Bug Thread - April 8

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Bug Thread - April 8

Post by indio »

Quick, important note: These changes won't be reflected in the mod for a few days. We'll post when they are.

In the last week of testing, here's how I think it might work best.

I've made a list of all bugs from the old thread and stuck them in a spreadsheet. I'll go through all fo them and verify the fix has been made or fix the bug if it hasn't.

Until that list is complete and posted on this thread, please don't report bugs from the old thread.

Here's the list. I'll edit it into categories soon (Rivermoot, Silvy, Uni etc). I suspect many of these have been fixed (indeed, many have), but I'll be checking each of them over the next few days to be sure.
Rivermoot

1. The AT to Rivermoot East (from Rivermoot) does not function. It does appear to be tied to "Location increment" messages, however. Fixed
2. The house along the road leading to Rivermoot East has two openable doors, but no area transition into the interior. Fixed
3. It seems to be possible to walk through the short wooden fence surrounding Rivermoot shops in places. Fixed
4. The row boat next to the Rivermoot starting point doesn't seem to work. I seem to recall this being tied to a static, so perhaps it won't do anything until they are updated. Fixed
5. Opening the gates to the Rivermoot shop area caused the dockworker standing beside it to drop into an attack animation, like he was about to bash it. He then proceeded to walk down the stairs, get stuck on a corner, and oscillate back and forth repeatedly. Fixed
1. The Kadalion Quest "Unearthed Temple Ruins" seems to have somewhat uncertain behavior. When completed with one character, it was sufficient to click on the AT into the ruins to trigger completion. With a second character, it seemed like I had to actually enter the ruins, then leave to get credit. When doing so, it became obvious that the entrance area of the ruins has some missing textures, unless neon green, blue, and red are really supposed to be part of the decor.Fixed
2. The door of the Angler's Tavern in Rivermoot now appears to be several feet in front of the actual building. Fixed
3. The Kadalion Quest "Nasty Bug" works up to a point. The object of the quest never shows up. Also, the quest gets completed successfully simply by approaching a particular area, instead of by killing the intended object.
The Temple Ruins in NE Rivermoot still have missing textures in the entry area.Fixed
2. The Unearthed Temple Ruins quest refused to trigger successfully, even when I went all the way into the ruins. I was attempting to determine whether stealth was breaking this, but was unable to confirm or refute that. Fixed
3. The Tusker Hunger quest target did not spawn (may have been due to AL questing in the area as well, or could be a stealth issue). Fixed
1. Even when the town's gates are closed, it is still possible to walk right through the wall next to the gates. Fixed
2. The scouting quest that takes you to North and South Hollow seems problematic, as the map only shows the marker for North Hollow (I can't seem to find where South Hollow would be even after rereading the given description a dozen times and trying to match it to the map). When I scouted the North Hollow, my journal updated that I need to report back to the Marshall. The Marshall acknowledged my quest, my journal updated it to be complete. Then when I asked for more scouting assignments, he asks me if I'm done with the Hallows quest. "I'm still working on it" or some such. Fixed - It's just North Hollow now, and the journal and convo reflect this.
3. The tented row of plants in the northeastern corner of the Plantation (right in front of the ladder) seems to be as if invisible. I can walk pretty much right through it. Same issue with several of the various rock outcroppings along the mountains edge. Fixed
5. There is no AT at the southern end of the road, past the Cemetery Bridge. Fixed - Put a sign up explaining why
In Rivermoot, behind the plantation, the stone structure on the other side of the cliff: The walkmesh seems off, my halflings lower quarter was cut off while walking around inside the structure. Fixed
Also the little cave behind that structure, when I went to enter it, I heard a door open, and then I had to click on the cave again to enter, the second time I entered there was no door sound and I entered on the first click. Fixed - This problem won't go away, so expect door sounds on cave opening.
The second scouting quest seems broken. Upon reaching the mouth of the cave I got no journal update and upon returning to the quest giver he did not register me completing the quest.Fixed
For whatever reason, most cave entrances in the mod have invisible doors that must be opened before the cave can be entered. I have no idea why this is. Me neither. My initial suspicion was that it had 2 doors placed in the one opening, but that appears to not be the case.
Scouting II, Dogleg Dell, is either broken or not firing consistently. No quest update is encountered upon nearing the cave mouth, or seemingly walking anywhere in the dell. I tried entering the cave and clearing it out to see if that made a difference, but to no avail. Fixed
The AT to the Catacombs was not working. Fixed
The tower in the northern section of Rivermoot (just west of the gate) has an AT in front of it labeled "Trap". It appears to do nothing. The door on the same tower opens to a blank wall (i.e., no area transition, no door frame, etc.).Fixed
Rivermoot Interior Merchants: The armor shop says he's closed. The weapons shop shows me her wares, but doesn't seem to be able to sell me weapons (tested Lt. Crossbow & Bolts), the "Fine Print" shop works fine, as does the Farrier. Fixed

The Kobold Runt dropped an old-style Cure Light Wounds, or at least it did not have the new text in the description field. Are these in the server yet? Fixed

In the Snake Pit, the AT to exit back to Rivermoot is set several feet in front of the actual cave entrance. Also, leaving the cave seems to cause the creatures outside it to immediately respawn. This only appeared to occur the first time I left -- subsequent attempts did not have this effect. Fixed
1. The crypt door in the ruins east of Rivermoot (second highway area, heading east) cannot be accessed. The ruined building it is inside is unwalkable. Not sure on this one yet.
I was able to purchase an Rivermoot Inn Key for 5 gp, even though I had 0 gp before attempting to purchase the key.Fixed
2. Although the Hollows quest in Rivermoot now seems to work, your journal mentions scouting two chasms, not one. Also, although Kadalion will properly reward you for the quest, you still have a conversation option to accept it again (though selecting it does not appear to have any effect). Fixed
6b Rivermoot Interiors: Jesha plays an invisible flute (or she's a mime). And her description reads "rm_jesha".Fixed
Silverymoon

There were a couple of shop doors (Optym's Blade and a Scroll shop?) where the doors were highlightable, although somewhat fuzzy, but unusable. Perhaps the 'dummy' doors were still in place? Fixed
NW Gate AT from inside Silverymoon was still somewhat funky - I jumped back and forth a couple times to the exterior of Silvy area (not the Travel Map) and wound up on the wrong side of the gates twice. Maybe set that AT with a waypoint target? Fixed
3. The Rauvinwatch Keep walkmesh is either odd, or the mod was lagging like hell when I was last there. Clicking on any doors had no effect (meaning, the PC refused to run over and open them). Approaching manually and trying them sometimes failed as well. Fixed
4. In the Silverymoon Surrounds area, the AT in the NE portion of the map (labeled "SilverymoonNE") does not function. Neither does the "Sundabar Gate Outside" AT seem to function. Fixed
5. Inside Silverymoon, at the Hunter's Gate, there ap pear to be too many guards spawning. I assume there are not supposed to be eight identical guards hanging around. Similar spawn problems are happening at the Moonbridge, and presumably elsewhere in the city. Fixed
7. Entering the "Handful of Stars" building in Silverymoon dumps you out of the module with the "Could not load module" error. This was with an updated PWC, too. Fixed
1. The AT in front of the North Gate Constabulatory (labeled "Constabulary") does not function. Fixed
2. The door to the Westwatch Tower (at the Hunter's Gate) opens to a blank wall. This is identical in appearance to the problematic tower in Rivermoot, only without an AT. Fixed
3. Unless the Lastima price fix has not yet been uploaded, she is still selling her wares for 1 gp. Fixed
4. In Kylan's shop, all the hide shields (light, heavy, and tower) have missing icons (all all displayed with the '?' icon). This problem is repeated in Darak's shop, and thus should be evident anywhere those items are sold. Fixed
5. Attempting to enter the Halls of Inspiration (whose door is labeled "Temple of the Silver Stars") causes a "Could not load module" error. Note that this effectively prevents a PC ejected in this manner from entering the module again until the server resets. The temple is also lacking a map pin. Fixed
6. The Temple of Loyal Fury has both an openable door (with no AT) and an AT on the ground in front of it (with the "Trap" label). All doors inside the temple are labeled "Illefarn Door". The healing script here takes your money but doesn't appear to do anything (I tried the CLW casting). Note that I wasn't injured when I tested this, but I would either expect to not be charged anything, or to see a spell animation fire. Fixed the door, but the healer I'll leave for AL
7. The High Palace interior currently lacks doors or additional rooms.Will leave for further building
1. There is a blank map pin in the SW corner of the city. The AT inside the building labeled in this manner is Fochlucan. The AT does not appear to work. Fixed
3. Some buildings (Silverymoon Fort, Palace interior) have both usable doors (with ATs) and ATs on the ground. The ground ATs generally don't work, although the door ATs do. Fixed
4. This may be by design, but nearly all statues in the Silverymoon Fort are facing west, although there appears to be nothing special located in that direction. Seems to be remedied
5. The cells area for the South Constabulary has major walkmesh issues. Much of that area is unwalkable. There are also three doors in the upstairs door frame. Two are set lower on the ground and appear to be intended to be opened from the other side. There is no AT upstairs in any case. Fixed, although it's clearly in development
6. There are walkmesh issues approaching Iron Shield Armory. The front step is unwalkable. I cannot find the building...Rick, where is it mate?
7. The door to Optym's Blade highlights, but doesn't seem to be usable (I get the slashed circle icon when mousing over it). Fixed
8. Silverymoon guards still seem to be multiplying like rabbits. There are tight groups of them everywhere they spawn. Fixed
9. There are still multiple places where moving PCs will get stuck for no apparent reason (the ramp to the High Palace being one of them). Fixed
10. The AT within the Temple of Silver Stars seems to be broken, hence it is presently impossible to leave.Fixed
Fourthpeak

The lair in the NW section (near the AT from the travelmap) looks to have the same corrupted wall effect (the vertical white stripes) that had plagued Rivermoot. It also has the usual line of sight problems, but I'll cease mentioning that unless I hear it's been fixed. Also, having a cave interior corresponding to a building exterior seems a bit strange. Fixed
In the NE section of the map, there is an AT into a building that doesn't seem to work. This building is in the orc camp. Fixed - Placeable deleted for now
Along the southern edge of the region, there is a narrow rope bridge that spans a chasm. The entire bridge is unwalkable. Fixed
It is not possible to enter the fort from the outside (or to leave the fort to the outside). This does not appear to be the intent, but various unwalkable objects prevent passage.Fixed
There is also an AT mismatch in the Fourthpeak Fort area. In the southern region, there is a cave beneath a waterfall. Taking that AT ports you to another cave mouth around the center of the area. Activating that AT, however, takes you into a cave interior. I suspect the waterfall AT should also connect with a (separate) cave interior.Fixed
Quaervarr

5d Quaervarr The Whistling Stag
1) no barkeep. Bar area is very dark. Fixed
2) Chairs don't seem to be sitable This remains until I can get the orientation right
3) A door in the kitchen going nowhere. Meant to be there? Not Fixed
4) All doors and lockboxes/chests upstairs do not require keys Fixed
5) Patrons static Fixed
5d Quaervarr
1) commoners are static...no 'wandering' script Fixed
2) that double ended sewer thing next to the wooden bridge. Is it supposed to be walkable? It's not atm. Meant to be unwalkabe
3) Cave/mine near track to winters edge has AT (goes blue with mouse) but doesn't AT you Fixed
[/size]

So if you come across a bug in testing, please stick it in a notepad on your computer and wait till the finished bug list is up before posting.

Thanks.
Last edited by indio on Wed Apr 23, 2008 7:54 am, edited 8 times in total.
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Post by indio »

Just a quick note.

The University will probably need a separate thread to ensure Wynna can maintain it as she deems most efficient. This thread will be for all other bugs.
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Post by Runestaff »

Since I figure I'm about as well acquainted with the bug list as anyone, I'll go ahead and add to the list now.
High Hold
1. The southern forest (Boar Hollow) area needs trees removed, or something more drastic to alleviate the major frame rate hit that occurs here. The area in question is the one where the Boar Tusk static is set. Fighting the quest object is presently more of a slide show than anything else. Fixed

2. Creature AI is buggy. In the Swamp Baroness cave, my PC attacked a group of three lizardmen. Two stood there doing nothing, until I killed the first. Then the remaining pair attacked normally.Not sure why.

3. Texturing issue: in the Swamp Baroness cave, there is a black rectangular area on the ground beneath some rocks. It's unwalkable, so perhaps some placeables are supposed to be over it.Can't find it.

4. The High Hold Inn seems to be closed, which is odd given that it happens in the evening. The building should probably have a map pin, too. Unresolved. Sorry.

General
5. Getting "killed" apparently ain't what it used to be, because it seems to leave you in a standing position.

6. Most/all usable containers in the mod seem to be empty.

7. Getting killed by anything reveals the creature's CR to the player (e.g., "Gnoll Warrior (CR 1.25) loses interest.").

8. ATs on some of the transition areas (e.g., area 6c, Northroad 1) are enormous. On the plus side, the north road areas are gorgeous, particularly by night. You may want to consider a bridge in Northroad 2, however, since it looks like the water is deep enough to submerge a human sized PC.

Quaervarr
9. None of the Quaervarr blacksmiths appear to have conversation scripts any longer. Fixed

10. In the Argent Legion post interior, the floor of the cylindrical chamber is unwalkable.Fixed

11. There are two entryways into the Whistling Stag. Only one has an AT. However, there are two exits (which don't match up geographically with the exterior ones) and both place you outside in the same spot. Also, for the sake of all that is good and holy, please ditch the NWN1 string music in the interior.Fixed

Winter's Edge
12. The eastern AT has a typo (Quaervarr is misspelled as "Quarryvarr").Fixed
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Post by indio »

Runestaff wrote:Also, for the sake of all that is good and holy, please ditch the NWN1 string music in the interior.
lol

Thanks for the update.
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Post by Runestaff »

DMFI language selection still seems to be a bit inconsistent. I tried creating an air genasi wizard, only to find that the only available language to choose was Draconic (the rest of the list was blank).

For human wizards, Draconic is listed twice as an available option. Choosing one of them won't make the other vanish, either.

Clearly I'm not about to test every race and class combination, but somebody may want to take a closer look at DMFI to make sure everyone is getting the options they should.
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Post by Runestaff »

Rauvinswatch Keep
1. The building that has two guards out front of it is floating in the air.

2. None of the buildings here seem capable of being entered. Doors either do not open (walkmesh/pathing problem?) or don't have ATs.

3. Large wooden staircases in SW part of region are still unwalkable (previously reported, but Indio did not seem to have compiled any of the old RW bugs above).

Silverymoon
4. Contrary to Rick's last post in the (old) bug thread, statues in Silverguard Fort still all face the same direction.
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Post by AcadiusLost »

Runestaff wrote:DMFI language selection still seems to be a bit inconsistent.
Genasi didn't exist in the game when those scripts were written, and at time current, they are not supported for ALFA Live- hence them not having entries for racial bonus and automatic languages. I can add selections for them as needed down the line, it's fairly trivial work. Should be fine for all standard races, though. Draconic may show up more than once in the list for one or two reasons- doesn't affect its availability, and no language will disappear from the list on selecting it- that's just a limitation of the UI.

ETA on the new module version is perhaps 1-2 hours from now, as I've just now got the latest version from Rick (which should include some of the fixes he's mentioned). Worldgate update will be 15-45 min afterwards, depending how extensive the walkmesh changes were. I'll post when it's all done.
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Post by Curmudgeon »

New PWC installed...

6d Rauvinwatch Keep:

Garrison:
Walkmesh issues in the interior - unwalkable places in some doorways, and in the open interior. Could not enter the High Marshall's office.

Typos in conversation with Lt. Silverstone, choice #5: Tell me about the Silver Legion, PC's first response, "... How many soldiers do have?" Lt. Silverstone's reply: "... We have enough soldiers to cplete all of our patrols."

Temple of Healing: Neither AT works.

Last Chance Inn & Tavern: AT doesn't work.


Silverymoon Exterior: Entering Silvy from the Moongate, progress bar hung for a loooong time loading Area, bar jumping between 90% and 95% complete. Finally loaded.


Silverymoon North:

Optym's Blade:
Conversation with Optym seems okay, but his store doesn't open.
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Re: Bug Thread - April 8

Post by Avaz »

indio wrote:In the last week of testing, here's how I think it might work best.

I've made a list of all bugs from the old thread and stuck them in a spreadsheet. I'll go through all fo them and verify the fix has been made or fix the bug if it hasn't.

Until that list is complete and posted on this thread, please don't report bugs from the old thread.

<...>

So if you come across a bug in testing, please stick it in a notepad on your computer and wait till the finished bug list is up before posting.

Thanks.
Does this mean we shouldn't be listing bugs here? Or does it mean we should but not be listing duplicate bugs as noted in the list?

I ask because I updated the PWC this morning and tested around Rivermoot for about an hour and a half and came up with a whole new list of bugs not already listed here.
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Post by indio »

New bugs get posted here then mate.

If you see the bug in that list above, then its just doubling up.

But if you've a new bug, post away.

Curm: That's how Silvy loads now if its loading for the first time. It's spawning NPCs.
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Post by Avaz »

Thanks for the clarification, indio.

I'll post up list of new squishies with appropriate screenshots later tonight.
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Post by Curmudgeon »

indio wrote:Curm: That's how Silvy loads now if its loading for the first time. It's spawning NPCs.
I wondered about that, but thought it was worth the mention, since I thought that splitting the mod would help reduce load times, and I hadn't noted the jitter in the progress bar before. I did notice some new commoner spawns with walkroutes - this seemed more 'realistic' to me.
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Post by indio »

The split has facilitated about 100 spawns in the north region and 50 in the south. Spawning 100 NPCs will create a load time of about a minute...if they're already loaded, generally half that. So wanderng in and ou of shops should be much less dramatc than spawning the entire area the first time you enter the exterior.

Think of it more as a stablity split instead of a performance split. The load time in the north is as it used to be with few spawns, while the load time in the south is really quite fast.
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Post by Avaz »

Rivermoot

Places:
- Walkmesh in the gazebo seems wonky. The pathfinding to the Marshall takes me around to the side rather than straight through, as demonstrated.
Image

-Cottage by the Plantation: Door works but is unenterable.

- Scouting I: Combat log gave me two quest completion states and gave XP at two different points while walking through the plantation, once when entering the plantation and once when nearing the back corner. Both spots noted on the map.
Image

- Rivermoot temple: Tallonshaw looks overgrown and too large to be a dwarf, I would think. Is this intended?
Image

General:
- Perhaps graphic hiccup on my end, but… Rivermoot inn: Two NPCs pictured seem to have extra animated stuff going on. It kind of looks like extruded fingers they way they move. But it gets corrected when coming closer.
Before:
Image

And after:
Image

- Most commoner NPCs don’t have any dialog when spoken to.

Items:
- The bedroll item available from the riverboat starting area shows a weight of 0.5 lb, while the bedroll available from Salesk at the Fine Print weighs 5.5 lb.

- The Fine Print: spyglass typo: “neetly” should be “neatly”

- Maybe there should be some sort of textual distinction between Large Backpack, Fine Backpack, and Arcane Backpack.

Didn't have enough time to go through any more items with a fine toothed comb.
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Post by AcadiusLost »

Avaz wrote: Scouting I: Combat log gave me two quest completion states and gave XP at two different points while walking through the plantation...
Supposed to be fixable with one of Cipher's later quest system patches, you need to pass each of those triggers to finish the quest. The journal updates properly, they properly work once each, and you can't report/get paid until you do both, so all that part works fine- only "bug" is that the XP is awarded in 2 stages, one per trigger. I halved the XP initially assigned to the static to compensate, but perhaps now the trigger configuration can be fixes instead (33 xp seems more appropriate than 66 for that one anyway.)
Avaz wrote: Perhaps graphic hiccup on my end, but… Rivermoot inn: Two NPCs pictured seem to have extra animated stuff going on. It kind of looks like extruded fingers they way they move. But it gets corrected when coming closer.
This is a known issue with the hak texture and model we're using for female bare hands- I've not had time to work out the specific problem, but it's a graphics glitch that only shows when you're at a distance. Wearing gloves covers it up, as well as just ignoring it, since it's gone as soon as you zoom in or get closer.
Avaz wrote:- Maybe there should be some sort of textual distinction between Large Backpack, Fine Backpack, and Arcane Backpack.
I tooled those items up, thought I'd at least given them a bit of difference in the descriptions, but maybe not, was likely late at night. If you'd like to come up with a basic text description of each that's more illustrative, we can probably get that rolled in before Live.
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