Choose Your Language

Tuesday, 18 December 2018

The Adventure Continues .... 8. Well Hello Betsy! (Transition & Comp Area Enter Fixes)

Apart from a few relatively minor issues (akin to those we encountered before), the latest session played well, and we managed to play a good 1 hour 29 minutes (after starting later). Here is the latest report ...

The List of Fixes

1) CONVERSATION TRANSITIONS: We were troubled by a different version of the conversation transition we experienced last time we played. Again, it was a simple quick trip to the toolset to apply the fix and reload in under five minutes. Later, I went through the module searching for any other conversations that may suffer from the same problem and found two others. These have also been fixed now.

2) COMPANION DISAPPEAR ON LOADING: A strange one this one, in that it had not manifested itself before tonight, even though circumstances appeared unchanged. Basically, the companions would disappear the moment a player entered the game. A quick search revealed the "area clean-up" code "tidied away" the companions too. The link was that it happened in a new area, and that somehow, the companions faction had changed, probably not unlike Scraps did in the last report. So, the fix was similar: I had to ensure the companions were allocated a faction (when left behind on session exit), that would allow them to be preserved when the player entered again. Sorted!

3) GRIST NAME: This required a MODULE fix, which means the fix will NOT show on just the campaign being patched. Only games starting with Module v2.23 will be fixed. (However, it is a minor fault and does not affect gameplay.) I had obviously forgotten to remove the default string for GRIST in the area designed in the module, which meant Grist's name was showing as the default ("Axle").

The Heroes Learn More About The Sewer System


The Adventure Continues ... 8. Well Hello Betsy!

So this is where Doug was put!

NB: Contains spoilers for Option 1 background.

Melissa was the woman at the front desk of the Guild Hall, and Helden wasted no time in introducing himself. Discussions were cordial, and the heroes learned that Obi Sten was dealing with the sewer problem personally, and they should speak with him with regards to that. Other than that, Melissa helped the heroes to acquire two permits: The first basic work permit required they either cough up 30 gp or carry out three tasks: Pick up some litter, some poisonous toadstools, and solve a puzzle box. The heroes chose the latter, and went straight out to complete the tasks, with Myara putting her decoding expertise to the test once again with respect to the puzzle box. For the second (Smith) permit there was no escaping paying the 30 gp price. Karasten, however, made light work of the test after payment and secured the permit for the party.

Permits stowed away, the heroes decided next to pay Obi Sten a visit and learn more about the sewer task. The task was to search for the lost sewer hands, but more urgently for Obi (or so it seemed) was for the heroes to calibrate the sewer system as best they could, which would earn them extra pay. Obi directed the heroes to go speak with Grist in the Guild Hall cellar, to learn more about the system they were to fix, which they dutifully did. Fixing the sewer system was more involved than they first realised though, and required they study a book (that was lost and they managed to find), and acquire some "calibration crystals" from the sewer hands that were now lost somewhere in the sewers.

After working out what they needed to do, Myara suggested that they look for the sword called Betsy, mentioned in Josiah's letter, before they ventured into the sewers. They knew it was located near the fireplace located in the Guild Hall, and needed to activate a timer switch from the outside. So, as Helden managed to locate and flip the switch, Myara scurried ahead and quickly located the hidden compartment and removed the sword before the compartment automatically locked again. She handed the prized sword to Karasten, because it pulsed with a magik that she could not recognise. Even the learned wizard with his skill in lore ended up having to cast an identify spell to discern the sword's powers. Once cast, the heroes soon learned that the sword was a living weapon from the bygone age, and held a number of magikal properties. Helden quickly grasped the blade and with a broad smile said, "Well, hello Betsy!"

TOTAL SESSION TIME (UNPAUSED): 1 Hr 29 Minute. 
GAME TIME SINCE START: 11 Hours 22 Minutes.
QUESTS ACTIVE: 14 QUESTS COMPLETE: 8 (Ignoring Rule Info)

Saturday, 15 December 2018

The Adventure Continues .... 7. Unearthing Lies & Treasures! (Module Scripts Removal)

The last session went relatively well, albeit still requiring some essential fixes along the way. However, the fact that I was able to quickly save the game, load the toolset to apply the fix and then reload a game so we could continue, should demonstrate how minimal these alterations were. Essential, but small.

The important thing to note with the next v2.22 release, however, is not just the fixes, which I will address below in a moment, but that I have now moved some dialogues and scripts that were once in the module folder, into the campaign folder. What this does, is allow me to continue to update the campaign folder alone, without having to add a hak for our session with each module update; as all the module fixes to date (as opposed to campaign fixes), has only required dialogue and script updates. This also speeds things up when it comes to overall fixes, as I do not keep having to check if the dialogue or script being fixed is a module one that required putting into the hak to check if the fix even worked! This should be a win-win for everybody. And now to this session fixes ...

The List of Fixes

1) ACCUSATION GUI: At the end of the quest involving a murder, the heroes are given the results of their investigation in a GUI. Unfortunately, however, the GUI (which is offered to all players), had inadvertently been left in a state where even the player who activated the GUI could not close the GUI for themselves (and others). This may sound similar to last session's bug, but differs in that the button selection was disabled even for the main player and so they did not even reach the point of closing it even for themselves. (This, in turn, would have closed it for the remaining players, which was the bug fixed last time).

2) RIPPED PUZZLE FEEDBACK: If a PC has the Expert Decoder feat, they are supposed to receive feedback in a ripped puzzle as to how many pieces were in the correct position after moving them around. Unfortunately, while the Notice Text was working, it was hidden behind the main puzzle GUI. (We missed that point while playing.) And the Chat Box feedback had only worked for the host, so I had to give feedback as they worked the puzzle. The feedback has now been fixed to display to all players.

3) GOLD MONEY BAG TRANSFER: I have a new GUI that allows players to much more easily be able to transfer items between the party members. A simple right click on an item, choose "Give To" option and a GUI presents a list of PCs to whom the item can be transferred, with weight allowances remaining. Items with inventories and money bags are transferred slightly differently to other items and I noticed that when one player transferred a single bag to another PC, that their remaining gold bag also disappeared. (It was destroyed.) This problem was caused if a player has a Target highlighted (in the box at the top of the screen), and then applies the transfer. In this case, a valid object was perceived because of the above targeting and caused the code to go awry. If the player did not have a target highlighted, all went well. To fix this, I ensured the object (even if targeted) was later set as an INVALID OBJECT when referring to items with inventories or gold money bags. (I refunded Myara the 500 gp that went missing this way.)

4) SCRAP SCRAPPING PCS: This was a faction problem. When the player temporarily dismissed Scraps from the party, Scraps turned and attacked the PC. (Abandonment problems I guess.) A quick edit of the script relating to the henchman removal ensured Scraps (and other henchmen) would not turn aggressive in future. How or why this had happened is not clear, as I had not had this experience in my own testing ... ever.

5) PLATFORM SPEECH: A very minor issue relating to player click timing. Basically, when a player clicked on the platform to give their accusation speech, they could click again before the script had finished firing and stop the action. As there is a two second delay between click and conversation, a player may think nothing is happening and try clicking again .... and so on. Now, I have made it so once clicked the first time, the player loses control of further commands until the speech is underway. As a point of interest, it was while fixing these scripts that I decided to move all the module dialogues and scripts to the campaign folder. It made it much easier to test, especially after I realised that all my alterations were for nothing because I was working with module scripts that required being placed into the hak before being able to test properly.

6) CONVERSATION TRANSITIONS: Apart from Scraps giving us aggro when leaving the party, this was probably the worst issue on the night. Whenever the heroes tried to transition via a conversation, they failed due to a check that stopped transition if anybody was in a conversation. Well, this transition was from a conversation, so that went nowhere fast! However, that was not the only issue with this path of area transition: I also discovered that the current PC rather than the Main PC was being jumped, which gave all sorts of delays and transition issues. This issue has now been fixed in both areas, and testing shows all works fine now.

The Heroes Finally Gain Entrance To The Guild Hall

The Adventure Continues ... 7. Unearthing Lies & Treasures!

And the murderer is ....

NB: Contains spoilers for Option 1 background.

The heroes found nearly 500 gold coins inside the bag that was left in the statue that stood atop Sophie's grave. It was a hefty sum, and before heading back to Kathy to break her the news, the heroes decided to take a look at some of the other nearby graves, wondering, if they too may hold some secret perhaps?

It wasn't long before Myara believed that she may well have discovered something on a nearby grave belonging to somebody by the name of Josiah Clacks. The text appeared to be some sort of cipher. The rogue sat studying it for a while, with Helden offering some advice here and there, but eventually the heroes decided they need to do some research on ciphers before continuing here.

The rest of the graveyard was otherwise quiet and as one would expect, and so Helden led the group back to Kathy's where they delivered the news of what they had been working on and what they had found for her as a legacy from Sophie. Kathy was bemused, but thankful, and even gave the heroes 200 gp from the stash they had recovered.

Back at the Bloated Buckle,  the heroes now had to push their investigation and interrogate the two suspects they had discovered from Sophie's diary. Helden and Myara wasted no time and confronted Sandy and Doug. After the interrogations, Helden confessed that he felt they both had good reasons to be guilty, but Myara said her gut feeling was that Doug Millerson was the guilty party. The heroes asked around some more, and after speaking with Karl (Kathy's wife), Myara was even more convinced that Doug was their man, as Kathy appeared to have an alibi as to her whereabouts, whereas Doug did not. After reviewing what they had discovered, Helden was finally persuaded to take to the stand and speak to the patrons of the inn about the matter.

Helden was not long into his speech when Orechin turned up with some guards, ready to support whatever the party had determined to do. And when Helden pointed the blame to Doug, the guards made a quick arrest before the miller's son had chance to make his escape. A quick search of Doug revealed a bloodied dagger and more gold than expected, and so the case was considered closed, and the party handsomely rewarded for their efforts. In a short while, the activity at the inn returned to normal, and the heroes finally had time to rest.

While the clerics studied their holy books and the wizard his spell book, Myara studied the art of deciphering code, and by the morning she felt more prepared to have another go at the strange text upon Josiah Clack's grave.

Although the heroes spent some time working on the text, it was worth the time as they learned of a treasure horde located somewhere just north of the village. Helden wasted no time, readied the shovel he had found nearby, and strode off in the direction that the decoded text suggested they would find the treasure. In only a few moments, Helden had dug up Josiah's buried treasure chest, and Myara began to put her newly acquired skills to work on the colourful and elaborate lock that sealed the chest tightly shut. In a short while, Myara had cracked the lock and had access to the horde. And what a horde! There were gems and over a 1000 gold coins! Her newly acquired feat was already paying back dividends.

Along with the treasure, there was another letter  from the long dead Josiah speaking of a sword he once carried as an adventurer: A sword he had called "Betsy", which Josiah had apparently hidden in a secret compartment within the local Guild Hall. This was a too good of an opportunity to ignore, and the heroes immediately headed for the guildhall, hoping it may now be open, having been shut two days ago.

On the way there, Helden spied another sewer entry, which reminded him of the missing workers and the job they still had to do with respect to the Guild Hall anyway. On closer inspection, the heroes noticed that this sewer entrance appeared "broken open". Metal fatigue perhaps? The hole was quite large, however, and the heroes found they could easily fit into the sewers from here, although Scraps refused to go with them. However, rather than continue the search of the sewer hands this way, Helden determined they ought to try to speak with the authorities at the Guild Hall first, and so turned back. Thankfully, when they were stopped by the Empire Guardian this time around and offered to help with the sewer problem they had discovered a couple of days ago, the guardian let them enter.

TOTAL SESSION TIME (UNPAUSED): 2 Hrs 1 Minute. 
GAME TIME SINCE START: 9 Hours 53 Minutes.
QUESTS ACTIVE: 16 QUESTS COMPLETE: 5 (Ignoring Rule Info)

Thursday, 13 December 2018

The Adventure Continues .... 6. The Heroes Go Batty! (Damaging XML Scripts)

Our group finally managed to get a session played after the week of problems with corrupted saved games. I did manage to introduce a couple of others (while trying to improve the DM code), but after recognizing the issue, we pulled the two XML files causing the leveling problems and managed to play a full 1 hour and 17 minutes. This was slightly shorter than we set out to play, but a GUI issue, followed by a computer problem by the guy on the WAN (Windows wanted to update), brought us to an early night.

So, without more intro, here follows the fixes, updates and adventure!

The List of Fixes

1) CORRUPTING XML FILES: The first problem we encountered was shortly after Graham decided to bring on board a fighter (a dwarf called Flint) to replace Aeriol, the elf wizard companion. The process went according to plan until Graham went to level the PC, to catch up with the current level of PCs. At which point the Level Up button refused to work for the PC, and when he did manage to get a little further, the PC's skill points were corrupted, preventing the player from taking the PC any further. To keep the game moving, I quickly decided to remove two potentially offending XML files (one that altered the DM Party Bar to show PC hit points and another to disable the Class Recommend button on the Level Up screens). Once removed from all computers and reloaded, the PC leveled fine. However, I can add that on later testing, it appears another roster PC has been corrupted, but thankfully, is an easy fix because we have the original BIC that can be re-imported into the game. Suffice to say, these two XML files were only added last week, and then only for cosmetic alterations, and so I decided to leave them out now.

2) TB COMBAT EQUIPPING: While not a show-stopper of a problem, it was an issue I wanted to fix, as this problem caused the Turn-Based combat system to unpause for longer than expected when using the 0.1 second advancement (using the Show Info GUI box) or when swapping the equipped weapon. Both of these very brief "unpause" options clashed with the point that you are not meant to pause again in a TB round after unpausing. Therefore, I needed to add some variable checks to allow these options during a TB paused moment in the game. They are now added and work well. On a side note, the TB Combat System now works very well in MP, as well as SP since I improved the code a couple of weeks back.

3) CHOICE GUI CLOSING: The bug that led to the session ending was due to a GUI that was presented to all players in the session. It was only "active" to the lead player who caused the GUI to be displayed. After taking action with the GUI, the GUI then closed for the player taking the action, but, unfortunately, I had not yet coded to close for a MP environment (even though I had coded it to open for a MP one). Therefore, the GUI remained in place and could not even be escaped (that was the correct nature of this GUI), and so the game had to be saved and reloaded. Unfortunately, my friend on the WAN who was presented with the GUI issue has been having his own issues with his computer not starting NWN properly sometimes. This happened tonight; and was probably due to the fact that Windows required an update and restart. So, we decided that would be it for the night.

4) MAIN PC FOLLOW ERROR (INTERCEPTED): While testing, I noted that the Main PC would NOT always listen to (hear) commands shouted by the player when possessing a created PC. I had to go back to an older build to help locate the issue. It appeared to be related to some "new" code I had added to help prevent another follow issue. Once I reinstated the older code, it fixed the new problem, but, thankfully, in testing to date, the old problem has not returned! Go figure.

5) OTHER MINOR FIXES: Other fixes included: A return to the DM Map failing to open, which I hope I have addressed this time; DM stats figures showing incorrectly fixed; a return of the double Party Bar after a toggle, which again, I hope to have addressed this time; and incorrect GAME PAUSE message for the DM.

Game Update

There was only one update this week (which could be called a fix I suppose): I changed one variable to ensure that every member of the party present was compared to when giving feedback on the PARTY CRAFT tab on the character sheet. Previously, the crafting scores only checked the values of the PCs that a player controlled, as opposed to those also controlled by another player. As the tab is entitled "PARTY" and already returned the best/highest feat in the party, it was only proper to do the same with party skills as well.

The Heroes Search Sophie's Room For Clues

The Adventure Continues ... 6. The Heroes Go Batty!

Who needs garlic!

NB: Contains spoilers for Option 1 background.

Helden felt more comfortable knowing they had the backing of another fighter in the group before they faced .... the Belfry Bats! To be fully prepared, the heroes spent what little gold they had remaining to help equip Flint, the sturdy dwarf, with better armour and weapons. Then, weapons in hand, the heroes strode boldly towards the Sanctuary.

Pausing for just one moment at the notice that warned about carrying garlic to ward off the bats, Helden pushed forward boldly, preferring his axe to defeat the creatures than the waft of an herb. No sooner had he led his party to the upper floor of the Sanctuary when the group were instantly swamped by half a dozen bats. Thankfully, both Helden and Flint made up for the lack of garlic and along with Myara and her bow, the heroes swiftly disposed of the belfry squatting creatures.

"It's bat poo!" said Myara as she examined the guano near the bell rope, which Helden decided to pull, much to Orechin's annoyance. Clearing up the remains of the bats, the heroes discovered their first Life Essence: the mystical substance they had recently learned about in the book they had recently found. Furthermore, Orechin was pleased with the heroes work and paid them with 2 healing potions each.

After discussing the picture of the woman they had found on the murder victim, Orechin asked the heroes to confirm with Kathy at the Apothecary who he believed it may be: her daughter! He also advised caution when dealing with Kathy, as it appeared that Sophie had also been murdered only a couple of weeks earlier.

A few minutes later, after confirming with Kathy that the woman in the picture was her daughter, the heroes found themselves wrapped up in a deeper mystery involving a man called Theodore Peach (the man who was recently murdered) who, according to Sophie's diary, was set to wed her in the near future. To this end, the man, affectionately called "Peachy" by Sophie had been collecting gold for their wedding and bringing it to Sophie. Sophie, it seemed, had gone to the trouble of sculpturing a statue with a secret compartment, where she hid the gold, which nobody knew about, not even "Peachy".

In the same diary, Sophie spoke of concerns regarding two people: Sandy, the local serving girl at the Bloated Buckle Inn and Doug Millerson, estranged son of Frank Millerson of the local barn, who had caught her discreetly speaking with Theodore, or the statue. Now both Sophie and Theodore are dead, and the heroes also now have two suspects to investigate. After reporting their suspicions to Orechin, the local clergyman encouraged the heroes to follow up on the suspects and try to learn the truth. He said that he would catch up with them at the tavern after informing the authorities of their discoveries.

Stepping out of the Sanctuary into the warm evening breeze, the heroes looked at each other before deciding to check a theory they had about the gold that Sophie wrote about and the secret compartment that was built into the statue. So, before heading to the tavern to confront their suspects, they decided to head to the graveyard to look for more evidence of secreted gold! The graveyard was only a few paces from the sanctuary, and the statue stood out quite prominently.

"Leave this to me," said Myara, and the halfling rogue stepped up to the statue and placed her arms in the statue's arms, as she had understood from Sophie's diary as the means of opening the secret department. There was a small click, and the statue revealed its secret: a large pouch of gold! Myara, paused for just a few moments, a moral dilemma screaming in her mind, not helped by Helden's eager look at the sight of the treasure: Do we keep the gold and say nothing, or take it to Kathy?

Thankfully, the heroes passed the test of conscience and decided to keep the gold to one side for Kathy and not for themselves.

(And this is where the GUI would not close for Graham and the session came to a close.)

TOTAL SESSION TIME (UNPAUSED): 1 Hrs 17 Minutes. 
GAME TIME SINCE START: 7 Hours 52 Minutes.
QUESTS ACTIVE: 17 QUESTS COMPLETE: 2 (Ignoring Rule Info)

Tuesday, 11 December 2018

MP Save Game Corruption Finally Resolved (v2.20 Available)

The MP save game corruption has been the bane of our gaming over the last week, preventing our group from being able to get anywhere at all. After many restarts and investigations, I finally managed to write a GUI that helped me to have some feedback when a player's PC had become "corrupted". In my search for the problem, I managed to discover that the playerlist.ifo file within the MP save game directory was beginning to show two entries for one of the players. It was this double entry that was giving us so many problems even after the initial problems had been clearly resolved.

Within the file, I could see that the WAN player had two player character entries for himself: one with both the first and the last name, and another with just a first name. At this stage, I had no idea what was causing the sudden dropping of the last name. However, after doing some more testing, we discovered that the problem occurred in a fairly standard way when my wife joined as a second player. I then checked the code to determine if there were any scripts firing (by her) that may have had something to do with the last name. Then I found it! I had indeed, only in the last couple of weeks, made one minor tweak to the code with respect to deleting the last name of (what I thought was) creatures other than the PCs. Sadly, I had forgotten all about this, and even on first checking, it obviously bypassed companions. However, there was no check in place to ensure another player PC did not have their last name deleted!

That error was, in fact, in two places; and once the check against deleting a PC's last name was put in place, the save games from that point onward were no longer corrupted. Evidence that such a small innocuous fix can have devastating consequences. Thankfully, that one now in the past!

DOWNLOAD v2.20 HERE: https://neverwintervault.org/project/nwn2/module/scroll

OTHER FIXES

I have been working in one or two other issues that have come up while testing:-

1) DM map fixed. (Was not opening.)
2) DM Examine fixed. (Was causing terrible issues with memory leaks and overflows.)
3) Companion recovery after combat (with Companion Protector feat). If a party died and the player re-spawned and went on to defeat the enemy, the companions were not recovering. They do now.
4) Turn-Based combat button is working better, and has GAME PAUSED fixed after usage.
5) Trickster Jewellery (some items) had failed to register in the database. A check was removed (which appeared to not do as expected anyway), and the database now fills correctly.
6) Ensured GetAPlayer home brew function does  return a valid object, even if it is a DM.

OTHER UPDATES

More code tightening, especially on the "On Enter" scripts with respect to areas. Some routines that duplicated work have been removed, with respect to setting up the database.

Reduced the number of weather units created to help improve performance.

Ensured newly created PCs would no longer be forced to take the default package after the player had taken time to setup as they wanted. (This is the case for 1st level PCs anyway.)

As a result of the above, I have disabled the RECOMMEND button for CLASS SELECTION when clicking on the LEVEL UP button, as it crashes the client if this is done.

Saturday, 8 December 2018

Here We (Don't) Go Again!

Unfortunately, the dreaded save game issue that I last reported reappeared again. BUT, there is some good news: This time around, although we sadly did not get any gaming in, we did manage to spend the time doing enough "debugging" to help me to be able to reliably duplicate the problem (as far as I can tell) on just the LAN to be able to allow me to continue trying to find/overcome the issue before we next play. And, from that debugging, I believe I truly have found the route of the problem!

The issue stems back to the day I tried to resolve a "minor" issue where a player (upon returning to a saved game) would have to DISMISS a companion and then have to ask them to rejoin again, because the companion had not re associated itself with the player, but thought it was part of the party. It was simple enough to dismiss/re invite to work around the problem, but somewhere around v2.14, I wrote the piece of code that would "automatically dismiss" the companion "properly" when a player returned to their saved game, so that the player only had to re-invite the companions again.

In testing, this all appeared to work well and good, but it was the process of dismissing the companion that introduced the SAVE GAME issue, because when a player would rejoin the game, their own heartbeat script fired (which is the same as the companion's), and thereby "remove" themselves from the game that they were about to load back into. At that point, the game thought it was a new PC entering the game that shared the same name (which is not allowed in the campaign) and threw up the warning refusing them entry. It also explains why if we tried to disable this warning (to allow the player in anyway), that the session then treated them as a new PC entering the game, stripping the character of their equipment, which then triggered a second warning that the PC had "Missing Equipment" for their saved PC. Allowing a player to be able to examine their character by bypassing this check as well, confirmed all their equipment had indeed been removed.

After adding the simple && oPCORCOMP != oMainPC piece of code, to ensure the player PC was not removing itself from the party/session/game, the player was then allowed to rejoin the session, which was now recognizing the PC was still in  the game. So far, I have tested this locally, and it does appear fixed. I hope to be able to confirm for sure after my friend joins and reloads via WAN. However, I reasonably confident that this has indeed resolved the problem this time around.

I am hoping that we may be able to continue from our last successful saved game (where the player can still reload), but there is a slim chance that we may have to go to one save game earlier, if the "damage" was done in the session prior to the last save. At the very worst, we will only be one session behind, which can actually be "fast played" in about five minutes, as the players will not have to reread the material they had in the session before (which had been more than the usual amount).

So, version 2.18 is now available, which contains the fix. It also includes a couple of other minor fixes that stop some debug feedback (left in from previous testing of this issue) ; stops the guard from interrupting a "Rallying Party" action; stops the targeting GUI from accidentally starting when there is no combat taking place; and lastly, fixes Wilf and Gavin's conversations to allow a player to ask a question again if it was aborted half way through. (These conversations are MODULE changes, requiring fresh start or added to the patch hak.)

Friday, 7 December 2018

All Fixes & No Play - Start Saved Game Issues

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.

Monday, 3 December 2018

The Adventure Continues .... 5. Freewill v Predestination. (Combat TMI)

Since the last session, I have been concentrating on streamlining the code to improve performance ... again. It has come to light that what works well in a SP game does not always translate to a MP game. In particular, if a player has a GUI open that is making "Update" calls, that GUI instance may work well for one player having it open, but as soon a you have more players accessing the same GUI at the same time, the number of update calls from any such GUI requires paring back or else we end up with a Too Many Instructions (TMI) problem, railroading the server to a quick termination. We experienced this in two cases last time we played, one with the (altered) Character Sheet GUI, and the worst case with the home brew Targeting GUI, which was the last thing we tested before ending the session. Although, the TMIs with that GUI would have insisted such anyway. More on this below. On the back of this experience, I am going to look at the remaining XML scripts and try to alter/fix any remaining scripts that may cause a similar MP issue with TMIs.

Other than that, the session went reasonably smoothly for the 1 hour 37 minutes of unpaused play that we had. (We also started slightly later.) You can catch up on the heroes actions further below. Also note, there are a couple of GAME UPDATES of which to be aware.

The List of Fixes

1) CHARACTER SHEET (TMI): This was our first experience of a GUI opened by more than one player at a time causing an issue. A quick check of the characterscreen.xml showed the alteration I had made for displaying temporary hit points was the likely cause of the issue. It worked using an OnUpdate call without any restriction to that update, meaning it was making the same server call dozens, if not hundreds of time per second. Furthermore, the script it called, gui_fixtemp, had no limit set to the number of times the call would update the GUI, which meant the GUI was calling and updating many times for each player that had it open. The XML now has a limit set to a call only every 0.5 seconds. Furthermore, that call does nothing now, unless there is a need to update the GUI. This problem had escaped our attention until now, because each player was unlikely to have the same GUI open at the same time. However, the players had just leveled and so both players were now trying to look at their Character Sheets at the same time. To workaround the problem on the night, we simply did one player at a time.

2) DOOR LOCKED PCS INSIDE: This problem arose due to a door heartbeat check no longer allowing a DM presence to keep a door unlocked. However, the code was wrong in another way too, so it has now been fixed to ensure interior doors do not lock (if not locked) anyway. Workaround: As a DM was present, the DM simply unlocked the door to allow the players to exit.

3) TACTICAL GUI FEEDBACK (TMI): As the session drew to a close, I asked my players to consider performing one last action that we knew would involve combat, so that I could test that the new TARGETING GUI would work in a MP session as well as it did in SP. (I had not yet been able to test this in a MP environment.) I am glad we tried it, as the test showed there was a problem: the game stuttered and ground to a halt. At least now I could examine the issue and have it fixed before the next session. It turned out the problem was similar to the Character Sheet problem (item 1 above), but much worse. In this case, it was due to the altered noticewindow.xml that was being automatically called at the same time for all players (3 in our case) and had an OnUpdate set at maximum (no limit) to call a reasonably large script (involving multiple loops) dozens of times per second for every player. It was no wonder that the server ground to a halt and crashed. As I stated above, this kind of multiple call may work for a SP game, but it is just too much in a MP game. This is what I did to fix the problem: Firstly, as the main script call (gui_updatetargets) involved loops for all PCs anyway, there was little point calling the same script for every player (to do exactly the same thing each time), and so I restricted the called script to work from the host player only. Secondly, I limited the OnUpdate call to 0.1 seconds (meaning to call only every 0.1 seconds). The combination of these two fixes alone limited the instructions for the TARGETING GUI feedback by hundreds of times. Furthermore, I put in place some other checks that helped alleviate script execution when it was called anyway. The result: A smooth operation. (I have yet to test the system with the player on WAN, but testing locally has shown good results.)

4) MISSING HOLY BOOK: When Graham rested his PCs at the Bloated Buckle, one of his PCs (Elana the cleric) failed to learn any prayers, even though they had paid for expensive accommodation. It turned out that the cleric had "lost" her holy book. It was no longer in her inventory. My suspicion at this stage is that this was related to the COMPANION and their equipment bug on a player leaving the game. (See last blog post.) This was fixed with the last update, but Elana's missing holy book may have been collateral damage with respect to that bug and the fix at the time. Now that the companion equipment bug has been fixed (and Elana was given a new book by the DM), that problem should (hopefully) be gone. On reloading with the DM only (as a test), the cleric appeared to still have her book then. Next session we will know for sure.

5) COMPANION FOLLOW (INTERCEPTED): During some testing, I discovered there was a problem with companions following the correct player if both players controlled more than one PC. This had not been noticed prior to my own testing, as my wife (up to now) had only ever been playing a single main PC, and only Graham controlled more than one companion. The problem was due to variables NOT accommodating a MP environment. I have addressed these now and will try to locate situations where variables should also be updated to accommodate a MP environment. (My own MP testing is limited to a MP environment without a DM as host, which means I do sometimes miss MP issues depending on how I am testing at the time.)

6) OTHER MINOR STUFF: A TYPO was fixed in the Death and Raising rule. The DM calendar did not update immediately from party resting, but did on the hour. A fix has been applied but not yet tested.

Game Updates

1) AUTO-PAUSE REWORDING: The Main Menu currently has "AUTO PAUSE IF ATTACKED". This will be changed to "AUTO PAUSE IF ENEMY SENSED". This is because it more accurately describes the situation of the game pausing on enemy contact rather than any actual attack. i.e. The game can and often does pause before the player is actually aware of what the PCs have perceived. In such situations, the player may need to allow the game to be unpaused until the beginning of another round before they can target or take any action. (See next update.)

2) NO PAUSE COMBAT ROUND: If a player uses the campaign's Tactical Turn-Based Combat System, the game will now NOT allow additional pausing between combat rounds. i.e. Once the player has released the paused action, the game will not be able to be paused again until the six second round has completed, at which time the game will automatically pause itself. NB: This only applies when a player is using the Turn-Based system, which is automatically entered if they use the "AUTO-PAUSED IF ENEMY SENSED" option. (See above.)

The Heroes Return To The Bloated Buckle For A Night's Rest

The Adventure Continues ... 5. Freewill v Predestination

Did we choose to come here, or was it always meant to be?

NB: Contains spoilers for Option 1 background.

Tired as they were, the heroes were fascinated by the scriptures they found around the Sanctuary of Boran. They discovered four ancient texts that spoke of an old argument of the different religions that discussed whether one was in control of their own actions or had always been destined to carry them out. There were the Sovereignites who believed in predestination and the Kingdomites, who believed in freewill.

Shortly after musing over the topic of freewill versus predestination, Helden picked up yet more texts in a nearby bookcase. One spoke of the horrendous disease called The Scourge, which caused living beings to turn into what resembled the undead. The second book went into details about a substance called the Life Essence and discussed the nature of good and evil. It was yet another fascinating read and one that nearly caused division in the party, had not Threska decided that the rest of the party may be right after all, and determined to take on board a change of religion. A rare thing indeed to witness such a change of heart in a person. The heroes decided they would aim to be Channelers, an action that asserted goodness in nature. However, in the light of what they had just been reading regarding freewill versus predestination, there was more than one hero that paused just a moment to consider whether it really was their choice or something predestined?

It was approaching midnight by the time the heroes decided to return to the Bloated Buckle and turn in for the night. The group were already quite fatigued, and Orechin, who had already locked up the sanctuary for the night, had to unlock the door before seeing them out. (See item 2 fix above.)

As the heroes made their way to the inn, they heard a scream. It was a blood-curdling sound that sent their hearts racing, and they paused briefly deciding whether to investigate it or not. After all, they were truly tired and did not want to run the risk of falling foul of night crime while in such a state. Then a voice in their conscience alerted them to the fact that they were supposed to be the heroes, and maybe it was their place to investigate. Clearly, it sounded like somebody was in need of help. So, they made the decision to run towards the scene. They arrived just at the same time as one of the guards turned up and all witnessed that a male figure had been murdered! 

Helden was a little hesitant to get involved and wanted to get back to the inn, but Myara was curious and wanted to investigate a bit more. She examined the body and found a picture of a woman on it. The guard quizzed Myara about it, but said they could hang onto it if they would try to do a bit more investigating, and report back to Taloy or Orechin on their findings. The heroes agreed.

Eventually, the heroes did make it back to the inn, and Myara wasted no time in quizzing both Karl and Sandy about the girl in the picture. Karl had not recalled seeing her (after a little persuasion to talk about it), while Sandy was reasonably certain it was Sophie, the daughter of Kathy, the trader at the Apothecary. She said to check with Taloy, which when they did, appeared to confirm this was quite possible. However, Taloy was reluctant to speak about her due to the way she had only recently died herself under suspicious circumstances. He recommended that they speak with Orechin, as he dealt with her death.

So, as the heroes turned in for another night at the local inn, they had managed to gather more tasks under their belt. And as the heroes settled down for the night, Myara's thoughts went to solving the murder mystery, Karasten wondered more about the Arcaene Lore spells he had read about in the book that the heroes bought from Orechin, Helden considered and imagined himself taking up a little crafting, and Elana thought long and hard about whether she was making the decisions in her life ... or whether somebody else really was controlling her actions. In all, every party member had their own reason to start afresh the next day ... as long as their thoughts did not distract them from sleeping.

TOTAL SESSION TIME (UNPAUSED): 1 Hrs 37 Minutes. (Late start.)
QUESTS ACTIVE: 17 QUESTS COMPLETE: 1 (Ignoring Rule Info)

There were also a couple of questions raised about the mechanics, which I will answer for the record here too:-

1) When Do Henchmen Level? Henchmen level at a rate of a level or two behind the PC they follow.

2) What About the Level of Late Comers? If a companion or henchman is asked to leave the party: at the next time they are asked to join, they will level (gain experience) to a comparable level to the party average. The player can then level that character if required.

3) Automatic Storage of Keys: Every player in a MP game can own a key ring. The same is true of any auto-storage item. (Auto-storage items place items they carry automatically in them when acquired. E.g. If a player has one of their PCs pick up a key and any one of their PCs owns a key ring, the key will automatically be placed into the key ring item.) Note, however, items passed from player to player are NOT automatically placed into such containers and must be done so manually.

Sandy Speaks To the Heroes About Sophie, The Girl In The Picture

Friday, 30 November 2018

The Adventure Continues ... 4. A Day In The Village. (Memory Leak Warning. v2.14 Now Available)

An interesting series of issues arose the last time we played, which although minor in themselves (as they did not stop play), did help highlight an issue that would have eventually caused the server to crash due to a memory leak!

Funny enough, this last set of fixes escalated from initial minor ones, to those that ended up taking me a little while longer than expected to finally resolve. Recall last week,when I mentioned the "COMPANIONS IN MP"? Well it was from that "simple fix" that I managed to introduce a memory leak. More detail on that in a minute. For those that want to keep up with the heroes adventures, that's further below. I also placed this warning on the download page to stress the importance of the latest fix:-

v2.12 WARNING: If you are one of the few people to download v2.12, then please accept my apology, as that version had a memory leak, which will eventually make the module unplayable. From v2.13, the memory leak has been fixed. However, even patching will leave you with damage in the form of numerous invisible unwanted objects scattered over areas.

The List of Fixes

1) MEMORY LEAK (DISCOVERED): Let's get this one out of the way. Basically, to help resolve an earlier companion issue, I caused a function to be called from their heartbeat (every six seconds) to do a simple check. Unfortunately, when this check was called, it caused the companion to dump all their equipment into an "invisible container" every six seconds! By the end of 43 minutes in one area, there had been 423 containers dropped, and after 54 minutes in another area, 543 containers had been dropped (all with items). This would have kept on happening until the server eventually "died" under the strain. The latest update now prevents this from happening, but does NOT resolve damage already done. I have written specific "fix" code for our own situation (which a person can check out in "alb_althea_patchscript"), but I have commented this  code out for the latest update, which would not need it. I only actually discovered this issue because I was having a problem with some items NOT being cleared from an area after being exited. Investigating that issue brought to light the mass of invisible items all over the two areas in question.

2) RESILIENT ITEMS (INTERCEPTED):  This problem was not experienced during the session, but while testing some code to fix a TRANSITION problem, I noticed some items remaining in an area when they should have been removed. It turned out that the general Area Clean Up code was clashing with some dedicated clean up code for these particular offending items. Once I established this, I re-timed the checks and the offending items were destroyed as expected. And once that timing issue had been resolved, it sorted the transition problem ...

3) TRANSITION FAIL (INTERCEPTED): While returning to a place to test a conversation for the next session, I discovered that the transition that had worked fine before, stopped working. It would fade me to black and then fail to do the transition. This turned out to be caused by the problem above (see item 2), but this also highlighted another problem: What to do for a player left in "BLACK" after some other potential failed fade operation. To this end, I added a quick FadeFromBlack (which allows the player to see again) if they hit escape. This would be useful, as it allows the player to continue with the game at least. In this example, it would have even allowed them to do the transition again, which worked the second time around.

4) SOUND FILE FAILED (INTERCEPTED): Again, while working to resolve issue 5 (below), I discovered that a certain sound file was failing to fire as expected. I won't go into (spoiler) details, but I ended up having to move the sound file to play from a conversation rather than the script that called for the conversation. I believe it was just a matter of timing again. Although, there was also the issue of GetFirstPC not correctly calling a player (but the DM instead), which added to the problem.

5) GetFirstPC CALLS (INTERCEPTED): The issue with using GetFirstPC was highlighted in my testing this time around. I never experienced issues with it before, as I have never tested the campaign with a DM as host before. However, I believe it can be a problem because I think the function can sometimes return the DM rather than a PC player. This can be a problem when trying to then run faction member loops after using the GetFirstPC to "get" a PC. In the end I wrote a personal function to check if the first GetFirstPC was a DM, and grab the next PC if it was. It is a simple wrapper function that I call GetAPlayer. I ended up changing a number of both MODULE and CAMPAIGN scripts to use this wrapper function to be on the safe side of what was being used. The altered module files were added to the hak for our future sessions. (The latest version does not need the hak.) The NWN Lexicon says this about the function: "If you are building for multiplayer, be aware of uses of this function. You could be performing tasks on a player that was not your intended target." I think I experienced this and is why I now use my wrapper function when definitely requiring a player PC.

6) FRANK/KATHY CONVERSATIONS: Now this was the original problem (prior to all those above) that I had been aiming to "fix". The problem with this conversation came to light when the players noticed the journal had said it updated, but when checked, had not changed. The problem was confirmed as an issue when the players duly visited the apothecary as instructed, but were unable to ask Kathy for help. (The failed journal update did not unlock the chat option.) It turned out to be due to the way GetFirstPC and the QUEST node in a conversation work, especially with respect to lower quest states overwriting higher ones in a MP game hosted by a DM. I believe I have this issue sorted now, by keeping track of the player speaker when doing the journal update. (NB: This problem required fixes to MODULE scripts and dialogues, which meant I have had to introduce a patch hak for our sessions. Furthermore, I have also had to fix journal entry via the "alb_althea_patchscript", which is commented out in the latest public release.) There was also a second problem with Frank's conversation related to logic flow; this was also fixed. (Although there may be a minor issue with PCs already knowing Scraps name, which I may try to address later.)

7) CHAT WINDOW (AGAIN): This version of the earlier issue was "accidentally" discovered when one of the player's (Graham on WAN) chose to UPDATE MAP PINS by mistake. The option is quite legitimate, but had not been required at this time. However, it's process of leaving and returning to the same area demonstrated that some code was still needed for the exit/return exercise. E.g. The CHAT WINDOW needed closing again according to the player's setting. The missing application of some code was also the reason why the player had to now click twice to open their inventory - a variable had not been set.

Threska Seemed A Little Uneasy In This Sanctuary to Boran

The Adventure Continues ... 4. A Day In The Village!

So many problems ... ?

NB: Contains spoilers for Option 1 background.

The session started a little later than we hoped due to Graham having difficulty starting his copy of the NWN2. However, once up and running, things progressed relatively smoothly, even if the list of reported issues did look longer this week.

We catch up with our heroes just having had a spending spree at the local stores. Before continuing on familiarizing themselves with New Edgeton again (it is their home village in option 1 background, but they had not been here for many years), the heroes caught up with a little gossip from the store vendors (item 1 fix last blog).

After the quick chat, Helden then took the lead, taking a circular route around the village. First stop was at the local smithy, where they met Todd. The blacksmith had a problem with disgruntled ex-employees and asked the heroes to retrieve a combination to his chest from them so that he could get back to his equipment. Myara did try to help the smith by attempting a lock pick for him, but was unable to crack the code at her current level of ability. Instead, the heroes said they would keep their eyes open for Joss and Billy, the two scoundrels who had messed with Todd's chest.

Continuing along the way, the heroes called in at the local Apothecary run by Kathy. They had noticed a strange pedestal before entering and quickly asked her all about it. It turned out to have once been the base of a statue called The Angel, which now stood as the headstone to Sophie's (her daughter) grave.

Kathy should have been able to offer help with Ant Poison, but the heroes were told to come back later. (Due to item 6 problem above.) Apart from that Kathy offered the heroes various items for a little gold, especially in crafting, and the use of her table for crafting (should they need one). She also offered help in solving Chameleon Puzzles for a price.

Moving around the village, Helden occasionally banged at a few doors of local houses, but most owners appeared out (probably at work). Myara thought about a bit of pilfering after listening to be sure, but thought better of it for now.

Towards the edge of the village, the heroes entered the tower garden of the local wizard, Astend the Wise. They had barely entered when Aeriol popped out from behind a tree and introduced himself to them. The elf wizard had been trying to gain entrance to the tower to meet Astend, but had not been successful. The heroes offered to help gain entrance, but came up against the same resistance as the elf, in the form of an odious talking door. The heroes made no inroads either, and so Aeriol tagged along with them for the time being.

Continuing on, the heroes eventually came upon the Sanctuary of the village: a holy place dedicated to the good god, Boran. Orechin was still the clergyman at the sanctuary and recognized the party of heroes as they came in. The group chatted about old times ... and the new ones ... and the heroes ended up buying a book from Orechin to learn more about the changes. Orechin had only just given them some gold to help them along though ... for old time sake.

The clergyman had a lot to talk about, especially pertaining to the sanctuary crypts, which had apparently been overrun with undead. Orechin asked the heroes if they could retrieve the legendary sword of Ragnor Oran from the crypts for him, but  warned them of potential necromancy involvement too.

There was also the local Mercy Board that the heroes looked at in the sanctuary. A number of people  had posted requests for help, and the heroes spoke to Orechin for more details about each. There were a lot of problems about the village it seemed, and it seemed the heroes had arrived at the right time!

The heroes had spent the whole of the morning shopping, and now the whole of the afternoon exploring the local area. It was already gone 8.00 pm, and the group were growing more and more tired and needed to rest. Who would have thought "normal life" could be so tiring?

TOTAL SESSION TIME: 1 Hrs 20 Minutes. (Late start.)
QUESTS ACTIVE: 16 QUESTS COMPLETE: 1 (Ignoring Rule Info)

There are a couple of things to remember for the next session:-

1) Frank and Kathy have both had conversation fixes (and may have more to say).
2) Use the "Z" key to highlight items in the area with which to interact.
3) You will be warned if you are about to do anything "evil" like steal, so it's safe to explore.
4) You have only just arrived at the Sanctuary and have yet to "explore" it further.

Saturday, 24 November 2018

The Adventure Continues ... 3. Quick Gold! (V2.12 Made Available)


The latest session went reasonably well for us. We had made the decision to restart (again) and play with the latest v2.11, which was the latest version with the store fixes at the time. Because, v2.11 had included a number of module changes (conversations), it made sense to bite the bullet and go for the restart with the newer module files. The reworking of the store files turned out to be a success for the player on WAN, as well as the LAN connection I had managed to test earlier. There were still a couple of remaining/new issues, but these were easily worked around for us, and have already been fixed in v2.12 that we will start from next time.

NB: Due to a problem with the RULE TAB (See below), the latest v2.12 fixed that problem (introduced with v2.11) and was made available immediately; replacing the v2.11. This means new players will have access to all the latest fixes to date, including the ones we discovered this session:-

The List of Fixes

NB: The fixes I have made in this v2.12 update address a couple of minor ones that were introduced with v2.11 and some quest logic corrections and updates that will be appreciated in both SP and MP games.

1) STORES: Importantly, the latest versions (v2.11 and v2.12) have made vast improvements in performance and fixes around the use of stores. Previously, v2.11 had removed massive memory leaks, and the latest v2.12 fixes the “direct switch” action where a player may click between vendors without going through a conversation. These fixes alone would warrant an update to this latest version whether playing SP or MP.

2) COMPANIONS IN MP: On the back of deprecating the PLOT ITEM code, I managed to fix the companion of another player being unavailable if a second player joined a server before the player who owned the companions. (The server could crash if the second player tried speaking with the companions that did not belong to them.)

3) MISSING RULE TAB: This had just been a silly mistake in the last update (v2.11), and was quickly repaired. Thankfully, nobody had downloaded v2.11 at this time and so will not be seen.

4) QUEST LOGIC: I noticed one quest (in a a rare circumstance related to stores) would return an erroneous journal entry. This has been removed. Another minor quest has had a conversation updated to allow immediate response rather than have to restart the conversation with an NPC if an item had already been found.

5) DM STUFF: I fixed a missing calendar GUI for the DM, because he did not receive it correctly at the time. Removed the risk of DM accidentally overwriting the STORED TEST of players.

6) DEBUG & OTHER: Fixed a TYPO. Reworked the CHAT toggle option for MP again, as one player was still suffering from having to repeatedly shut the window when entering a new area. Hopefully squashed now. (UPDATE: Had to do some more before this was finally squashed. Will be available in next update.) Removed some DEBUG lines related to the STORE testing.

The Heroes Haggle Over New Equipment

The Adventure Continues ... 3. Quick Gold!

Groundhog Day .... and beyond ...

NB: Contains spoilers for Option 1 background.

Before continuing with our story, I would like to point out a couple of minor differences that the players experienced in their play that returned them to where they had reached previously ...

1) On entering the village, the heroes ran into a snotty kid who asked where they had come from. After the brief encounter, the heroes were left with an understanding that the village had been encapsulated within a barrier. This now makes logical sense to their adventures and conversations with reference to a barrier, which was the title of last week's adventure blog: Trapped!

2) Just prior to coming into the village, the players found a "doll" near the river by the bridge. A little bit of meta-gaming I guess, as the players were aware that they were going to be on the look out for a doll if they picked up the same quest as last time. They did pick up the quest again, and were quickly rewarded with a Chameleon Stone that Myara, after taking a trap hit on her first attempt to open it, then managed to successfully resolve it and was rewarded with a magikal dagger! (This potential action of other players gave me the head's up regarding giving the immediate conversation response, as in item 4 above.)

3) This time around the players discovered more information at the village obelisk, and found and repaired a ripped scroll (puzzle) that they spotted near the village Notice Board. (Extra effects had been added in patch v2.11 to help in this.) Once the ripped scroll was put back together, another quest was added to their journal.

Apart from these few differences, the players quickly found themselves back in the same position as the last session, ready to purchase items from the local traders. This time, however, they had the magik dagger to hand, which they sold to make some quick gold: around 383 gp, which they helped equip the entire party, including Threska, their new partner cleric.

Now, both rested and equipped, the heroes had more quests to complete!

TOTAL SESSION TIME: 2 Hrs 22 Minutes. (A complete session.)
QUESTS ACTIVE: 9 QUESTS COMPLETE: 1

Again, we took our time; especially spending time at the stores and ensuring everybody was properly equipped. (There was also one need of a reload during this time, as a conversation bug caused players to lose control of their PCs. See item 1 above.) A quick reload from just prior the bug though and we were able to workaround the issue until I fixed it for the next session.

Thursday, 22 November 2018

The Adventure Continues ... 2. Trapped! (More multi-player fixes.)

The party of players met again yesterday to continue their adventure, which started fine, but came to a grinding halt when the PCs tried to spend what little gold they had at the local stores. More about the play in a moment, but for now, here is the list of faults that needed addressing.

The Multi-Play Issues

Continuing play with the same setup as before. HOST: Me. On LAN: Jennifer. On WAN: Graham. Don't let it ever be said that coding for a MP game cannot be that much more difficult than doing so for a SP one!

1) PLOT ITEMS: Prior to starting the game, I took the decision to abandon/remove some code that supported maintaining plot item between sessions in the situations where a player may be absent. The code still is in place to safeguard plot items accidentally lost or left on fallen companions, but trying to support automatic drop-in/drop-out of players has been abandoned. Simply put, the game now assumes that the same group of players will be present from week to week, and any potential absences should be managed in the following way:-

A) Player who may be absent should ensure they leave plot items with another player or companion.
B) Player should then EXPORT their main PC to save any other current equipment they may have.

This allows the game play to continue in their absence (if need be), and allow them to return to the game with their exported character at a later date without disrupting the integrity of the session. The only caveat here is that the HOST must always be present for every session.

2) CONVERSATIONS: During play there were one or two conversations that behaved slightly differently, and it turned out to be due to some accidentally missing MP or PARTY CHAT ticks. This caused some conversations to be not shared, when I had hoped they would be, and even one to be "skipped". I checked through the conversations again, and believe I have fixed them now. On a positive note, the change in the "grey" to a "dusty pink" worked well in non-participating conversations.

3) STORES: The biggest problem this time, which was critical (and game-breaking), was that the players could not retrieve the descriptions of store items. I have a new GUI system that incorporates the ability to compare items in a store with those already owned. This worked fine in a SP game, but some poor/old coding was causing an overload in GUI calls from four problematic XML scripts. In particular, these XML scripts were making rapid update calls that constantly fired the examine GUI and associated scripts, when they did not need to. Today, I managed to unravel the poor code and remove it from each of them. In testing (I was only able to test one computer on LAN), the problematic stores now appear to be fixed. Furthermore, I was able to address a couple of other related minor issues in the process. Further testing with a WAN will confirm or deny.

4) LOGICAL FLOW: There was also a problem with story logic in OPTION 1 background, which will NOT apply to many users, as OPTION 2 is the recommended background choice for those not familiar with my PnP background. However, for my own peace of mind I wish to fix this, and is the next thing to do on my list of problems to solve.

The Adventure Continues ... 2. Trapped!

Here come the warts again ...

NB: Contains spoilers for Option 1 background.

While the party had just learned more about the new Empire and the Darkening, they also learned that the village had its own problems: It was trapped behind a barrier! LOGIC PROBLEM: Sadly, this is where there is a logic problem, for while the party have now learned about this, the conversations were not setup correctly to accommodate their path to this discovery. i.e They ended up speaking about it to NPCs (as if aware), before they actually knew about it. (Item 4 above.)

However, it was already getting late, and the group were already starting to suffer from tiredness. Karasten also pointed out that he wanted to learn some spells. So, rather than go anywhere else for now, they decided to catch up on other local gossip while at the inn before getting an early night. During their socializing, they managed to grab a number of promising tasks to help with their acquiring gold. There was your standard missing cat and someone was even pining over a missing doll, but two other quests stood out: One involved somebody called Ravel, a creepy looking guy who had taken residence at the inn. He had had a divining rod taken from him by a dog that needed retrieving. The second quest found the heroes partnering up with a dwarf cleric called Threska who claimed to be searching for the fabled Grimbold's Gold. She was offering a fair share of the gold if the heroes partnered with her to find it. She offered the heroes some riddle that was supposed to help them find it ... time would tell if they would figure that out. At least the cleric was not a shirker, and she chipped in 40 gp towards the heroes coffers.

So, with a new person in the party, the heroes eventually settled down for the night at the Bloated Buckle Inn hosted by Karl and Sandy, and rose eight hours later after parting with 5 gp for a room for five, and included food and drink for all. It wasn't the most luxurious place of rest, but then again, the heroes were not in any position to pay for anything more expensive for now. At least they had rested, and would be fit for the day. Karasten even managed to learn his spells OK, which was a bit of a surprise under the circumstances.

The party had made sure they bought enough food to last them if need be, but for now set off out to read the village notice board, which, according to Taloy, offered some advise with respect to the changes of late. The heroes learned quite a bit from one post, especially with respect to the order of colour, and also learned of another task they could help with: A chap called Frank at the local mill was having problems with ants. They took the notice with them and added it to their list of objectives for earning gold.

The heroes still wanted to see Orechin at the local sanctuary and check out the Mercy Board there for tasks. And if they wanted to help the Blood Guard along the west road, then they also still needed to acquire a permit from the local guild hall. For now, however, the heroes needed to check out the local stores and consider purchasing some items to help them in their tasks: At least someone should be armed, and maybe others armoured, if they wanted any chance of surviving. To this end, the heroes checked out the two local traders, Wilf and Gavin. It had been a long time since the heroes had had to barter for goods, and it was hard to get anything from them. ;) (Item 3 above.)

... And that is where we are currently. Brought short again due to some technical issues. I almost forgot to mention that there was another "gold problem" that I have now fixed, in that Taloy had only handed over 10 gp (in total) for the three PCs for Graham. That loop has now been fixed to give gold to all faction members (PCs), rather than all players. We still probably got around a couple of hours, but were taking our time.

On a final note, there is a small possibility that I will try to encourage my players to start over, as there has been some module coding changed in this last lot of fixes, and it would be easier if we did so. It would probably only take us around 30 minutes to get back to where we are currently at.


Saturday, 17 November 2018

The Adventure Continues ... 1. Welcome Home! (The Scroll Undergoes Some Multi-Player Fixes)

Any kind of significant updates to The Scroll have been short coming over the last year since the last major update in v2.02, which came out on 19 December 2017. However, I have finally been able to begin a multi-player trial with my wife and friend, from which I hope to address any new issues we may discover during our time playing.

Since v2.02, there has been some minor preparations in updates for MP gaming and for any potential new modules to the campaign. To date, the latest version available is v2.09, which is the most stable SP experience, but does still contain some issues for MP gaming that will be addressed with later version updates.

Full MP Testing Finally Underway

My wife, Jennifer, and a friend of ours, called Graham, formed a small party of PCs to play “The Scroll” with me using the DM Client (acting as the HOST). They connected via LAN and WAN respectively. This method of play through allowed me (as the DM), to monitor actions taken by the players and take notes for any fixes required.

Even this initial testing has revealed that there are need of some fixes when playing “The Scroll” in multi-player, especially when using the DM Client as the host. As I have said before, v2.09 is (as far as I am aware), a solid single-player experience now. However, some of these later fixes will have some benefit to a single-player experience too. E.g. Typo corrections.

Below is a list of fixes that have already been addressed and will be available in the next game files updates. (I will keep readers updated when latest file revisions become available.): -

NB: Remember that these fixes mainly affect multi-player gaming experience: -
  1. TYPO correction in “Real Life” Rule Info section - “Equivalent”.
  2. Calendar Rule Info now updates at the correct game trigger when selecting Option 1 Background.
  3. Multi-player CHAT window toggle (via Rod tool option) now keeps correct toggle between areas/loads.
  4. In the event of a player leaving a game, any plot Items are now temporarily stored on the HOST rather than a potential leader of party. This is in case it was the leader who dropped out from the game that a DM was hosting. (i.e. The leader is not necessarily the HOST in a MP game, which had been the previous assumption. Especially when there is a DM at the helm.)
  5. Area Entry code had some other fixes, especially relating to the DM Client as HOST, including: ensuring the SAVE GAME request stopped repeating between sessions; preventing combat GUI from falsely starting on first entry of DM.
  6. Campaign Welcome “sound” message fixed for SP game.
I am also currently looking into changing the default colour of the “greyed” text that a player (not directly involved in the conversation) sees when another player is in a conversation. It is “greyed” because the indirectly involved player is not able to make any selections. However, I think it would be better for these players to be able to read the options in a COOP game more easily than the grey version, to help discuss with player making the selection. I need to find a colour that will still represent their inability to directly participate, but be clearer to read that the grey currently does - and assuming I can “fix” this. UPDATE: This has now been fixed via quickchat.xml file.

The Adventure Continues ... 1. Welcome Home!

So, how did the gaming session play out ... with warts and all?

NB: Contains spoilers for Option 1 background.

The three of us started the session with an understanding that this was the first time The Scroll had undergone a proper MP session since our last attempt in the previous June, when some fixes and preparations had to be later implemented due to some "serious" DM Client issues that prevented us from going any further at that time .. and so we were prepared for a potentially bumpy ride.

Thankfully, although it took a couple of minutes for the server to have the players ready to play (loads take longer in MP games), everything started as it should do, and those problems of last June were not present. Graham (on WAN) created a fighter PC called Helden to act as the party leader, with two other supporting PCs, a wizard called Karasten and a cleric, called Elana, for a total of three PCs. My wife, Jennifer (on LAN), played a single PC, a rogue called Myara. So, the session started with three players, with me as the DM and HOST of the session, and two other players controlling a party of four PCs among them.

PLOT ITEMS ISSUE: The first "major" issue we encountered was when Graham on a WAN connection needed to drop out of the session and rejoin (due to an innocuous sound issue, which was resolved on restarting). This revealed the issue that any PLOT items (item 4 above) MUST needs transfer to the HOST. This was an issue because in this case, Graham, although playing the leader of the party was NOT the host, and so when the game tried to preserve plot items within the session by transferring them to the "leader" of the party (which is usually the HOST in a MP session without a DM), it was not possible as they were the same player that was dropping out in this instance. This led to a plot item that Helden was carrying (from the start of the game) to be "lost" by the time he had rejoined the session.

RETURNING TO A GAME IN SESSION: There was also a related issue in that when Graham returned to the game, the code had "lost" where to jump the player to to join the other player(s), as it was trying to jump to the leader's position, which he already was! Therefore, I updated the code to ensure the returning player is jumped to the HOST, which if it is the DM, then the DM can ensure the player thereafter reaches the correct area and position (if need be).

RELOADING A GAME: Because the party leader, Helden, had "lost" a plot item upon returning to the session, we decided to reload the game. This is when I noticed the DM was asked to SAVE the game again (item 5 above), which was not required. Furthermore, nearby creatures could cause an invalid combat alert (which did self-terminate correctly anyway), when a DM entered, but this has now also been corrected, as it was a nuisance. Lastly, the MP chat window (which we had closed before saving) had not remembered our settings (item 3 above). This was also fixed.

After reloading and ensuring all items were present and correct (and giving the players time to become familiar with the new interfaces and campaign rules), the party set forth on their adventure. They recognized that Vol had returned them to Althéa close to their home village, New Edgeton, and so knew Taloy, the village Reeve, should be able to help them out. (Graham selected the "Companion Protector" Vol Gift for his PCs, and Jennifer chose the "No Fear of Death" Vol Gift for the party as a whole.)

With journal and DM guidance, the players headed east/south towards where they knew the village was located. Travel was smooth and without incident, although time had moved on and by the time they reached the village, it was already dark and around 9.00 pm. Only the Blood Guard patrolled the village area. (The earlier first cut-scene had worked fine.) Other villagers were either already in bed or at the local inn, The Bloated Buckle. This did not stop Myara from casually looking over a nearby building that intrigued her (Merkes Place), and discover a secret door to the building. The party checked out the secret door and followed it inside, but decided not to go in any further under advisement of Karasten, and especially as they lacked any equipment, including weapons or armour that may be required for entering where they were unwanted. For the time being, the heroes simply made a mental note of the secret entrance and continued into the village.

MINOR JOURNAL GLITCH: While traveling about the village, the "CALENDAR" information journal entry updated sooner than it should have done. (Item 2 above.) This has now been fixed to only update for background option 1 after speaking with Taloy, which is when it was supposed to update. (On a positive note, the optional campaign quiz event started without problems, and the players are already starting to fill in the answers.)

Shortly after wondering further into the village, Myara was pulled over for a random search by one of the Blood Guard. Thankfully she was "clean" of any stolen goods and the guard allowed her to move on. This was a new experience for Myara though. Since when did guards start patrolling basic village streets and do random searches? After all, New Edgeton was only a village, not a town! As it was late and the party had missed the local traders opening times, the heroes decided that a visit to the local inn was probably a good idea to find company, food and a place to stay.  

Upon visiting The Bloated Buckle, the heroes found Taloy, and managed to catch up with events with him. A lot had changed since they had last spoken: Events such as The Darkening had taken place, and there had been the coming of the Empire! A lot of changes in what they had perceived as so little time, but then again, more time had passed while they had been away in the Outer Planes than they had realized: eighteen months had passed!

Taloy not only brought the party up to date with events, but also generously gave each of them 10 gp towards food and lodging, as the party had returned from the Outer Planes with nothing more than worn under garments. (ECONOMY: The campaign has had the economy settings redefined to equate 1 gp being equivalent to one day's work for somebody well paid. Therefore, when Taloy handed out a total of 40 gp, that would equate to around one months wages for somebody in his position. For many on low wages, this would equate to 2-3 months wages. As another guideline, ten days food rations costs 1 gp. Although, a meal at an inn could cost 1 gp, or as much as you could drink for the same money.)

Knowing that even the generous 10gp that Taloy gave to each of them would not last long, the party also made inquiries how they might be able to earn more gold. Taloy directed them to help out the guards along the west road (as long as they acquired a work permit first), and towards the Mercy Board at the local sanctuary that advertised tasks for a reward of gold. And if they wanted to know more about the Empire, they needed to check out the Notice Board outside the inn, which also sometimes advertised work required doing for gold.

And that is where we are at for the time being .... the party making contact with the local village, acquiring 40 gp for the four of them, and in need of some rest and new equipment, as well as needing to start finding some tasks to earn more gold!

TOTAL SESSION TIME: 44 Minutes. (This was shorter than normal due to the need to restart.)

Wednesday, 8 August 2018

NWN2 Movies (In Game)


I was asked by Kamal to remind people how I managed to play BIK movies inside a NWN2 module, as opposed to just playing as an intro at the start of a module. Here is what I found from an old post of mine at the forums:-

IMPORTANT: ONLY WORKS IN OUTDOOR AREAS

Therefore, if you wish to have a movie within an interior area, you will need to jump to an outdoor area prior any movie starts and then move back to an interior if required. This can be handled by careful timing of scripts.

The naming structure of files is quite strict here due to the way the XML works. Here is the clearest example I can give you to work, using a movie called "MYINTROMOVIE.BIK" as an example:-

1) CREATE UNIQUE XML FILE (EVERY MOVIE REQUIRES OWN XML FILE)

Create XML file, in this example: "MYINTROMOVIE.xml" This is a simple text file in Notepad (not compiled) as follows ... and NOTE the name of the movie in this file .....

<?xml version="1.0" encoding="utf-8"?>
<!-- Main Menu definition -->
<UIScene name="SCREEN_MOVIE" x=0 y=0 idleexpiretime="0.1"  priority="SCENE_INGAME" fullscreen=true scriptloadable=true  backoutkey=true
    OnBackout=UIObject_MISC_ExecuteServerScript("gui_lb_movies")
    OnAdd0=UIScene_Misc_SetPauseState("true")
    OnAdd1=UIButton_Input_ShowMovie("MYINTROMOVIE") />
<!-- Define the MOVIE background -->
<UIIcon name="MOVIE_ALPHA" img="alpha.tga" x=0 y=0 width=PARENT_WIDTH height=PARENT_HEIGHT scalewithscene=true
    OnMouseEnter=UIObject_MISC_ExecuteServerScript("gui_lb_movies")/>

2) USE DEDICATED MOVIE SCRIPT

THE FOLLOWING GUI SUPPORT SCRIPT MUST BE CALLED: "gui_lb_movies" and should be compiled in the toolset. There are NO CHANGES in this script at all. It is the supporting script the system uses.
// MOVIE SCRIPT

void CloseMovieScreen()
{
     object oPC = GetFirstPC();

     while(oPC != OBJECT_INVALID)
     {
          CloseGUIScreen(oPC, "SCREEN_MOVIE");

          oPC = GetNextPC();
     }
}

void main()
{
     SetPause(FALSE);
     DelayCommand(0.01, CloseMovieScreen());
}
3) CREATE THE MOVIE CALL SCRIPT (EXAMPLE)

You can give the activation script any name you want and (as an example) attach it to a lever's OnUsed hook. HOWEVER, NOTE the name inside ....
void main()
{
     object oPlayer = GetLastUsedBy();
     DisplayGuiScreen(oPlayer,"SCREEN_MOVIE", TRUE, "MYINTROMOVIE.xml");
     SendMessageToPC(oPlayer, "<<< MOVIE PLAYING >>>");
}
4) MAKE SURE ALPHA IMAGE IS PRESENT

DO NOT FORGET to put alpha.tga image into your folders too: DOWNLOAD alpha.tga (Zipped)

Monday, 23 April 2018

Webspace Concerns

Just a quick announcement: I have recently been informed that my ISP is changing some of its services, which includes its web space allocation. While this may affect only a handful of their customers, it will have an impact on me. They have offered "alternative solutions", but due to my current website structure and requirements, the current solutions are not viable.

I am currently seeking help from them, and hoping a viable resolution will be found. I am also trying to get help from friends who may be able to make any transition as easy as possible.

As soon as I have a resolution, and possibly new site, I will update you will the information. Sorry for any inconvenience this causes.

UPDATE: With the help of a friend, I have successfully managed to move my website to a new location. The link in the sidebar below points to the new site. My thanks go to Simon, without whom the site would not have been preserved.