Bugs in .20

Messages are moved here (should anyone ever want to see them again) once they are no longer applicable to the current version (e.g. suggestions that have been implemented or bugs that have been fixed).

Moderator: George Gilbert

Forum rules
Please read the Forum rules and policies before posting. You may Image to help finance the hosting costs of this forum.
Post Reply
billgus
Journeyman
Posts: 92
Joined: Sun May 05, 2002 4:01 am
Location: US/OR/Portland

Bugs in .20

Post by billgus »

TC Diagnostic file - Thu Jul 25 11:04:22 2002

Error:
an access violation exception.

Stack Dump:
utilMemory.utilFree(pointer 0x00E74EB0);
utilMemory.utilVerify();
RTC.RTC_DeInit();
RTC.WinMain();

I think this was by hitting Alt-F4 and the game selection screen.
The Config.txt line was COMPILE= instead of COMPILE<HT>.
RTC didn't detect the bad line.

===============================

RTC Diagnostic file - Thu Jul 25 11:41:40 2002

Error:
an access violation exception.

Stack Dump:
RTC.FreeModuleData();
RTC.RTC_DeInit();
RTC.WinMain();

Various errors - mostly in the "black screen of death"
using the 'restart' button. Doesn't always crash - maybe 1 in 6-8.

================================

RTC Diagnostic file - Thu Jul 25 11:57:13 2002

Error:
an access violation exception.

Stack Dump:
RTC.FreeModuleData();
RTC.RTC_DeInit();
RTC.WinMain();

================================

RTC Diagnostic file - Thu Jul 25 13:59:08 2002

Error:
an access violation exception.

Stack Dump:
RTC.FreeModuleData();
RTC.RTC_DeInit();
RTC.WinMain();

#######################################

Flask corridor off the Run & Jump corridor still doesn't have CONSTANT_WEIGHT. Timing is fast too, but may not be a bug.

Still seeing an Eye almost even trip across the 'Quick' pit room. In FTL, it was every third or fourth trip. In RTC, it is every time unless you return very quickly.

In the 'pantry' (below the 'Quick'), the pads that start the teleporter to the Junction are CONSTANT_WEIGHT. I forgot to test a key. I'm not sure this effects the game.

(Ku path)

Several instant deaths while fighting the Ant-Men.
1) Cast a posion cloud.
2) Cast a fireball.
3) Dropping treaure into inventory (on character's bars).
4) Walking through the illusionary wall.
You get brief sight off all characters dead (e.g., skulls) and then DM/RTC's "blue screen of Death". Selecting 'restart' sometimes leads to a "black screen". Only Alt-F4 works then, and sometimes a diag-file is produced.

The Munchers are quite resistant to poison compared to FTL.
In FTL, a LO poison cloud can easily kill one. I saw this in the "No Fireballs" room and in the Muncher Lair. Surviving RTL's Muncher Lair is unlikely - both because they're resistant to poison and because they are now smart enough to not enter a posion cloud. The FTL ones would enter a posion cloud and quickly die. (In FTL, I survived the Lair with only two MON poison cloud spells - one into each of the two adjacent squares.)

(Lower Ku Path completed - no other obvious problems seen.
Note - I didn't go up to the DDD.)

(Dain path - Rive Triangle)

At the niche with the Vorpal blade, picking up the key triggered things. Should be when the niche is empty. And it only triggered one Rive - should be three triggered. It also didn't appear to do the big fireballs (not sure).

When I entered the back room, the snake with orange gem was alreay there. It is suppose to wait until it sees the party (actually - until the party sees it! :^) ).

(I got another "Black screen" at this point and called it a day.)
billgus
Journeyman
Posts: 92
Joined: Sun May 05, 2002 4:01 am
Location: US/OR/Portland

Re: Bugs in .20

Post by billgus »

Continuing from the room behind the Rive Triangle...

I proceeded to the waet button and then the double buttons and the Winged Key. Then back to the Rive Triangle room.

At this point, I noticed that half the spinners were gone. Is this in FTL's?

The grate could be fireballed!

In the Test room, started discovering problems.

(Long story surpressed) It takes at least 22 (!) MON poison cloud spells to kill the snake on the right. In FTL, it takes 2! (OK, sometimes an extra LO version is needed.)

(Note: I am using some hacked characters - the six attributes are +100. Could take be considered 'power' characters enough?)

After reaching the bridge, I discovered
1) a snake with the RA key. He is suppose to be in the 'boss' room.
2) The teleporter triggered by the button isn't.
3) The pit between the two faces was closed and I could walk up and enter the 'boss' room.
4) The 'wall' blocking the long path around the area was missing.
5) I couldn't get to the Winged Keyhole - so I roped into a pit.
6) In the Cistern, just west of the drain, I found a pressure pad I don't remember from FTL or .19. I clicked too.
7) The door to the west could not be fireballed.

I also (somehow) made it back to the door at the entrance to the Rive Triangle. I tried fireballing it, but is didn't burn (does in FTL).

I somehow made it to the Spyder 4-way - the Spyders now jump back from the doors! (great!)

At the teleporter maze, I went downstairs to test another problem I saw at the Test room (below) and found Rives in the room! It is suppose to be empty!

I testes the 4the square spell effect and found that it still is wrong. I saw it in the Test room. As the enter, step left and cast MON poison cloud. It passes through the grate and you should see the green cloud. After a second one, the gray cloud of death should be seen - you got one of the 3 snakes there.

Even at 3 squares, the poison cloud effect is very weak. I get the feeling that FTL wanted a glowing green cloud.
billgus
Journeyman
Posts: 92
Joined: Sun May 05, 2002 4:01 am
Location: US/OR/Portland

Re: Bugs in .20

Post by billgus »

Went up toward the Laughing Pit. Hmmm - where are all the Rives that should be here? Oh! They are falling down the Laughing Pit! What a laugh!

Ant-Men puzzle seemed to work about like FTL. The See-thru-Wall spells seems to be a bit short compared to FTL. And the Rive Lair wasn't very full like FTL.

Back around to the Lair. Ran into lots of Rives, now.
1) Groups don't hold together in RTC.
2) There must be a few monster blocks not working or missing.
3) Could FTL have a 'quiet' state for monsters?

Jump into pit to 4-way and try Ros path. Wound up in Giggler Maze and headed down to main area. The corridor puzzle is missed - but it noticed that the 180 spinner had a haze - it is invisible in FTL.

Went up to open the Knight Alley door - opps, it's inflamable in RTC. And, it's window is closed. (Black instead of transparent)

Went around to Throw Test. It doesn't teleport you to the dagger trap trigger when you miss.

OK, knights all dropped. Go down - hey! They're still alive! I
though a damage tile was added to kill them as per FTL!

Up to Mummies alcove. Hmmm - they're mostly gone. Ahh, they escaped down the hidden passage. I don't think FTL ley them do that.

Scorpions - the doors in the passage should have windows. They are inflamable - correct!

The fireball generator is firing a little fast. Maybe double.

The Dragons were walking around. They are suppose to sit until awakened. Hmmm ... that implied there is a 'sleep' state for monsters. I don't think I'm going the solve the Dragon's Den in .20. I'll try to run through it to the pits to Start.
User avatar
Lubor Kolar
Artisan
Posts: 178
Joined: Thu Jan 25, 2001 10:21 pm
Location: Prague, Czech Republic, Europe

Re: Bugs in .20

Post by Lubor Kolar »

> OK, knights all dropped. Go down - hey! They're still alive!
> I though a damage tile was added to kill them as per FTL!
I think they was killed in RTC because of monster species limit pre level...


> Up to Mummies alcove. Hmmm - they're mostly gone. Ahh,
> they escaped down the hidden passage. I don't think FTL
> ley them do that.
I am pretty sure that CSB (and maybe DM) monsters did not used false walls (because they didn't recognize id) until party in their sight used the false walls.
Try it with original CSB (on Amiga emulator) in the starting room. When you lure worms on the other side of the room (torch holder w/ torch is there) and then you run quickly through the false wall on the opposite side of the room, worms will NOT follow you because they don't know about false wall because they haven't seen you going through. But if you do the same when worms see you, they will follow you even throught false wall. Maybe editing savegame in DMute will prove it too.
It also explains this:
>The Dragons were walking around. They are suppose to
>sit until awakened.
They were not 'awakened', but when party met these dragons, party showed them where the false wall is.
billgus
Journeyman
Posts: 92
Joined: Sun May 05, 2002 4:01 am
Location: US/OR/Portland

Re: Bugs in .20

Post by billgus »

Neta Path:

Wizard in the Wizard's Maze still appears when you enter the square before the keyhole. He should arrive as you leave the square.

Shreiker room - Spyders are being triggered by Shreiker rounds. The generator has no recharge time - should be long enough to get 2 spyders if you quickly kill all the Shreikers. Also, it appeared the 'pressure plates' triggered on carry - should only be on drop (e.g., when a
Shreiker dies.)

Mummy room - 1st try - saw a weird non-solve. I got a Mummy into a alcove but it moved into the door just as I closed it. Either then, or on the next mummy caught, I heard the exit door open. I only stayyed open a short while. Sounds like the 'solve' logic has a faulty glitch. And, when I got all 4 alcoves filly - the door remained closed.

Before the diamond room, there are two spinners that should be bouncing a pair of items. It appears that items fall to the ground in RTC. While OK, there should be spinners that 'recharge' them.

Also, they are not marked with haze - in FTL they are.

DDD:

The switch beside the Ros blocking pit is once only. Should be
reusable. As is, you can't open the wall if you press the switch.

Note: because the monster groups can break up, I suggest lowering the generators to 2 critters. Battling 4 independent Rock Slugs 8 independent Demons is a little much on the mana supplies.
billgus
Journeyman
Posts: 92
Joined: Sun May 05, 2002 4:01 am
Location: US/OR/Portland

Re: Bugs in .20

Post by billgus »

Finally got back to do some more testing...

I tossed dozen+ Poison Cloud toward the demon behind bars, but it didn't kill it. Posion Cloud is reaaly weak now.

I tried some Fireballs, but the grate-door resisted them. I thought that doors were handled as a class. Hmmm - maybe the hit points are high. Anyway, I think this is correct behavior per FTL.

I then tried a ZO spell to open the door. It worked! I have never solved this puzzle this way before.

The rest of the Cross-key puzzle was OK.

The first pit at the C-column is suppose to always appear to be open, but the one present switches from outline to floor. Sounds like RTL may not be able to override the graphics.

Back to the DDD, I tried the Neta/Ros path to the skeleton puzzle, but the tossed item trick still doesn't work. Before, it was getting the spinner off/on. This time, it was the switched wall was gone. The wall is supposed to be present normally.

(Load from save.) I worked into the back DDD room and stepped on the pad. Then went around and found the path open. But after 8+ skeletons ignored the Horn of Fear, I called it a night.
User avatar
George Gilbert
Dungeon Master
Posts: 3022
Joined: Mon Sep 25, 2000 11:04 am
Location: London, England
Contact:

Re: Bugs in .20

Post by George Gilbert »

I think I've got all of these now and will be in V0.21
Post Reply