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FFX 3.2 Bug Reporting Thread, take II

Started by stumpy, January 31, 2007, 02:58:27 PM

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catwhowalksbyhimself

FFX has nothing to do with the number of FX the engine supports.  Any limit, if that was indeed your problem, has to do with the game engine itself, not FFX.

Epimethee

I think somone mentioned recently about the same problem when using something like 800 entries in fx.dat, IIRC. So yes, you might be hitting the max FX limit. But, as Cat pointed out, it has nothing to do with FFX as far as we can see.

catwhowalksbyhimself

Although I must point out that FFX does add a few FX of its own, so if you are having this problem only with FFX, then the extra FXs are likely the deciding factor.

HumanTon

Thanks for the info!

When I read that I thought, "800 FX? That's crazy! I don't have anywhere near that many!" Then I started counting and um, well.... (cough)

I guess it's time to start weeding out the ones I don't use ....

Epimethee

I'll try to have a look at Russian Doll. IIRC, I already did, but didn't have the time to solve it or got sidetracked.

I'll leave the AI and control issues to teammates more competent in this aspect.

Indigo

I'm not sure if anyone noticed this but when I pick up a vehicle and throw it on the fire hydrant, even in full health it immedietely explodes?  Was this intentional or it was missed?

I always set up my AI enemies to walk towards the fire hydrant and throw the car and boom!  :thumbup: It's fun, but I think it's overpowered, perhaps the car shouldn't explode immedietely?  What do you guys think?

stumpy

Is this a problem with FFX 3.2 or with the game engine generally?

catwhowalksbyhimself

I'm pretty sure that's an engine issue.  I don't think we did anything with that.

EDIT:  On second thought, FFX adds a water explosion if the fire hydrant is damaged and it goes off VERY easily.  Since it's a plugin, you can just remove it.

Epimethee

If it happens only with fire hydrants, it certainly looks like the plugin is the culprit (my fault!); still, it's a bit puzzling, as the added explosion does onl very low cold damage and low knockback – it shouldn't have anywhere this much effect. Sigh...

To disable the plugin, move the "ffq_firehydrant" folder under "ffx3\Missions\Scripts\ffxplugins\active\" to "ffx3\Missions\Scripts\ffxplugins\inactive\"

HumanTon

Enemies don't do anything while enraged--they just stand there.

(Looking at the readme I realize this is technically a known issue, but I figured you guys might want a little reminder!)

Epimethee

Quote from: Indigo on July 18, 2007, 09:30:00 AM
I'm not sure if anyone noticed this but when I pick up a vehicle and throw it on the fire hydrant, even in full health it immedietely explodes?  Was this intentional or it was missed?

I always set up my AI enemies to walk towards the fire hydrant and throw the car and boom!  :thumbup: It's fun, but I think it's overpowered, perhaps the car shouldn't explode immedietely?  What do you guys think?
Quote from: Epimethee on July 18, 2007, 06:13:06 PM
If it happens only with fire hydrants, it certainly looks like the plugin is the culprit (my fault!); still, it's a bit puzzling, as the added explosion does onl very low cold damage and low knockback – it shouldn't have anywhere this much effect. Sigh...

To disable the plugin, move the "ffq_firehydrant" folder under "ffx3\Missions\Scripts\ffxplugins\active\" to "ffx3\Missions\Scripts\ffxplugins\inactive\"
I can't reproduce the bug. Anyone else can?

Indigo

The disrupt attack can make trees explode...aren't they only supposed to have an effect on metallic stuffs (cars, lightposts, fire hydrants)? :D

stumpy

Disrupt can make most objects explode besides characters and buildings. There is no limit based on material.

BTW, was there an FFX 3.2 bug-related aspect to the question?

Indigo

Disrupt Object: Excites target non-organic molecules resulting in an explosion

or·gan·ic : of, relating to, or derived from living organisms.

in·or·gan·ic : forming or belonging to the inanimate world b : not arising from natural growth.

Is there a difference between inorganic and non-organic (besides its spelling and pronunciation)?

stumpy

The description text is inaccurate, as it is in other instances. The game makes no distinction between organic and inorganic materials for purposes of powers like disruption. It will work on trees and bushes and even on objects made of flesh, if they aren't characters or buildings. Similarly, it won't work on characters or buildings even if they are made of metal, stone, etc.

Feel free to edit the strings.txt file to better reflect the power.

And, again, did this involve an FFX 3.2 bug somehow?

Indigo

Quote from: IndigoThe disrupt attack can make trees explode...aren't they only supposed to have an effect on metallic stuffs (cars, lightposts, fire hydrants)?

I think I'm probably asking if this was a bug, not making a statement that this is a bug.  It seems you're part of the FFX team so I'll take your word that this is not a bug.

stumpy

Hmm. Whether the power doesn't work correctly or the description is wrong is a judgment call, I suppose. As sort of a practically-minded person and knowing that there is nothing we can do to change how the power works, I prefer to think the folks at IG were off in the description. Something we can easily do is change the description to read OVERLOADS MOST INANIMATE OBJECTS WITH ENERGY-X, CAUSING THEM TO EXPLODE!

The power has worked that way since the first game and I am pretty sure it hasn't been modified by FFX.

I hope that clears things up a bit.  :)

Bony

Sorry, perhaps this question is already answered but I can't find it with search function.
I have the German edition of FFvt3R and made a fresh Installation. Now I figured out that there are many mods but they need FFX 3.2 and EZFX. I installed first EZFX and then FFX 3.2. That's all I did. Now I can start the game with "play FFX3" but there is a Problem.
All new attributes appear like:

"attrib_toxic" or "attrib_weathercontrol"

and on the right where the detailed description should be, there's only on word.

Like "attrib_toxic_desc" or "attrib_weathercontrol_desc"

What's wrong? Thanks for help!

In FreedoForce1 there where no such problems with mike's FFX. There where the descriptions or names of new attributes like they should be.


stumpy

I assume that by German edition you mean that the descriptions of powers, objects, etc are all in German, right? Unless you are looking to write them yourself, you aren't going to get the new attribute names and descriptions in German.

But, you can get the English versions to show up by 1) making a copy of the ..\data\Lang\German folder as ..\ffx3\Lang\German and then 2) grabbing the FFX-specific stuff from the English strings.txt file in ..\ffx3\Lang\English and adding them to the German version and using FFEdit to generate the language files again. I don't have the German language stuff, so I can't be sure (and make sure to make a backup of everything in your ..\Lang\German folder!), but it should work.

To find the FFX stuff in the ..\ffx3\Lang\English\strings.txt file, do a search for ------------1_01, -------------------- FFX STARTS HERE. Everything from that point to the end of the file should be stuff you can copy to the strings.txt file in the German tree. Then use the "Generate Language Files" button in FFEdit to recompile the files. (Make sure to quit the game before regenerating anything in FFEdit.)

If you haven't used FFEdit to generate the language files before, ask in this thread and I or someone else can walk you through it.

Let us know how it works.

Bony

It works! I remember the time 3 years ago with all the *.ff extracting to get the editor to work and such things and this community is still as nice as then! Thank you very much!

O, and here a very important link for all users of UK or other European versions of FFvt3R:
http://files.filefront.com/Freedom+Force+vs+The+3rd+Reich+UK+Mod+Tools/;3942762;/fileinfo.html
These are the patched mod tools, there was a problem at the release with the copy protection, so these were developed. Whithout these mod tools the ffedit2 will not work for european versions. Perhaps somebody can put this link in a adequate thread if not already happened ;)

Bony

I have another problem. When I'm running the game with ffx3, you can use every power with one less energy field than normally. For example: I create a power which needs 3 bars (costs: "high") and in Rumble Room it shows up with 2 bars needed. Or powers with "low" costs show up with zero energy bars needed. Strange. And medium powers need one energy bar. Any idea? It's also the same issue in the campaign. Alchemiste's shield only needs 1 bar. Normal should be 2.
When I start the game without ffx the problem is gone.

stumpy

That's deliberate so that you can use a power that nominally requires more energy than you have, but there is a chance of stun, just as you couldin the first game. I prefer it, but you can disable it in the FFX Control Centre.

catwhowalksbyhimself

Just to clarify, the powers actually do use the same amount of the energy that you set, but the game is fooled into thinking it costs one less.

HumanTon

Here's an odd one: when Weaken expires, it KOs the affected character instead just removing the state.

(If you use Heroic Revival to bring the character back, the character is KO'd again a few seconds later as if he had taken progressive damage.)

This is happening with both my .hero file characters that use Weaken, as well as with the built-in Shurales.

yell0w_lantern

That's an issue with the game itself. I've seen that one for the last 2 years. The state drains health for some reason and it will KO your character before it wears off then it carries over if you revive before the state times out. You can see it with a character that has lesser regeneration after he gets KO'd, watch the health bar, it's very interesting. Bottom line is: wait longer then use heroic revival.

HumanTon

Quote from: yell0w_lantern on August 11, 2007, 10:03:44 AM
That's an issue with the game itself. I've seen that one for the last 2 years. The state drains health for some reason and it will KO your character before it wears off then it carries over if you revive before the state times out. You can see it with a character that has lesser regeneration after he gets KO'd, watch the health bar, it's very interesting. Bottom line is: wait longer then use heroic revival.
Yep, you're right that progressive damage continuing to be applied after the character is KO'd is be an issue with the original game!

The actual Weaken problem itself is unique to FFX, though ... I just fought a bunch of Shurales in plain FFVTR with no FFX, and Weaken works fine there.  If I fight 'em in FFX, though, anyone who gets weakened is KO'd the instant the effect wears off, regardless of how many hit points they had at the time.

Bony

Mass Control doesn't work for me. Neither in Liberty Bay, nor with a custom FFX Char. All other (tested) custom attributes work.

catwhowalksbyhimself

I can confirm that Mass Control does work in LB, if purchased by Doc A in the campaign.  Haven't tested it in the RR though.

Bony

Quote from: guts on February 21, 2007, 02:54:21 AM
Oh, by the way, I still can't use Doc Astounding's Mass Control attribute in the campaing for some reason; which is quite strange, really, since I made a custom character with this same attribute and used it in Liberty Bay's Rumble Room and it worked.

Edit: In Mission 3 Mass Control started working once again. However, I still can't use it in Mission 2 despiste having bought it at the end of Mission 1. Is it intentional that a character's new powers only manifest themselves a mission after having been bought or is it a bug indeed?

Same with me. Mission 3 I have not tested yet. I purchased it after Mission 1 and it didn't work in Mission 2. And it works not (for me) with usual custom chars I created in FFX.

catwhowalksbyhimself

It could be a glitch with the way FFX works in campaigns. Interesting enough, in my tests, I don't buy it until Mission 3 and it works fine there.

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