Page 3 of 3

Re: New Telon Updates!

Posted: Wed Dec 09, 2015 1:03 pm
by zippyzee
As far as quests go, we have data that pick up various parts of each quest in different areas, such as the dialog, quest rewards, objectives, etc. Some of them, like objectives, need to be human-translated to some degree to fit within the structure of the quests. Things like rewards are similar, as we have a log of all possible rewards that gets sent from the server to the client, but then a filter for that particular character. Unless all character classes did the quest, we can only speculate on what the filter would be for the other classes. I have created an automatic filter that will only show you items usable by your class, but that is not how it worked in-game.

Also, we have to identify the id number we have assigned to whoever is the turn-in npc for the quest and their point of interest, so that the quest can provide the compass direction and proper icons. There is a little bit of detective work there.

We can automate some of the parts and build a database entry that covers most of the quest data, and perhaps create a Lua script (or scripts) that generate something close to usable, but in the end there are a lot of variables involved.

Re: New Telon Updates!

Posted: Wed Dec 09, 2015 2:32 pm
by John Adams
[quote="Galladicus":p5j79mbl]I dumped about 20 bug reports in like little bit of time i got last night.[/quote:p5j79mbl]
I can certainly appreciate the enthusiasm, and share in your excitement when new features come out. The problem is, unless we say this is 100% working, it's not. The 2 opening posts on this very topic show 1/2 your bug reports, as to other bugs previously submitted by other players already. For spells, I mistakenly mentioned the first 10 levels were working for a few classes without trying them first, and when I realized some code changes made them not work, I followed up by striking them out and commenting:
[quote="John Adams":p5j79mbl]Updated the opening post, I was unaware the class abilities/spells were so broken. That's not the code, that is because me and Faux are mid-way through rewriting the entire spell/casting system and some variables no longer work the way they were originally scripted. Soon as I get some time I'll update the existing levels 1-10 and (hopefully) finish the other classes.

Faux did an amazing job refactoring the Lua Spells system and getting the parameters sorted out for spell lines, so those should start coming to life soon.

Always keep in mind, there's still only a few of us actively working on this part-time, and it is more data than you have probably ever sifted through in your life so the continued patience is appreciated.[/quote:p5j79mbl]
I hate doing it, but I'm closing most of those bug reports because they're simply no valid. Please do a little research into the current bug list and it will save a ton of time, for both you and me. And don't let this discourage you from reporting bugs in the future, when systems are more complete - when we'll really need them. For now, a forum post is fine.


FWIW, Not targeting just this one player's bugs, because nearly everyone reports the same things repeatedly. It's a lot of work to look for bugs before submitting one, I'll admit. But it saves you a lot of time if you do this one step first, especially during PRE-alpha when the only thing we can promise you is 100% working is visiting the forums

Re: New Telon Updates!

Posted: Wed Dec 09, 2015 8:45 pm
by Moldew
Hey, the forums went down...once...

Mold

Re: New Telon Updates!

Posted: Wed Dec 09, 2015 9:33 pm
by Galladicus
thats fair. I will look at the list in the future!

Re: New Telon Updates!

Posted: Thu Dec 10, 2015 7:48 am
by Starcrusher
Ran through a few of the IoD quests last night. I don't see the toolbox by the shed where I thought it was (nevermind I was at the wrong shed ) . I am looking forward to helping get some more of the content working. However, when I logged in this morning all my quests that I had done were reset. Is that normal? It was like I had not done any of them because the first NPC had the shield again.

Re: New Telon Updates!

Posted: Thu Dec 10, 2015 8:21 am
by Xinux
Quest are currently set to not save so they can be done multiple times while testing.

Re: New Telon Updates!

Posted: Thu Dec 10, 2015 8:52 pm
by Starcrusher
Ok...thanks for the info.

Re: New Telon Updates!

Posted: Mon Dec 14, 2015 12:52 am
by GraniteTheWolf
For just a moment it felt like the game was live again even just working on quests alone. Up until i got booted to the character log in screen and came back to my current quests I was working on being cleared out totally.

Man, this is exciting. Keep it up, every update is just opening up more and more of the good old world.

Re: New Telon Updates!

Posted: Mon Dec 14, 2015 4:13 pm
by elquar
heya did some more testing last night.


Not sure if its me my ui or default for game , but when you do diplomacy quest the conversation window that is instructing you is covered by the diplomacy game windows. I had to remember to shift the conversation window (not text window nor the influence game board) manually to on side so i could read the instructions given their.


Another thing I sorta remember that diplomacy quest had you set up you strategy(kudos on having only 5 slots for 1st level ). That way you didn't open first diplomacy conversation without a strategy setup.