Author Topic: Known Bugs & Beta Testing  (Read 42811 times)

Agent 12

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Re: Known Bugs & Beta Testing
« Reply #75 on: August 17, 2006, 12:53:58 pm »
Here's how I fixed all the bugs incase someone wants to go through and fix em.  Someone (probably Zeality) needs to make a call on the blue errors above.

- After talking to Belthasar (Debug Room) you are in the Chronopolis OW map stuck in the water.
-------Check this, it's just bad coord in the debug room because of a new 1999 MAP


- If you enter the cave to go to the Palace, you end up there(zealcave pic)
-------The Chronopolis "medic Center" is the same map as "Zeal teleporters" so we need to put them on two different locations

- You are standing in Dalton's guard when you fight him(in enemy pic)

------This one is a bit tougher, it was being caused by not having "halt" for a call object function so look for he call object functions where the guards move to the middle of the room and make them halt instead of continue

- Spring of Whatever(blue thingy that recovers HP when you walk over it) doesn't work in Enhasa

-------Copy paste old object from original CT ROM

Topleft-place to get stuck in 1200AD(and once you're there you're there
-----I just added a NW NE solidity and it was fixed

Toma's Monument(whatever it's called), has two bookcases you can walkthrough, where the party is now, and where the red X is.
-----Make them solid


Well you could go up and talk to TomaXII in the last public beta, now you can't
--------Tun on layer 3 and delete the pyramid, then in object 00's activate remove the copy tiles, finally fix Zplane/solidity

Right- Every here and there when you leave Chronopolis to 1002 AD, you end up landed on the ocean.
-----fix the coordinates of Chronopolis New exit to OW.

After going up into the singing mountain Cave, then immediately turning back(before going up to fight the boss), you get stuck in the wall, not even where the door is.
--------Fix the exit from Lebniz Room


Conditionalize the Reptite Time sage on Terra Tower 1st floor
Make the door blocked earlier


In the Time sage object make a conditional so it only loads after Marles Reptite Sequence (check change log)

For "blocking the door" there should already be a copy tiles in object 00's activate that needs to have the conditional made a couple lower.



--jp

TheOutlaw

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Re: Known Bugs & Beta Testing
« Reply #76 on: August 17, 2006, 05:29:28 pm »
well here are some more bugs, not the newest beta (just noticed that this morning)
but still bugs none the less

Akward line that makes little sense


as you move throught the debug room, sprites whack out.


1st medina house, simple error in solidity


another solidity error


another dissapearing character, if you add frog to your party right after getting him back in the cathedral this is if frog replaces the third character

Here's what happens with frog in the middle


not sure if this is a bug, but when answering the Nu's riddle in Zeal it has a picture of the Epoch, A picture of the Nu would make more sense

ZeaLitY

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Re: Known Bugs & Beta Testing
« Reply #77 on: August 17, 2006, 06:35:20 pm »
The debug room is naturally, as the game can't handle that many loaded palettes. As for the Zeal thing, I'm pretty sure I changed those lines, so they must not be on the new backed up ROM.

TheOutlaw

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Re: Known Bugs & Beta Testing
« Reply #78 on: August 17, 2006, 10:45:28 pm »
In enhasa sleeper room, the sleeps are titled
one sleeper
2nd sleeper
third sleeper
fourth sleeper

When you enter Enhasa you should be told that there is a secret switch you are looking for, or something along those lines.


If frog is going to be Glenn, this line seems out of place, since he's had no issue of ribbiting in the past.(throughout the game)

Chapter V's title gives away too much
A world of humans and reptites, It would be more interesting for 1st time players to see "A New World"

Terra tower, if you enter before you get the key, instead of the Azala look-a-like saying the more humans line it's a regular reptite.
« Last Edit: August 18, 2006, 12:40:12 am by TheOutlaw »

TheOutlaw

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Re: Known Bugs & Beta Testing
« Reply #79 on: August 18, 2006, 01:32:16 am »
Newest patch Chronopolis-

invisible barrier

lack of barriers


This is what happens if you leave chronopolis, no way back in. Can't leave the time period
also say 1999AD at the bottom.

Although I must say this map is a lot more visually appealing.

Agent 12

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Re: Known Bugs & Beta Testing
« Reply #80 on: August 18, 2006, 02:00:27 am »
The ribbit is a joke.  Dalton heard a noise and one of the guards says he thinks some test frogs got out then to trick them Frog is forced to make the Ribbit sound (that's why he sighs).  I think it's pretty funny.  All 1999 Map issues are going to be taken care of when we fix 1999 properties.

--jp

TheOutlaw

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Re: Known Bugs & Beta Testing
« Reply #81 on: August 18, 2006, 02:56:34 am »
interesting, there was no build up in the dialogue though, just test frogs got away, then
*sigh* ribbit.

I may start touching up 1AD

Chrono'99

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Re: Known Bugs & Beta Testing
« Reply #82 on: August 18, 2006, 08:40:35 am »
The ribbit stuff is just a rip-off of a scene from RD... Crono's turtle imitation is a nice addition though :)

Agent 12

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Re: Known Bugs & Beta Testing
« Reply #83 on: August 18, 2006, 12:27:47 pm »
ohh I didn't know it was from RD, that's funny.  I added the turtle imitation because I thought he was the only one that didn't have one (but now I know lucca doesn't have one either)

--jp

Chrono'99

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Re: Known Bugs & Beta Testing
« Reply #84 on: August 18, 2006, 12:57:36 pm »
Lucca could... imitate...  a cat maybe? since Gato is a robot cat and means "cat" in Spanish.

Vehek

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Re: Known Bugs & Beta Testing
« Reply #85 on: August 18, 2006, 12:59:41 pm »
Sadly, Marle already imitates a cat in that scene if she's in the party.

TheOutlaw

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Re: Known Bugs & Beta Testing
« Reply #86 on: August 18, 2006, 03:31:13 pm »
As most of you know 1999 Dino world is bugged up
The most prominent is that if you enter terra tower before the contest it's just as marle left it.
and if you exit Walah 1AD, although just as marle left it.

Also you can skip the fight before the time portal by just going up and pressing confirm on it.
Which afterwards the screen goes black and all you can do is open the menu.

Here's when dialogue goes to hell.

At least he tells me I can do anything i want
Reason enought to break into Terra Tower
« Last Edit: August 19, 2006, 12:09:16 am by TheOutlaw »

Vehek

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Re: Known Bugs & Beta Testing
« Reply #87 on: August 19, 2006, 12:19:28 am »
That would be just placeholder dialogue.
The exit problem with Terra Tower will be easily solved with an event that teleports to different overworlds depending on a variable. But what variable to use?

TheOutlaw

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Re: Known Bugs & Beta Testing
« Reply #88 on: August 19, 2006, 12:40:48 am »
Quote
That would be just placeholder dialogue.
I figured as much, i had been reading through with ok dialogue and then wham.
Caught me off guard.

Her are some things that seemed wird in the beta, but i think are planned to be resolved as the beta moves along

Porre agent turning out to be a Cyborg, all that' s stated is that he isn't made o forganic material, and i was hoping to take care of him personally he kind of drifts away as king Zeal comes in (strangley in the beta so does king Zeal)

also Serran, I've seen his sprite(looks great), and read some ideas for Serran, and I'd like like to see him become a reoccurring enemy, like Ultros in FFVI, or the turks in FFVII

It was also kind of sad to see the coluseum go in this patch.
« Last Edit: August 19, 2006, 04:06:53 am by TheOutlaw »

Agent 12

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Re: Known Bugs & Beta Testing
« Reply #89 on: August 19, 2006, 04:23:23 am »
Yea definately placeholder.  Cyborg will be in a sidequest, Serran comes back atleast 2 more times.  Coliseum is only gone for a very short time because i made that exit go to the OW.

The TT exit will be a object Teleporter based off of the Storyline Memory. 

--jp