Bug Reports and known issues v2.4

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Hey I have been playing for a little while with your mod and recently updated from 2.3 ro 2.4.  I noticed that the number of troops in castle and city garrisons has more than doubled in most places.  Was this intended? Or a bug of some kind?

It is kind of hard to take a city with 1000 troops in it, you just about need every lord in the country to attack one city. 
 
Scully said:
No offense intended, but do you have people test the mod before release? Some of these bugs shouldn't be present if someone tested it. I volunteer for testing 2.5 :smile:
Yeah, someone should test things before it gets released to the public.
Assemble a squad of 6 or so dedicated beta testers and you'll be good to go.
 
RomanGuy said:
Hey I have been playing for a little while with your mod and recently updated from 2.3 ro 2.4.  I noticed that the number of troops in castle and city garrisons has more than doubled in most places.  Was this intended? Or a bug of some kind?

It is kind of hard to take a city with 1000 troops in it, you just about need every lord in the country to attack one city.

I notice the kings now have 500+ man armies, lords are so far 50-250, and with my sub-mod im hitting 450 in castles and 1000 in towns. So far, I am liking these troop numbers, but I am curious too if they are inline with what floris 2.4 is spawning without my submod.
 
Miko[PL] said:
Scully said:
No offense intended, but do you have people test the mod before release? Some of these bugs shouldn't be present if someone tested it. I volunteer for testing 2.5 :smile:
Yeah, someone should test things before it gets released to the public.
Assemble a squad of 6 or so dedicated beta testers and you'll be good to go.
We thoroughly test every bit of code that the team itself writes explicitly for Floris (for 2.4, things like sea trade, weather-related ranged weapon penalties, the integrated options screen, the new features from PBOD such as the reworked deathcamera system, etc).

In addition to that, we make the sometimes mistaken assumption that the mini-mods/scripts/codes that others release for use have been tested and are working as described (the bank and companion presentations, for instance).

Finally, we do a number of tests to be sure the mod will start and there are no obvious script errors, etc. (This found the sounds.txt issue that some run into and had us ready with a variety of files for individuals to try.) But we can only test so many situations in a timely fashion.

It's a damned if you do, damned if you don't situation. Wait too long with testing and people increasingly complain that there is no release...and we want to work more of the in-process features in, which makes for more testing and more waiting. Do as I have described in an effort to get a delayed version out as soon as we can, and the appearance of a few bugs brings on the complaints and insinuations that we don't bother to test anything.

Some modicum of attempted understanding would be appreciated. This time around, we intend on releasing small bugfixes before the next major version, so as more bugs are reported, we'll gather them into some fixes here.
 
Not that Caba`drin needs me to defend him, but folks please just report the problem, when it happens, and what your setup is.  The opinions on how, what and why the team does or doesn't do something are of no help.  These are a group of talented, intelligent people who are volunteering their time and efforts to create this masterpiece.  If you've ever done any modding or real world beta-testing yourself, you might understand how difficult it can be catch everything.  With something you have paid for you can complain all you want to the publisher.  But remember, you're getting all this goodness for free.
 
Yeah I think given this release is free you must all expect to be testers for a little while after a new release :smile:

btw, so far this version has run a lot more smoothly and stable than 2.3 for me since I swapped out the sounds.txt file.
 
Redbullmass said:
Hey, i downloaded the patch to go from 2.3 to 2.4 and now i have a little problem. I played for an hour or so without any problem and then, after coming out of a battle, the song which was playing when i left the world map had froze and it created a looping sound which is fixed to the sound of footsteps made by bandits, other parties and myself. When in any kind of menu (village, city, camp, inventory,etc) and when i'm not moving on the world map the sound isn't there. I can also clearly hear the sound several times when other parties are moving near me. All the other sounds are still there but they're covered by that looping sound. I tried playing native and everything is fine. Same goes for 2.3, but as soon as install 2.4 the sound is back. I tried to play with music disabled just in case but no luck :sad: Any ideas what might be the problem?
I have this problem too and given the fact it does not exist with a new start in 2.4, it's a problem with our 2.3 saves not being compatible with 2.4.  What is happening is that our files are associating the incorrect sound to what should be the horse hoofbeat you usually get on map, and the wrong sound has a longer duration than the correct hoofbeat.
 
The arena in Rivacheg has at least one wall that you can run right through, but not back in. Just lost a tournament there because I couldn't get back into the arena ><
 
Nicholas Bell said:
folks please just report the problem

no problemo, update to the earlier "return to menu" button problem: it seems to only not work when you haven't yet deposited anything in the bank. I have since fiddled around in the game, and everything works fine. On a new character, however, the problem persisted.

Hope that helps for 2.5
 
pada said:
RomanGuy said:
Hey I have been playing for a little while with your mod and recently updated from 2.3 ro 2.4.  I noticed that the number of troops in castle and city garrisons has more than doubled in most places.  Was this intended? Or a bug of some kind?

It is kind of hard to take a city with 1000 troops in it, you just about need every lord in the country to attack one city.

I notice the kings now have 500+ man armies, lords are so far 50-250, and with my sub-mod im hitting 450 in castles and 1000 in towns. So far, I am liking these troop numbers, but I am curious too if they are inline with what floris 2.4 is spawning without my submod.

Well the main reason I posted is because I have not really seen a corresponding increase in the army sizes, most lords still only have around 100.  I also noticed that I cannot afford more than 400 troops in Praven and around 200 in Tevarin Castle, which are my fiefs, so how the hell are those other lords affording 1000 troops?
 
RomanGuy said:
pada said:
RomanGuy said:
Hey I have been playing for a little while with your mod and recently updated from 2.3 ro 2.4.  I noticed that the number of troops in castle and city garrisons has more than doubled in most places.  Was this intended? Or a bug of some kind?

It is kind of hard to take a city with 1000 troops in it, you just about need every lord in the country to attack one city.

I notice the kings now have 500+ man armies, lords are so far 50-250, and with my sub-mod im hitting 450 in castles and 1000 in towns. So far, I am liking these troop numbers, but I am curious too if they are inline with what floris 2.4 is spawning without my submod.

Well the main reason I posted is because I have not really seen a corresponding increase in the army sizes, most lords still only have around 100.  I also noticed that I cannot afford more than 400 troops in Praven and around 200 in Tevarin Castle, which are my fiefs, so how the hell are those other lords affording 1000 troops?

Remember though when your marshal or king you can field much bigger armies by grouping lords - hence the necessary large garrissons to give factions more staying power.
 
item_kinds file is borked with morghs editor again. I tried just the 2.4 from floris, then my own, and both gave me the same error.

Error #13 occurred in function "SaveTextItems".

Type mismatch - the program tried to assign a value to a variable which wasn't designed to handle the value. Maybe the data in the file is damaged (also wrong order, or else)
 
pada said:
item_kinds file is borked with morghs editor again. I tried just the 2.4 from floris, then my own, and both gave me the same error.
I forgot about this problem completely. Apologies. The following is from Morgh, and will fix the issues...though is tedious. (And unfortunately is the only way to fix it.) I've no idea why the compiler is adding extra spaces on us, but doesn't natively.

Morgh said:
Today I looked at the item_kinds1.txt at "Floris Mod Pack" and I detected empty lines at arrows and bolts data between the faction and trigger line. Something like this won't be loaded correctly, because there is a carriage return (empty line) between the data (trigger).

itm_arrows Arrows Arrows 3  arrow 0  we_ar_arrow_flying 2305843009213693952  quiver 3458764513820540928  98309 2147483648 72 4398046511112 3.000000 160 0 0 0 0 0 0 0 95 30 257 0
0

1
-52.000000  24 2071 1 1224979098644774912 31 2 144115188075857080 1 1700 1 1224979098644774913 4 0 31 2 1224979098644774912 1224979098644774913 1710 2 2 1224979098644774912 1714 2 1224979098644774914 1224979098644774913 4 0 32 2 1224979098644774914 -1 722 2 2 220 5 0 722 2 2 150 3 0 710 3 1224979098644774915 1 2 2123 3 72057594037927997 1224979098644774915 100 2119 3 72057594037927998 1224979098644774915 100 4 0 2147483678 2 72057594037927998 10 2320 2 1 1585267068834414592 5 0 2320 2 1 1585267068834414593 3 0 1106 2 1585267068834414594 13421772 3 0



Remove the empty line between the 0 (factions) and 1 (triggers) , and the item will be loaded correctly:

itm_arrows Arrows Arrows 3  arrow 0  we_ar_arrow_flying 2305843009213693952  quiver 3458764513820540928  98309 2147483648 72 4398046511112 3.000000 160 0 0 0 0 0 0 0 95 30 257 0
0
1
-52.000000  24 2071 1 1224979098644774912 31 2 144115188075857080 1 1700 1 1224979098644774913 4 0 31 2 1224979098644774912 1224979098644774913 1710 2 2 1224979098644774912 1714 2 1224979098644774914 1224979098644774913 4 0 32 2 1224979098644774914 -1 722 2 2 220 5 0 722 2 2 150 3 0 710 3 1224979098644774915 1 2 2123 3 72057594037927997 1224979098644774915 100 2119 3 72057594037927998 1224979098644774915 100 4 0 2147483678 2 72057594037927998 10 2320 2 1 1585267068834414592 5 0 2320 2 1 1585267068834414593 3 0 1106 2 1585267068834414594 13421772 3 0



So you must correct this manually with an text editor. My tool can't handle such data, because empty line are indentified as the line between two items. I also won't change my code, because the Native Mod is my reference, and the Native mod won't contain any empty lines within an item's data.

A "Replace all" with
Code:
 0
 
1
-52.000000
to
Code:
 0
1
-52.000000
Should do the trick, I would think.
 
In source are excessive square brackets in almost all ammo:

["arrows","Arrows", [("arrow",0),("we_ar_arrow_flying",ixmesh_flying_ammo),
("quiver", ixmesh_carry)], itp_type_arrows|itp_merchandise|itp_default_ammo, itcf_carry_quiver_back,72,weight(3)|abundance(160)|weapon_length(95)|thrust_damage(1,pierce)
|max_ammo(30),imodbits_missile,missile_distance_trigger,[],[fac_kingdom_1,fac_kingdom_2,fac_kingdom_3,fac_kingdom_4,fac_kingdom_6,fac_player_faction]],
 
To "return to menu" button problem in Bank overview:

In module_presentations.py after line 11499 is missing line
#Check for buttonpress
    (ti_on_presentation_event_state_change,

      [
        (store_trigger_param_1, "$espresso"),
    (eq, "$espresso", "$g_jq_Return_to_menu"), # pressed  (Return to menu)
(assign, "$jq_just_visited_CO", 0),#do NOT autoreturn to store
(assign, "$jq_override",0), #use default anim and camera settings in 'module_scripts'
(presentation_set_duration, 0),
#(start_presentation, "prsnt_jq_extended_info"),
        ]),
 
  I have problem with camera keys:

I have redirected WASD keys to arrows and camera keys to Numpad 8456.
In battle it is OK, but in tournament after up arrow it toggles to camera mode.
 
vhan said:
  I have problem with camera keys:
I have redirected WASD keys to arrows and camera keys to Numpad 8456.
In battle it is OK, but in tournament after up arrow it toggles to camera mode.
Noted. It appears I overlooked tournaments when I changed camera systems, so currently they are on the old (Custom Commander) system.
 
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