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 TFN 1.4 Bugs (Read before posting bugs for 1.4)

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Zer0Morph
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PostSubject: TFN 1.4 Bugs (Read before posting bugs for 1.4)   Mon Feb 01, 2016 2:35 pm

Community,

We have been made aware of 3 bugs that made it into the 1.4 release.

1.) After getting Presence 3, I can no longer get benefits from other Passive Disciplines.
Response: Yes, something in the new Presence system is messing up passive disciplines like Blood Buff and Blood Heal. You still pay the blood cost for them and it appears to work, but you don't get the benefits of it. This was first revealed to us by Todd during his Twitch playthroughs but became official after we got numerous reports from players. This has been a very frustrating bug to track down but I'm working to get it figured out. A hotfix will be released once a fix has been found.
Edit by Malkav: I think I know what went wrong. I'm working on a fix.

2.) When I activate Auspex, hidden items don't show up even though my Inspection has been raised.
Response: During my personal playthroughs, this was working fine so I don't understand why it's not now. When you activate higher levels of Auspex that give an Inspection bonus, you should see hidden items suddenly appear, and disappear when deactivating Auspex. We've been told that you need to activate Auspex first before entering a new map in order to see the items appear. A hotfix will be released once a fix has been found.
Edit by Malkav: I found the problem.

3.) I can't speak with Strauss about the Gargoyle and the book is missing from the Chantry.
Response: The book was removed because I needed the item space so you don't need it anymore to talk to Strauss about it. We figured out what the problem was in this post and it was confirmed to fix it. This will be included in the hotfix.
http://camarillaedition.darkbb.com/t2369-baali-quest-and-side-quest-question
Edit by Malkav: The book is not removed, but the unhide system in the Chantry is messed up.

4.) In the Beachhouse there are sparklies for the car stereo even if your inspection is too low. I've tracked it down to two inspection_node entities on the map. Seems you have created a new one for the inspection system and not removed the original ones (inspection 2, entity name: c_ins).
Response: This will be included in the hotfix.

Any further bugs will be recorded here and I will update this thread as more reports come in. I apologize for these bugs making it into final release.


Last edited by Zer0Morph on Tue Feb 23, 2016 1:31 pm; edited 2 times in total
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PostSubject: Re: TFN 1.4 Bugs (Read before posting bugs for 1.4)   Mon Feb 01, 2016 3:13 pm

After my third Auspex using clan playthrough I noticed that the Auspex bug happen only on buildings (like your haven and Pisha's hospital) where I tested Auspex for the normal watch and the morphine respectively (4 and 6 inspection needed IIRC). In the hubs it works fine (tested with the clothing and the occult items).
For the Gargoyle book, why not use one of the warren ledgers you can find in Hollywood for the item space (they are useless since the poster quest is no more)?
Edit: to make Auspex work in the buildings you have to activate it before entering, exit and entering the buildings with Auspex activated works too. Note that Auspex has to be active from the entrance to the item location to find it, so you have to renew it until you find the item.
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PostSubject: Re: TFN 1.4 Bugs (Read before posting bugs for 1.4)   Mon Feb 01, 2016 4:02 pm

That's REALLY good information, MxM, thanks a lot for that!

When I tested the Auspex system, I tested it in the main 4 hubs and the medical clinic and it worked fine for all of them, so I had no reason to test further. But obviously there is something different in these smaller hubs than in the major 4 so I'll have to do a comparison to see what's missing and add them in, then hopefully it will work like it does in the major 4.

I can't use the warren's ledger because I used those for the Presence system. I'm thinking an email from "a friend" could do the trick instead.

Something in the main 4 hubs allows constant checking of your Inspection level whereas it doesn't in the smaller building hubs. This gives me a lot to work with for getting this fixed, thanks MxM!
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PostSubject: Re: TFN 1.4 Bugs (Read before posting bugs for 1.4)   Mon Feb 01, 2016 4:14 pm

No problem, you're welcome Very Happy
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PostSubject: Re: TFN 1.4 Bugs (Read before posting bugs for 1.4)   Thu Feb 04, 2016 4:53 pm

Zer0Morph wrote:
That's REALLY good information, MxM, thanks a lot for that!

When I tested the Auspex system, I tested it in the main 4 hubs and the medical clinic and it worked fine for all of them, so I had no reason to test further. But obviously there is something different in these smaller hubs than in the major 4 so I'll have to do a comparison to see what's missing and add them in, then hopefully it will work like it does in the major 4.

I can't use the warren's ledger because I used those for the Presence system. I'm thinking an email from "a friend" could do the trick instead.

Something in the main 4 hubs allows constant checking of your Inspection level whereas it doesn't in the smaller building hubs. This gives me a lot to work with for getting this fixed, thanks MxM!
You're probably missing a timer on the maps that are not hubs. You're probably using some form of the system we developed when the idea of random items first came up and that needs a timer for regular checks.

By now I would create the whole system differently. Create an "events_player" object on maps where it's not already there (or update to a more recent version of the patch. Since 9.0 or so every map has events_world and events_player.) Right now I'm not sure if there can be more than one, check Dheu's manual. Events_player has OnStart and OnEnd outputs for every discipline, so you can run the hide/unhide sript OnMapLoad and for every instant of start and end Auspex.

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PostSubject: Re: TFN 1.4 Bugs (Read before posting bugs for 1.4)   Mon Feb 08, 2016 4:43 pm

Good insight Malkav. I'll have to reverse engineer to see what you did to setup the system and see what the main hubs have that the other smaller hubs don't. I'm thinking the Auspex bug can be fixed given time and research.
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PostSubject: Re: TFN 1.4 Bugs (Read before posting bugs for 1.4)   Tue Feb 23, 2016 7:00 am

I'm working on a fix for the presence problem and I'll also look into the auspex bug. But I need testers. Please ontact me via pm. Since this is not a big beta test for a full release I need only 3 or 4 testers, preferably people I know from the forum.

Edit: I found why Auspex is bugged. Already fixed on my end, but it involves editing lots of maps, so there is no easy workaround. Btw, thanks to notepad++, with plain notepad I'd have missed it.

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PostSubject: Re: TFN 1.4 Bugs (Read before posting bugs for 1.4)   Tue Feb 23, 2016 1:25 pm

Malkav,

If you send me the missing code from the maps, I can edit the maps that are missing it then release a quick hot fix. I don't mind doing the work on the maps, just send the code that I need to implement into the maps and I'll update them and compile them.

Again, thank you for taking an interest in debugging TFN, especially on your own free time. It means a lot to me that you'd do that! I love you I love you I love you I love you

As far as the dialogue being messed up when asking about the Gargoyle, I can also include the fix for that in the hot fix too. And I also need to fix the sparklies you mentioned in another thread.
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PostSubject: Re: TFN 1.4 Bugs (Read before posting bugs for 1.4)   Today at 1:49 am

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