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Temple+ Support archive

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Heinous Hat

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Had a crash in pre-208 when using the Druid spell Produce Flame. Initial casting is ok, but CTD occurs when attempting a ranged touch attack. You can also use melee touch with Produce Flame, which works as it should.
Fixed in pre+218

Save uploaded (templeplus_pre208_ProduceFlame_CTD.7z). Maybe you can spot the problem from here though, the log is consistent...

Starting new turn for Vadania (1cd60f08e3a)
[2015-06-27 16:03:55.045] [core] [info] Changing Cursor from 0 to 3
[2015-06-27 16:03:58.030] [core] [info]
Intgame: Reseting sequence
[2015-06-27 16:03:58.030] [core] [info]
Vadania performing sequence...
[2015-06-27 16:03:58.031] [core] [info] independently.
[2015-06-27 16:03:58.031] [core] [info]
Sequence Completed for Vadania (1cd60f08e3a) (sequence 118a09a0)
[2015-06-27 16:03:58.031] [core] [info]
Sequence Completed for Vadania (1cd60f08e3a)(sequence:118a09a0)
[2015-06-27 16:03:58.031] [core] [info]
Popping sequence (118a09a0)
[2015-06-27 16:03:58.031] [core] [info]
Sequence Allocate[0](118a09a0)(1cd60f08e3a): Resetting Sequence.
[2015-06-27 16:03:58.031] [core] [info]
Allocating sequence for Vadania (1cd60f08e3a)
[2015-06-27 16:03:58.031] [core] [info]
CurSequence Next: reseting sequence
[2015-06-27 16:03:58.043] [core] [info] Changing Cursor from 3 to 0
[2015-06-27 16:03:58.357] [core] [info] Changing Cursor from 0 to 3
[2015-06-27 16:03:59.208] [core] [info] Changing Cursor from 3 to 0
[2015-06-27 16:04:01.629] [core] [info] Changing Cursor from 0 to 3
[2015-06-27 16:04:01.710] [core] [info] Changing Cursor from 3 to 1
[2015-06-27 16:04:02.428] [core] [info] Changing Cursor from 1 to 3
[2015-06-27 16:04:02.506] [core] [info] Changing Cursor from 3 to 4
[2015-06-27 16:04:02.613] [core] [info] intgame_turnbased: _mouse_right_down
[2015-06-27 16:04:02.613] [core] [info]
Radial menu: Reseting sequence
[2015-06-27 16:04:02.614] [core] [info] intgame_radialmenu_ignore_close_till_move()
[2015-06-27 16:04:02.626] [core] [info] Changing Cursor from 4 to 0
[2015-06-27 16:04:02.713] [core] [info] intgame_radialmenu: _mouse_right_up: ignore_close = 0
[2015-06-27 16:04:08.518] [core] [info]
Vadania performing sequence...
[2015-06-27 16:04:08.518] [core] [info] independently.
[2015-06-27 16:04:08.519] [core] [info]
Performing action for Vadania (1cd60f08e3a)
[2015-06-27 16:04:08.519] [core] [info] spell.c / spell_cast(): debiting casted spell=( Produce Flame )
[2015-06-27 16:04:08.541] [core] [info] Python: Produce Flame OnBeginSpellCast
[2015-06-27 16:04:08.541] [core] [info] Python:
[2015-06-27 16:04:08.541] [core] [info] Python: spell.target_list=
[2015-06-27 16:04:08.541] [core] [info] Python: number of targets: (1) - 0[Vadania(1981606301242)]
[2015-06-27 16:04:08.541] [core] [info] Python:
[2015-06-27 16:04:08.541] [core] [info] Python: spell.caster=
[2015-06-27 16:04:08.541] [core] [info] Python: Vadania(1981606301242)
[2015-06-27 16:04:08.541] [core] [info] Python: caster.level=
[2015-06-27 16:04:08.541] [core] [info] Python: 1
[2015-06-27 16:04:08.541] [core] [info] Python:
[2015-06-27 16:04:08.735] [core] [info] d20SendSignal(): Object Scimitar (1cf40f08eb2) lacks a Dispatcher
[2015-06-27 16:04:08.735] [core] [info] d20SendSignal(): Object Small Wooden Shield (1ce00f08e62) lacks a Dispatcher
[2015-06-27 16:04:09.203] [core] [info]
Action Frame Vadania (1cd60f08e3a)...
[2015-06-27 16:04:09.203] [core] [info] ...calling action frame
[2015-06-27 16:04:09.203] [core] [info] Python: Produce Flame OnSpellEffect
[2015-06-27 16:04:09.203] [core] [info] Python:
[2015-06-27 16:04:10.120] [core] [info]
Animation Completed Vadania (1cd60f08e3a)...
[2015-06-27 16:04:10.120] [core] [info] performing.
[2015-06-27 16:04:10.120] [core] [info]
Sequence Completed for Vadania (1cd60f08e3a) (sequence 118a09a0)
[2015-06-27 16:04:10.120] [core] [info]
Sequence Completed for Vadania (1cd60f08e3a)(sequence:118a09a0)
[2015-06-27 16:04:10.120] [core] [info]
Popping sequence (118a09a0)
[2015-06-27 16:04:10.120] [core] [info]
Sequence Allocate[0](118a09a0)(1cd60f08e3a): Resetting Sequence.
[2015-06-27 16:04:10.120] [core] [info]
Allocating sequence for Vadania (1cd60f08e3a)
[2015-06-27 16:04:10.120] [core] [info]
CurSequence Next: reseting sequence
[2015-06-27 16:04:10.203] [core] [info] d20SendSignal(): Object Scimitar (1cf40f08eb2) lacks a Dispatcher
[2015-06-27 16:04:10.204] [core] [info] d20SendSignal(): Object Small Wooden Shield (1ce00f08e62) lacks a Dispatcher
[2015-06-27 16:04:11.881] [core] [info] Changing Cursor from 0 to 19
[2015-06-27 16:04:12.534] [core] [info] Changing Cursor from 19 to 0
[2015-06-27 16:04:14.187] [core] [info] Changing Cursor from 0 to 19
[2015-06-27 16:04:14.274] [core] [info] Changing Cursor from 19 to 4
[2015-06-27 16:04:14.312] [core] [info] Changing Cursor from 4 to 19
[2015-06-27 16:04:14.558] [core] [info] Changing Cursor from 19 to 4
[2015-06-27 16:04:16.106] [core] [info] Changing Cursor from 4 to 19
[2015-06-27 16:04:16.360] [core] [info] Changing Cursor from 19 to 0
[2015-06-27 16:04:19.560] [core] [info] Changing Cursor from 0 to 4
[2015-06-27 16:04:19.674] [core] [info] Changing Cursor from 4 to 19
[2015-06-27 16:04:20.405] [core] [info] Changing Cursor from 19 to 0
[2015-06-27 16:04:21.793] [core] [info] Changing Cursor from 0 to 19
[2015-06-27 16:04:21.839] [core] [info] Changing Cursor from 19 to 0
[2015-06-27 16:04:21.923] [core] [info] Changing Cursor from 0 to 19
[2015-06-27 16:04:22.395] [core] [info] Changing Cursor from 19 to 4
[2015-06-27 16:04:22.510] [core] [info] Changing Cursor from 4 to 19
[2015-06-27 16:04:23.038] [core] [info] Changing Cursor from 19 to 0
[2015-06-27 16:04:24.281] [core] [info]
Vadania performing sequence...
[2015-06-27 16:04:24.281] [core] [info] independently.
[2015-06-27 16:04:24.281] [core] [info]
Performing action for Vadania (1cd60f08e3a)
[2015-06-27 16:04:24.282] [core] [info] Python: Produce Flame OnBeginProjectile
[2015-06-27 16:04:24.282] [core] [info] Python:
[2015-06-27 16:04:24.283] [core] [info] BeginMoveStraight(bp_projectile_standard): info->current_ping=0
[2015-06-27 16:04:24.299] [core] [info] UpdateMoveStraight(bp_projectile_standard): info->current_ping=0, dps=500.000000, dt=0.017000, dist=8.500000
[2015-06-27 16:04:24.314] [core] [info] UpdateMoveStraight(bp_projectile_standard): info->current_ping=0, dps=500.000000, dt=0.015000, dist=7.500000
[2015-06-27 16:04:24.331] [core] [info] UpdateMoveStraight(bp_projectile_standard): info->current_ping=0, dps=500.000000, dt=0.016000, dist=8.000000
[2015-06-27 16:04:24.347] [core] [info] UpdateMoveStraight(bp_projectile_standard): info->current_ping=0, dps=500.000000, dt=0.017000, dist=8.500000
[2015-06-27 16:04:24.364] [core] [info] UpdateMoveStraight(bp_projectile_standard): info->current_ping=0, dps=500.000000, dt=0.016000, dist=8.000000
[2015-06-27 16:04:24.381] [core] [info] UpdateMoveStraight(bp_projectile_standard): info->current_ping=0, dps=500.000000, dt=0.017000, dist=8.500000
[2015-06-27 16:04:24.398] [core] [info] UpdateMoveStraight(bp_projectile_standard): info->current_ping=0, dps=500.000000, dt=0.017000, dist=8.500000
[2015-06-27 16:04:24.415] [core] [info] UpdateMoveStraight(bp_projectile_standard): info->current_ping=0, dps=500.000000, dt=0.017000, dist=8.500000
[2015-06-27 16:04:24.431] [core] [info] UpdateMoveStraight(bp_projectile_standard): info->current_ping=0, dps=500.000000, dt=0.017000, dist=8.500000
[2015-06-27 16:04:24.448] [core] [info] UpdateMoveStraight(bp_projectile_standard): info->current_ping=0, dps=500.000000, dt=0.016000, dist=8.000000
[2015-06-27 16:04:24.464] [core] [info] UpdateMoveStraight(bp_projectile_standard): info->current_ping=0, dps=500.000000, dt=0.017000, dist=8.500000
[2015-06-27 16:04:24.481] [core] [info] UpdateMoveStraight(bp_projectile_standard): info->current_ping=0, dps=500.000000, dt=0.017000, dist=8.500000
[2015-06-27 16:04:24.498] [core] [info] UpdateMoveStraight(bp_projectile_standard): info->current_ping=0, dps=500.000000, dt=0.016000, dist=8.000000
[2015-06-27 16:04:24.514] [core] [info] UpdateMoveStraight(bp_projectile_standard): info->current_ping=0, dps=500.000000, dt=0.017000, dist=8.500000
[2015-06-27 16:04:24.531] [core] [info] UpdateMoveStraight(bp_projectile_standard): info->current_ping=0, dps=500.000000, dt=0.016000, dist=8.000000
[2015-06-27 16:04:24.547] [core] [info] UpdateMoveStraight(bp_projectile_standard): info->current_ping=0, dps=500.000000, dt=0.017000, dist=8.500000
[2015-06-27 16:04:24.564] [core] [info] UpdateMoveStraight(bp_projectile_standard): info->current_ping=0, dps=500.000000, dt=0.017000, dist=8.500000
[2015-06-27 16:04:24.581] [core] [info] UpdateMoveStraight(bp_projectile_standard): info->current_ping=0, dps=500.000000, dt=0.016000, dist=8.000000
[2015-06-27 16:04:24.597] [core] [info] UpdateMoveStraight(bp_projectile_standard): info->current_ping=0, dps=500.000000, dt=0.017000, dist=8.500000
[2015-06-27 16:04:24.614] [core] [info] UpdateMoveStraight(bp_projectile_standard): info->current_ping=0, dps=500.000000, dt=0.016000, dist=8.000000
[2015-06-27 16:04:24.631] [core] [info] UpdateMoveStraight(bp_projectile_standard): info->current_ping=0, dps=500.000000, dt=0.018000, dist=9.000001
[2015-06-27 16:04:24.631] [core] [info]
Projectile Hit Vadania (1cd60f08e3a)...
[2015-06-27 16:04:24.631] [core] [info] performing...
[2015-06-27 16:04:24.631] [core] [info] Python: Produce Flame OnEndProjectile
[2015-06-27 16:04:24.631] [core] [info] Python:

To reproduce with the save, cast Produce Flame from the scrolls menu for the druid (it's her turn) and target at range. I think you have to actually hit for it to crash, not sure...
 
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Heinous Hat

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Messages
188
Having a crash with pre-212 upon initiating combat in the Moathouse courtyard. Save and log uploaded (templeplus_pre212_MHcourtyard_CTD.7z).
Fixed in pre+217

To reproduce, just walk into the courtyard. Crash seems to occur as combat comes to the player's turn.

Reverting to pre-208, the crash doesn't happen.
 
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Heinous Hat

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Heinous Hat are you using the latest Co8 updated files?
A bit crappy of me but I exported some important data to the rules folder (d20actions.tab) and didn't put it in tpdata - was too lazy to hack the tab file reader to read it from another folder.

Yes. I always check for a data update when I grab the main file.

I also typically delete /tpdata along with /dlg /mes /rules and /scr before I plop the update and restore the original folders from archive... in the event you remove something ;)

What's up, do you get different results from my saves?
 

Sitra Achara

Arcane
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Messages
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Codex 2012 Codex 2013 Codex 2014 PC RPG Website of the Year, 2015
Heinous Hat are you using the latest Co8 updated files?
A bit crappy of me but I exported some important data to the rules folder (d20actions.tab) and didn't put it in tpdata - was too lazy to hack the tab file reader to read it from another folder.

Yeah, I don't get a crash at the Moathouse, neither with your save or a fresh game. I do get a crash with the produce flame save - under investigation.
 
Last edited:

Heinous Hat

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That combat crash with pre-212 looks like a general case for me.

I tried a new game with all prefab characters and it happened in the CN opening dungeon with the air elemental. Log is essentially the same as the Moathouse example... last entry is "Starting new turn for <whomever>..."
 

Heinous Hat

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I've tried a few things to eliminate some possibilities... cleaning out the map cache files and letting those rebuild.

Also tried reverting the exe ONLY to pre208, while leaving /tpdata from pre212 and all of data r17 in place. That averts the crash, so the pre212 exe looks culpable.
 

Heinous Hat

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Right on. Backed up to the last version to continue trying to build out some characters to test some of the new feats.

I'd use the console to just level up, but I'm having fun using this as an excuse to try all sorts of different builds I'd never bothered with :)
 

Sitra Achara

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Ok, it looks like there's a difference between the debug and release versions here - doesn't crash on debug, does crash on release. Will investigate.

Alright, should hopefully be fixed in pre+216. Apparently it was a buffer underflow bug that also existed in vanilla, except it was harmless by pure chance (the value it would read was 0). Redirecting to TemplePlus's brand new D20ActionDefs array exposed it.

Note that this involved re-implementing the Turnbased Combat Hourglass UI updater function, so please try to test that part to see if I haven't fucked anything up by accident.

Next I'll look into Produce Flame - that one definitely crashes (and not just from scrolls), but only on a successful hit.

Pre+218 should fix the Produce Flame crash.
 
Last edited:

Heinous Hat

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Pre+217 looks good... no crash and combat goes smoothly.

I take it your concern is that the hourglass display is properly indicating move distances and showing the appropriate turn actions remaining? If so, that looks perfectly fine to me.
 

Heinous Hat

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Pre+218 should fix the Produce Flame crash.

Confirmed. Looks good.

Regarding 'friendly' spells that have range=touch, these seem a bit funky in general. With spells like 'shield of faith' or 'cure x wounds', sometimes the caster is required to close the distance to the target (and perhaps run out of time) and sometimes the spell will just go off from where he's standing... perhaps 20-30ft away. Is there some circumstance where that would be legitimate?
 

Heinous Hat

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Messages
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Regarding 'friendly' spells that have range=touch, these seem a bit funky in general. With spells like 'shield of faith' or 'cure x wounds', sometimes the caster is required to close the distance to the target (and perhaps run out of time) and sometimes the spell will just go off from where he's standing... perhaps 20-30ft away. Is there some circumstance where that would be legitimate?

Ok, seems that's on the Atari bug list over at Co8... at least the healing spells (I see it with other spells as well). I know the engine sometimes uses the character's weapon range to determine the distance at which certain actions are performed (e.g. opening a door or chest, talking etc). That's odd enough, but doesn't seem related as the effective range is sometimes much greater than either the caster's or target's attack circle.
 

Sitra Achara

Arcane
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Messages
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Codex 2012 Codex 2013 Codex 2014 PC RPG Website of the Year, 2015
Regarding 'friendly' spells that have range=touch, these seem a bit funky in general. With spells like 'shield of faith' or 'cure x wounds', sometimes the caster is required to close the distance to the target (and perhaps run out of time) and sometimes the spell will just go off from where he's standing... perhaps 20-30ft away. Is there some circumstance where that would be legitimate?

Ok, seems that's on the Atari bug list over at Co8... at least the healing spells (I see it with other spells as well). I know the engine sometimes uses the character's weapon range to determine the distance at which certain actions are performed (e.g. opening a door or chest, talking etc). That's odd enough, but doesn't seem related as the effective range is sometimes much greater than either the caster's or target's attack circle.

Yes it's a known bug. The thing with helpful bugs is that players tend to get less upset at them ;)
 

Sitra Achara

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QUESTIONS!
2) Chain Lightning crashes the game if you target a lot of enemies with it (12 or more I think), can this be fixed?

Naturally I tested this on 16 targets and it worked fine... can you set up a save where it reliably crashes?
 

Black

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It'll probably take some time since my apartment is a mess right now.
 

gazra

Educated
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Location
Adelaide, Australia
QUESTIONS!
2) Chain Lightning crashes the game if you target a lot of enemies with it (12 or more I think), can this be fixed?

Naturally I tested this on 16 targets and it worked fine... can you set up a save where it reliably crashes?

Sitra Achara, have you changed the way that ALL of the spells function when running the Co8 Modpack using TemplePlus? Because the spell Chain Lightning most definitely used to always crash if you selected too many targets when running the Co8 Modpack using TFE-X. I've noticed that (when using TemplePlus) the spell Prayer no longer needs to be manually targeted (it now correctly automatically centres on the caster), wheras when using TFE-X, that spell needed to be manually targeted, so I'm guessing that you have changed the way that EVERY spell functions when using TemplePlus, in which case it would make sense that Chain Lightning now functions correctly when playing the Co8 Modpack using TemplePlus.
 
Last edited:

Sitra Achara

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I think Prayer was modified by Murlynd. I haven't modified anything related to spell targetting , but it's possible that the Chain Lightning crash got fixed 'by accident' during the python upgrade (which involved rewriting a ton of functions). I'm not counting on it though - it could be that it's not really the number of targets but some other condition that tends to happen when you target a large number of critters.
 

Sitra Achara

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Codex 2012 Codex 2013 Codex 2014 PC RPG Website of the Year, 2015
It'll probably take some time since my apartment is a mess right now.

I forgot to ask another important question - have you experienced the crash with TemplePlus?

I just tested the same save with normal ToEE and it did indeed consistently crash with a large number of targets, while not crashing a single time with TemplePlus. Accidental fix? Please god make it so!
 

Heinous Hat

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Possible small bug in pre+237...

Testing the new disarm combat action, I had the following scenario...

- PC attempts to disarm and fails, resulting in a return disarm attempt from critter
- Critter succeeds. However, the PC's opposed check had a -4 penalty applied for weapon non-proficiency. The PC in this case was a dwarven cleric, wielding a Dwarven War Axe.

So it looks like the opposed check missed the character's racial weapon proficiency with the axe. Trying to reproduce...
 

Heinous Hat

Scholar
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Messages
188
Possible small bug in pre+237...

Testing the new disarm combat action, I had the following scenario...

- PC attempts to disarm and fails, resulting in a return disarm attempt from critter
- Critter succeeds. However, the PC's opposed check had a -4 penalty applied for weapon non-proficiency. The PC in this case was a dwarven cleric, wielding a Dwarven War Axe.

So it looks like the opposed check missed the character's racial weapon proficiency with the axe. Trying to reproduce...

Having trouble reproducing this one under similar circumstances. It may be that I misread the roll and the non-proficiency penalty was applied to the critter's disarm attempt instead. I'll keep checking.

I also checked improved disarm and that seems to work as it should... +4 bonus, no AoO and no return disarm attempt on failure.

On an unrelated note, movement speed for dwarves is being reduced due to the encumbrance penalty (medium or heavy), which shouldn't happen. You should be able to see this right in the opening shop map... load up a dwarf and his speed drops from 20 to 15 on medium encumbrance. The armor type immunity is working though (no reduction for medium+ armor alone).
 
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Heinous Hat

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Have a consistent crash with pre+254 when performing a melee attack. Looks like it only happens on hits.

Save and log uploaded (templeplus_pre254_melee_CTD.7z).
 

Heinous Hat

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The crash mentioned above actually occurs with ranged attacks as well... so long as they're hits. Unarmed attacks are ok though.

I can reproduce it in the opening shop map (attacking friendlies).
 
Last edited:

Sitra Achara

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Yeah, I rewrote the generic OnDamage function and forgot to fill in this section:
Code:
if (dispIo->weapon){

}

Remember kids, don't drink and mod!

(Should be fixed in 255)
 

Heinous Hat

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tis working :)

I had a Troll encounter and the Rend feat works as advertised (extra 2d6+9) when both claws hit. Extra damage shows up on the 2nd attack roll... needs a description in damage.mes for the log iirc.

Trolls aren't currently doing their lethal damage -> nonlethal damage conversion, though. Nor are they self-healing. Was that a Troika or Co8 approximation of regeneration? It's different from RAW and I was never clear on whether they "regenerate" while they're still conscious. Once they're down it's pretty much over, so it's almost pointless if they don't... unless there's a pack of them, I suppose.

Remember kids, don't drink and mod!

My standard is "don't mod at the bar" ;)
 
Last edited:

Sitra Achara

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tis working :)

I had a Troll encounter and the Rend feat works as advertised (extra 2d6+9) when both claws hit. Extra damage shows up on the 2nd attack roll... needs a description in damage.mes for the log iirc.

Trolls aren't currently doing their lethal damage -> nonlethal damage conversion, though. Nor are they self-healing. Was that a Troika or Co8 approximation of regeneration? It's different from RAW and I was never clear on whether they "regenerate" while they're still conscious. Once they're down it's pretty much over, so it's almost pointless if they don't... unless there's a pack of them, I suppose.
No, they should be doing the damage conversion... let's see what I broke this time :P

Also, does the log say it's missing a line in damage.mes or something like that?
 
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