Games > Telepath Tactics Bugs

v1.044/linux bugs: corrupt saves, item reqs vanish, can't save, others

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CraigStern:
Okay, I believe I've now figured out the issue with item requirements not working--this stems to the way the game was delimiting them within the saved game files, so it's something that can be fixed in your saved game file by hand once I update the game.

CraigStern:

--- Quote from: moskewcz on September 13, 2015, 02:55:34 PM ---2) shove fails: here's a log and screenshot.

it looks like the log covers the event question. i wonder about the 'ol "Pusable = false;" burried in there:
>> running extraMoveCheck( Madeleine ); char[34].Pushable = false; direction = Right; distance = 1
--- End quote ---

Yup, that's the relevant line--my guess is that the issue with item requirement parsing spilled over and caused her "pushable" stat to get parsed incorrectly as well. (Which should hopefully mean that that's now going to be fixed as well.) I can confirm this theory if you have a saved game file from when this occurred.

moskewcz:
okay, here's my current, unloadable@forest-random-battle save (made loadable by editing the nextBattle="" string as per your other post). BTW, i noticed i somehow posted the unloadable, unedited version in my 1.045 update for issues (-1/0/1) reply before ... i'd swear the game saved over my edits somehow/again, like i claimed originally. or not. sigh.

anyway and conveniently, this save exhibits both the unpushable characters and the no item reqs bugs, and is my most current save -- i.e. the one i'd want to fix. although perhaps that is still premature? i dunno.

anway, still running 1.045, the log attached is after loading and trying to have emma push ... somebody, i forget. eh, it's in the log. ;)

i guess there is no 1.046? next, i'll update to 1.047 and post at least a brief update of the status of all the issues. [edit: i see the version is on the title screen]

also, BTW, since it looks like we may be in the home stretch here: thanks for all your hard work!

mwm

moskewcz:
1.047 updates. looking good. in summary the only sorta-game-breaker left is (2b), and that might only be special to my semi-broken save. new bugs are: (2a), which is probably linux-specific and is work-aroundable. and (7), which is cosmetic (sorta) but unfortunate for debugging and is windowed-mode-only.

0) can't save: unchanged from 1.045 -- seems fixed, or at least no reproducible issue currently.
1) item class restrictions gone: seems fixed when loading my edited save4 (attached). this is new behaviour. i only spot-checked a few items, though. [edit: oops, not actually fixed, but different -- the item reqs seem to be listed correctly, but in experiments i was unable to have anyone equip anything. see other topic.]
2) push/pull don't seem to work: persists, with new sub-bug:
*new*: 2a) attempting to push causes emma to disappear and the game to freeze. appears to be file case mismatch. work-around-able with symlinks. see first attached log
2b) after symlinking Rest->REST and Walk->WALK, original un-pushability issue persists. see second attached log.
3) display issues: (short version: fixed enough i'd say)
3a) FS: so far, FS seems correct. the playfield is now 'centered', and i don't have any example where i can't scroll enough. panning region seems minimal/correct so far.
3b) windowed: so far, this is similar to 1.045, but better since the playfield is 'centered'. if i don't resize the window it seems correct. if i do resize the window, the issue with the panning region and edge-scroll-hotspots not reflecting the new size persists. however, with edge scrolling disabled, as before, this mode is usable, as typically one would enlarge the window, and the too-large panning region isn't a big issue.
4) various buttons don't seem to have images: seems fixed? in at least a few cases previously-missing icons show up. so, fixed until if/when i find a missing one again.
5) the borders of various dialogs don't render properly (might only be in FS or windowed mode, not sure): seems fixed, on title at least. again, i'll keep an eye out.
6) some cut-scenes display incorrectly (portraits too low and cut off): didn't re-test. [edit: started a new campaign to test (1), and cut-scenes seemed good in FS mode at least]
*maybe-new*: 7) version text on title screen misplaced in windowed mode: in the past, i'd had a hard time figuring out what version i was running. then i saw the verison text in the middle of the title screen. "am i going blind?" i thought. well, maybe not so fast. in windowed mode, the version text appears to render far off the center, and is in fact not visible with resizing the window greatly. see screenshot.

Notes for (2a)/(2b):
ROI in first log (dunno what up with this log exactly, not sure about why the motivate anim is in there, i only did a push -- but note that the game did show a 'push' anim, then a 'motivate' anim, then the char disappeared and the UI semi-froze up (i.e. can't continue playing/issuing commands):
26 |    bmpDataURL = Data/Characters/Rest/Swordsman_F_Rest.png
 27 | running loadSpriteSheet( Data/Characters/Rest/Swordsman_F_Rest.png ) for Emma Strider the Hero
 28 |    previous load operation detected--canceling...
 29 | running revertedToRest() -- currAction = Attack
 30 |    charAttacking = 200
 31 |    chosenAttack = 2
 32 |    element = Falling
 33 | Grabbed the panLayer at (850 , 1075)!  gamePaused = true, currAction = Attack and keyShiftDown = false
 34 | Couldn't load sprite sheet for Emma Strider the Hero! [IOErrorEvent type="ioError" bubbles=false cancelable=false eventPhase=2 text="Error #2035" errorID=2035]!

this shows the mismatching directory names and the symlinks i made to work around them:

moskewcz@orihime:~/games/Telepath Tactics$ ll share/Data/Characters/
total 56K
drwxr-xr-x 62 moskewcz moskewcz 4.0K Sep 17 16:52 Attacks
-rw-r--r--  1 moskewcz moskewcz  313 Sep 17 16:51 Default Team Colors_palette.png
drwxr-xr-x  2 moskewcz moskewcz 4.0K Sep 17 16:52 Hurt
drwxr-xr-x  3 moskewcz moskewcz  12K Sep 17 16:52 _Portraits
lrwxrwxrwx  1 moskewcz moskewcz    4 Sep 18 16:03 Rest -> REST
drwxr-xr-x  2 moskewcz moskewcz  12K Sep 18 15:37 REST
-rw-r--r--  1 moskewcz moskewcz  232 Sep 17 16:51 Skin_palette.png
lrwxrwxrwx  1 moskewcz moskewcz    4 Sep 18 15:37 Walk -> WALK
drwxr-xr-x  2 moskewcz moskewcz  12K Sep 17 16:52 WALK
drwxr-xr-x  3 moskewcz moskewcz 4.0K Sep 17 16:52 zPrototypes

ROI in second log:
866 |       checking attackEffect None
867 |       result: appliedStatus = None
868 | running extraMoveCheck( Farasat ); char[204].Pushable = false; direction = Up; distance = 1
869 |    concluding extraMoveCheck(); final walk directions!!!
870 |     damageQueue[ -1 ] = undefined

mwm

moskewcz:
1.049 updates:

1) as per the other thread, i modified my save game (attached) to conform to the new item reqs. format. i had to guess/reverse-engineer a bit to fix the common inventory part. the python script i used that modifies just the non-common inventory inside <Inv> tags attached (but with a bogus .txt added to the filename so the forum will accept it). i could probably add support for the common inventory case if i knew a bit more about how it needs to be altered. one workaround is to move *all* items out of the common inventory *in the old version of TT* before fixing the save game and upgrading TT. anyway, seems fixed.

2a) persists unchanged from 1.047. i'm starting to realize this may also be something that got messed up at some earlier point due to a (maybe-now-fixed-)bug, but now is persistent in my save file? so, if that's correct, any hints on how to fix the 'pushable' attribute in my save? i didn't test if push/pull works in a new game since it doesn't seem trivial to do that (i.e. would need to replay until getting push skill?). just in case, log from 1.049 attached, but it looks the same as before at a high level.

2b) also still unchanged from 1.047. again, log from 1.049 attached just in case.

note that (2b) is probably game-breaking for linux, and isn't specific to my save AFAIK. again, i didn't test with a fresh game for the same reason as (2a), but i wouldn't think resource filenames/paths would be embedded into the save files?

no news on any other issues, but i didn't re-test any of the prior ones that seemed fixed before. so, the above issue are the only ones i've got left AFAIK. also, i'll note that i'm pretty sure i caught 1.047 saveing over my savegame and breaking the nextbattle string again (without me hitting save), but it seems maybe that issue got fixed in 1.049 based on the dev-log, so i'll just keep an eye out to see if it happens again in 1.049 for now.

mwm

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