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Author Topic: [REL] Die Gilde 2 - Mappack-Edition  (Read 23356 times)

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Offline Begemot

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Re: [REL] Die Gilde 2 - Mappack-Edition
« Reply #30 on: 24 September 2014, 20:57:41 »
Fabelhaft! Danke! Es ist wirklich wunderbar.

Offline IzUaL36

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Re: [REL] Die Gilde 2 - Mappack-Edition
« Reply #31 on: 03 October 2014, 09:52:08 »
Bei mir werden die neuen Maps leider nicht angezeigt.
Ich spiele auf 4.17b + Legacy Modpack 1.16. Im Spieleordner selbst
sind die neuen Dateien vorhanden, alles andere was das Mappack machte ist auch vorhanden. (z.B. Ladebildschirm anpassen, Tipps usw)
Nur die Maps werden nicht angezeigt. Muss ich beim Patchvorgang irgendwie eine gewisse Reihenfolge beachten, damit diese auftauchen?

Edit: Ok mal gerade ein Test gemacht. Wenn ich das Mappack als letztes installiere, sind die Maps vorhanden. Allerding funktioniert dann das Legacy Modpack nicht mehr komplett.
Wie kann ich die zusätzlichen Maps bekommen und die Legacy Mod aktiv haben? (Was juckt es die Maps ob sie nun in der Mappack Edition oder nicht angezeigt werden sollen?!)

Grüße, IzUaL36
« Last Edit: 03 October 2014, 10:36:26 by IzUaL36 »

Offline Crossfire

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Re: [REL] Die Gilde 2 - Mappack-Edition
« Reply #32 on: 04 October 2014, 10:41:41 »
Hallo IzUaL36,
Legacy Modpack und Mappack sind leider nicht kompatibel.

Offline mok

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Re: [REL] Die Gilde 2 - Mappack-Edition
« Reply #33 on: 04 October 2014, 12:48:33 »
Hallo IzUaL36,
Legacy Modpack und Mappack sind leider nicht kompatibel.

Genau,

das Mappack bringt nicht nur neue Maps mit, sondern auch einige Bugsfixes und überarbeitete Scripte. Du überschreibst sie dann jedesmal mit der Legacy Mod oder umgekehrt. Daher ist es nicht möglich beides zusammen zu benutzen. Selbst die Maps  benötigen Scripte, damit Sie laufen... Man könnte sie zwar theoratisch auch unterm Legacy zum laufen bringe, das würde aber ehr schlecht als recht da die Mappackscripte nicht dabei wären...

lg

Offline IzUaL36

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Re: [REL] Die Gilde 2 - Mappack-Edition
« Reply #34 on: 04 October 2014, 21:00:26 »
Sehr schade, trotzdem vielen Dank für die Antwort :)

Offline Gordon Dry

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Re: [REL] Die Gilde 2 - Mappack-Edition
« Reply #35 on: 11 October 2014, 21:47:36 »
Ich spreche mal aus, was die meisten wohl denken:

Bitte tut euch zusammen!

Legacy Mod Pack und Map Pack sollten eins sein - ergo sollten sie im Patch 4.2 vertreten sein.

Offline mok

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Re: [REL] Die Gilde 2 - Mappack-Edition
« Reply #36 on: 11 October 2014, 22:10:47 »
Ich spreche mal aus, was die meisten wohl denken:

Bitte tut euch zusammen!

Legacy Mod Pack und Map Pack sollten eins sein - ergo sollten sie im Patch 4.2 vertreten sein.

ich halte das immernoch für schwirig ;) Das Thema Erübrigt sich jedoch mit Patch 4.2 da das Mappack darin integriert wird und die Maps darin auch eine generalüberholung erhalten werden.

das Mappack wird es in dieser Form also nicht mehr lange geben bzw. Mit Patch 4.2 obsolet werden.

beim legacy ist das wieder was anderes... Er bringt mehr Bugs und pseudo fixes als alles andere... Ums mal ehrlich zu sagen... Ohne jedwede Kritik, ich finde die Arbeit und die liebe zum Spiel von McCoy toll
Und erwarte von einem Modder auch nicht das er Bugs auf einem Niveau gleich dem der Developer (die entsprechende Tools zum Debuggen haben) fixt.
das spiel ist von Grund auf Komplex und Buganfällig...
Lg
« Last Edit: 11 October 2014, 22:15:38 by mok »

Offline McCoy!

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Re: [REL] Die Gilde 2 - Mappack-Edition
« Reply #37 on: 12 October 2014, 02:06:32 »
 ^^The mappacks were bugged. I did have them in legacy but removed them. The text.dbt wasn't even right.
I agree with MoK in the sense that we will wait what 4.2 brings and move forward from there, however I have seen little difference so far from my work and the actual developer work. The maps all have some sort of spinning cart bug (dev induced) and the ten years the game has been released it has been filled with bugs which is also from "professional developers".
^^ I do not have access to the source so I cannot alter any hardcoded functions or add new ones so I was quite limited...Having said that I did actually fix things such as nobility titles, divehouse, salesban, inquisition, secret mixture, cursebuilding, ect and the list goes on and on WITHOUT a workaround. <---They were just plain fixed ;)

Once the new patch is released as MoK says it will already have the MapPacks (minus the bugs hopefully) and again hopefully most of my workarounds wont be needed. It is my hope that Legacy will just add new features and make the game easier or harder based on the difficulty setting you choose. And also I won't just be porting all the features a lot of them will be getting a complete overhaul, starting with burning at the stake and assassinations :)
« Last Edit: 12 October 2014, 02:08:04 by McCoy! »

Offline Scandal

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Re: [REL] Die Gilde 2 - Mappack-Edition
« Reply #38 on: 13 October 2014, 10:07:14 »
The discussion about who is responsible for which bug is very useless. We all love this game and this is why we work in our freetime to make it better.

btw. we sadly will not fix any hard coded bug with the patch...

Offline McCoy!

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Re: [REL] Die Gilde 2 - Mappack-Edition
« Reply #39 on: 13 October 2014, 10:49:02 »
btw. we sadly will not fix any hard coded bug with the patch...
My dreams are shattered. The death bug was the worst of them all and the fix was so simple. Just a little bitty tweak in the source code...
This bug was the 50+ turn killer when people started croaking during trials and officesessions from old age :P
Bug-Link

Oh well...there is still Guild 3 to wait for :)
^^Hopefully they don't hardcode any of the scripts or functions. Anyone know the language they have chosen to create the game with?
« Last Edit: 13 October 2014, 11:21:46 by McCoy! »

Offline Fajeth

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Re: [REL] Die Gilde 2 - Mappack-Edition
« Reply #40 on: 13 October 2014, 11:25:05 »
So, your time check didnt work?
Code: [Select]
while math.mod(GetGametime(), 24) > 2 do
Sleep(50)
MoveSetActivity("","drunk")
end

By the way, you set MoveSetActivity("","drunk") twice in that code :P

Basicly, if that state is triggered, the sim will leave cutscenes? Is that correct?


Where is the trigger for this? Hardcoded?
« Last Edit: 13 October 2014, 11:26:57 by Fajeth »

Offline McCoy!

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Re: [REL] Die Gilde 2 - Mappack-Edition
« Reply #41 on: 13 October 2014, 11:43:05 »
So, your time check didnt work?
Code: [Select]
while math.mod(GetGametime(), 24) > 2 do
Sleep(50)
MoveSetActivity("","drunk")
end

By the way, you set MoveSetActivity("","drunk") twice in that code :P

Basicly, if that state is triggered, the sim will leave cutscenes? Is that correct?


Where is the trigger for this? Hardcoded?
I checked the Legacy code and I didn't even add the movesetactivity function lol
I must have realized I did not need to set the activity in the loop every 50 seconds and moved it to the top but then forgot to delete the one in the loop lol...oops

And to answer your question...I don't know for sure if it fixes the issue or not. I am assuming not. There are references to GetDynasty and GetDynastyID in both officesession.lua and trial.lua. So what happens when the dynasty changes during court session or Trial? Is that person present still recognized as part of the Cutscene? I can no longer remember for certain anymore but I think they are not. I seem to remember testing this and my character changed to a shadow dynasty and walked out. And the cutscene was frozen.

^^Not 100% sure anymore on that it was too long ago for me to remember. It just seems there is a high potential for error when the dynasty changes like that. Not to mention it really should not happen until the very end anyways. Removing the character from the Dynasty should be the second to last code in State_Dead.lua but for some reason its like the first code in "State_Dying" and hardcoded just to put salt in the wound :P ;D

« Last Edit: 13 October 2014, 11:45:32 by McCoy! »

Offline Scandal

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Re: [REL] Die Gilde 2 - Mappack-Edition
« Reply #42 on: 13 October 2014, 12:13:06 »
My dreams are shattered. The death bug was the worst of them all and the fix was so simple. Just a little bitty tweak in the source code...
This bug was the 50+ turn killer when people started croaking during trials and officesessions from old age :P
Bug-Link

We never had this bug in our games with 4.17b and 4.2 but I will have a look into the report. Thank you.

 

quarterly