TFMurphy
Level: Smitemaster
Rank Points: 3118
Registered: 06-11-2007
IP: Logged
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Re: 3.1 TCB Patch Candidate (Windows) (+10)
Here's my notes so far.
I copied my entire folder over to a new location, using an already created Data Path.txt from a demo installation to that location. All DROD files previous in this new location were deleted. I then applied the patch to this folder.
Upgrade was painless. On to the current notes. I'll edit this post as and when I find more.
Confirmed Fixes
* Guards/Slayers now know their sword still appears on oremites if they themselves aren't on oremites. However, Stalwarts don't yet.
* Fog no longer picks out secret/broken walls.
* Scrolls and Potions may now be placed on platforms without workarounds.
* Phantom Aumtlich gaze sparks no longer appears after double placement changes beam.
* Both Required Target bugs now seem to be gone.
* Slayers no longer step on monsters.
* NPC roles work fine with platforms.
* Fegundos, Bombs and Briars now properly respect Force Arrows.
* Pressure Plates, Doors and Platforms now properly subdivide in various circumstances. (Not sure I like how Toggle Plates trigger their 'off' effect immediately after being seperated though, but that's another story)
* Lighting autoupdates after horizontal/vertical flips.
* Spiders are now visible to stealthy roles when in range. However, they also turn to face the player during this time, which seems a little inconsistent (no other monster does until you're a target).
* NPCs use idle animations now.
* Kill count seems to update properly and not count Stalwarts or Fegundos or the like.
* Player roles now die properly.
* Aumtlich gazes don't affect things on walls any more.
* Player Role Brain and Water Skipper Nest are now safely ignored.
* Rooms with Conquer Tokens no longer spark the "Cleared!" sound when they shouldn't when you enter them.
* Face Direction correctly does not take a turn when the character is invisible.
* Stealthy roles become non-stealthy correctly when they attack snakes. (Mimics and the placement of Decoys on role change don't though, but that's another matter entirely)
* Unstable tarstuff under mothers are now properly cleared upon re-entering a conquered room.
* Targates now toggle immediately when all tarstuff is removed (in particular, when an explosion removes the last remaining tarstuff, among other cases)
* Beethro looks invisible after taking an invisibility potion no matter what his orientation.
* Serpents now attack tunnels if a target is on them.
* Tarstuff mothers are now invulnerable to hot tiles.
* Halph and Young Halph now use plates correctly (and you can't have both in the same room).
* Bridges connected to room edges fall without errors.
* Build Marker "Remove Item" no longer causes errors.
Confirmed 'Issues' Left
* Guards/Stalwarts don't know that stepping off oremites changes their sword direction.
* First turn briar growth chokes multiple roots, limiting proper growth.
* Hitting forward after watching a "corrupt" demo that ends in death allows the demo to continue, also making an assertion beep.
* Master Walls still have their current problems with demos, mirrors and scripting.
* Fegundo and Wraithwing NPCs still depress pressure plates at all times.
* Brains still cannot track the Beethro player role properly immediately after a player role change, until Beethro moves. They also still can't target a player role that has just lost stealth until the next turn.
* Lightning and red squares still display incorrectly when a non-Beethro player must place a double on the same turn it changed Player Role.
* Undo during double placement seems finicky. You can undo during placement only if you did not use Undo last turn. If you have, then no Undo is possible, and you must place the double to continue. (Personally, I still agree with Pinnacle in that undo should go back to the last player turn, rather than revert the last command - same with Questions, really. But that's another thing entirely and not connected to this particular fix)
* Building bombs and fuses on tops of briars still causes errors when the briar attempts to grow past it. Sorry, thought you already had this one, given the sneaky edit Mike did to my first post ^_^; Do you want me to properly bug report it now, or this enough?
* Adders can still move on top of stealthy player roles if the adder senses another target. This does not kill the player role. It does kill the Adder on the next turn if the player role can harm with its body though.
* Demos aren't saving. Or if they're saving, they're not being loaded properly. Attempts to save demos on several occassions result in an assertion beep for that level whenever the Demos screen is looked at afterwards, with the attempted saved demos not appearing. The error is: Assertion error in line 1226 of .\DemosScreen.cpp: "pDemo". I also got Assertion error in line 60 of .\DbDemos.cpp: "!"Bad demo ID."" when deleting the hold, and Assertion error in line 350 of .\Db.cpp: "demoIndex.find(demoID) == demoIndex.end()" Assertion error in line 351 of .\Db.cpp: "demosHoldIndex.find(demoID) == demosHoldIndex.end()" when attempting to view a saved demo for a new hold without previous demos.
* On a similar note, after deleting the errored hold, I started getting Assertion error in line 574 of .\DbDemos.cpp: "!"SavedGameID is foreign key to nowhere."" after every playtest session in the editor, no matter the hold.
Apparent New Issues
* For some reason, I can't change level styles anymore. While levels that have different styles work fine and can be edited, any attempt to change them ends up with the level adopting City style. Clicking on City gives me the following error: Assertion error in line 152 of .\DrodBitmapManager.cpp: "!style.empty()".
* At some time during my testing, the text "Moves made", "Monsters killed", "Chat while playing" and "Ignore chats not directed to me" vanished from the Current game info screen. They reappeared when I restarted DROD, and the rest of the test was still there even when the others vanished. After some more testing, this seems to happen immediately after upgrading my data files. Since it fixes itself after restart, I'm not sure how much of a problem this is, or whether it may reoccur.
[Last edited by mrimer at 08-12-2007 03:38 PM]
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