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developers:bugs:soa_playthrough_bugs [2012/07/01 12:24]
lynxlynxlynx
developers:bugs:soa_playthrough_bugs [2013/04/29 11:49] (current)
lynxlynxlynx [animations]
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 Not everything is noted here, also see [[:todo]]. Not everything is noted here, also see [[:todo]].
- 
-====== (world) map ====== 
- 
-ambush location doesn't show on the wmap 
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-//ambushes don't go away - when you travel that path again, you get into the empty ambush area again// RECHECK 
  
 ====== animations ====== ====== animations ======
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 [CharAnimations]: Couldn't create animationfactory: mdr23114             [CharAnimations]: Couldn't create animationfactory: mdr23114            
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-[CharAnimations]: Couldn't load animation: migog25, cycle 47 
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-in some games some attack animations aren't shown at all, even for pcs (Tried to set invalid stance id 172, 4294967212, ...) 
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-[CharAnimations]: Couldn't load animation: mberg2e, cycle 21, 22 
  
 [CharAnimations]: Couldn't load animation: meaeg26, cycle 56                                                   [CharAnimations]: Couldn't load animation: meaeg26, cycle 56                                                  
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 ====== misc ====== ====== misc ======
  
-if you try to rest outside and the garrison approaches you, further sleep isn't prevented (you can retry before they reach you) +//sleeping galvena's guards stand and are interactable, but correctly not hostile.// RECHECKwas probably fixed
- +
-melee weapons aren't auto equipped when ranged weapons run out of ammo - fists are. +
- +
-sleeping galvena's guards stand and are interactable, but correctly not hostile. +
- +
-when your soul is being stolenyou're not in your glass jar +
  
 ====== Mod run ====== ====== Mod run ======
 nalia taking too long to exit the cc can make her think you're meeting her for the second time - infront of the keep nalia taking too long to exit the cc can make her think you're meeting her for the second time - infront of the keep
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-petrified actors don't always have the "stoneskin" texture + 
- hero of trademeet statues are displayed in color (maybe the same cause) - StoneSkinModifier issue? It works after a reload (try also the above, maybe the state blocks the pallete update)  
- //yet casting flesh to stone works fine// 
  
 ar0512 has two big semitransparent blue rects over the holy water ar0512 has two big semitransparent blue rects over the holy water
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-the animals don't attack the gates of trademeet synchronously (not triggered? was it really like this?) 
  
 enemy scripts sometimes erroneusly reset the target: when meeting the druid group battling trolls, the trolls stop attacking them by retargetting on the party.  enemy scripts sometimes erroneusly reset the target: when meeting the druid group battling trolls, the trolls stop attacking them by retargetting on the party. 
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 no sahuagin in the sahuagin room of the planar sphere nor golems in the topmost room (ar0411, script looks irrelevant); storywise it doesn't seem like a random spawn issue (RECHECK WITH VANILLA, MIGHT BE IR RELATED; or dialog related - the knights attacked immediately) no sahuagin in the sahuagin room of the planar sphere nor golems in the topmost room (ar0411, script looks irrelevant); storywise it doesn't seem like a random spawn issue (RECHECK WITH VANILLA, MIGHT BE IR RELATED; or dialog related - the knights attacked immediately)
  
-ch3 starting cutscene (movie02a.baf) has the viewport at a very wrong place, so you can't see most of the action. This is due the viewport recentering on the party when it finishes the area transition later. Curiously, ScreenFlags are 0 at that point, so we can't detect we're in a cutscene and not recenter in ChangeMap. +ch3 starting cutscene (movie02a.baf [same with movie04b.baf]) has the viewport at a very wrong place, so you can't see most of the action. This is due the viewport recentering on the party when it finishes the area transition later. Curiously, ScreenFlags are 0 at that point, so we can't detect we're in a cutscene and not recenter in ChangeMap.
- +
-<del>underdark mind flayer lair combined gith fight does not start (cut44i), leaving you stuck in the cell.</del> (should be fixed, but recheck)+
  
-wrong entry point for windspear hills (ar1200) - came out north instead into the ambush 
  
  
 
developers/bugs/soa_playthrough_bugs.1341145440.txt.gz · Last modified: 2012/07/01 12:24 by lynxlynxlynx
 
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