qubodup {l Wrote}:0. Disabling nudity does not work. I would like to request that character textures by default have underwear as part of the body texture and that the nudity texture is only loaded when nudity is turned on. It's likely that a "you can't take off underwear" feature fails, be it simply because of delays in 3d model loading or an inventory management bug.
qubodup {l Wrote}:1. Pressing W and then pressing E to open a chest will lead to movement continuing while interacting without the ability to stop moving. I see not trivial solution (except maybe stop movement when interaction starts) if WASD are to be used for in-game movement and in-menu movement.
qubodup {l Wrote}:2. Depending on unknown factors I am sometimes able and sometimes unable to move the mouse out of the game window. Sometimes when I want, sometimes when I don't. What I would expect is mouse-lock to be enabled in-game but not when a menu is open.
qubodup {l Wrote}:3. mouse-hovering a menu item destroys the ability to use key movement. Yet, the selection jumps and then back. What would feel more natural: either only use the mouse position if it has just been moved or the menu has been just created or prevent any key-movement in the menu while the mouse hovers any item.
qubodup {l Wrote}:4. A "burdened" icon (no time or infinite) might be helpful next to the blessing etc. icons.
qubodup {l Wrote}:5. I find the enchanting menu very different from the inventory and have a suggestion to re-design it
qubodup {l Wrote}:6. It'd be nice to see an item's enchantement
$ ./lipsofsuna
ERROR: In spec "log", type "Itemspec", field "construct_tile": wood1 not in TerrainMaterialSpec
ERROR: In spec "ferrostone", type "Itemspec", field "construct_tile": ferrostone not in TerrainMaterialSpec
ERROR: In spec "soil chunk", type "Itemspec", field "construct_tile": soil not in TerrainMaterialSpec
ERROR: In spec "another log", type "Itemspec", field "construct_tile": wood1 not in TerrainMaterialSpec
ERROR: In spec "iron ingot", type "Itemspec", field "construct_tile": iron1 not in TerrainMaterialSpec
2013-10-05T10:47:48Z: Started global event "brigand camp"
2013-10-05T10:47:48Z: Started global event "random monsters"
ERROR: SQL prepare: no such table: quests
ERROR: core/quest/quest-database.lua:55: bad argument #1 to 'ipairs' (table expected, got nil)
stack traceback:
system/core.lua:122: in function <system/core.lua:122>
[C]: in function 'ipairs'
core/quest/quest-database.lua:55: in function 'load_quests'
core/quest/main.lua:14: in function 'hook'
system/hooks.lua:35: in function 'call'
core/server/game.lua:74: in function 'load'
core/client/client.lua:227: in function 'start_single_player'
core/client/init.lua:21: in function 'mode'
main/game-mode-manager.lua:43: in function 'start'
main/main.lua:147: in function 'start_game'
ui/states/loadgame.lua:22: in function 'handle_event'
ui/ui.lua:413: in function 'handle_event'
core/input/main.lua:17: in function 'func'
system/eventhandler.lua:72: in function <system/eventhandler.lua:72>
[C]: in function 'xpcall'
system/core.lua:122: in function 'safe_call'
system/eventhandler.lua:72: in function 'event'
system/eventhandler.lua:82: in function 'update'
main/main.lua:107: in function 'main'
main.lua:6: in main chunk
qubodup {l Wrote}:On startup these errors get printed to the command line:
qubodup {l Wrote}:When trying to load my normalgame save, I get this:
qubodup {l Wrote}:I feel like performance increased a lot (or stopped decreasing)
qubodup {l Wrote}:At 1:15 an enemy was really pacifist.
At 3:30 I find a floating spell table
qubodup {l Wrote}:Death by falling (more like jumping) feels very silly in LoS.
The post-death rotation also feels weird and silly. Wasn't there an FPS which used to make you keep your head's camera after death, even if your head flew all over the place?...
ERROR: spells/modifiers/black-haze.lua:45: attempt to perform arithmetic on field 'timer' (a nil value)
stack traceback:
spells/modifiers/black-haze.lua:45: in function 'update'
core/objects/actor.lua:756: in function 'update_modifiers'
core/objects/actor.lua:636: in function 'update'
core/objects/object-manager.lua:158: in function 'update'
main/main.lua:111: in function 'main'
main.lua:6: in main chunk
qubodup {l Wrote}:Using a black haze spell triggers:
qubodup {l Wrote}:It seems that the persistence of the fire effect does not match the time it is in effect. Fire particles remain alive very long and give the impression that something should happen but effectively just block the view. Which seems confusing as to what is going on.
qubodup {l Wrote}:It seems that some fire wall spell parts don't die, see end of the video. Perhaps it has to do with me running out of range while they were ongoing? (3:20)
qubodup {l Wrote}:The inventory seems to be stuck in key navigation mode if I open it while running away. It seems that I then can use LMB to act but not navigate with mouse movement
amuzen {l Wrote}:qubodup {l Wrote}:The inventory seems to be stuck in key navigation mode if I open it while running away. It seems that I then can use LMB to act but not navigate with mouse movement
I couldn't figure out how to trigger this myself. It doesn't look like running would be causing it, or not alone at least. Even after watching the video for a few times, it's not obvious to me how to reproduce it.
qubodup {l Wrote}:Is there anything you would like to be tested in particular? Be it gameplay or technical.
qubodup {l Wrote}:1. It seems to me that the distant black haze spell causes a monster to be spawned next to the caster. Also the poison which seems to be given when hit by a black haze monster seems to never stop, which might be too strong an effect. I would suggest a timeout after... 15 seconds by default?
qubodup {l Wrote}:2. Revive feedback is needed. Often I revive and then take a moment to realize that something happened. A sound feedback would be appropriate, perhaps a (particle?) effect (for example a blue circle coming from under the position of the newly-spawned (revived) character). Even better would be an animation, for example standing up from sitting, lying or a dramatic "I am hurt and you can tell because I am kneeling/crouching down and have one hand on the ground to stabilize my posture while looking at the ground with my face lowered." But I imagine additional animations might be very expensive.
qubodup {l Wrote}:2b. Similarly, as for visual effects, a black circle might be a good indicator of conjuration spells (like the rats created by black haze for example). Or - if possible and fun to implement- make the circles' color depend on the (average?) skin texture color of the conjured/revived character.
qubodup {l Wrote}:3. A menu-open sound is needed. Definitely for "you just pressed a key and opened a menu or changed the interface by that" (E, ESC, M, K, maybe T, maybe U). Could be noted in the wiki.
dimproject {l Wrote}:Bug with Video mode.
File options.cfg saves full screen, window_height, window_width - OK.
But on startup game ignored full screen, window_height, window_width.
qubodup {l Wrote}:1. non-functioning buttons have no indication/feedback
at 3:00, the "create" button is not functioning, probably by design. It could be indicated visually that it is not working in this menu and when trying to use it, a "nope" menu sound could help.
The alternative would be to remove the button.
qubodup {l Wrote}:2. I seem to sometimes be stuck walking up mountains. It doesn't seem clear why in some cases, neither shader mode shows a geometry or object blocker (6:00, 9:20).
qubodup {l Wrote}:4. I'm a really suicidal jumper (8:40) But sometimes just walking hurts (16:55)
qubodup {l Wrote}:6. Grenade explosions seem to last too long 10:55 (not sure if that was affected by the lack of particle editor)
qubodup {l Wrote}:8. I feel movement is slow and I found that diagonal (forward+sideways) jumping is faster (15:00) - to me it's a feature
qubodup {l Wrote}:9. Fire elementals seem to be doing nothing and might be using the wrong model (22:10)
qubodup {l Wrote}:10. Shooting crossbows seems to work precisely but it doesn't seem to make difference to have the crosschair over the player body (26:15). Unfortunately I have no 3d space math knowledge to be able to make suggestions.
qubodup {l Wrote}:3. I seem to fall through the ground at times even though I see it (8:04) and often I don't see it (13:40). But sometimes if I don't see it I still don't fall through it (14:35)
qubodup {l Wrote}:5. I... get stuck in walls? (10:05)
qubodup {l Wrote}:7. I fall through walls? And then take damage weirdly? (12:42)
qubodup {l Wrote}:Many of these might be related to my bad, bad framerate. By the way, can I ask what kind of graphics card and which driver you develop on?
qubodup {l Wrote}:3. I seem to fall through the ground at times even though I see it (8:04) and often I don't see it (13:40). But sometimes if I don't see it I still don't fall through it (14:35)
qubodup {l Wrote}:5. I... get stuck in walls? (10:05)
qubodup {l Wrote}:7. I fall through walls? And then take damage weirdly? (12:42)
dimproject {l Wrote}:I thinking some weapons is big for hero.
Need thinking about as hero holding
weapon (hands, fingers animations if possible).
ERROR: core/shortcut/message-shortcut.lua:23: attempt to get length of local 'action' (a nil value)
stack traceback:
system/core.lua:122: in function '__len'
core/shortcut/message-shortcut.lua:23: in function 'client_to_server_handle'
main/messaging.lua:51: in function 'client_event'
core/shortcut/shortcut-manager.lua:65: in function 'clear_shortcut'
core/shortcut/shortcut-manager.lua:42: in function 'activate'
core/shortcut/bindings.lua:7: in function 'hook'
system/hooks.lua:35: in function 'call'
core/input/input.lua:96: in function 'func'
core/input/binding.lua:120: in function 'handle_event'
core/input/binding.lua:43: in function 'event'
core/input/main.lua:18: in function 'func'
system/eventhandler.lua:72: in function <system/eventhandler.lua:72>
[C]: in function 'xpcall'
system/core.lua:122: in function 'safe_call'
system/eventhandler.lua:72: in function 'event'
system/eventhandler.lua:82: in function 'update'
main/main.lua:109: in function 'main'
main.lua:6: in main chunk
qubodup {l Wrote}:There appears to be a non-critical issue with the inventory manager. The following error message appears when following these steps:
Assign a weapon to slot 1, press 1, die - losing the weapon, assign another weapon to slot 1
qubodup {l Wrote}:I noticed that when I have full (20) HP and die from falling, the damage indicator shows "-19"
[ 85/316] cxx: src/lipsofsuna/render/render-overlay.cpp -> .build/src/lipsofsuna/render/render-overlay.cpp.1.o
In file included from ../src/lipsofsuna/render/render-model.cpp:27:0:
../src/lipsofsuna/render/internal/render.hpp:27:32: fatal error: OgreOverlayManager.h: No such file or directory
#include <OgreOverlayManager.h>
^
compilation terminated.
In file included from ../src/lipsofsuna/render/render-overlay.cpp:26:0:
../src/lipsofsuna/render/internal/render.hpp:27:32: fatal error: OgreOverlayManager.h: No such file or directory
#include <OgreOverlayManager.h>
^
compilation terminated.
In file included from ../src/lipsofsuna/render/render-object.cpp:27:0:
../src/lipsofsuna/render/internal/render.hpp:27:32: fatal error: OgreOverlayManager.h: No such file or directory
#include <OgreOverlayManager.h>
^
compilation terminated.
In file included from ../src/lipsofsuna/render/render-light.cpp:27:0:
../src/lipsofsuna/render/internal/render.hpp:27:32: fatal error: OgreOverlayManager.h: No such file or directory
#include <OgreOverlayManager.h>
^
compilation terminated.
Waf: Leaving directory `/home/qubodup/src/git/lipsofsuna/.build'
Build failed
-> task in 'lipsofsuna' failed (exit status 1):
{task 140375102396432: cxx render-model.cpp -> render-model.cpp.1.o}
['/usr/bin/g++', '-g', '-Wall', '-DHAVE_CONFIG_H', '-pthread', '-pthread', '-I/home/qubodup/src/git/lipsofsuna/.build', '-I/home/qubodup/src/git/lipsofsuna', '-I/home/qubodup/src/git/lipsofsuna/.build/src', '-I/home/qubodup/src/git/lipsofsuna/src', '-I/usr/include/luajit-2.0', '-I/usr/include/bullet', '-I/usr/include/OIS', '-I/usr/include/OGRE', '-I/usr/include/OGRE/Terrain', '-I/usr/include/OGRE/Paging', '-I/usr/include/AL', '../src/lipsofsuna/render/render-model.cpp', '-c', '-o', 'src/lipsofsuna/render/render-model.cpp.1.o']
-> task in 'lipsofsuna' failed (exit status 1):
{task 140375102396688: cxx render-overlay.cpp -> render-overlay.cpp.1.o}
['/usr/bin/g++', '-g', '-Wall', '-DHAVE_CONFIG_H', '-pthread', '-pthread', '-I/home/qubodup/src/git/lipsofsuna/.build', '-I/home/qubodup/src/git/lipsofsuna', '-I/home/qubodup/src/git/lipsofsuna/.build/src', '-I/home/qubodup/src/git/lipsofsuna/src', '-I/usr/include/luajit-2.0', '-I/usr/include/bullet', '-I/usr/include/OIS', '-I/usr/include/OGRE', '-I/usr/include/OGRE/Terrain', '-I/usr/include/OGRE/Paging', '-I/usr/include/AL', '../src/lipsofsuna/render/render-overlay.cpp', '-c', '-o', 'src/lipsofsuna/render/render-overlay.cpp.1.o']
-> task in 'lipsofsuna' failed (exit status 1):
{task 140375102396560: cxx render-object.cpp -> render-object.cpp.1.o}
['/usr/bin/g++', '-g', '-Wall', '-DHAVE_CONFIG_H', '-pthread', '-pthread', '-I/home/qubodup/src/git/lipsofsuna/.build', '-I/home/qubodup/src/git/lipsofsuna', '-I/home/qubodup/src/git/lipsofsuna/.build/src', '-I/home/qubodup/src/git/lipsofsuna/src', '-I/usr/include/luajit-2.0', '-I/usr/include/bullet', '-I/usr/include/OIS', '-I/usr/include/OGRE', '-I/usr/include/OGRE/Terrain', '-I/usr/include/OGRE/Paging', '-I/usr/include/AL', '../src/lipsofsuna/render/render-object.cpp', '-c', '-o', 'src/lipsofsuna/render/render-object.cpp.1.o']
-> task in 'lipsofsuna' failed (exit status 1):
{task 140375102396304: cxx render-light.cpp -> render-light.cpp.1.o}
['/usr/bin/g++', '-g', '-Wall', '-DHAVE_CONFIG_H', '-pthread', '-pthread', '-I/home/qubodup/src/git/lipsofsuna/.build', '-I/home/qubodup/src/git/lipsofsuna', '-I/home/qubodup/src/git/lipsofsuna/.build/src', '-I/home/qubodup/src/git/lipsofsuna/src', '-I/usr/include/luajit-2.0', '-I/usr/include/bullet', '-I/usr/include/OIS', '-I/usr/include/OGRE', '-I/usr/include/OGRE/Terrain', '-I/usr/include/OGRE/Paging', '-I/usr/include/AL', '../src/lipsofsuna/render/render-light.cpp', '-c', '-o', 'src/lipsofsuna/render/render-light.cpp.1.o']
ogre 1.9.0-1
$ pacman -Ql ogre | grep OverlayMan
ogre /usr/include/OGRE/Overlay/OgreOverlayManager.h
vim -p `grep OgreOverlay src/lipsofsuna/ -Rl`
vim -p `grep OgreFont src/lipsofsuna/ -Rl`
[ 96/316] cxx: src/lipsofsuna/render/internal/render-model.cpp -> .build/src/lipsofsuna/render/internal/render-model.cpp.1.o
In file included from /usr/include/OGRE/OgreHardwareVertexBuffer.h:34:0,
from /usr/include/OGRE/OgreVertexIndexData.h:32,
from /usr/include/OGRE/OgreRenderOperation.h:32,
from /usr/include/OGRE/OgreRenderable.h:34,
from /usr/include/OGRE/OgreNode.h:38,
from /usr/include/OGRE/OgreSceneNode.h:33,
from /usr/include/OGRE/OgreSceneManager.h:37,
from /usr/include/OGRE/OgreSceneManagerEnumerator.h:33,
from /usr/include/OGRE/OgreRoot.h:36,
from ../src/lipsofsuna/render/internal/render.hpp:24,
from ../src/lipsofsuna/render/internal/render-mesh-builder.cpp:28:
/usr/include/OGRE/OgreSharedPtr.h: In instantiation of ‘Ogre::SharedPtr<T>::SharedPtr(const Ogre::SharedPtr<Y>&) [with Y = Ogre::Resource; T = Ogre::Skeleton]’:
../src/lipsofsuna/render/internal/render-mesh-builder.cpp:379:38: required from here
/usr/include/OGRE/OgreSharedPtr.h:202:28: error: invalid conversion from ‘Ogre::Resource*’ to ‘Ogre::Skeleton*’ [-fpermissive]
, pInfo(r.pInfo)
^
Waf: Leaving directory `/home/qubodup/src/git/lipsofsuna/.build'
Build failed
-> task in 'lipsofsuna' failed (exit status 1):
{task 139862870774160: cxx render-mesh-builder.cpp -> render-mesh-builder.cpp.1.o}
['/usr/bin/g++', '-g', '-Wall', '-DHAVE_CONFIG_H', '-pthread', '-pthread', '-I/home/qubodup/src/git/lipsofsuna/.build', '-I/home/qubodup/src/git/lipsofsuna', '-I/home/qubodup/src/git/lipsofsuna/.build/src', '-I/home/qubodup/src/git/lipsofsuna/src', '-I/usr/include/luajit-2.0', '-I/usr/include/bullet', '-I/usr/include/OIS', '-I/usr/include/OGRE', '-I/usr/include/OGRE/Terrain', '-I/usr/include/OGRE/Paging', '-I/usr/include/AL', '../src/lipsofsuna/render/internal/render-mesh-builder.cpp', '-c', '-o', 'src/lipsofsuna/render/internal/render-mesh-builder.cpp.1.o']
Users browsing this forum: No registered users and 1 guest