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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]]. | ||
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| - | ====== (world) map ====== | ||
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| - | ambush location doesn't show on the wmap | ||
| - | |||
| - | //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.// RECHECK, was 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 stolen, you'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 | ||