Author Topic: Bug List for Gearhead 2 Version 0.530  (Read 4619 times)

Offline Burzmali

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Bug List for Gearhead 2 Version 0.530
« Reply #30 on: January 15, 2009, 08:22:52 PM »
Not all shopkeepers have shops.  Mostly, those folks are found outside of stores.

Offline Trorbes

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« Reply #31 on: January 15, 2009, 08:39:36 PM »
He's got a shop; not only in one of those cubicles, but it has the decorations of a general shop, too.  Unless the real shopkeeper got displaced he's bugged.

Offline Joseph Hewitt

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« Reply #32 on: January 16, 2009, 01:10:35 AM »
Could you go to that shopkeeper, save, and send me the save file? I'd like to see what's going on with that.

Offline Trorbes

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« Reply #33 on: January 16, 2009, 12:58:05 PM »
He seems to want to sell to me now.  The only reason I can think of for this happening is that he gave me the clue to finding the person who stole the datachip, and now that that episode has been completed, he's gone back to "shopkeeper" status.

Edit:  I just thought of another bug.

Corporate Pilots don't start aligned to any corporation, or at least they don't always.  My character took the role, and his first mech is in the Comet Metalworks color, but I don't seem to actually be employed by Comet.  He started in Maquise, if that has any relevance.

Offline Trorbes

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« Reply #34 on: January 17, 2009, 11:42:21 AM »
New bug (Trorbes_8?):  Themed mecha weapons can replace integral weapons.  I presume this is unintended.

Offline Joseph Hewitt

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« Reply #35 on: January 17, 2009, 04:30:28 PM »
Quoting: Trorbes
New bug (Trorbes_8?): Themed mecha weapons can replace integral weapons. I presume this is unintended.

What integral weapon got replaced?

Offline Trorbes

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« Reply #36 on: January 17, 2009, 08:59:18 PM »
The Buru Buru's interceptor laser.  I was given a Devil-themed Buru Buru with that replaced.

http://www.freewebs.com/trorbes/Images/BuruBuru.GI F

Offline EarthquakeDamage

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« Reply #37 on: January 20, 2009, 03:30:46 PM »
After I talk to someone who tells me to visit a trade show, this stuff pops up in the message window:

Plot deadend in Core Story: #A +Pew +C-- +Tgs +Fcc +H-- +Bor +Gpo C:ACADE =P00 !Hi E:++ E:REDMA E:FAITH E:M.com E:A.equ E:ENEMY F:++ F:REDMA F:CRIME F:ENEMY P:++ P:FCOMS P:MILIT P:POLIT R:++ R:NOFAC R:LABOR R:LANCE R:M.rev R:A.jr_ T:++ T:FCOMS T:POLIT T:M.--- T:A.--- S:meta S:++ L:perm L:++ L:TOHSP L:FCOMS L:GROUND I:++ I:TL_Ex I:NOFAC A:++ A:NOFAC A:THIEF A:M.rev A:A.jr_ H:--

Fun fact:  My first run-through hit a dead-end with the same quest, but I didn't notice any error message about it.  There probably was one, but it must've gotten got buried by new messages before I could see it.

Offline CCC

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« Reply #38 on: January 21, 2009, 06:36:26 AM »
Quoting: Trorbes
He seems to want to sell to me now. The only reason I can think of for this happening is that he gave me the clue to finding the person who stole the datachip, and now that that episode has been completed, he's gone back to "shopkeeper" status.


Just as a thought - at the moment, the SayAnything command seems to make the NPC say a rumour, with only the [Chat] and [Goodbye] options. In a case like this, where a shopkeeper is involved in a plot, it seems that it would make more sense for SayAnything to simply drop to the next set of commands applicable to that NPC (in this case, presumably his shopkeeper program) rather than straight to anything random. (Unless, of course, there is no next layer. In which case it should drop through to the current behaviour.)

Offline Joseph Hewitt

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« Reply #39 on: January 21, 2009, 06:46:31 AM »
Quoting: CCC
it seems that it would make more sense for SayAnything to simply drop to the next set of commands applicable to that NPC (in this case, presumably his shopkeeper program) rather than straight to anything random.

I thought about this, but at the moment there are some structural problems preventing it. I'll think about it some more because this can be a big problem, depending on which NPC gets chosen by the plot.

Offline CCC

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« Reply #40 on: January 22, 2009, 02:10:52 AM »
Quoting: Joseph Hewitt
I thought about this, but at the moment there are some structural problems preventing it. I'll think about it some more because this can be a big problem, depending on which NPC gets chosen by the plot.


Hmmm. Just as a random thought, based on a very brief glance over the code, it looks like the structural problem is that the HandleInteraction function takes a single Persona parameter, not leaving space for a second one.

May I therefore suggest rather a linked list of Personas? This will probably involve substantial change (possibly anywhere and everywhere that Personas are used, since the data type will change) and might cause some difficulty with old save files, so I'm not sure how practical this actually is; it's just the first idea to pop into my head.

Offline Joseph Hewitt

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« Reply #41 on: January 22, 2009, 06:27:06 AM »
My initial idea was simply to copy the regular persona and use this as a base when building a new persona for the plot, but this wouldn't work since the namespace of the plot would conflict with the namespace (well, ID at least) of the original persona.

I think that something along the lines of what you're suggesting might look. If you check out how things work in the mpbuilder.pp unit, you'll see that a character that is selected for a plot is initially given a blank persona containing only the command <NewChat SayAnything>. If this were to be changed to a new command that would jump from the plot-persona to the permanent-persona, things should work the way we want them to work. I think that's what I'm going to do.

Offline EarthquakeDamage

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« Reply #42 on: January 23, 2009, 12:39:35 PM »
It seems that in 0.533 a few things still need tweaking from prior versions.

First, DoleSkillExperience still only allows one rank increase per function call.  While this is fine for normal skill experience, it can muss up paid training.  If you buy several ranks at once, you're forced to spend extra cash in $250 increments to see the full results of your training.  It's just a minor nuisance.

Second, I found more typos:  Difficulcy (difficulty), immanent (imminent).

Third, the description for the Fortress Savin refers to it as the Zero Savin (unlike every other Savin variant).


I haven't yet checked up on a couple things I've noticed recently, but I'll list them anyway in case you haven't caught them yourself:

1.  When I try to give lancemates orders, the message window belches up a couple errors involving the NPCChaos script macro (or thereabouts).

2.  When perusing a map with the 'l'ook command, the screen does not follow the cursor if you move it over a wall.  You have to move it back over a walkable tile before the screen jumps to it.  This also happens when trying to 't'alk to someone, and probably everything else using the targeting cursor.  GH1 did not suffer from this problem, IIRC.

That's all for now.


UPDATE:
Since it crossed my mind, I'd like to mention that cyberware boosts to Athletics, Concentration, and Vitality currently have no effect on SP, MP, and HP respectively.

Offline Joseph Hewitt

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« Reply #43 on: January 27, 2009, 04:35:47 AM »
Quoting: EarthquakeDamage
First, DoleSkillExperience still only allows one rank increase per function call.

Fixed.

Quoting: EarthquakeDamage
Third, the description for the Fortress Savin refers to it as the Zero Savin (unlike every other Savin variant).

Fixed.

Quoting: EarthquakeDamage
1. When I try to give lancemates orders, the message window belches up a couple errors involving the NPCChaos script macro (or thereabouts).

Fixed.