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Topic Summary

Posted by: Reverendratbastard
« on: January 24, 2011, 11:56:49 AM »

pff, you've already done plenty.  it's someone else's turn.  if only i were a bit more focused... :P
Posted by: jastey
« on: January 24, 2011, 07:04:42 AM »

Unfortunately, Finch happens to be at the bottom of my to-do list although I agreed on updating her some time ago (and making her BGT compatible, while I am at it). I have no schedule for this one, though.

Hm. I had a look at her scripts and cannot see what exactly is causing this stutter. I have to dig deeper inot the code for this, sorry.



Posted by: Reverendratbastard
« on: January 23, 2011, 07:09:23 PM »

 
  having this issue at the red sheaf in beregost.  certainly not a dealbreaker or anything, i love what i've read and heard so far - just curious as to where a fix to this would be listed priority-wise - do you have a public personal to-do list i haven't stumbled by yet, jastey? :)
Posted by: Fennek
« on: December 01, 2010, 06:27:31 AM »

Prowler mentioned at SHS that he had similar probelms. It might be the case that this bug was never reported because few people use Finch (?), because one can hardly find this thread (I never find it directly, made it a "favourite" now...), or whatever.
Best way would be what Miloch suggested. But I'm not the one who can fix it, so you should do what you think is best.
Posted by: jastey
« on: December 01, 2010, 01:45:35 AM »

Lollorian: Thank you for posting the relevant dialogue code! This doesn't explain why she initiates the dialogue by herself, though. I'll have a look at this. Might be the "I ask CHARNAME whether s/he *really* wants me to leave" dialogue after the kickout that every NPC initiates, and due to setting the variable too early is going as loop, but as I said, I will have a look.

Posted by: Lollorian
« on: December 01, 2010, 01:36:01 AM »

That would be awesome too :D (but might need some dialogue changes) Wondering why this bug wasn't caught before though ??? Maybe no one kicked Finch out? :P

But yea, I will say that being one of the first mod-content that an average BWP user meets on starting a (working) BGI game (aside from the obvious interface changes), Finch leaves a mind-blowingly banzai first impression about the standards of BGII modding ;D (I personally didn't realize she was mod-added until I actually read the BWPGuide back in v5.7 :P)
Posted by: Miloch
« on: November 30, 2010, 11:30:15 PM »

Why not just have it so the player has to reinitiate dialogue with Finch to reinduct her into the party?
Posted by: Lollorian
« on: November 30, 2010, 07:36:21 PM »

Ok, the problem: ;D

This is Finch's kickout dialogue:
Code: [Select]
IF ~Global("SUFinchJoined","LOCALS",1)~ THEN BEGIN SuFinchKickOut
  SAY @157
  ++ @158 GOTO SuFinchAlrightThen
  ++ @159 DO ~SetGlobal("SUFinchJoined","LOCALS",0)~ GOTO SuFinchSecondThoughts
END
... so if kicked out, the LOCAL SUFinchJoined gets reset. (notice that she doesn't leave the area)

Now just a few lines below that is:
Code: [Select]
IF ~Global("SUFinchJoined","LOCALS",0)~ THEN BEGIN SuFinchRejoin
  SAY @162
  ++ @163 GOTO SuFinchGoody
  ++ @164 GOTO SuFinchTease
END
... which is Finch's *heya-CHARNAME-you-want-me-back?* dialogue ... which SHE initiates! :o

So, the problem being that as soon as you kick her out, SUFinchJoined is set to 0 and this immediately triggers the second dialogue.

Suggestion(s):
1) Add in a timer or something giving the party some time to move away from Finch. As well as a See(Player1) trigger to the second one so that Finch doesn't get too chatty when the party is in some corner of Beregost making deals with "courtesans" :D
2) Move Finch to some fixed area (like most NPCs) like the inn where you let her join, when kicked out and add a See(Player1) trigger to the second dialogue for the same reason as above :P (this might need additional dialogue)
Posted by: Creepin
« on: November 30, 2010, 03:56:13 PM »

Ah, that makes it clearer. Sorry but I am not into digging through code at the moment. It is weird this bug report comes up now. I would assume that, if it is a bug in the mod, some more people would have posted it earlier? Can this be confirmed by other players, and for a Tutu install?
Confirming that I have the same bug. I'm running BWP which basically means BWFixpacked version of Finch (the same as Fennek has apparently), so it's possible that the bug is within Fixpack, however since Fixpack only converts file names and such into BGT standard chances are that the bug is wihin original code.
Posted by: jastey
« on: November 29, 2010, 01:26:17 PM »

Ah, that makes it clearer. Sorry but I am not into digging through code at the moment. It is weird this bug report comes up now. I would assume that, if it is a bug in the mod, some more people would have posted it earlier? Can this be confirmed by other players, and for a Tutu install?
Posted by: Fennek
« on: November 29, 2010, 07:07:10 AM »

After she was kicked out of the party, one can find her at one of three places (Beregost, Friendly Arm Inn, somewhere else). If one enters into the area where she is, she directly starts to talk. Under normal circumstances, she should only start her "rejoin"-dialogue if one talks with her. What is even worse, if one doesn't let her rejoin, but tells her to stay here, the "rejoin"-dialoge directly fires again. So one has to either get her into th party or send her to one of the other two places to go go on with the game. Lollorians fix is helpful, but as far as I understand it, it doesn't fix the problem, but gives one simply some time to go on with the game before she starts talking again...
Posted by: jastey
« on: November 28, 2010, 02:01:29 PM »

Not sure I understand the problem, does this happen after she is kicked out? Or upon the first meeting?

Posted by: Fennek
« on: November 28, 2010, 06:44:40 AM »

Please have a look about a dialog bug here:

http://www.shsforums.net/topic/46469-bwp-and-mod-bugs-not-yet-fixed/page__view__findpost__p__501622

This dialog comes up all the time... I guess that this is not linked with BGT...