CSB specific bugs/oddities v0.21
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- Gambit37
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CSB specific bugs/oddities v0.21
Note: Any coordinates are DMute coordinates, so offsets will need to be taken into account.
1) In the Hint Oracle, I am receiving hints for Ghosts as well as Rives on level 6--should just be Rive (no ghosts in CSB)
2) The teleporter/spinner at (12,21,6) should be silent
3) 7219,7220: Because of the problem with floor triggers in RTC (previously documented on the forum), this can't be replicated exactly. The wall should open after a delay of a couple of seconds ONLY if the party has picked up the orange gem. Nothing should happen otherwise.
4) 7266,7268: The DES EW shooter should stop after 25 activations
1) In the Hint Oracle, I am receiving hints for Ghosts as well as Rives on level 6--should just be Rive (no ghosts in CSB)
2) The teleporter/spinner at (12,21,6) should be silent
3) 7219,7220: Because of the problem with floor triggers in RTC (previously documented on the forum), this can't be replicated exactly. The wall should open after a delay of a couple of seconds ONLY if the party has picked up the orange gem. Nothing should happen otherwise.
4) 7266,7268: The DES EW shooter should stop after 25 activations
- Gambit37
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CSB specific bugs/oddities v0.21
5) 5166,5167: These triggers aren't working - the wall at (10,22,4 Object 5173) has not opened, so I can't progress. Looking in the CSB.TXT these two movable walls (5173, 5165) have no default state. Don't they need to be OPEN or CLOSED or something?
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CSB specific bugs/oddities v0.21
6) The torch sconce at (17,16,6) opens the pit at (19,16,6) when the torch is removed. If you fall down this pit you end up at (19,16,7), right on top of one of the invisible teleporters for the Dain path of the JoW. Because I started again and chose the Ros path, this teleporter should not be active, but it is, and teleported me immediately to (7,2,5) near the dain triangle. Although one could argue this just adds to the chaotic nature of the dungeon, I think it should be addressed.
7) ROS Green Gem/Scorpion puzzle: This is very weird. There are three floor switches at (35,17,4),(35,16,4),(35,15,4). There should only be two--the first and the third. But the really weird thing is that if I put the green gem in the hand of any champion, and remove it, then put it back again, it clicks! It'll do this as many times as you like while you're in this room. I thought it was related to the floor switches but I moved to a tile that should have no floor switch at (36,15,4) and it continued to do it! Although as I moved away from the floor pads, the click got quieter. I later inspected the CSB.TXT file and couldn't find anything that would explain this behaviour. The switch itself (5431-3) uses three switches rather than relays, so you hear three distinct clicks when the gem is removed. Upon further investigation I realise that the thrid floor pad is to open the false walls that are in the Atari ST version, yet I thought this was the Amiga version that's being re-created?
The pad at (36,15,4 object 5092,5093): I don't think this should be contstant weight?
None of these pads should click.
Also, the RTC floor pad bug (sorry, intended functionality!
) means you can't throw the green gem away as it triggers the floor pads.
7) ROS Green Gem/Scorpion puzzle: This is very weird. There are three floor switches at (35,17,4),(35,16,4),(35,15,4). There should only be two--the first and the third. But the really weird thing is that if I put the green gem in the hand of any champion, and remove it, then put it back again, it clicks! It'll do this as many times as you like while you're in this room. I thought it was related to the floor switches but I moved to a tile that should have no floor switch at (36,15,4) and it continued to do it! Although as I moved away from the floor pads, the click got quieter. I later inspected the CSB.TXT file and couldn't find anything that would explain this behaviour. The switch itself (5431-3) uses three switches rather than relays, so you hear three distinct clicks when the gem is removed. Upon further investigation I realise that the thrid floor pad is to open the false walls that are in the Atari ST version, yet I thought this was the Amiga version that's being re-created?
The pad at (36,15,4 object 5092,5093): I don't think this should be contstant weight?
None of these pads should click.
Also, the RTC floor pad bug (sorry, intended functionality!

- Gambit37
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CSB specific bugs/oddities v0.21

- Gambit37
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Re: CSB specific bugs/oddities v0.21
9) All the teleporters/spinners in the "Step forward holy one..." area should be silent. (Incidentally, how did you get the scroll and the key to keep floating about--I thought the engine made them fall to the ground?)
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Re: CSB specific bugs/oddities v0.21
10) The spinner in the illusion dragon den at (32,16,3 object 4152) should be silent
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Re: CSB specific bugs/oddities v0.21
11) You have the Serpent Staff at (24,23,6 object 7201). It should be the Cross of Neta. The only Serpent Staff in the dungeon should be the one you get from the coin slot below the DDD.
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Re: CSB specific bugs/oddities v0.21
12) There is a "dent" decoration on the secret wall at (27,10,4 object 5503) facing SOUTH. It should be at (13,10,4) facing NORTH.
- Gambit37
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Re: CSB specific bugs/oddities v0.21
Sorry, getting my coordinates messed up. The dent should be at (24,18,4) facing NORTH. (I'm using DMute coordinates, NOT RTC coordinates as it's simpler than continually taking offsets into account)
- Gambit37
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Re: CSB specific bugs/oddities v0.21
First please see this thread for more information:
<a href="http://pub50.ezboard.com/freturntochaos ... 4.topic</a>
I checked the DDD level of CSB using DMute and found the following:
Demon generator 3229 is set to F0 (4hrs:5mins:20secs).
Demon generator 3245 is set to A0 (7mins:40secs)
Demon generator 3298 is set to A0 (7mins:40secs)
Black flame generator 3240 is set to 80 (20secs)
Black flame generators 3223,3224,3202,3326,3329 are set to C0 (30mins:40secs)
Black flame generator 3190 is set to F0 (4hrs:5mins:20secs)
Golem generator 3279 is set to F0 (4hrs:5mins:20secs)
Deth Knight generator 3378 is set to F0 (4hrs:5mins:20secs)
In my post linked above I had some doubt over these very high delays (over 4 hours in some cases!), but the more I think about it, the more I think this might be reasonably accurate. Generators that have this very high delay are those that FTL clearly only wanted activated from time to time over a long game to ensure that you have something to fight, and to prevent areas from becoming overrun. The Golem that springs to life on the Ku path of the DDD is a good example, as is the lone scorpoin in the south west corner of the starting level.
Anyway, is it possible to have recharge delays of these lengths in RTC?
<a href="http://pub50.ezboard.com/freturntochaos ... 4.topic</a>
I checked the DDD level of CSB using DMute and found the following:
Demon generator 3229 is set to F0 (4hrs:5mins:20secs).
Demon generator 3245 is set to A0 (7mins:40secs)
Demon generator 3298 is set to A0 (7mins:40secs)
Black flame generator 3240 is set to 80 (20secs)
Black flame generators 3223,3224,3202,3326,3329 are set to C0 (30mins:40secs)
Black flame generator 3190 is set to F0 (4hrs:5mins:20secs)
Golem generator 3279 is set to F0 (4hrs:5mins:20secs)
Deth Knight generator 3378 is set to F0 (4hrs:5mins:20secs)
In my post linked above I had some doubt over these very high delays (over 4 hours in some cases!), but the more I think about it, the more I think this might be reasonably accurate. Generators that have this very high delay are those that FTL clearly only wanted activated from time to time over a long game to ensure that you have something to fight, and to prevent areas from becoming overrun. The Golem that springs to life on the Ku path of the DDD is a good example, as is the lone scorpoin in the south west corner of the starting level.
Anyway, is it possible to have recharge delays of these lengths in RTC?
- Gambit37
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Re: CSB specific bugs/oddities v0.21
Sorry, the generator at 3298 is for Rock Piles, not Demons as specified above!
- George Gilbert
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- Gambit37
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Re: CSB specific bugs/oddities v0.21
Hi George. When you say fixed for v0.22, do you mean everything in this list?
If so, and you don't mind waiting, I'm still working on the timings for generators. It's quite boring, but I'm happy to do it. I was intending to then go through the DM and CSB dungeons and give you exact timings for all the generators.
I can get it done this week before next weekend. Do you want to wait for me to send you that?
If so, and you don't mind waiting, I'm still working on the timings for generators. It's quite boring, but I'm happy to do it. I was intending to then go through the DM and CSB dungeons and give you exact timings for all the generators.
I can get it done this week before next weekend. Do you want to wait for me to send you that?
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Re: CSB specific bugs/oddities v0.21
For this post, with so many points, it means that I *believe* I've fixed everything!
If you've got (or will get) better information then please do let me know and I'll put it in.
If you've got (or will get) better information then please do let me know and I'll put it in.