Bug Reports V2.0

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ayergo
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Bug Reports V2.0

Post by ayergo »

Post 'em here.
There's a place I like to hide
A doorway that I run through in the night
Relax child, you were there
But only didn't realize and you were scared
It's a place where you will learn
To face your fears, retrace the years
And ride the whims of your mind
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zicada
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Re: Bug Reports V2.0

Post by zicada »

Waypoint leading south out of the city onto lions way is named 'waypoint' or something like that.

fixed

None of the interiors in Beregost seem to be linked to doors. Beregost is beautiful, but seems a bit "quiet", not sure what adding a few more NPCs walking around would do to CPU reqs.

Put tags on relavent doors, not going to add more NPCs (for now) as wastes cpu cycles. Also want to avoid splitting main player "hub"


Different interfaces for merchant(s) in Beregost vs Baldurs Gate, would probably want to have them use the same system.

Needs clarification
"The God of the Old Testament is arguably the most unpleasant character in all fiction: jealous and proud of it; a petty, unjust, unforgiving control-freak; a vindictive, bloodthirsty ethnic cleanser; a misogynistic, homophobic, racist, infanticidal, genocidal, filicidal, pestilential, megalomaniacal, sadomasochistic, capriciously malevolent bully." -- Richard Dawkins
danielmn
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Re: Bug Reports V2.0

Post by danielmn »

Firstly, very enjoyable.

Suggestions....
Counters - A lot of your taverns and shops utilize the shop counter placeable. I think all of the taverns have the barowners behind them. Trouble is, the counters are so far in depth from the PC to the Barman, the PC end up running around the bar to talk to the NPC barowner. I remember this from OAS2 building as well. You'll probably want to decrease the Depth of the shop counter so that the PC can talk over the counter to the barman instead of going all of the way around the bar to speak to him. I have the Bereghost Smithy, helm and cloak inn, elfsong tavern, blushing mermaid down for this change. More than likely the tavern in Bereghost as well, but there was no NPC there to talk to so I don't know.

Actually you can talk over the counter to most of the NPCs. Walk up to them first then click talk. I've done it myself.


Doors - If there aren't any interiors hooked to an exterior door, make the door an Environmental object, ie non-usable. Right now every door highlights...so even with map pins it is kind of hard to distinguish what buildings are there for filler, and what buildings are there that do have interiors. Just make all of the doors that don't lead anywhere environmental, you can always come back later and make them usable again if you hook an interior to it.

Don't like this idea, as it will advertise where to go too much. Sorry.


Signs - You've utilized signs well in Bereghost...but there are none in BG itself. Usage of signs outside of buildings, with whatever the building is, is a norm in any town or city. Let's foottraffic know what's there.
I think the mapnotes should get the job done better, i'm open for more signs if folks really want them but is not high priority item.


The Temple to Lathander in Bereghost has a placeable on the floor in the interior right at the entrance.

fixed


Outside the East Gate of BG, there are two farmhouses. One has a door in the front that needs to be raised up.

fixed

Coastway 3 - take a scan back through this one, a couple of trees as well as rocks floating off of the ground, not by much though.
unable to find


I have a list of merchants you'll need to go back and work on, pricing issues. I can list them here or in a seperate thread dedicated to merchants, your call. A bit pressed for time, so I will list those later.

Awesome. Curm will also be helping with this.
Swift wrote: Permadeath is only permadeath when the PCs wallet is empty.
Zyrus Meynolt: [Party] For the record, if this somehow blows up in our faces and I die, I want a raise

<Castano>: danielnm - can you blame them?
<danielmn>: Yes,
<danielmn>: Easily.

"And in this twilight....our choices seal our fate"
mr duncan
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Re: Bug Reports V2.0

Post by mr duncan »

The display name of the area you start in should be 'Baldurs Gate - Uptown' Rather than 'New Baldurs Gate Master' which is what I called it when I was building the whole city in one zone. Sorry. I missed this.

Fixed

The temple to Umberlee isnt connected to its interior.

Fixed

Do you mean for the friendly arm inn to be locked? Not very friendly.
No interior for this yet (that i like). Not high priority item.


I didnt have access to PC tools. Is this something that will be added as a last step?
Yes. Acadius will be helping with this.


The door exiting sorcerous sundries is called something like Sorc-sund_out. This might be the tag, but needa change the local name to something like "oak door"
Fixed

Also some lazy builder didnt put end posts on the fence around the market. the Iron fence just has an ugly jagged end. Please put two end posts in place, slightly sunken to match the fence.

My brain doesn't understand aesthetics like these


Sounds... another lazy builder totally forgot to put sounds in place at the fountains outside the Umberlee temple and at the fountain pond outside the ducal palace.

My brain doesn't understand aesthetics like these.

Theres a building back to back with the ducal palace, with a walled planter and bushes in it. I forgot to put a map note marking it as the temple to Helm.
Temple of Helm isn't canon anyway, there is a shrine listed though.


CandleKeep is much cool. Found no bugs or flaws, just hadda mention how uber it looked.



J
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Kest
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Re: Bug Reports V2.0

Post by Kest »

Harbormaster interior has strange, tile-based lighting.

Image

Fixed
danielmn
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Re: Bug Reports V2.0

Post by danielmn »

All exteriors - Your herbs seem to want to float in the air. Man, if I could reach that flying shroom man, I would party all night! I have yet to find an herb that I could get to that did have an inventory as well...

Bereghost

- the street merchant who sells potions only has 1 potion of each in his store, once you buy it, there are no more.

Fixed. Not all intended to be infinite.

- a floating stump behind the blue/yellow tents on the edge of town with the art supplies.

Fixed

- trees slightly floating past the road north of that stump. (when settin in a tree placeable that has more than one tree in it on a sloped surface, sometimes it's necessary to lower them so that all of the treetrunks are touching the ground)
- other trees floating here too, best to go tree by tree and make sure they are flush with the ground
Fixed


Lions Way
- Same for the floating trees, near the big rocks.

Can't find.



Cloakwood NW - floating shrooms and trees.

E4 Exterior- Tree in NW corner of map is hanging in midair past the ledge and over the sea

area being reworked by Mr D

Road to Ulgoth 1 exterior - Almost all rocks here are floating, check both sides to make sure rocks are flush with the ground

area being reworked by Mr D


Baldurs Gate, Lower (exterior) - small patch of water next to the wall SE of the Temple of Unberlee (looks like a triangle peice of water) needs to be lowered to match the rest of the water height.

Fixed

Harbormaster interior - Rename exit door from crossroads keep double to whatever you wish it to be.


Fixed

Thunderhammer Smithy - you have two pillars in the middle of the room that are missing 1/4 of the pillar...just need to replace the tiles with ones that have the corner columnpeice.

Fixed

Jovial Juggler, downstairs - A floating set of silverware/napkin in the kitchen above the plate/silverware table.
Upstairs - Your wall lamps are all on the floor, eight of them. Raise them and attach to wall.
- The blue and silver carpets in the main upstairs room need resizing, they are spilling into at least three private rooms.

Fixed
Swift wrote: Permadeath is only permadeath when the PCs wallet is empty.
Zyrus Meynolt: [Party] For the record, if this somehow blows up in our faces and I die, I want a raise

<Castano>: danielnm - can you blame them?
<danielmn>: Yes,
<danielmn>: Easily.

"And in this twilight....our choices seal our fate"
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Teric neDhalir
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Re: Bug Reports V2.0

Post by Teric neDhalir »

Only managed a quick 10 mins looking around, but noticed you have some humungously big AT triggers, such as from the Coast Road to the Cloakwood. It's, like, 20m diameter??
Made the one in question smaller. If there are others that really break your immersion post and i will fix.
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ayergo
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Re: Bug Reports V2.0

Post by ayergo »

Floating mushrooms:

I mentioned before that this seemed like it wasn't worth fixing so they were perfectly on the ground, but a lot of folks seem distracted by it. I'll consider increasing spawn points and decreasing drastically the probability of anything spawning.

Big ATs:

Again mentioned that i rather like being able to find the ATs easily when its in the wilds, seems most folks prefer to hunt around for them a bit. I'll see what i can do.
There's a place I like to hide
A doorway that I run through in the night
Relax child, you were there
But only didn't realize and you were scared
It's a place where you will learn
To face your fears, retrace the years
And ride the whims of your mind
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Kest
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Re: Bug Reports V2.0

Post by Kest »

I suspect most people have ATs set to 'always visible' from playing on other servers, which makes the big ones an eyesore.
danielmn
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Re: Bug Reports V2.0

Post by danielmn »

When I mentioned a specific area with floating shrooms, I mean the shrooms are way above my PC's head, floating way above. :P
Swift wrote: Permadeath is only permadeath when the PCs wallet is empty.
Zyrus Meynolt: [Party] For the record, if this somehow blows up in our faces and I die, I want a raise

<Castano>: danielnm - can you blame them?
<danielmn>: Yes,
<danielmn>: Easily.

"And in this twilight....our choices seal our fate"
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ayergo
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Re: Bug Reports V2.0

Post by ayergo »

danielmn wrote:When I mentioned a specific area with floating shrooms, I mean the shrooms are way above my PC's head, floating way above. :P
Tell him to stop taking drugs then! : P

You guys are awesome. Windoze updated this morning though and i haven't had time to put the server back up. Noticed it had crashed last night with Danielmn on, you know which area you were in when it crashed? I think i know the problem.
There's a place I like to hide
A doorway that I run through in the night
Relax child, you were there
But only didn't realize and you were scared
It's a place where you will learn
To face your fears, retrace the years
And ride the whims of your mind
danielmn
Fionn In Disguise
Posts: 4678
Joined: Sat Nov 05, 2005 9:08 pm

Re: Bug Reports V2.0

Post by danielmn »

I crashed upon entering the cave in between Beregost and BG, the one on the screen that has the river/bridge and steep incline.

Checked this, not sure whats up. Try again?
Swift wrote: Permadeath is only permadeath when the PCs wallet is empty.
Zyrus Meynolt: [Party] For the record, if this somehow blows up in our faces and I die, I want a raise

<Castano>: danielnm - can you blame them?
<danielmn>: Yes,
<danielmn>: Easily.

"And in this twilight....our choices seal our fate"
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ayergo
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Re: Bug Reports V2.0

Post by ayergo »

Also added spot checks for a couple items in dive script, they are invisible. Added prayer and curse to corpse/faith PC scripts
There's a place I like to hide
A doorway that I run through in the night
Relax child, you were there
But only didn't realize and you were scared
It's a place where you will learn
To face your fears, retrace the years
And ride the whims of your mind
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Kest
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Location: Flint, MI

Re: Bug Reports V2.0

Post by Kest »

The red text is a much improved method of communicating what has been fixed, nice idea.
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Mick
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Re: Bug Reports V2.0

Post by Mick »

Horse stalls inside Friendly Arm Inn courtyard are walkable. Little walkmesh cutter action is needed.

Samuel Feldepost III has no assigned convo. Same deal with Barkeep at the Burning Wizard.

No one seems to be tending the Jovial Juggler Inn at all.

Thunderhammer Smithy-sold a 1gp club to Thunderhammer, then was told the store did not have enough gold to buy a second club.
Talk less. Listen more.

Current PCs: ?
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