don't have the spell because I had not performed this quest with this PC. So I run to the closest guild and buy a spell that works. I get back to the location and I am attacked. I cast the spell and complete the mission, still I am attacked so I leave the house and return to the guild.
Remember always 'What would Julian Do?'.
- Jay_H
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Re: Cast sleep Mission bug win64- ver.126
To summarize: an enemy restrained with "restrain foe" ceases to be restrained if you leave the building and re-enter.
I remember this had been mentioned previously but I ran a search and couldn't find it.
I remember this had been mentioned previously but I ran a search and couldn't find it.
- pango
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Re: Cast sleep Mission bug win64- ver.126 [restrain foe]
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
- Hazelnut
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Re: Cast sleep Mission bug win64- ver.126 [restrain foe]
Pango, you're some kind of omnipotent being when it comes to DFU... always with a link or a bisect... we're very fortunate to have you.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
- pango
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Re: Cast sleep Mission bug win64- ver.126 [restrain foe]
Hahaha, well I'm obsessive with Daggerfall, so I'm trying to make that useful, at least
I setup everything for bisection to be easy on my system, because I know how useful its result can be; It allows me to contribute to fixing code I often do not even understand well...
I setup everything for bisection to be easy on my system, because I know how useful its result can be; It allows me to contribute to fixing code I often do not even understand well...
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
- Hazelnut
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Re: Cast sleep Mission bug win64- ver.126 [restrain foe]
I should probably learn how to bisect commits, currently I work out which bit of code is responsible and do a blame to see who last touched those lines. If that doesn't get me the right commit I manually do a binary search on the previous history to find the commit I am looking for. If you feel like giving a few pointers (no need for a fer dummies guide - hopefully) about how you have it set up to make it easy, that would be great.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
- pango
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Re: Cast sleep Mission bug win64- ver.126 [restrain foe]
That one seems okay: https://git-scm.com/book/en/v2/Git-Tool ... g-with-Git
However if you already know how to bisect manually, it shouldn't be too long to explain:
First, to begin a bisection session, you must issue a
But the process only really starts after you marked a commit as "good" and another as "bad" with
(if you don't specify a commit, that will mark the current commit)
At that moment, git will automatically checkout a commit somewhere between the good and bad ones.
Check whether that commit is good or bad, mark it accordingly, and git will checkout another one, etc, until the first bad commit is identified.
The "good" commit must always be before the "bad" one, chronologically speaking. That said what is "good" and what is "bad" is totally up to you, so in practice that's not a big constraint.
Special case, if a selected commit cannot be tested (say it doesn't compile, or doesn't run), you can mark it as untestable using
and git will pick another close commit that you can hopefully test.
And when you're finished bisecting, you can issue a
and all the tags that where created by the bisection will be cleared.
That's almost all there's to it. One last thing, If you screwed up at some point (marked a commit good when it was actually bad for example) you can use
to get a readable log of all the marking you did. Edit the file any way you like and use
to replay the modified markings.
There's more to it, but in practice that's all I use.
However if you already know how to bisect manually, it shouldn't be too long to explain:
First, to begin a bisection session, you must issue a
Code: Select all
git bisect start
Code: Select all
git bisect (good|bad) [commit]
At that moment, git will automatically checkout a commit somewhere between the good and bad ones.
Check whether that commit is good or bad, mark it accordingly, and git will checkout another one, etc, until the first bad commit is identified.
The "good" commit must always be before the "bad" one, chronologically speaking. That said what is "good" and what is "bad" is totally up to you, so in practice that's not a big constraint.
Special case, if a selected commit cannot be tested (say it doesn't compile, or doesn't run), you can mark it as untestable using
Code: Select all
git bisect skip
And when you're finished bisecting, you can issue a
Code: Select all
git bisect reset
That's almost all there's to it. One last thing, If you screwed up at some point (marked a commit good when it was actually bad for example) you can use
Code: Select all
git bisect log > file.txt
Code: Select all
git replay file.txt
There's more to it, but in practice that's all I use.
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
- jayhova
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- Joined: Wed Jul 19, 2017 7:54 pm
- Contact:
Re: Cast sleep Mission bug win64- ver.126 [restrain foe]
N0B00Y08 is the quest BTW
Remember always 'What would Julian Do?'.