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Post bugs for AC, TP, GH   
Liam

Liam
Australia  

 visit Liam's website: Spellhold Studios
  5/25/2010

Would be much obliged.

I might have time to do an update of my stuff sometime in the future, so I need a fairly extensive list of bugs to fix.

Not just for AC, TP and GH, but for anything else I've had a hand in, as well. AC Pod, for example.

Cheers!


- Liam / K'aeloree

Spellhold Studios, a Baldur's Gate II, Neverwinter Nights and Oblivion Modding Community

 
Malkin

Malkin

Manager


 visit Malkin's website: Malkin's page at CWiki
  5/25/2010

Ghosthande noted some errors with the mosquito-creature from the GH here.

My TCR Norns
 
Liam

Liam


 visit Liam's website: Spellhold Studios
  5/26/2010

Thanks m! It wasn't meant for C3, no, but I'll see what I can do to fix the error in the next version. :)

- Liam / K'aeloree

Spellhold Studios, a Baldur's Gate II, Neverwinter Nights and Oblivion Modding Community

 
Malkin

Malkin

Manager


 visit Malkin's website: Malkin's page at CWiki
  6/4/2010

When I use Moe's plant patch on a world with the AC Pod and AC proper, the buggy plants vanish from the AC Pod and AC, but do not respawn in the AC Pod when I reinject the plant patch. Please could you have a look at it?

My TCR Norns
 
Liam

Liam


 visit Liam's website: Spellhold Studios
  6/4/2010

That issue's an easy fix; Moe didn't anticipate the AC pod when coding fix. Since the plants will be fixed anyway, not an issue. :)

- Liam / K'aeloree

Spellhold Studios, a Baldur's Gate II, Neverwinter Nights and Oblivion Modding Community

 
RisenAngel
Sanely Insane

RisenAngel

Manager


 visit RisenAngel's website: The Realm
  6/10/2010

About the only bug I noticed that's worth mentioning/hasn't already been mentioned is that, when the Purple Shrimp die in the Aquatilis Pod, they mysteriously turn into Big Blue Shrimp.

When they die in the actual AC, they remain purple shrimp, but the size of their bounding box seems to be the same as the big blue shrimp.


~ The Realm ~
Risen Angel's Creatures Blog


 
Liam

Liam


 visit Liam's website: Spellhold Studios
  6/10/2010

Huh, thanks for bringing it up! I'll make sure to look into it. Cheers!

- Liam / K'aeloree

Spellhold Studios, a Baldur's Gate II, Neverwinter Nights and Oblivion Modding Community

 
Malkin

Malkin

Manager


 visit Malkin's website: Malkin's page at CWiki
  6/11/2010

If you want a *challenge*, there's always 'work out why Terra Pluvialis doesn't work with Macs'. ;)



My TCR Norns
 
Liam

Liam


 visit Liam's website: Spellhold Studios
  6/11/2010

I think I'll pass with that one, unfortunately. There's not much I, a non-Mac user, can do. :(

- Liam / K'aeloree

Spellhold Studios, a Baldur's Gate II, Neverwinter Nights and Oblivion Modding Community

 
Malkin

Malkin

Manager


 visit Malkin's website: Malkin's page at CWiki
  6/11/2010

That's why I said *challenge*. ;)

My TCR Norns
 
KC11

KC11


 visit KC11's website: DragonClawWritings (Tumblr)
  6/11/2010

This might be intentional/already known but hard to fix/just from my game, since I don't see anyone else pointing here, but in AC my v3 plants look like this:

Black Liiiiines

This isn't so much a bug as something that is a little bothersome, really. It's only this species of plant.

And yes, I did install it properly.

Also, after playing it for some time the balls started jerking around in the water. Upon having a creature play with it the ball jerks away from the creature. This problem continues out of the water.


Do not upset the ugly worm, lest it be a dragon in disguise. (>oo)>

 
Liam

Liam


 visit Liam's website: Spellhold Studios
  6/11/2010

Yeah, I'm going to do my best to fix all the graphical issues with AC. They really suck.

And thanks for reminding me about the ball errors :)


- Liam / K'aeloree

Spellhold Studios, a Baldur's Gate II, Neverwinter Nights and Oblivion Modding Community

 
Malkin

Malkin

Manager


 visit Malkin's website: Malkin's page at CWiki
  6/17/2010

Please can there be an aquanorn-usable door for AC and AP?

I've been recommending the Torii, but it's not the same as having an actual door. XP


My TCR Norns
 
Liam

Liam


 visit Liam's website: Spellhold Studios
  6/20/2010

AC will have a door, AP won't, but I'll see what I can do about making a teleporter.

As for "aquanorn-usable", is there something that prevents aquanorns from using normal doors?


- Liam / K'aeloree

Spellhold Studios, a Baldur's Gate II, Neverwinter Nights and Oblivion Modding Community

 
Malkin

Malkin

Manager


 visit Malkin's website: Malkin's page at CWiki
  6/20/2010

I'm sorry Liam, I don't know exactly why other doors don't work with Aquanorns. :( I've tried the Archways and Helen's Mobile Movers, but they didn't work for the Aquanorns, and the Torii do.

My TCR Norns
 
Papriko
Peppery One

Papriko



  6/20/2010

I know why doors don't work! The Swimmer Agent coming with the Aquas doesn't give them directly powers. It generates an invisible cabin around them and THAT floats around the world!

Creatures in vehicles can neither walk through most doors nor (that's why I looked how it works) get taken by hand. You always have to pick them up.


Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis...
 
Liam

Liam


 visit Liam's website: Spellhold Studios
  6/20/2010

I'm afraid there isn't much I can really do about that... now that you mention it, Papriko, I remember that being the main issue with the swimmer agent being a vehicle when nornagon made his.

If anybody knows a workaround for this so I can make the doors work for the Aquanorns, I'd be much obliged, but if not I'm afraid I'll have to leave it as it is.


- Liam / K'aeloree

Spellhold Studios, a Baldur's Gate II, Neverwinter Nights and Oblivion Modding Community

 
RisenAngel
Sanely Insane

RisenAngel

Manager


 visit RisenAngel's website: The Realm
  6/20/2010

While I was making the lift buttons for Sky Sanctuary/C3 version of Aquatopia, the workaround I used looked like this:

targ from
seta va02 targ
doif movs = 0
mvsf va00 va01
stim writ targ 95 1
else
doif movs = 3
targ carr
dpas 4 0 0
targ va02
mvsf va00 va01
stim writ targ 95 1
endi
endi


Basically, what it does is check to see if the norn using the door is being carried by a vehicle, and if it is it boots the norn out of the vehicle before moving it. I've tested this out, and I've had no problems.


~ The Realm ~
Risen Angel's Creatures Blog


 
Wiimeiser

Wiimeiser



  6/20/2010

Wasn't there supposed to be a door between the two parts of AC? (Not the Pod, mind you.)
Also, Transporter Room Crystals.
http://www.edash.screaming.net/transporter/


Hashikin ko Tyni Kong Taria Haju'Rumia'an Klodz'Proddi. Terdish oxen saur yessi atai Kongo Dolpik!
 
Liam

Liam


 visit Liam's website: Spellhold Studios
  6/20/2010

Thanks, GrendelMan, I'll be sure to use that!

And yes, but actually, it linked the two rooms to a third "airlock" room. As I never received the final full-size background for that I can't well release it, but I will do what I can. Whatever happens, the two rooms will be linked, by more than doors. ;)


- Liam / K'aeloree

Spellhold Studios, a Baldur's Gate II, Neverwinter Nights and Oblivion Modding Community

 
silvak

silvak


 visit silvak's website: Crazy Shee's Lab
  6/23/2010

Liam: Whatever happens, the two rooms will be linked by more than doors.

*insert ominous music here*


www.CrazyShee.com - Updated: Daily!

Lost Content, help find it a home!

 
Uzag

Uzag


 visit Uzag's website: DeviantArt
  6/28/2010

It's not really a bug, but TP is sadly really heavy which makes me avoid it at times. I think it's the semi-transparent clouds doing it. It would be pure awesome if ones could shut them off (without loosing environmental changes they may provide)/not using transparency effect. I can use the room, but I'm always worried about... err, entering the upper area where the clouds are ^^;
Usually I would just kill the script to prevent it from running myself, but I've not figured the name of it yet XD

That aside, I think all bugs I've thought off been mentioned.
( If the GH could be made compatible with the grendel jungle, it would be greatly appreciated :) )

 
Liam

Liam


 visit Liam's website: Spellhold Studios
  6/28/2010

I'm going to be working on making it less resource-intensive in the next version, definitely :)

GH will definitely be working in the next version :)

These will probably get released during the next CCSF, or soon after--just depends on when I get free time!


- Liam / K'aeloree

Spellhold Studios, a Baldur's Gate II, Neverwinter Nights and Oblivion Modding Community

 
Uzag

Uzag


 visit Uzag's website: DeviantArt
  6/28/2010

Great news! I'm using all these room as they are, but with these tweaks they'd be even better :)
 


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