Well, I need to add another apology. From our own play testing, there
was another problem with talking with STORE OWNERS to open the store
when their conversation is exhausted. I thought the bug was squashed a
few fixes back, but it was back on our last session, which did not last
very long at all. More on that in a moment. So, the latest version 2.17
fixes the store issue, and also addresses some other issues that we
experienced in our last play.
LATEST VERSION HERE: https://neverwintervault.org/project/nwn2/module/scroll
Here is what happened: Graham (on WAN) wanted to bring in another PC to replace
Aeriol, because he felt that another fighter would balance the party
rather than with two wizards as it currently stood. After a quick mid
game fix to repair skill/feat selections Graham had made for the fighter
(which is also in the latest v2.17 campaign folder fix), we continued
to play. However, we only got as far as leaving the Bloated Buckle Inn
and talking to a store owner when we encountered the store problem,
mentioned above. No problem we thought, as we could reload the game and
continue without taking the conversation path until it was fixed.
However, when we went to reload, Graham (on WAN) had no end of
difficulties trying to rejoin the game with the latest save.
The previous save appeared to work still, but (just to be on the safe
side) we decided to make sure we could save/reload again having just
restarted the session. Then, even that basic step of save and reload
gave the same issues as he had experienced previously. We then spent the
remaining time we had trying to establish why this had happened without
any successful reload for him. In the end, it looked like even Jennifer
(on LAN) could not join the session either, experiencing the same error
messages.
In the end we ran out of time and I had a new issue to resolve. After
checking the code, I thought there were some potential issues that
needed addressing (which I did) and by the time I came to test it (the
following day), the problem appeared resolved. Then, just out of
interest, I went back to the previous version and tried to reload the
LAN character again … and it worked!
So, although I made a number of alterations that I believed may have
contributed to the issue, in the end, it may have simply been some form
of corrupt server data that was cleared after a computer reboot. (I know
I should have tried that first, but it’s great with hindsight.)
However, those additional alterations I have made did clear up some
inefficient code, and (hopefully) ensured a better establishment of
variables upon a reload - so that it may help towards ensuring the
loaded game did not confuse some variables, including such things as who
was the host. NB: The older code still looked good to me, but I am
happier with the alterations I have made to help alleviate similar
problems (that may have contributed) anyway.
So, no gaming news to report other than these experiences. Hopefully,
we will have a decent session tonight. I will report back as usual.
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