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  1. View Forum Posts #21
    Hero Tratos's Avatar
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    Well done. All sort of bug reports are too spread around. It's hard to address them when you can't find them.

  2. View Forum Posts #22
    General Korianous's Avatar
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    Perhaps this thread should be stickied . We'll have a look.
    Ach Fry, Ich hab dich mehr als der Monde, die Sterne...das...fail.

  3. View Forum Posts #23
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    BloodBlade22 is offline
    Ok thanks guys(gals?), for the response and all your hard work.

  4. View Forum Posts #24
    Adventurer Pandelik's Avatar
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    Hi,I found a bug related to Biff.When I talk to him for the first time he will tell me something and the dialog would end suddenly just to be repeated again as long as I am close enough to Biff and without being able to discuss with him.It's quite annoying since I would like to use him as an escort.

    By the way,thanks for your effort,guys.

    A movement of The Myrtanian Anti-Rasist Council

  5. View Forum Posts #25
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    1. I confirm a presence of bug in a dialogue with Biff (script Story\Dialoge\DAI_DJG_713_Biff.d):
    Spoiler:(zum lesen bitte Text markieren)
    func int DIA_Biff_KOHLEWEGGEBEN_Condition()
    {
    if((DJG_Biff_SCGold > Npc_HasItems(hero,ItMi_Gold)) && (DJG_Biff_HalbeHalbe == TRUE) && (DJG_BiffParty == TRUE) && (DJG_Biff_Stay == FALSE))
    {
    };
    return TRUE;
    };

    func void DIA_Biff_KOHLEWEGGEBEN_Info()
    {
    AI_Output(self,other,"DIA_Biff_KOHLEWEGGEBEN_07_00"); //Don't scatter your gold all over the place.
    AI_Output(self,other,"DIA_Biff_KOHLEWEGGEBEN_07_01"); //Better give it to me, then.
    AI_StopProcessInfos(self);
    DJG_Biff_SCGold = Npc_HasItems(hero,ItMi_Gold);
    };

    To fix this bug it's necessary to transfer marked with a red color string into the 'if-then' condition block:
    Spoiler:(zum lesen bitte Text markieren)
    func int DIA_Biff_KOHLEWEGGEBEN_Condition()
    {
    if((DJG_Biff_SCGold > Npc_HasItems(hero,ItMi_Gold)) && (DJG_Biff_HalbeHalbe == TRUE) && (DJG_BiffParty == TRUE) && (DJG_Biff_Stay == FALSE))
    {
    return TRUE;
    };
    };


    2. In the same script presents one not translated from German to English NH's phrase:
    Spoiler:(zum lesen bitte Text markieren)
    func void DIA_Biff_GELDEINTREIBEN_zuTeuer_trennen()
    {
    AI_Output(other,self,"DIA_Biff_GELDEINTREIBEN_zuTeuer_trennen_15_00"); //Ich fьrchte, ich muss mich von dir trennen.
    AI_Output(self,other,"DIA_Biff_GELDEINTREIBEN_zuTeuer_trennen_07_01"); //If you say so. Then I'll just have to take my share.
    BIFF_LABERT_GELDEINTREIBEN = FALSE;
    AI_StopProcessInfos(self);
    Npc_ExchangeRoutine(self,"Start");
    B_Attack(self,other,AR_NONE,1);
    self.aivar[AIV_PARTYMEMBER] = FALSE;
    DJG_BiffParty = FALSE;
    DJG_Biff_HalbeHalbe = FALSE;
    DJG_BiffParty_nomore = DJG_BiffParty_nomore + 1;
    };

    You should replace it with:
    Spoiler:(zum lesen bitte Text markieren)
    AI_Output(other,self,"DIA_Biff_GELDEINTREIBEN_zuTeuer_trennen_15_00"); //We must part ways now, I'm afraid.


    3. Syntax error in the script Story\B_Content\B_Addon_PiratesGoHome.d:
    Spoiler:(zum lesen bitte Text markieren)
    func int C_TowerBanditsDead()
    {
    var C_Npc TowerBandit1;
    var C_Npc TowerBandit2;
    var C_Npc TowerBandit3;
    TowerBandit1 = Hlp_GetNpc(BDT_10100_Addon_TowerBandit);
    TowerBandit2 = Hlp_GetNpc(BDT_10101_Addon_TowerBandit);
    TowerBandit3 = Hlp_GetNpc(BDT_10102_Addon_TowerBandit);
    if(Npc_IsDead(TowerBandit1) && Npc_IsDead(TowerBandit2) && Npc_IsDead(TowerBandit3))
    {
    return TRUE;
    };
    TowerBanditsDead = TRUE;

    else
    {
    return FALSE;
    };
    };

    Correct 'if-then-else' block should be:
    Spoiler:(zum lesen bitte Text markieren)
    if(Npc_IsDead(TowerBandit1) && Npc_IsDead(TowerBandit2) && Npc_IsDead(TowerBandit3))
    {
    TowerBanditsDead = TRUE;
    return TRUE;
    }
    else
    {
    return FALSE;
    };


    4. Hero gives to Pardos 3 essences of healing instead of 1 elixier of healing (script Story\Dialoge\DIA_STRF_1122_Addon_Pardos.d):
    Spoiler:(zum lesen bitte Text markieren)
    func void DIA_Addon_Pardos_trank_Info()
    {
    AI_Output(other,self,"DIA_Addon_Pardos_trank_15_00"); //Here, drink that.
    AI_StandupQuick(self);
    Info_ClearChoices(DIA_Addon_Pardos_trank);
    Info_AddChoice(DIA_Addon_Pardos_trank,Dialog_Back,DIA_Addon_Pardos_trank_BACK);
    if(Npc_HasItems(other,ItPo_Health_01))
    {
    Info_AddChoice(DIA_Addon_Pardos_trank,"Give essence of healing",DIA_Addon_Pardos_trank_01);
    };
    if(Npc_HasItems(other,ItPo_Health_02))
    {
    Info_AddChoice(DIA_Addon_Pardos_trank,"Give extract of healing",DIA_Addon_Pardos_trank_02);
    };
    if(Npc_HasItems(other,ItPo_Health_03))
    {
    Info_AddChoice(DIA_Addon_Pardos_trank,"Give elixir of healing",DIA_Addon_Pardos_trank_03);
    };
    if(Npc_HasItems(other,ItFo_Addon_Meatsoup))
    {
    Info_AddChoice(DIA_Addon_Pardos_trank,"Give meat stew",DIA_Addon_Pardos_trank_Soup);
    };
    };

    ...

    func void DIA_Addon_Pardos_trank_03()
    {
    if(B_GiveInvItems(other,self,ItPo_Health_01,3))
    {
    B_UseItem(self,ItPo_Health_03);
    };
    Info_ClearChoices(DIA_Addon_Pardos_trank);
    Pardos_Geheilt = TRUE;
    B_SayPardosThanks();
    B_GivePlayerXP(XP_Ambient * 3);
    };

    This bug has been described in August, 26th 2009 by user Skaarj from AG.ru forum.

    5. In the "Night of the Raven" experience for theft from these NPCs calculating under the formula of original Gothic II:
    Khorinis: Valentino and Salandril (key), Cavalorn (quiver);
    Valley of mines: Dobar (ore), Engor (map);
    Jahrkendar: Franco (amulet), Francis (key).
    How to fix this bug:
    Spoiler:(zum lesen bitte Text markieren)
    If you want that experience for theft calculated under the formula of addon, in the following script files:
    Story\Dialoge\DIA_AddonBAU_4300_Cabalorn.d
    Story\Dialoge\DIA_BDT_1093_Addon_Franco.d
    Story\Dialoge\DIA_PIR_1350_Addon_Francis.d
    Story\Dialoge\DIA_VLK_421_Valentino.d
    Story\Dialoge\DIA_VLK_422_Salandril.d
    Story\Dialoge\DIA_VLK_4106_Dobar.d
    Story\Dialoge\DIA_VLK_4108_Engor.d
    in a function func void DIA _<NPC_name>_PICKPOCKET_DoIt() you should replace B_GivePlayerXP(XP_Ambient) with B_GiveThiefXP().


    6. In a 5th chapter developers "have forgotten" to give experience for a joining to the ship crew of Lester and Lares.
    How to fix that:
    Spoiler:(zum lesen bitte Text markieren)
    in the decompiled script files:
    Story\Dialoge\DIA_PC_Psionic.d
    Story\Dialoge\DIA_VLK_449_Lares.d
    in a function func void DIA _<NPC_name>_KnowWhereEnemy_Yes()
    it's necessary to add string B_GivePlayerXP(XP_Crewmember_Success);


    If you want to know more about NotR bugs, please look for a German (created by Fizzban and Lord Sargon) and Russian patches (created by Efectivo on the base of Fizzban's scriptpatch).
    Last edited by Dimus; 13.04.2010 at 13:46.

  6. View Forum Posts #26
    Hero Tratos's Avatar
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    ^ Thanks for the input Dimus, your fixes have been added to the patch. We would appreciate a lot, if you could point us to some more.

  7. View Forum Posts #27
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    PaulMuadDibUsul is offline
    Quote Originally Posted by Mayaam View Post

    - Unlimited xp/gold xploits (Skeleton mages spawn farming, mercenary and paladin unlimited xp/gold by knocking down Buster/Jan. Also there is Francis' paybook, you can knock him down, and sell his book over and over. Same thing with dragon hunter Biff that you can hire for escort, basically he is free, just beat him up take money cast oblivion, repeat. Old coins and Wasili..). Skeleton mages summons should be limited, and quest items that you gave to npc should be removed from their inventory.
    Hi everyone!

    I have a suggestion how to fix this. I'm not a programer but could you make those things which we give Buster, Jan, Francis (horns, paybook) to disappear from their inventory? For example we give Buster the shadowbeast horns, he takes them and then they are removed from his inventory. Is it possible? (The same goes with Valentino's ring which we can buy from Coragon after giving him it)

    Another one - when we go to the red latern to find Peck, after convincing him to go back to Lord Hagen the woman he was talking to is still standing in that room. Shouldn't she be doing something? Like going downstairs to dance or sth.
    Last edited by PaulMuadDibUsul; 18.05.2010 at 16:50.

  8. View Forum Posts #28
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    I know that some exploits were eliminated in the created by Lord Sargon G2Addon_scriptpatch (Changelog in German):
    Spoiler:(zum lesen bitte Text markieren)
    Features

    •Gildenlos:
    Für Freunde des gildenlosen Spiels wurden die 2 Hürden entfernt, die es bislang verhindert haben, gildenlos zu bleiben. Lord Hagen lässt nun auch Gildenlose und Novizen ins 2.Kapitel (um zu Lord Hagen vorzudringen, muss man aber natürlich nachwievor die Wachen austricksen), und Xardas geht trotz Gildenlosigkeit zum Sonnenkreis. Ansonsten ist auf dem gildenlosen Weg alles so belassen wie es war, weitere Hindernisse gibt es keine, aber auch keine speziellen gildenlos-features, man ist dann quasi so etwas wie ein Söldner 2.Klasse ohne spezielle Gildenquests, und die Crawlerplattenrüstung bleibt die beste Rüstung, die man bekommen kann.
    •Novize:
    Zu Zeiten von G2 Klassik, wo es das Hindernis bei Lord Hagen noch nicht gab, und man gildenlos oder als Novize ins 2.Kapitel kam, stand man vor dem Problem, dass es im 2.Kapitel als Novize keine Arbeit im Kloster gab und man nicht in die Bibliothek konnte (unter anderem deswegen wurde im Addon das Hindernis bei Lord Hagen eingebaut). Da ich das Hindernis jetzt wieder entfernt habe, habe ich die Novizenquests auch fürs 2.Kapitel freigeschaltet, man kann jetzt also problemlos auch im 2.Kapitel Novize und Magier werden (für die Feuerprüfung kann man dann zB die Feuerpfeilrune aus Jharkendar holen ).
    •Wassermagier:
    Für alle, die gerne Wassermagier werden wollen, gibt es nach Ravens Tod diese Option bei Saturas (dezent versteckt hinter einer anderen permanenten Gesprächsoption). Der Zeitpunkt macht storymäßig Sinn, da man erst nachdem man Raven besiegt hat wieder das volle Vertrauen von Saturas zurückgewonnen hat. Welcher Gilde man vorher angehört hat, ist egal, man kann ab dann immer zum Wassermagier werden, spätestens im 5.Kapitel.
    Da es sich mehr um eine Anpassung an bereits Vorhandenes als um eine richtige Mod handelt, gibt es weder neue NPCs noch spezielle Wassermagier-Quests/Dialoge, aber weil man dann der Wassermagier-Gilde angehört, mussten natürlich für zahlreiche gildenabhängige Dialoge/Aktionen/Reaktionen eigens Entscheidungen für den Fall des Wassermagiers getroffen werden, also welche der vorhandenen Quests man bekommt, was man lernen kann, welchen Respawn es gibt, und welche Gesprächsoptionen, also dass man von NPCs zB nicht als Söldner oder Feuermagier angesehen/bezeichnet wird etc.
    Als Wassermagier bekommt man natürlich 2 verschiedene Wasserroben, zusätzlich gibt es noch eine Schärpe des Wassers (analog zur Schärpe des Feuers), 2 neue Beschwörungszauber für den 3. und 4. Kreis, und im 5.Kapitel kann man noch eine dunkle Robe und eine weitere "Wasser-Rune" (statt dem Heiligen Geschoss) erhalten, des weiteren kann man als Wassermagier die Klaue Beliars beliebig zwischen Rune und Waffe umtauschen.
    •Sonstiges:
    Esteban hat jetzt den Schlüssel dabei, mit dem man seine Truhe öffnen kann
    Bugs

    •Lares:
    Der Lares-Bug in der Form, dass Lares in Kapitel 1 und 2 nicht mehr zu den Wassermagiern bzw. in den nördlichen Wald mitgeht, ist in den aktuellen G2-MDK-scripts schon längst behoben (kommt auch in der Gold-version nicht mehr vor). Allerdings kann es im 3.Kapitel (wo Lares grundsätzlich nicht mehr mitgeht) offenbar noch vorkommen, dass die Option "Ornament zurückverlangen" fehlt, und man somit auf "blaresb" etc. zurückgreifen muss, um das Ornament zurückzubekommen. Außerdem sorgt es bei manchen für Verwirrung, wenn Lares im 3.Kapitel noch auf eine Ablösung wartet, und sagt, dass er losgehen will, es aber dann doch nicht tut.
    Um derartiges zu vermeiden, gibt es folgende Änderungen:
    - Für Versionen, wo oben genannter Lares-Bug noch auftritt, wird dieser behoben
    - Lares erwartet jetzt im 3.Kapitel keine Ablösung mehr, und sagt bei der "Lass uns gehen"-Option, dass er hierbleiben will, mit anschließendem "Ornament zurückverlangen" als einzige Option, womit klar ist, dass man das Ornament alleine zu den Wassermagiern bringen muss.
    - Wenn man das Ornament erst im 3.Kapitel Lares gibt, akzeptiert er direkt das Angebot des Helden "Ich werde das Ornament für dich hinbringen".
    •Verwandlung:
    - Wenn man sich nach einer Tierwerwandlung zurückverwandelt, hat man automatisch die besten Waffen, die man tragen kann, angelegt. Wenn man vor der Verwandlung eine andere Nahkampfwaffe angelegt hatte, und es einen attributsverändernden Unterschied gibt, wirkt sich dieser bei der Rückverwandlung permanent aus. Um diesen bug zu vermeiden, wird jetzt auch direkt vor der Verwandlung die beste Nahkampfwaffe angelegt, somit gibt es keine Differenz zur Waffe nach der Verwandlung und keine Attributsänderungen.
    - Wenn man von NPCs in verwandelter Form gesehen wurde, wollen sie einen auch später (wenn man längst zurückverwandelt ist) noch töten. Mit der Änderung verhalten sie sich danach friedlich (vorausgesetzt man hat sich aus ihrer Sichtweite entfernt, solange sie noch feindlich waren), das selbe gilt auch, wenn man sich ihnen in Banditenrüstung gezeigt hatte.
    - Verwandlungsspruchrollen kosten laut Anzeige 5 Mana, ziehen aber trotzdem bei der Verwandlung 10 Mana ab, das ist auf jetzt auf 5 Mana korrigiert
    •Schattenläuferhörner:
    - der 0-Exp-bug ist behoben
    - der exploit wird verhindert, dh wenn man Buster niederschlägt, bekommt man die Hörner nicht mehr zurück
    - man kann jetzt auch wenn man das Hörner-nehmen noch nicht gelernt hat, gefundene Hörner an Buster abgeben

    •Fokussteine:
    wenn man einen Fokus verloren hat, bekommt man von Merdarion einen neuen
    •Alte Münzen:
    der exploit wird verhindert, dh wenn man Wasili niederschlägt, bekommt man die Münzen nicht mehr zurück

    •Sprachen der Erbauer:
    der Fehler, dass Myxir in der Stadt keine Sprachen mehr lehrt, ist behoben
    •Feuerdrache:
    der Feuerdrache ist jetzt nicht mehr schon von Anfang an sterblich
    •Mika-Exploit:
    der Bug, dass man Mika unbegrenzt oft auf Akil ansprechen und Exp kassieren kann, ist behoben
    •Milten-Exploit:
    wenn man Milten auf Irdorath niederschlägt, hat er jetzt nicht nocheinmal das ganze neue Inventar mit Kronstöckel und Drachenwurzel
    •Vatras-Almanach-Exploit:
    wenn man Vatras auf Irdorath den Almanach der Besessenen gibt, kann man ihn jetzt nicht mehr zurückkaufen

    •Diebesgilde:
    Wenn man Rengaru und Halvor hat laufen lassen, aber von Nagur keinen Auftrag mehr erhält, weil man Miliz/Paladin/Novize/Magier ist, ist ein Beitritt zur Diebesgilde nicht mehr möglich. Es ist zwar die Frage, ob man das überhaupt als bug bezeichnen kann, da es durchaus so gedacht ist, dass man unwichtige Nebenquests in den Sand setzen kann (wenn man weiß, wie es geht, macht man den Fehler ohnehin nicht mehr, und holt sich Nagurs Auftrag am besten gleich als Gildenloser), trotzdem gibt es jetzt als Notlösung eine weitere alternative (brutale) Beitrittsmöglichkeit: Wenn man einen der 3 (Nagur, Halvor, Rengaru) tötet, wird man auch von Kardif zu Attila geschickt, der einen direkt ohne Dialog angreift.
    •Der Jan-Drachenblut-Exploit ist jetzt auch behoben
    •Als Gildenloser hat man im 4./5. Kapitel jetzt den selben ausgiebigen spawn wie als Wassermagier (mit Orks, Echsenmenschen und Suchenden)
    •Als Gildenloser kann man im 5.Kapitel im Klosterkeller eine weitere Rüstung bekommen, die muss man allerdings im Kampf mit einem harten (namenlosen) Gegner erbeuten (man bekommt sie auch nur dann, wenn man ihn persönlich erledigt).
    •Als Gildenloser kann man (aus Nostalgiegründen ) noch eine Schattenrüstung von Diego am Austauschplatz bekommen (ist schon im 1.Kapitel möglich), sowie eine Templerrüstung von Angar. Um Verwirrungen bezüglich der letzten Rüstung im Klosterkeller zu vermeiden, bekommt man sie jetzt auf jeden Fall beim Tod des Gegners, unabhängig davon, wie er stirbt.
    •Als Wassermagier braucht man im 5.Kapitel keine Teleportrune mehr zu bauen, um die letzte Robe/Rune zu erhalten (damit es nicht ganz gleich wie beim Paladin ist).
    •Der Bug, dass man Suchenden ihre Runen klauen kann, ist behoben
    •Skelett-Exploit: Skelettmagier beschwören jetzt nur mehr maximal 5 Skelette
    •Diverse Kleinigkeiten ausgebessert.


    I'm added in the bug list exploit with Abuyin: hero can sell him honey tobacco, beat him, plunder and sell honey tobacco over and over.

    Some bugs were fixed in the G2a_NR_ScriptPatch:
    1. During Fire Contest novice Agon is not killing Hero if he was defeated him because attack reason set to AR_NONE. But another novices Ulf and Igaraz kills defeated Hero (attack reason set to AR_KILL). You should replace wrong attack reasons in script Story\Dialoge\DIA_NOV_603_Agon.d.

    2. During Fire Contest novice Igaraz goes to the wrong waypoint (NW_TAVERNE_TROLLAREA_66) and disappears from game. Fixed script Story\NPC\NOV_601_Igaraz.d:
    Spoiler:(zum lesen bitte Text markieren)
    func void Rtn_CONTESTWAIT_601()
    {
    TA_Stand_ArmsCrossed(8,0,23,4,"NW_TAVERNE_TROLLAREA_06");
    TA_Stand_ArmsCrossed(23,4,8,0,"NW_TAVERNE_TROLLAREA_06");
    };


    3. Igaraz doesn't attack Hero when he got a blank rune stone. You need to change condition in the script Story\Dialoge\DIA_NOV_601_Igaraz.d:
    Spoiler:(zum lesen bitte Text markieren)
    func int DIA_Igaraz_Stein_Condition()
    {
    if((MIS_SCHNITZELJAGD == LOG_Running) && (other.guild == GIL_NOV) && (Npc_HasItems(other,ItMi_RuneBlank) >= 1))
    {
    return TRUE;
    };
    };


    4. Fixed bug with a protection ring in the Samuel's trade inventory (Story\B_GiveTradeInv\B_GiveTradeInv_Addon_Samuel.d):
    Spoiler:(zum lesen bitte Text markieren)
    if((Kapitel >= 1) && (Samuel_ItemsGiven_Chapter_1 == FALSE))
    {
    CreateInvItems(slf,ItMi_Gold,100);
    CreateInvItems(slf,ItFo_Addon_Rum,2);
    CreateInvItems(slf,ItFo_Booze,3);
    CreateInvItems(slf,ItFo_Beer,6);
    CreateInvItems(slf,ItFo_Wine,2);
    CreateInvItems(slf,ItFo_Bacon,2);
    CreateInvItems(slf,ItMi_Flask,4);
    CreateInvItems(slf,ItPl_SwampHerb,4);
    CreateInvItems(slf,ItMi_Joint,1);
    CreateInvItems(slf,ItRi_Prot_Fire_02,1);
    Samuel_ItemsGiven_Chapter_1 = TRUE;
    };


    5. It happens that after when run away from Sekob Rosi and Till will come on a Onar's farm, they don't left the hero. For example, I have finished them to a front entrance (where there is Sentenza), have received the award from Rosi, but both of them all the same continue to run with me. The reason - not always works a condition in the function DIA_Rosi_ANGEKOMMEN_Info() (script Story\Dialoge\DIA_Bau_936_Rosi.d):
    Spoiler:(zum lesen bitte Text markieren)
    else if(Npc_GetDistToWP(self,"NW_BIGFARM_KITCHEN_02") < 8000)
    {
    Npc_ExchangeRoutine(self,"BIGFARM");
    B_StartOtherRoutine(Till,"BIGFARM");
    }


    To be continued...
    Last edited by Dimus; 18.05.2010 at 19:50.

  9. View Forum Posts #29
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    PaulMuadDibUsul is offline
    Hello, here are some more bugs:

    Additional exploits: Cipher and Hodges - selling everything and beating him; Wasil - giving old coins and beating him; Vatras - giving him the Almanach and buying it from him (chapter 6 i think).

    About the Lehmar's account book. We can give it to Coragon, Thorben and Hanna. We can give it to all of them if we know the order. What do you think about blocking the possibility of buying the account book from them? That you will be able to give it only to one of them. What do you think about it?

    The hunter Grom is not sleeping in his tent (the guy where are two trolls)

    The player can buy the pack of steel from Huno

    Demons can get pass the doorway. Is it possible to make them smaller? So they could attack the player.

  10. View Forum Posts #30
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    Dimus is offline

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    6. The two-handed sword (105/105), by which Angar in the Valley of Mines has been equipped, is saved after transition to a Bengar's farm, and also on Irdorath island. You should to replace in the scripts Story\NPC\DJG_705_Angar_NW.d and Story\NPC\DJG_705_Angar_DI.d following string
    Spoiler:(zum lesen bitte Text markieren)
    EquipItem(self,ItMw_2H_Sld_Sword);
    with
    Spoiler:(zum lesen bitte Text markieren)
    EquipItem(self,ItMw_Zweihaender2);


    7. After freeing by the hero unnamed slaves don't leave together with Patrick's group, and are simply removed by a script - as a result at the installed parameter spawnRemoveNpcOnlyIfEmpty=1 in Gothic.ini their corpses remain in the gold mine:
    STRF_1128_Addon_Sklave - STRF_1130_Addon_Sklave
    STRF_1136_Addon_Sklave - STRF_1140_Addon_Sklave
    As in Jahrkendar there is a place "TOT" (there are added corpses of NPCs, who passed to other location or has been removed under the scenario).
    I suggest to include in Patrick's scripts, Monty, Tonak, Telbor, Pardos and these slaves function Rtn_Tot_<id> (where <id> - its serial number registered in NPC instance, for example for Patrick in Jahrkendar (Story\NPC\STRF_1118_Addon_Patrick.d) it will be 1118):
    Spoiler:(zum lesen bitte Text markieren)
    func void Rtn_Tot_1118()
    {
    TA_Sleep(8,0,23,0,"TOT");
    TA_Sleep(23,0,8,0,"TOT");
    };

    The same function can be added in a script of Biff (Story\NPC\DJG_713_Biff.d) - then after transition in Khorinis his body will be moved to a mortuary of the Valley of Mines.

    8. Serious error - in 2nd chapter it is possible to go together with Diego to a rock dragon lair! There even in 4th chapter don't go Gorn and Biff. Therefore it is necessary to put for Diego the additional delimiter in C_DiegoTooFar() function that he can't go to the guarded by draconians plateau (PATH_TO_PLATEAU04_SMALLPATH) and set appropriate check in DIA_Addon_ThiefOW_TooFar_Info() function.
    Story\B_Story\C_DiegoTooFar.d:
    Spoiler:(zum lesen bitte Text markieren)
    const int LOC_ANGAR = 1;
    const int LOC_ICE = 2;
    const int LOC_SWAMP = 4;
    const int LOC_FIRE = 3;
    const int LOC_LAKE = 5;
    const int LOC_XARDAS = 6;
    const int LOC_FAJETHMINE = 7;
    const int LOC_SILVESTROMINE = 8;
    const int LOC_GRIMESMINE = 9;
    const int LOC_BURG = 10;
    const int LOC_ORCBARRIER = 11;
    const int LOC_ORCBARRIER_FAR = 12;
    const int LOC_ROCK = 13;

    func int C_DiegoTooFar(var int tolerance)
    {
    if(Npc_GetDistToWP(hero,"SPAWN_OW_SHADOWBEAST_10_01") < (4000 + tolerance))
    {
    return LOC_ANGAR;
    }
    else if(Npc_GetDistToWP(hero,"OW_ICEREGION_ENTRANCE_01") < (3000 + tolerance))
    {
    return LOC_ICE;
    }
    else if(Npc_GetDistToWP(hero,"OW_PATH_046") < (1800 + tolerance))
    {
    return LOC_SWAMP;
    }
    else if(Npc_GetDistToWP(hero,"CASTLE_5") < (1500 + tolerance))
    {
    return LOC_FIRE;
    }
    else if((Npc_GetDistToWP(hero,"MT16") < (6500 + tolerance)) || (Npc_GetDistToWP(hero,"MT13") < (5500 + tolerance)))
    {
    return LOC_LAKE;
    }
    else if((Npc_GetDistToWP(hero,"DT_MAINGATE") < (500 + tolerance)) || (Wld_GetPlayerPortalGuild() == GIL_DMT) || ((Npc_GetDistToWP(hero,"DT_E3_03") < 1000) && (Npc_GetHeightToNpc(self,hero) > 1000)))
    {
    return LOC_XARDAS;
    }
    else if((Npc_GetDistToWP(hero,"OW_NEWMINE_03") < (2500 + tolerance)) || (Npc_GetDistToWP(hero,"OW_NEWMINE_03_B") < (2500 + tolerance)))
    {
    return LOC_FAJETHMINE;
    }
    else if(Npc_GetDistToWP(hero,"OW_MINE3_OUT") < (1200 + tolerance))
    {
    return LOC_SILVESTROMINE;
    }
    else if(Npc_GetDistToWP(hero,"OW_PATH_266") < (3000 + tolerance))
    {
    return LOC_GRIMESMINE;
    }
    else if((Npc_GetDistToWP(hero,"OC_CENTER_02") < (12000 + tolerance)) || (Npc_GetDistToWP(hero,"OC_CENTER_05") < (12000 + tolerance)))
    {
    return LOC_BURG;
    }
    else if((Npc_GetDistToWP(hero,"OC_ORCBARRIER_08") < (5000 + tolerance)) || (Npc_GetDistToWP(hero,"PATH_OC_PSI_01") < (5000 + tolerance)))
    {
    return LOC_ORCBARRIER;
    }
    else if(Npc_GetDistToWP(hero,"OW_PATH_BLOODFLY01_SPAWN01") < (5000 + tolerance))
    {
    return LOC_ORCBARRIER_FAR;
    }
    else if(Npc_GetDistToWP(hero,"PATH_TO_PLATEAU04_SMALLPATH") < (1000 + tolerance))
    {
    return LOC_ROCK;
    };

    return FALSE;
    };

    Story\Dialoge\DIA_PC_ThiefOW.d:
    Spoiler:(zum lesen bitte Text markieren)
    func void DIA_Addon_ThiefOW_TooFar_Info()
    ...
    else if(C_DiegoTooFar(1000) == LOC_ORCBARRIER_FAR)
    {
    AI_Output(self,other,"DIA_Addon_Diego_TooFar_11_29"); //If we continue in this direction, we'll only end up at the orc barrier again.
    AI_Output(self,other,"DIA_Addon_Diego_TooFar_11_30"); //Let's go to the pass!
    }
    else if(C_DiegoTooFar(1000) == LOC_ROCK)
    {
    AI_Output(self,other,"DIA_Addon_Diego_TooFar_11_09"); //If we keep walking up the mountain, we're sure to meet a dragon.
    AI_Output(self,other,"DIA_Addon_Diego_TooFar_11_08"); //Let's not go in there.
    };

    Diego_TooFarComment = TRUE;
    };


    9. Lord Hagen shouldn't start the first talk to the Hero if he has been transformed to a sheep (Story\Dialoge\DIA_PAL_200_Hagen.d):
    Spoiler:(zum lesen bitte Text markieren)
    func int DIA_Lord_Hagen_Hallo_Condition()
    {
    if((hero.guild != GIL_NONE) && (hero.guild != GIL_SHEEP) && (self.aivar[AIV_TalkedToPlayer] == FALSE) && (Kapitel < 3))
    {
    return TRUE;
    };
    };


    To be continued...
    Last edited by Dimus; 19.05.2010 at 13:06.

  11. View Forum Posts #31
    Neuling
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    sushant is offline
    There is no Dialogue available to tell Maleth that you KNOW THE CAVE WHERE BANDITS ARE HIDING.

    This dialogue appears after you have already killed the bandits,
    should not it appear before?
    As you talk to Bandit outside of cave, this dialogue should be available.

  12. Visit Homepage View Forum Posts #32
    Veteran CrashMorraKan's Avatar
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    CrashMorraKan is offline
    Quote Originally Posted by 4ltair View Post
    I am doing that myself, the fire rain thing, but now Greg is killing me when i do it (maybe my mistake is talking with Dexter and killing him first), so i second the thing with Greg walking to the place instead of teleporting.He is there to help you with the bandits anyways, but if i can kill all of them myself the i see no point in his "help" .
    Off-topic
    Mayaam, i am pretty annoyed myself when i miss some xp by any reason, like animals falling (the rats in the walley with Lester) or when someone kills an monster (Cavalron - the goblins, Maleth - the wolf and so on) or an NPC (Akil - Engardo, Greg - the bandits, etc. ) .I know that this kind of things adds some realism to the game but i just can't stop myself thinking "That was my xp !"
    i think 100% the same way! i agree in 100% with you, i also hate it.

  13. View Forum Posts #33
    Ritter
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    Ekaterinburg, Russia
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    Dimus is offline

    Exclamation

    Ok, I'm posted here a translation of important info from the Russian G2a bug fixing thread.

    Fixing of a weapon bug in G2a at transformations.

    To many G2a players and mod makers well-known one unpleasant bug with the weapon which has what either positive, or the negative bonuses to ability of battle.
    At equipment of such bonus weapon to possession as well as it is necessary the level of possession is added or diminished by the weapon, but at usage of spells of transformation together with such weapon there is a failure and at the playing fairly earned skill of battle can disappear FOR EVER.

    In a some mods there were attempts of fixing this bug by storing of ability of battle in a variable during transformation and recovery of skill after transformation into a human type, but this method not ideal and not optimal since it requires to trace all transformation spells.

    During development of project StrongHand we have found the reason of failures and have eliminated it.

    For this purpose we will consider function of charge and removal of a weapon bonus in G2a.
    For bonus charge to one-handed weapon script Einhand_EquipBonus.d answers
    For bonus charge to the two-handed weapon script Zweihand_EquipBonus.d answers

    ---------------------------------

    Let's consider one example for one-handed weapon from script Einhand_EquipBonus.d:
    Spoiler:(zum lesen bitte Text markieren)

    func void Equip_1H_01() //This function works at weapon equipment.
    {
    if(Npc_IsPlayer(self)) //This operation checks, whether is the user of the weapon the Protagonist.
    {
    B_AddFightSkill(self,NPC_TALENT_1H,Waffenbonus_01); //This function adds a bonus to the combat skill.
    };
    };

    func void UnEquip_1H_01() //This function works at weapon removal.
    {
    if(Npc_IsPlayer(self)) //This operation checks, whether is the user of the weapon the Protagonist.
    {
    B_AddFightSkill(self,NPC_TALENT_1H,-Waffenbonus_01); //This function removes a bonus from the combat skill.
    };
    };


    And so essence just also is covered as Npc_IsPlayer(self) function, whether which checks is the user of the weapon the Protagonist. The matter is that this function NOT WORKS, when NH has been transformed into any creature.
    For the problem resolution the WORKING alternative of the given function - unique NH's identifier equal to zero which defines NH in any appearance has been found and doesn't cause failure at bonus calculation.

    In general for bug fixing, it is required in both weapon scripts Einhand_EquipBonus.d and Zweihand_EquipBonus.d to replace all lines if(Npc_IsPlayer(self)) to if(self.ID == 0)

    ---------------------------------

    The fixed example will look so:
    Spoiler:(zum lesen bitte Text markieren)

    func void Equip_1H_01() //This function works at weapon equipment.
    {
    if(self.ID == 0) //This operation checks, whether is the user of the weapon the Protagonist on his unique identifier #0.
    {
    B_AddFightSkill(self,NPC_TALENT_1H,Waffenbonus_01); //This function adds a bonus to the combat skill.
    };
    };

    func void UnEquip_1H_01() //This function works at weapon removal.
    {
    if(self.ID == 0) //This operation checks, whether is the user of the weapon the Protagonist on his unique identifier #0.
    {
    B_AddFightSkill(self,NPC_TALENT_1H,-Waffenbonus_01); //This function removes a bonus from the combat skill.
    };
    };


    In some projects this method of correction has been tested already, for example, in 'GlobalMod' from Magic TEAM and 'Unnamed' from dixie.

    dixie besides has developed idea and has found another working alternative of unique NH's identifier - his unique number of a voice which also successfully defines NH in any appearance.
    Spoiler:(zum lesen bitte Text markieren)

    func void Equip_1H_01() //This function works at weapon equipment.
    {
    if(self.voice == 15) //This operation checks, whether is the user of the weapon the Protagonist on its unique voice #15.
    {
    B_AddFightSkill(self,NPC_TALENT_1H,Waffenbonus_01); //This function adds a bonus to the combat skill.
    };
    };

    func void UnEquip_1H_01() //This function works at weapon removal.
    {
    if(self.voice == 15) //This operation checks, whether is the user of the weapon the Protagonist on its unique voice #15.
    {
    B_AddFightSkill(self,NPC_TALENT_1H,-Waffenbonus_01); //This function removes a bonus from the combat skill.
    };
    };



    Fixing of "illegal" obtaining of magic runes from killed Seekers.

    As it is known, in G2a magic runes it is possible either to make most, or to receive in an award, or to find; but not to receive in the form of a trophy from the killed opponent.

    The bug consists in freezing Seeker with an 'Ice Cube' or a 'Frost Wave' spell and beating to the minimum quantity of life. Thereof Seeker dies of a cold and ALL runes which he used during combat remain on his corpse, and it can be and the 'Fire rain' - isn't that so a good freebie? And so we won't be tempt ourselves and players and we will eradicate this bug on a root.

    So, for this purpose we will consider state function into which frozen subject enters: ZS_MagicFreeze. That at the opponent who has died from frosts it was impossible to get his combat runes, we will simply add in this state function of cleaning of runes B_ClearRuneInv(self); All! Now after frosts of the opponent all his runes will quickly disappear from inventory. After that to obtain runes from Seeker, or any other magician with the frost method won't turn out. If the magician defrosts, all his runes will appear again. Fix of this bug also has been applied in GlobalMod.
    Spoiler:(zum lesen bitte Text markieren)

    func void B_RestartFreeze()
    {
    if(Npc_GetLastHitSpellID(self) == SPL_IceCube) || (Npc_GetLastHitSpellID(self) == SPL_IceWave)
    {
    Npc_SetStateTime(self,0);
    };
    };

    func void B_StopMagicFreeze()
    {
    Npc_PercEnable(self,PERC_ASSESSMAGIC,B_AssessMagic);
    Npc_ClearAIQueue(self);
    AI_StandUp(self);
    if(self.guild < GIL_SEPERATOR_HUM || self.guild == GIL_SEPERATOR_ORC)
    {
    B_AssessDamage();
    }
    else
    {
    Npc_SetTempAttitude(self,ATT_HOSTILE);
    };
    };

    func void ZS_MagicFreeze()
    {
    Npc_PercEnable(self,PERC_ASSESSMAGIC,B_RestartFreeze);
    Npc_StopAni(self,"S_FIRE_VICTIM");
    if(!C_BodyStateContains(self,BS_UNCONSCIOUS))
    {
    AI_PlayAniBS(self,"T_STAND_2_FREEZE_VICTIM",BS_UNCONSCIOUS);
    };
    B_ClearRuneInv(self);
    self.aivar[AIV_FreezeStateTime] = 0;
    };

    func int ZS_MagicFreeze_Loop()
    {
    if(Npc_GetStateTime(self) > SPL_TIME_FREEZE)
    {
    B_StopMagicFreeze();
    return LOOP_END;
    };
    if(Npc_GetStateTime(self) != self.aivar[AIV_FreezeStateTime])
    {
    self.aivar[AIV_FreezeStateTime] = Npc_GetStateTime(self);
    if(self.attribute[ATR_HITPOINTS] > (self.attribute[ATR_HITPOINTS] - SPL_FREEZE_DAMAGE))
    {
    if(self.guild == GIL_FIREGOLEM || self.aivar[AIV_MM_REAL_ID] == ID_FIREWARAN)
    {
    B_MagicHurtNpc(other,self,SPL_FREEZE_DAMAGE * 2);
    return LOOP_CONTINUE;
    };
    if(self.guild == GIL_ICEGOLEM)
    {
    B_MagicHurtNpc(other,self,SPL_FREEZE_DAMAGE / 2);
    return LOOP_CONTINUE;
    };
    B_MagicHurtNpc(other,self,SPL_FREEZE_DAMAGE);
    };
    };
    return LOOP_CONTINUE;
    };

    func void ZS_MagicFreeze_End()
    {
    };



    The material is made and prepared by Ukur (aka BlackWolf)
    (c) 2008 Mighty DWARF
    Last edited by Dimus; 18.08.2010 at 10:02.

  14. View Forum Posts #34
    Hero Tratos's Avatar
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    Coventry, United Kingdom
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    Tratos is offline
    ^Beautiful. Keep 'em coming.

  15. View Forum Posts #35
    Veteran
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    Frank-95 is offline
    Please answer to this..

    I tried to write B_ClearRuneInv in ZS_MagicFreeze but when I compile it it says undefined identifier because gothic source didn't compile that function yet. How can I solve it?

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