Rigale & perisno co-Submod: Phosphor v20r71 BUG REPORTS HERE

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Nice catch on those items.
  I plan to rework items heavily, and maybe drop about 1 in every 3 items to make space for "elven path" resources/items.
  I'd like the code to get more stable, so will hammer that until it seems almost clean. 
  Next two weeks I have exams coming up and may be tight for time.
  ---
Going over old bug reports the auto-buy for food  having too many useless foods needs some items reorganization. 
  OK I made a change in the presentation that maybe solves it for you with patch v18

  Factions display is a report that is difficult to edit.  I have seen a better one used at Empires III, but haven't chased it down much.

 
 
I'm alternating between playtesting 18.2 and 19 at the moment, after catching up on my work assignments by day.
For 18.2 (and 19 as they have the same Rigale core):
  1) Gardening spots still expect tools to be "equipped" in top left corner to harvest, unlike all other harvest/crafting
  2) Books don't show added text (what they do).  in v19 there is also an error for extra text displayed
  3) "Rhodok" not elvarie wisemen.  There's also a strings explanation that needs an update for rhodok/nord/khergit/etc
    for wisemen.
  4) Noble enchantmen counts linens instead of velvet in showing what could be made in the pre-crafting check, but still wants velvet for actual crafting.
  5) and of course the infamous simple_trigger 220 message showing up every 25 hours (which makes it easier to eliminate)

  It could be worse...
 
You had some good bug reports and insights, so I consider you one of my better testers.  It's a pity so much still needs fixing, but I think it's gotten viable to play a campaign instead of just a few hours or minutes.  There are still glitches, but probably not worse than Perisno had last December, and they're still around.  Pho will change considerably this summer.

-----
In other news:

  From Zykox videos/save games (mid game now, starting to show end game aspects):
  1) Perisno diplomacy options to manage fief improvements only have prisoner tower as something to build, but none of SU's extensions for city builds
(blacksmith, guild hall (and really I'd like to morph that into adding a player selectable Rigale guild to a given town!), caravan escort, festival square, university, bookstore).

  2) Still not sure what caused the corrupt tavern in Zykox's savegame series.  It's just one tavern that is messed up, was working, suddenly stopped working...
  3) Have not finished battlegrounds, which should at least not return a false dialog stub...

  4)  There seems to be plenty of not-so-much-Rigale-as-Perisno issues open still, besides issue #1 above.
    a)  Princess ask to marry shows 3 errors due entirely to syntax in checking the player's race and making some reaction based on race.  It's a cosmetic issue but it adds to the sensation of "dangerous coding" and isn't strictly needed.
    b)  never did finish trapping wife-as-a-companion when the battle is lost and she would have been captured...
    c)  never did finish doing something with orphan kingdom ladies
   
  I'm flying to Turkey for a week and a day on Tuesday so nothing at all will get done until I return, and then I'm still 2/3rds into the items reshuffle needed for eventual support of magic resistances and encumbrance checks for martial arts and (athletics) movement speed adjustments/dodging/shield skill shifts by encumbered status. 

  I'd say that's the next layer needed before I can add offensive magic, which is supposed to be an option anyway, and should be able to be flipped on or off at game start.  I'll put some drow (black elves) in if magic is set to enabled, these can pester you at night or where too much magic is used (by either side).  I don't see magic as something that has to be purely desirable or purely undesirable -- but it may come with trade offs that change the way it is used.  I'll give it some thought while I am out sun-burning with wife and daughter...

  - GS


 
 
Phew. Been a long time since I checked on Phospor. Busy with stuff.

So which one is the latest version? 19 or the 18 r4? I can just install it over Perisno 0.75 right?
 
Sky Warden said:
Phew. Been a long time since I checked on Phospor. Busy with stuff.

So which one is the latest version? 19 or the 18 r4? I can just install it over Perisno 0.75 right?

either is fine.  They can go right over Perisno .75
v19 is v18 with Zann tweaks.  v18 is specifically to support Zykox savegames and videos.

  I've returned from my 8 days in Turkey and will return to modifying items list today (a huge job that got half done before I left) for a v20 that wont release for another week or three...  I have one more big test coming up that will break up my time.

  Main target after reorganizing items is encumbrance, but may shed some textures and resources if I can trim 1000 items.
I'd like to import some items from other OSP mods, but I think Perisno has taken all available space in RAM for the 4 GB allotted by the 32-bit Warband engine.  So I really need to dump unused items before adding anything else.  Any added, moved, or deleted items break savegames so now is the time to make any huge changes to items.

  - GS


 
Didn't play long enough yesterday, but I found a bug about the Fire Bow item. The fire particles shoot to the direction you face when you start a battle, not the direction your arrow is going. As a note I put it on during battle via the inventory box.

The bug where you can't leave town still persists, and still can be easily dealt with by Save & Quit. The sellsword helmet still has the old mesh issue:

gqKlike.jpg

 
Sky Warden said:
Didn't play long enough yesterday, but I found a bug about the Fire Bow item. The fire particles shoot to the direction you face when you start a battle, not the direction your arrow is going. As a note I put it on during battle via the inventory box.

The bug where you can't leave town still persists, and still can be easily dealt with by Save & Quit. The sellsword helmet still has the old mesh issue:

gqKlike.jpg

  Yeah the fire bow seemed strange to me also, wasn't sure why fire wasn't going where I aimed.
  I may be able to tweak that later.  The well working fire bow code always assumes WSE is installed; this version was something I found in the Perisno code marked as "experimental", meaning they hadn't gotten it working and set it aside. 

  Leaving town is something from the way time is managed; I suppose I could make every task take 0 time before a result is returned and then set a counter to block starting any new activity until it counts down.  This would have to pass time by clicking on "wait in town".  The problem with this is it's more trouble than its worth, although if that stops getting stuck in town, maybe its better than having something (some) players can't figure out a work-around...

  Sellsword helmet I can switch, if I remember it.  As disheartening as the items juggling has been, I am almost done with the armors, which needed some sort of judgement call to categorize.  I still have to sort everything alphabetically to prepare the list of items so that I can find and match items listed to be removed more quickly.  Just try to find a matching name in a completely unsorted list of 2600 lines, then the next in line also completely random, and so on 1000 times to see the definition of "wasted time".

  - GS
 
Not sure if it's a bug or not, but when you create arrows, the modifier you might get is one of the melee weapons' modifiers like strong, balanced, etc instead of an amount modifier. Also, it'd be nice to have the Go Back option on a guild interface to send you back to the guild quarters instead of the town.
 
Sky Warden said:
Not sure if it's a bug or not, but when you create arrows, the modifier you might get is one of the melee weapons' modifiers like strong, balanced, etc instead of an amount modifier. Also, it'd be nice to have the Go Back option on a guild interface to send you back to the guild quarters instead of the town.

The guild menu will have a first go back to the guilds entry as well as a return to town.

Status of v20 update:
  I'll be busy all next week in training and final exam for work.
This week I was reading and working on a white paper of sorts for Phosphor's Magic and Religion system.
I wanted it to be realistic, whatever that means, without looking like I wanted kids to go tarnish their souls, while allowing
nearly anything and everything from classical mythology of the Middle East, India, Tibet, and some aspects of the West.

  the short version: its elective, until you die, after which it may be forced onto you as punishment for your playstyle.
  I'm not sure just how mean I feel like being, but since it will need polishing, I kind of doubt it will be mandatory for some time.

  I also need to consider how to change the map so that it has "layers", which allows for an increase in real estate (vertical floors)
without having to actually stutter the PC with all the things normally done.  I currently feel the world you found in sleep can be sleeping while you're awake, and it resolves me of any need to do background tasks outside the map_of_current_focus.

I won't assist in any witch burnings but I will explain the Universe in such terms as to seperate magic from prayer in terms of
actions.  This will be without having to mention any enabling diety or diety's shadow; at the moment neither is mentioned nor
is either completely neccessary to explaining the process whereby magic is experienced weakly in the material world and strongly in the spirit world.  Faith is examined from from both the perspective of magic and self contained belief systems explaining why
a given faith is assigned to a given aspect of the material world, as explained by the ancients.  The arguement then becomes natural why magic itself is limited and self limiting in the modern world.

  I work from a perspective of perception and consciousness, with an intended 6 to 8 page insert to the player handbook, to use the fewest words needed to explain the limits and factors influencing perception of magic, how time of day, style of faith/world view,
aspects weakening magic resistance, and why religion mainly seeks to limit magic rather than expand it, for the good of the many.
In Pho, Magic tends to work in the sleep, so it may be fair to label Pho's magic the stuff of "Dream Warriors" with strong repercussions to Faith rather than some quick method to "blow sh!t up" with minimum consequences. 

  I would be pleased to change some of the algorithms used to decide that Mount & Blade rewards chiefly and mainly "killing stuff for phat loot and experience".  I'd be happier if persons learned to keep the peace rather than "waste 'em all, let Gosh sort em out". Perhaps thats the main attraction of a "war"game, though - to spread unhealthy memes to an age group with the least shielding from evil, in a manner that appeals to the inner ghoul - more blood, more killing, more virtual sex, and so on.  Yes, I
am the first to fill the screen with amazing Amazons etc, but far from lying down and submitting it's my hope they become something of kick arse role models and comrades with arms.  We'll see how that goes with martial arts added...
Maybe I prefer something that challenges me more -- its a LOT harder to defeat an enemy without killing any more than needed; if killing paid zero but managing to NOT killing them, while defeating them, paid full -- without getting money out of slavery -- hmm.
There are different factions with different beliefs; some fall into the risk of karma issues sooner, but they can still buy their way out with charity.  I'll just have to nerf the overly OP money sources while thinking up ways to earn a living with "honor".  Most mods just have players jump into the mass murder business with no real plan "B".
---

  So, looks like mid July the next iteration of anything, as too many layers need to be built.  Probably the first version will need tweaks but I hope to not to have to break saves any faster than every 6 weeks...

  And that's the news.
  - GS

  It's possible I managed to get the classical arguements condensed to a point where they fit into < 10 pages.
  I've reshuffled items but now am stuck trying to really think about how I want "magic" and "religion" to operate.
They are options that can be turned off at character start,
  at least until the character's first death,
      after which their faith and how well they have tended to their karma may put them into a new map and new ruleset...
and thus before any of that I needed to
  make magic defenses,
      factors influencing breeches in magic defense
        vegetarianism vs meat (according to chosen Faith)
        alcohol (or drugs) weakening the sleep state
        pork or other pollution according to chosen Faith
        exhaustion and fatigue
  martial arts,
  encumbrance,
  the 5 basic Faiths
      strengths,
      weaknesses,
      location,
      methods to heal karma,
      means of recovery from death
      are they night aspected or day aspected?
      life aspected?
          do they take full exp from killing?
          do they have half or no experience depending on the honor of the one killed?
          How does slavery affect them?  Would they free slaves?  Ransom to a broker?  Sell them to the highest bidder?

and so on. 

 
as needed layers before religion, as a needed layer before magic, and with sufficient explanation as to why magic is not something to wish for once you understand it. 
 
gsanders said:
OldGreyBeard said:
I'm not sure if you're actually counting these as bugs.

Several "special" areas are in the middle of lakes, or offshore.

Should we be mucking about w/ the skills and crafting?

I "find" :razz: that every time I get lost in a forest/steppe/desert, and wander my way out, I get both a "quest succeded" and a "quest cancelled" message. I still get experience, so I'm not complaining. I just thought you'd like to know about it.

Honestly, I was NOT expecting this depth from Warband. It will take me a bit to adjust to simply wandering about "looking for something to kill". :twisted:

Keep working, and I'll keep poking at it as I get time/inclination. :wink:

Crafting should work, and work well.  I'm curious if getting stuck in towns (can't leave) ONLY happens after training at guild / taking guild lessons, or if it happens with pure crafting as well.  In my observation it happens when many things are attempted at once without having some time pass between discrete steps. 

I came here to report this "stuck in town" bug myself, so it's good to see it's already been mentioned. I should add, however, that I just got the bug a moment ago, without having touched the guilds proper and simply performing as a bard for a bit of coin/XP. That was the only action I took in town other than checking the tavern for any noteworthy companions.

EDIT: I just received it a second time, now for the reason you suggest. Went to perform as a bard again, got the warning that I wasn't living up to my ability so I went and got the Companion lesson followed by companion training.

I should mention that the way it forces you to spend time in the town (therefore resting your troops slightly, as well) is in my opinion a very positive feature. I'd rather learn to avoid the bug or simply deal with saving and re-loading when it happens than lose that feature. That is, if you can't find the source of the bug and have to take the roundabout fix you mentioned earlier.
 
OK thats another thing for me to look at.
  In general, have auto save enabled for your character (so-called "realistic saves" at character creation)
  go to tavern, press ESC to exit, now load character and you're fine. 
  I'll look for using bard abilities to set time wasting or pass time; else it's something common to the routines from Rigale.

  It might be an important observation, thanks.

  - GS
 
gsanders said:
OK thats another thing for me to look at.
  In general, have auto save enabled for your character (so-called "realistic saves" at character creation)
  go to tavern, press ESC to exit, now load character and you're fine. 
  I'll look for using bard abilities to set time wasting or pass time; else it's something common to the routines from Rigale.

  It might be an important observation, thanks.

  - GS

Eek, didn't notice you had already responded, and I wasn't really expecting one so quick. I went back an edited my previous post, so consider this post an update. ;D

EDIT: For the sake of adding some meat to this post, here's another bug I just spotted. Twice, actually. So, I've come across the Battleground location twice, and both times I've run in and immediately killed off whatever baddies were around. The location remains, however, so I visit it again to see if there's anything interesting to be had, and this dialog shows up. (I'm Toten Noyan, the seemingly headless knight)

9Xz8e3V.jpg
 
New bug of sorts just showed up, and while I'm not sure it's related to Phosphor, I figured you might be interested. I got a CTD while entering a tavern earlier, and decided that while I was re-launching the game, I'd get in a quick shower, because with my tiny 1.3 GHz processor it takes me quite some time to load the mod. Well, half an hour later I come back to see it's still on the loading screen, still showing the "Loading Textures" tooltip that usually takes so long (on average it takes six minutes to launch, four minutes of which is spent "Loading Textures"). No error message has shown up to tell me I've crashed, so I assumed it was frozen. Went to the task manager to kill the process, and noticed this in my Performance tab. I can only assume it's having some severe trouble trying to read in a single file, or perhaps that read is failing and it's continuously refreshing.
 
@totentag
    you DO have selected "load textures on demand" in the first video options tab under option in Warband (BEFORE starting Phosphor)?  I'd expect so because you couldn't load the first time without it.  You crashed while loading textures but for me the question is how much dedicated video RAM does your graphics card have, and which type is it?  It is also possible your GPU or even graphics RAM  overheated due to rapid loading and swapping of textures, if your actual RAM was for example 1/3rd the size of the texture RAM needed to finish loading all the models, textures, lod files, etc for the 2466 items in Perisno/Phosphor (and sadly almost half aren't used, but it takes a great deal of time and skill to remove them from the models that ARE being used...)

  In any case you can reduce the amount of memory swapping by setting texture size to 70% instead of 100%.
Since that reduces in both X and Y directions, the reduction in size is  .7 * .7 = .49  so half the RAM is used.  You can also set your graphics settings lower.  This is an issue for tuning your PC more than something I did wrong, in general.

  For the battlefields, they actually stay around for up to 2 days.  Although they have troops trapped inside, they aren't really meant to be free victims for you.  Instead, they are the dazed survivors of an actual battle (between NPC troops) that happened earlier.  You take full faction hits for jumping them just like you would if you jumped them outside a battlefield, so don't think they are something from WoW for you.  There should be more happening with them but that layer wasn't finished and the way they were inserted, Diplomacy thinks they are part of Diplomacy's last dialogs so it offers the last dialog from diplomacy.  Someday in my infinite spare time I'll get around to doing something cool with them, perhaps after magic resistances and encumbrance/ stamina bar, etc are working.  I do have a purpose for them, when they are finally finished.

  - GS
 
Actually, I have Load Textures On Demand turned off because without fail M&B will never launch for me with it on (even Vanilla) for whatever reason. I suspect that reason is similar to the one that keeps me from running this mod with textures over 20%. A very shoddy ancient laptop. To answer your question, though, it has a discreet GPU (I wouldn't bother even trying M&B if it had integrated Intel graphics) with 1GB of VRAM. It does its job reasonably well, and this freeze seems to have been a one-off (I've put about 500 hours into Warband with many less stable mods and never had it happen before) so I'm not especially worried. I only mentioned it because it's a strange effect on my RAM that I've never seen before, and it might shed some light on all sorts of minor background problems you are hunting down in the mod. Or it could be completely unrelated to Phosphor and been a bad combination of background processes and M&B altogether.
 
Weeelll I *do* have a bunch of random issues but I think I found the source and have taken some effort to sidestep them.
  Your issue isn't related to them however.

  I actually thought I had longer to work on the mod before my wife's next scheduled family break, but I was off by a week.
We slip out the door Monday, giving me much less time before I am gone for 9 days.  I could put something up that is in how to say
"very alpha" and yet it may be more stable than v18.4 (the most stable yet) or v19 (which it turns out was unplayable as a patch because it
had pieces of Perisno .8 missed with it, in the resources, and the resources were already pretty bloated from Perisno.

    That was partly why I re-arranged items, so that I could go over the list and ask for one of the graphics people to remove 1000 items and resources, except
a) they don't want to touch it unless it's for Perisno .8  (and)
b) Perisno .8 needs 3-4 days to merge new items and resources into it before "A" could be done.
    But since Perisno .8 doesn't want even a line from Phosphor until Phosphor is "final", "A" won't get done this month at all.
  Damn shame, that.

  I'll probably release a preview v20 that has exactly the features of v18.4 but some fixes and a richer debugger environment, for a quick look
while I am gone.  I sort of didn't want to release a v20 while it is still changing, but everything you have access to right now is in worse shape
than today's v20, which I'll call "v20 r3"  as I let the Perisno team see one day's earlier (and 1 day's buggier)  "v20 r2" yesterday, so I need to keep the versions different.  I put a lot more into it today in terms of tools for debugging and looking at troops, items, and so on outside of the cheat menu interface.
I expect a better troop viewer with more detail on each troop soon - even sooner than my infamous "soon" (TM) joke.  (Every programmer claims "soon"; heard it for 30 years at least!)

  I've managed to get some layers from Silverstag running without having to compile and merge all of Silverstag, which is a bigger operation than it would seem as the different modules keep referring to variables and scripts that are located elsewhere.  At first it seems neatly separated but there are implicit interdependencies making it more tedious to just cut and paste one narrow slice of the pie and graft it onto Perisno/Phosphor, which is already a sort of FrankenWench by now...

  As for 20% textures and not loading them on demand, wow that is terrible.  I'll imagine your GPU is overheating from so many textures loaded quickly.
You could measure temperature while running the game with  speedfan by  almicro / speedfan.org  don't mess with fan speeds; you don't want a silent (melted) laptop, you want every fan at turbo 100%.  The point is to monitor temperature at every temperature sensor on your laptop -- you'll be surprised both how many sensors are there and how hot a laptop gets.  I personally use a 15" laptop rest with a cooling fan underneath it blowing air on the underside of my laptop.  I managed to melt my laptop in just 3 days of gameplay at a hotel room once, thus the 10-15 euro investment (about $1:cool:.
    Check out this:  http://www.coolermaster.com/mobile/notepal-series/notepal-cmc3/
    The price is right.  It's powered off USB and I put my mouse into the USB pass-through so mouse+ cooling pad uses 1 USB port only and runs off laptop battery, if necessary.  GPU is about 20 C less, which is a huge difference in lifespan, as high temperature accelerates formation of ions due to polymerization of the plastic carrier on commercial grade ICs.  This will eventually crack the plastic around the GPU core or other overheated IC which changes the thermal transfer of heat away from the IC core.  This then causes core temperature to climb even more as a bubble of heat builds that no longer transfers through the IC carrier.  But you probably don't care about that much if you have an antique laptop.  I suppose it has a great future in a museum if you just sit on it another 20 years, but in the meantime you could take care of it and play my mod :smile:

  - GS
 
 
So, collecting taxes in Dwallnor doesn't seem to work. Got the quest to do so from Drgimst Drurzad (because he's got to like me to marry me. ;D) and when I made my way to Dwallnor, there was no menu option to collect the taxes owed to him. I haven't gotten this quest regarding any other towns yet, so I can't confirm or deny that it's an isolated incident.
 
Have been running around in Phosphor for a while now on the 19.2R build.
When I approach an enemy town and I want to sneak inside, I am spotted by the guards. So far a 100% rate for my some 30 tries in the same game. What irks me is that the first time I do this, always returns me to the map and I have to go through it again to get inside. If I then run around for a little while or tries another town, the same thing happens. Have to sneak in 2 times before I actually get inside.

I have not done much crafting, but I have noticed that sometimes the counter dosen't start. Instead I have been returned to the menu. I then enter the tavern, save, and quit to load my save. Then the timer kicks in and I'm stuck until it's done. When I'm in this limbo I can't leave the town or make use of the sleeping accomodations present.
In the early cooking skills I had a problem where it didn't run the timer out. I had the report, was returned to the menu and it said I had to wait at least 1 hour before engaging in another session. Leaving the town and running around for that 1 hour and I could get back and continue. I believe it was making bread from grains.

It's just small hiccups that gets annoying in the long run. Good work on it so far. I'm currently looking into playing around with the different professions as I mostly ignored them last time.
 
All prison doors I find lead to my enterprise. Be it in castles or towns. Most of the time I see a man standing with {!} followed by what I take as part of the code, like: Banner background color array. Depending on which castle I search in I see different text. But this makes it impossible to break out prisoners. The only way is to take the castle / town.
 
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