Arx Libertatis Bug Tracker
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CLOSED  Bug report #525  -  Lord Inut does not spawn weapon on death
Posted Jul 26, 2013 - updated Oct 17, 2013   Shortlink: http://arx.vg/525
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0
Votes
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icon_info.png This issue has been closed with status "Testing / QA" and resolution "RESOLVED".
Issue details
  • Type of issue
    Bug report
  • Status
     
    Testing / QA
  • Assigned to
    Not assigned to anyone
  • Progress
       
  • Type of bug
    Not triaged
  • Likelihood
    Not triaged
  • Effect
    Not triaged
  • Posted by
     Guest user
  • Owned by
    Not owned by anyone
  • Estimated time
    Not estimated
  • Time spent
    1 hour
  • Category
    Gameplay
  • Resolution
    RESOLVED
  • Priority
    Regression
  • Reproducability
    Always
  • Severity
    Not determined
  • Targetted for
    icon_milestones.png Not determined
  • OS
    icon_customdatatype.png Not determined
  • Architecture
    icon_customdatatype.png Not determined
  • Fixed in
    icon_customdatatype.png Not determined
Issue description
Lord Inut (the chicken man) does not spawn his bow or sword when he dies.

The event runs, and the death effect occurs, but neither item is spawned. In vanilla Arx, one of the two weapons would randomly spawn shortly after the npc explodes.

I've tried the SAM cheat, and it successfully spawns the bow in my inventory.
Steps to reproduce this issue
bug Here are some relevant files.

There is a save game (zipped), load it and chat to the man twice to reproduce the bug.

I've run the game with '--debug script=d'. It produces a lot of identify events for the items in my inventory, so I've filtered the log to only select those lines pertaining to the npc in question, human_base_0182, using the following grep command:
  1. grep -n human_base_0182
The filtered output and full output are both included.

Finally, there is the asl file that contains the script that is run. This is extracted from data2.pak, graph/obj3d/interactive/human_base/human_base_0182/.

#1
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Comment posted by
 Guest user
Jul 26, 01:20
By the way, I'm running Arx Libertatis 1.1.1-git + 32d96, on Kubuntu linux.
#3
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Comment posted by
 Daniel Scharrer
Jul 26, 15:49
The Dropbox link is giving me an 404 error - is it set to public? Alternatively, you can upload the save file here if you create an account.

Oh, and please don't attach script files (or anything else) extracted from the .pak files unless you have explicit permission from Arkane/ZeniMax - others will be able to get them too if needed smileys/2.png
#6
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Comment posted by
 Guest user
icon_reply.pngJul 27, 00:34, in reply to comment #3
Oh, the bug tracker markup didn't like the space in the URL. Here's an updated link: https://www.dropbox.com/sh/vqplziygfm1m9bp/9NEIZm5q39/Arx

I've removed the copyright file, sorry, it didn't even occur to me.

Daniel Scharrer wrote:
The Dropbox link is giving me an 404 error - is it set to public?
Alternatively, you can upload the save file here if you create an account.

Oh, and please don't attach script files (or anything else) extracted from
the .pak files unless you have explicit permission from Arkane/ZeniMax -
others will be able to get them too if needed


#7
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Comment posted by
 Daniel Scharrer
Jul 27, 10:47
Huh, interesting: it's broken in master, but works perfectly in 1.1.1. Git bisect time!

Also worth noting: when it doesn't work, Lord Inut also doesn't get as bright red as he should and instead the red color fades away before the explosion effect.
#8
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Comment posted by
 Daniel Scharrer
Jul 27, 12:03
Was broken in commit d1008c6f7fa95bbfcec4a8c4b0539c265af4e215.

I'm not sure exactly why though - most likely a timing issue where Lord Inut is destroyed slightly before the items are spawned. The relevant part of the script is:
  1. timersp 1 6 spawn item "<item>" me
  2. specialfx ylside_death


Looks like this may be cased by Cedric_ApplyLightingFirstPartRefactor() being executed before ARX_SCRIPT_Timer_Check().
#10
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Comment posted by
 Daniel Scharrer
Jul 27, 12:33
Create a separate bug for the regression in the incinerate effect: Bug report 530 - Missing bright color at end of incinerate / ylside death effect
#13
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Comment posted by
 Eli2
Jul 27, 22:59
Should be fixed by: 5a95d34c9
#16
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Comment posted by
 Daniel Scharrer
Oct 17, 12:12
Fixed in the in current development code, will be part of the next release.

The issue was updated with the following change(s):
  • This issue has been closed
  • The resolution has been updated, from Not determined to RESOLVED.
  • The assignee has been changed to Not assigned.
  • Information about the user working on this issue has been changed, from Daniel Scharrer to Not being worked on.
  • Time spent on this issue, from No time spent to 1 hour.