phobos2077 / fo2_ecco

Gameplay overhaul mod for Fallout 2 Restoration Project
http://www.nma-fallout.com/threads/economy-and-combat-rebalance-mod.193578/
31 stars 2 forks source link

A bug I have encountered #3

Closed Hey-yo-yo-mayo closed 1 month ago

Hey-yo-yo-mayo commented 5 months ago

I do not know if it is just me with this bug but I do not receive combat exp. I have sfall 4.3.8 and I have ecco and rpu 26 and the updated rpu maps and I have talking heads that talk. But I do not get any combat exp from the ants and the scorpions in the temple of trials and I haven’t messed around with the ddraw and changing of any files for ecco. The rest works fine but the combat exp is not to be seen

phobos2077 commented 5 months ago

How come you have sfall 4.3.8 if EcCo requires (and includes) sfall 4.4+ ?

Hey-yo-yo-mayo commented 5 months ago

Sorry that was a mistake I have sfall 4.4.1 but which sfall do you recommend downloading? Thanks for the speedy reply !

phobos2077 commented 5 months ago

This is strange then. What version of ecco do you have? This is a serious issue, others would've reported something like that by now. Make sure you follow installation steps correctly. Maybe some other mod interferes with that?

Hey-yo-yo-mayo commented 5 months ago

I have the latest version of Ecco but the mods that may interfere is the talking head mods but that is it. The mod it self works fine no noticeable bugs so far apart from the no exp after combat

Hey-yo-yo-mayo commented 5 months ago

I uninstalled my fallout 2 and only had the sfall rpu and the updated maps I needed but the problem still persists so it is not the talking heads mod and I’m not sure what could be causing the problem

Hey-yo-yo-mayo commented 5 months ago

Update with the mod I haven’t got anywhere about the issue but it must be on how I am installing it because even without the talking heads mod I have just got the updated maps and the correct sfall and the correct rpu for the latest version of ecco. The order of installation goes 1.rpu 2.sfall 3.the updated rpu maps 4.ecco Sorry for being needy with the constant replies but I love the premise of this mod and I would love to have a full run with it. Thank you

phobos2077 commented 5 months ago

Maybe try disabling/uninstalling ecco and see if the issue persists. You don't get kill XP at all or just the messages?

If the issue is with the mod itself, then try settings min_exp_mult to 1 in EXP_FOR_KILL section of mods\ecco\combat.ini

Hey-yo-yo-mayo commented 5 months ago

I have uninstalled the game and used all the mods and went on killing an ant one by one and with all the mods apart from Ecco I receive the exp but once ecco is installed and when I kill a giant ant the combat message doesn’t show up and I do not receive any exp when looking at my character and I tried with the settings you suggested and it still doesn’t give me the combat exp

phobos2077 commented 5 months ago

What version of ecco are you using exactly? I vaguely remember some similar issue in some earlier version, maybe it was 0.9.0

Hey-yo-yo-mayo commented 5 months ago

I’m running on the latest version (0.9.3)

phobos2077 commented 5 months ago

Ok I have another idea. Enable debug mode in ddraw.ini and send me your debug.log after combat where XP is not granted.

Hey-yo-yo-mayo commented 5 months ago

debug.log this is the debug folder of me killing the ants in the temple of trials

Hey-yo-yo-mayo commented 5 months ago

gl_k_walking_speed: set fps to 11 in art\critters\nmolddjb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmrgngab.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmrgngdb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmrgnghb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmrgngib.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmrgngjb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmrgngkb.frm

gl_k_walking_speed: initialized

gl_k_walking_speed: fs override disabled, aborting

NPC armor appearance mod: Done. gl_p_party_orders: initialized, current burst mode: 0 Loading sound file ib2p1xx1.ACM...succeeded. Loading sound file ib2lu1x1.ACM...succeeded. Loading sound file ib1p1xx1.ACM...succeeded. Loading sound file ipickup1.ACM...succeeded. Loading sound file iputdown.ACM...succeeded. Loading sound file ib1p1xx1.ACM...succeeded. Loading sound file ib1lu1x1.ACM...succeeded.

Saving ".SAV" map.ARTEMPLE.SAV saved. AUTOMAP: Saving AutoMap DB index 126, level 0 Loading sound file monitor.ACM...succeeded.

You are in a dark, musty temple. The shadows seem to play tricks with your eyes, and you can hear the faint sound of movement.

[Party Members]: Total Critter Count: 23

gl_k_smoking: smoking enabled Script Error: scripts\animfrvr.int: op_reg_anim_animate_forever: obj is NULL Script Error: scripts\animfrvr.int: op_add_timer_event: pobj is NULL!Script Error: scripts\animfrvr.int: op_reg_anim_animate_forever: obj is NULL Script Error: scripts\animfrvr.int: op_add_timer_event: pobj is NULL! aitemdor: tile_num == 13528, MVAR_Passed_Fighting == 0, LVAR_Used_Key == 0

aitemdor: tile_num == 19928, MVAR_Passed_Fighting == 0, LVAR_Used_Key == 0 Script Error: scripts\animfrvr.int: op_reg_anim_animate_forever: obj is NULLScript Error: scripts\animfrvr.int: op_reg_anim_animate_forever: obj is NULLLoading sound file water1.ACM...succeeded.

Gsound: playing ambient map sfx: water1Loading background sound file 13CARVRN.ACM... finding background sound playing succeeded.

aitemdor: tile_num == 13528, MVAR_Passed_Fighting == 0, LVAR_Used_Key == 0

aitemdor: tile_num == 19928, MVAR_Passed_Fighting == 0, LVAR_Used_Key == 0 Script Error: scripts\animfrvr.int: op_reg_anim_animate_forever: obj is NULLScript Error: scripts\animfrvr.int: op_reg_anim_animate_forever: obj is NULL zclscorp: I'm in Arroyo Caves and not on the same elevation as the dude. Loading sound file iciboxx1.ACM...succeeded. Loading sound file icombat1.ACM...succeeded. Giant Ant is using Rat packet with a 0% chance to taunt Loading sound file icombat2.ACM...succeeded. Loading sound file ib3p1xx1.ACM...succeeded. Loading sound file ib3lu1x1.ACM...succeeded. Loading sound file ib3p1xx1.ACM...succeeded. Loading sound file ib3lu1x1.ACM...succeeded.

aitemdor: tile_num == 13528, MVAR_Passed_Fighting == 0, LVAR_Used_Key == 0

aitemdor: tile_num == 19928, MVAR_Passed_Fighting == 0, LVAR_Used_Key == 0

computing attack... sequencing attack... Loading sound file WA81XXX1.ACM...succeeded. Loading sound file MAANTTAN.ACM...succeeded. Giant Ant is using Rat packet with a 0% chance to taunt running attack... Loading sound file ib2p1xx1.ACM...succeeded. Loading sound file ib2lu1x1.ACM...succeeded. Loading sound file icombat1.ACM...succeeded. Loading sound file icombat2.ACM...succeeded.

computing attack... sequencing attack... Loading sound file WA81XXX1.ACM...succeeded. Loading sound file WH81FXX1.ACM...succeeded. Loading sound file MAANTTZA.ACM...succeeded. running attack...

But is already Inactive (Dead/Stunned/Invisible)Loading sound file ib2p1xx1.ACM...succeeded. Loading sound file ib2lu1x1.ACM...succeeded. Loading sound file icombat1.ACM...succeeded. Loading sound file icibcxx1.ACM...succeeded.

aitemdor: tile_num == 13528, MVAR_Passed_Fighting == 0, LVAR_Used_Key == 0

aitemdor: tile_num == 19928, MVAR_Passed_Fighting == 0, LVAR_Used_Key == 0 Script Error: scripts\animfrvr.int: op_reg_anim_animate_forever: obj is NULLScript Error: scripts\animfrvr.int: op_reg_anim_animate_forever: obj is NULLLoading sound file MAANTTAA.ACM...succeeded. Loading sound file ib1p1xx1.ACM...succeeded. Loading sound file ib3p1xx1.ACM...succeeded. Loading sound file ib3lu1x1.ACM...succeeded. Loading sound file ib1p1xx1.ACM...succeeded. Loading sound file ib1lu1x1.ACM...succeeded. Resetting sound system...done.

Scripts: [Game Reset]Loading background sound file 07desert.ACM... finding background sound playing succeeded. Loading sound file nmselec0.ACM...succeeded. Loading sound file nmselec1.ACM...succeeded.

Game Exit

just incase this makes it easier for you, Thank you!

phobos2077 commented 5 months ago

Can you make sure show_script_messages is set to 1 in fallout2.cfg, then try again? The log is missing those messages from scripts.

Hey-yo-yo-mayo commented 5 months ago

\navgulab.frm

gl_k_walking_speed: set fps to 11 in art\critters\navguldb.frm

gl_k_walking_speed: set fps to 11 in art\critters\navgulhb.frm

gl_k_walking_speed: set fps to 11 in art\critters\navgulib.frm

gl_k_walking_speed: set fps to 15 in art\critters\nfasiaab.frm

gl_k_walking_speed: set fps to 15 in art\critters\nflynnab.frm

gl_k_walking_speed: set fps to 15 in art\critters\nfniceab.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmasiaab.frm

gl_k_walking_speed: set fps to 15 in art\critters\nmboncab.frm

gl_k_walking_speed: set fps to 15 in art\critters\nmboncjb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmboxxab.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmboxxeb.frm

gl_k_walking_speed: set fps to 15 in art\critters\nmbrsrab.frm

gl_k_walking_speed: set fps to 15 in art\critters\nmbrsrjb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmcoppab.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmcopphb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmcoppib.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmcoppjb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmcoppkb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmfattab.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmfattdb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmfatthb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmfattjb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmgangab.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmgangdb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmganghb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmgangib.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmgangjb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmgangkb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmlabbab.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmlabbhb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmmexiab.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmmexidb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmmexihb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmmexiib.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmmexijb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmmyrnab.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmmyrndb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmmyrnhb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmniceab.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmnicehb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmniceib.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmolddab.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmolddhb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmolddjb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmrgngab.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmrgngdb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmrgnghb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmrgngib.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmrgngjb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmrgngkb.frm

gl_k_walking_speed: initialized

gl_k_walking_speed: fs override disabled, aborting

NPC armor appearance mod: Done. gl_p_party_orders: initialized, current burst mode: 0 Loading sound file ib2p1xx1.ACM...succeeded. Loading sound file ib2lu1x1.ACM...succeeded. Loading sound file ib1p1xx1.ACM...succeeded. Loading sound file ipickup1.ACM...succeeded. Loading sound file iputdown.ACM...succeeded. Loading sound file ib1p1xx1.ACM...succeeded. Loading sound file ib1lu1x1.ACM...succeeded.

Saving ".SAV" map.ARTEMPLE.SAV saved. AUTOMAP: Saving AutoMap DB index 126, level 0 Loading sound file monitor.ACM...succeeded.

You are in a dark, musty temple. The shadows seem to play tricks with your eyes, and you can hear the faint sound of movement.

[Party Members]: Total Critter Count: 23

gl_k_smoking: smoking enabled Script Error: scripts\animfrvr.int: op_reg_anim_animate_forever: obj is NULL Script Error: scripts\animfrvr.int: op_add_timer_event: pobj is NULL!Script Error: scripts\animfrvr.int: op_reg_anim_animate_forever: obj is NULL Script Error: scripts\animfrvr.int: op_add_timer_event: pobj is NULL! aitemdor: tile_num == 13528, MVAR_Passed_Fighting == 0, LVAR_Used_Key == 0

aitemdor: tile_num == 19928, MVAR_Passed_Fighting == 0, LVAR_Used_Key == 0 Script Error: scripts\animfrvr.int: op_reg_anim_animate_forever: obj is NULLScript Error: scripts\animfrvr.int: op_reg_anim_animate_forever: obj is NULLLoading sound file water1.ACM...succeeded.

Gsound: playing ambient map sfx: water1Loading background sound file 13CARVRN.ACM... finding background sound playing succeeded.

aitemdor: tile_num == 13528, MVAR_Passed_Fighting == 0, LVAR_Used_Key == 0

aitemdor: tile_num == 19928, MVAR_Passed_Fighting == 0, LVAR_Used_Key == 0 Script Error: scripts\animfrvr.int: op_reg_anim_animate_forever: obj is NULLScript Error: scripts\animfrvr.int: op_reg_anim_animate_forever: obj is NULL zclscorp: I'm in Arroyo Caves and not on the same elevation as the dude. Loading sound file iciboxx1.ACM...succeeded. Loading sound file icombat1.ACM...succeeded. Giant Ant is using Rat packet with a 0% chance to taunt Loading sound file icombat2.ACM...succeeded. Loading sound file ib3p1xx1.ACM...succeeded. Loading sound file ib3lu1x1.ACM...succeeded. Loading sound file ib3p1xx1.ACM...succeeded. Loading sound file ib3lu1x1.ACM...succeeded.

aitemdor: tile_num == 13528, MVAR_Passed_Fighting == 0, LVAR_Used_Key == 0

aitemdor: tile_num == 19928, MVAR_Passed_Fighting == 0, LVAR_Used_Key == 0

computing attack... sequencing attack... Loading sound file WA81XXX1.ACM...succeeded. Loading sound file MAANTTAN.ACM...succeeded. Giant Ant is using Rat packet with a 0% chance to taunt running attack... Loading sound file ib2p1xx1.ACM...succeeded. Loading sound file ib2lu1x1.ACM...succeeded. Loading sound file icombat1.ACM...succeeded. Loading sound file icombat2.ACM...succeeded.

computing attack... sequencing attack... Loading sound file WA81XXX1.ACM...succeeded. Loading sound file WH81FXX1.ACM...succeeded. Loading sound file MAANTTZA.ACM...succeeded. running attack...

But is already Inactive (Dead/Stunned/Invisible)Loading sound file ib2p1xx1.ACM...succeeded. Loading sound file ib2lu1x1.ACM...succeeded. Loading sound file icombat1.ACM...succeeded. Loading sound file icibcxx1.ACM...succeeded.

aitemdor: tile_num == 13528, MVAR_Passed_Fighting == 0, LVAR_Used_Key == 0

aitemdor: tile_num == 19928, MVAR_Passed_Fighting == 0, LVAR_Used_Key == 0 Script Error: scripts\animfrvr.int: op_reg_anim_animate_forever: obj is NULLScript Error: scripts\animfrvr.int: op_reg_anim_animate_forever: obj is NULLLoading sound file MAANTTAA.ACM...succeeded. Loading sound file ib1p1xx1.ACM...succeeded. Loading sound file ib3p1xx1.ACM...succeeded. Loading sound file ib3lu1x1.ACM...succeeded. Loading sound file ib1p1xx1.ACM...succeeded. Loading sound file ib1lu1x1.ACM...succeeded. Resetting sound system...done.

Scripts: [Game Reset]Loading background sound file 07desert.ACM... finding background sound playing succeeded. Loading sound file nmselec0.ACM...succeeded. Loading sound file nmselec1.ACM...succeeded.

Game Exit

debug.log

The show script messages were already turned on so i turned it off and on again, hope this helps with the bug !

phobos2077 commented 5 months ago

This is very strange, the log should contain a bunch of mod-related messages whenever you start or load a game. Do you have Enable=1 in debugging section of ddraw.ini?

I gotta test clean installation again later, to see if I'll get the same issue.

Hey-yo-yo-mayo commented 5 months ago

Fade time is 218 Fade steps are 192 Chi squared is 35.206500, P = 36.420000 at 0.05 Sequence is random, 95% confidence.

partyMember_init Initializing sound system...soundInit: Setting primary buffer to: 16 bit, 2 channels, 44100 rate soundInit: Primary buffer settings set to: 16 bit, 2 channels, 44100 rate success. SFXLIST: Can't open file for write sound\sfx\SNDLIST.LST Sounds are on. Music is on. Speech is on. gsound_init >initMovie >gmovie_init >moviefx_init >art_init >tile_init >obj_init >cycle_init
String not found @ getmsg(), MESSAGE.C

String not found @ getmsg(), MESSAGE.C

String not found @ getmsg(), MESSAGE.C

intface_init >iso_init >gmouse_init >proto_init >anim_init >scr_init >game_load_info >scr_game_init >wmWorldMap_init >CharEditInit >pip_init >InitLoadSave >gdialog_init >combat_init >automap_init >message_init >message_load >scr_disable >init_options_menu endgameDeathEndingInit

Playing movie: iplogo.mve Buffered not scaled Movie aborted Frames 9, dropped 0

Playing movie: intro.mve Buffered not scaled Movie aborted Frames 4, dropped 0

Playing movie: credits.mve Buffered not scaled Movie aborted Frames 7, dropped 0 Loading background sound file 07desert.ACM... finding background sound playing succeeded. Loading sound file nmselec0.ACM...succeeded. Loading sound file nmselec1.ACM...succeeded. Loading sound file ib1p1xx1.ACM...succeeded. Loading sound file ib1lu1x1.ACM...succeeded.

Playing movie: elder.mve Buffered not scaled Movie aborted Frames 4, dropped 0 Loading background sound file wind2.ACM... finding background sound playing succeeded. OVERRIDE_MAP_START: x: 88, y: 87

[Party Members]: Total Critter Count: 2

Loading sound file gntlwin1.ACM...succeeded.

Gsound: playing ambient map sfx: gntlwin1Loading background sound file 17arroyo.ACM... finding background sound playing succeeded.

gl_k_goris_derobing: initialized

gl_k_goris_derobing: set fps to 50 in art\critters\madethag.frm

gl_k_goris_derobing: set fps to 50 in art\critters\marobeag.frm

gl_k_lenny_look: initialized

gl_k_smoking: smoking enabled

gl_k_walking_speed: initializing

gl_k_walking_speed: set fps to 15 in art\critters\marobtab.frm

gl_k_walking_speed: set fps to 15 in art\critters\marobtlb.frm

gl_k_walking_speed: set fps to 15 in art\critters\marobtmb.frm

gl_k_walking_speed: set fps to 11 in art\critters\navgulab.frm

gl_k_walking_speed: set fps to 11 in art\critters\navguldb.frm

gl_k_walking_speed: set fps to 11 in art\critters\navgulhb.frm

gl_k_walking_speed: set fps to 11 in art\critters\navgulib.frm

gl_k_walking_speed: set fps to 15 in art\critters\nfasiaab.frm

gl_k_walking_speed: set fps to 15 in art\critters\nflynnab.frm

gl_k_walking_speed: set fps to 15 in art\critters\nfniceab.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmasiaab.frm

gl_k_walking_speed: set fps to 15 in art\critters\nmboncab.frm

gl_k_walking_speed: set fps to 15 in art\critters\nmboncjb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmboxxab.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmboxxeb.frm

gl_k_walking_speed: set fps to 15 in art\critters\nmbrsrab.frm

gl_k_walking_speed: set fps to 15 in art\critters\nmbrsrjb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmcoppab.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmcopphb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmcoppib.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmcoppjb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmcoppkb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmfattab.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmfattdb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmfatthb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmfattjb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmgangab.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmgangdb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmganghb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmgangib.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmgangjb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmgangkb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmlabbab.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmlabbhb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmmexiab.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmmexidb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmmexihb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmmexiib.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmmexijb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmmyrnab.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmmyrndb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmmyrnhb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmniceab.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmnicehb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmniceib.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmolddab.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmolddhb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmolddjb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmrgngab.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmrgngdb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmrgnghb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmrgngib.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmrgngjb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmrgngkb.frm

gl_k_walking_speed: initialized

gl_k_walking_speed: fs override disabled, aborting

NPC armor appearance mod: Done. gl_p_party_orders: initialized, current burst mode: 0 Loading sound file ib2p1xx1.ACM...succeeded. Loading sound file ib2lu1x1.ACM...succeeded. Loading sound file ib1p1xx1.ACM...succeeded. Loading sound file ipickup1.ACM...succeeded. Loading sound file iputdown.ACM...succeeded. Loading sound file ib1p1xx1.ACM...succeeded. Loading sound file ib1lu1x1.ACM...succeeded.

Saving ".SAV" map.ARTEMPLE.SAV saved. AUTOMAP: Saving AutoMap DB index 126, level 0 Loading sound file monitor.ACM...succeeded.

You are in a dark, musty temple. The shadows seem to play tricks with your eyes, and you can hear the faint sound of movement.

[Party Members]: Total Critter Count: 23

gl_k_smoking: smoking enabled Script Error: scripts\animfrvr.int: op_reg_anim_animate_forever: obj is NULL Script Error: scripts\animfrvr.int: op_add_timer_event: pobj is NULL!Script Error: scripts\animfrvr.int: op_reg_anim_animate_forever: obj is NULL Script Error: scripts\animfrvr.int: op_add_timer_event: pobj is NULL! aitemdor: tile_num == 13528, MVAR_Passed_Fighting == 0, LVAR_Used_Key == 0

aitemdor: tile_num == 19928, MVAR_Passed_Fighting == 0, LVAR_Used_Key == 0 Script Error: scripts\animfrvr.int: op_reg_anim_animate_forever: obj is NULLScript Error: scripts\animfrvr.int: op_reg_anim_animate_forever: obj is NULLLoading sound file water1.ACM...succeeded.

Gsound: playing ambient map sfx: water1Loading background sound file 13CARVRN.ACM... finding background sound playing succeeded.

aitemdor: tile_num == 13528, MVAR_Passed_Fighting == 0, LVAR_Used_Key == 0

aitemdor: tile_num == 19928, MVAR_Passed_Fighting == 0, LVAR_Used_Key == 0 Script Error: scripts\animfrvr.int: op_reg_anim_animate_forever: obj is NULLScript Error: scripts\animfrvr.int: op_reg_anim_animate_forever: obj is NULL zclscorp: I'm in Arroyo Caves and not on the same elevation as the dude. Loading sound file iciboxx1.ACM...succeeded. Loading sound file icombat1.ACM...succeeded. Giant Ant is using Rat packet with a 0% chance to taunt Loading sound file icombat2.ACM...succeeded. Loading sound file ib3p1xx1.ACM...succeeded. Loading sound file ib3lu1x1.ACM...succeeded. Loading sound file ib3p1xx1.ACM...succeeded. Loading sound file ib3lu1x1.ACM...succeeded.

aitemdor: tile_num == 13528, MVAR_Passed_Fighting == 0, LVAR_Used_Key == 0

aitemdor: tile_num == 19928, MVAR_Passed_Fighting == 0, LVAR_Used_Key == 0

computing attack... sequencing attack... Loading sound file WA81XXX1.ACM...succeeded. Loading sound file MAANTTAN.ACM...succeeded. Giant Ant is using Rat packet with a 0% chance to taunt running attack... Loading sound file ib2p1xx1.ACM...succeeded. Loading sound file ib2lu1x1.ACM...succeeded. Loading sound file icombat1.ACM...succeeded. Loading sound file icombat2.ACM...succeeded.

computing attack... sequencing attack... Loading sound file WA81XXX1.ACM...succeeded. Loading sound file WH81FXX1.ACM...succeeded. Loading sound file MAANTTZA.ACM...succeeded. running attack...

But is already Inactive (Dead/Stunned/Invisible)Loading sound file ib2p1xx1.ACM...succeeded. Loading sound file ib2lu1x1.ACM...succeeded. Loading sound file icombat1.ACM...succeeded. Loading sound file icibcxx1.ACM...succeeded.

aitemdor: tile_num == 13528, MVAR_Passed_Fighting == 0, LVAR_Used_Key == 0

aitemdor: tile_num == 19928, MVAR_Passed_Fighting == 0, LVAR_Used_Key == 0 Script Error: scripts\animfrvr.int: op_reg_anim_animate_forever: obj is NULLScript Error: scripts\animfrvr.int: op_reg_anim_animate_forever: obj is NULLLoading sound file MAANTTAA.ACM...succeeded. Loading sound file ib1p1xx1.ACM...succeeded. Loading sound file ib3p1xx1.ACM...succeeded. Loading sound file ib3lu1x1.ACM...succeeded. Loading sound file ib1p1xx1.ACM...succeeded. Loading sound file ib1lu1x1.ACM...succeeded. Resetting sound system...done.

Scripts: [Game Reset]Loading background sound file 07desert.ACM... finding background sound playing succeeded. Loading sound file nmselec0.ACM...succeeded. Loading sound file nmselec1.ACM...succeeded.

Game Exit

I'm not sure this helps but enabled all the things for the debug part of ddraw

Hey-yo-yo-mayo commented 5 months ago

Fade time is 218 Fade steps are 192 Chi squared is 35.206500, P = 36.420000 at 0.05 Sequence is random, 95% confidence.

partyMember_init Initializing sound system...soundInit: Setting primary buffer to: 16 bit, 2 channels, 44100 rate soundInit: Primary buffer settings set to: 16 bit, 2 channels, 44100 rate success. SFXLIST: Can't open file for write sound\sfx\SNDLIST.LST Sounds are on. Music is on. Speech is on. gsound_init >initMovie >gmovie_init >moviefx_init >art_init >tile_init >obj_init >cycle_init
String not found @ getmsg(), MESSAGE.C

String not found @ getmsg(), MESSAGE.C

String not found @ getmsg(), MESSAGE.C

intface_init >iso_init >gmouse_init >proto_init >anim_init >scr_init >game_load_info >scr_game_init >wmWorldMap_init >CharEditInit >pip_init >InitLoadSave >gdialog_init >combat_init >automap_init >message_init >message_load >scr_disable >init_options_menu endgameDeathEndingInit

Playing movie: iplogo.mve Buffered not scaled Movie aborted Frames 9, dropped 0

Playing movie: intro.mve Buffered not scaled Movie aborted Frames 4, dropped 0

Playing movie: credits.mve Buffered not scaled Movie aborted Frames 7, dropped 0 Loading background sound file 07desert.ACM... finding background sound playing succeeded. Loading sound file nmselec0.ACM...succeeded. Loading sound file nmselec1.ACM...succeeded. Loading sound file ib1p1xx1.ACM...succeeded. Loading sound file ib1lu1x1.ACM...succeeded.

Playing movie: elder.mve Buffered not scaled Movie aborted Frames 4, dropped 0 Loading background sound file wind2.ACM... finding background sound playing succeeded. OVERRIDE_MAP_START: x: 88, y: 87

[Party Members]: Total Critter Count: 2

Loading sound file gntlwin1.ACM...succeeded.

Gsound: playing ambient map sfx: gntlwin1Loading background sound file 17arroyo.ACM... finding background sound playing succeeded.

gl_k_goris_derobing: initialized

gl_k_goris_derobing: set fps to 50 in art\critters\madethag.frm

gl_k_goris_derobing: set fps to 50 in art\critters\marobeag.frm

gl_k_lenny_look: initialized

gl_k_smoking: smoking enabled

gl_k_walking_speed: initializing

gl_k_walking_speed: set fps to 15 in art\critters\marobtab.frm

gl_k_walking_speed: set fps to 15 in art\critters\marobtlb.frm

gl_k_walking_speed: set fps to 15 in art\critters\marobtmb.frm

gl_k_walking_speed: set fps to 11 in art\critters\navgulab.frm

gl_k_walking_speed: set fps to 11 in art\critters\navguldb.frm

gl_k_walking_speed: set fps to 11 in art\critters\navgulhb.frm

gl_k_walking_speed: set fps to 11 in art\critters\navgulib.frm

gl_k_walking_speed: set fps to 15 in art\critters\nfasiaab.frm

gl_k_walking_speed: set fps to 15 in art\critters\nflynnab.frm

gl_k_walking_speed: set fps to 15 in art\critters\nfniceab.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmasiaab.frm

gl_k_walking_speed: set fps to 15 in art\critters\nmboncab.frm

gl_k_walking_speed: set fps to 15 in art\critters\nmboncjb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmboxxab.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmboxxeb.frm

gl_k_walking_speed: set fps to 15 in art\critters\nmbrsrab.frm

gl_k_walking_speed: set fps to 15 in art\critters\nmbrsrjb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmcoppab.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmcopphb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmcoppib.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmcoppjb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmcoppkb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmfattab.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmfattdb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmfatthb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmfattjb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmgangab.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmgangdb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmganghb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmgangib.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmgangjb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmgangkb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmlabbab.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmlabbhb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmmexiab.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmmexidb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmmexihb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmmexiib.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmmexijb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmmyrnab.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmmyrndb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmmyrnhb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmniceab.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmnicehb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmniceib.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmolddab.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmolddhb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmolddjb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmrgngab.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmrgngdb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmrgnghb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmrgngib.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmrgngjb.frm

gl_k_walking_speed: set fps to 11 in art\critters\nmrgngkb.frm

gl_k_walking_speed: initialized

gl_k_walking_speed: fs override disabled, aborting

NPC armor appearance mod: Done. gl_p_party_orders: initialized, current burst mode: 0 Loading sound file ib2p1xx1.ACM...succeeded. Loading sound file ib2lu1x1.ACM...succeeded. Loading sound file ib1p1xx1.ACM...succeeded. Loading sound file ipickup1.ACM...succeeded. Loading sound file iputdown.ACM...succeeded. Loading sound file ib1p1xx1.ACM...succeeded. Loading sound file ib1lu1x1.ACM...succeeded.

Saving ".SAV" map.ARTEMPLE.SAV saved. AUTOMAP: Saving AutoMap DB index 126, level 0 Loading sound file monitor.ACM...succeeded.

You are in a dark, musty temple. The shadows seem to play tricks with your eyes, and you can hear the faint sound of movement.

[Party Members]: Total Critter Count: 23

gl_k_smoking: smoking enabled Script Error: scripts\animfrvr.int: op_reg_anim_animate_forever: obj is NULL Script Error: scripts\animfrvr.int: op_add_timer_event: pobj is NULL!Script Error: scripts\animfrvr.int: op_reg_anim_animate_forever: obj is NULL Script Error: scripts\animfrvr.int: op_add_timer_event: pobj is NULL! aitemdor: tile_num == 13528, MVAR_Passed_Fighting == 0, LVAR_Used_Key == 0

aitemdor: tile_num == 19928, MVAR_Passed_Fighting == 0, LVAR_Used_Key == 0 Script Error: scripts\animfrvr.int: op_reg_anim_animate_forever: obj is NULLScript Error: scripts\animfrvr.int: op_reg_anim_animate_forever: obj is NULLLoading sound file water1.ACM...succeeded.

Gsound: playing ambient map sfx: water1Loading background sound file 13CARVRN.ACM... finding background sound playing succeeded.

aitemdor: tile_num == 13528, MVAR_Passed_Fighting == 0, LVAR_Used_Key == 0

aitemdor: tile_num == 19928, MVAR_Passed_Fighting == 0, LVAR_Used_Key == 0 Script Error: scripts\animfrvr.int: op_reg_anim_animate_forever: obj is NULLScript Error: scripts\animfrvr.int: op_reg_anim_animate_forever: obj is NULL zclscorp: I'm in Arroyo Caves and not on the same elevation as the dude. Loading sound file iciboxx1.ACM...succeeded. Loading sound file icombat1.ACM...succeeded. Giant Ant is using Rat packet with a 0% chance to taunt Loading sound file icombat2.ACM...succeeded. Loading sound file ib3p1xx1.ACM...succeeded. Loading sound file ib3lu1x1.ACM...succeeded. Loading sound file ib3p1xx1.ACM...succeeded. Loading sound file ib3lu1x1.ACM...succeeded.

aitemdor: tile_num == 13528, MVAR_Passed_Fighting == 0, LVAR_Used_Key == 0

aitemdor: tile_num == 19928, MVAR_Passed_Fighting == 0, LVAR_Used_Key == 0

computing attack... sequencing attack... Loading sound file WA81XXX1.ACM...succeeded. Loading sound file MAANTTAN.ACM...succeeded. Giant Ant is using Rat packet with a 0% chance to taunt running attack... Loading sound file ib2p1xx1.ACM...succeeded. Loading sound file ib2lu1x1.ACM...succeeded. Loading sound file icombat1.ACM...succeeded. Loading sound file icombat2.ACM...succeeded.

computing attack... sequencing attack... Loading sound file WA81XXX1.ACM...succeeded. Loading sound file WH81FXX1.ACM...succeeded. Loading sound file MAANTTZA.ACM...succeeded. running attack...

But is already Inactive (Dead/Stunned/Invisible)Loading sound file ib2p1xx1.ACM...succeeded. Loading sound file ib2lu1x1.ACM...succeeded. Loading sound file icombat1.ACM...succeeded. Loading sound file icibcxx1.ACM...succeeded.

aitemdor: tile_num == 13528, MVAR_Passed_Fighting == 0, LVAR_Used_Key == 0

aitemdor: tile_num == 19928, MVAR_Passed_Fighting == 0, LVAR_Used_Key == 0 Script Error: scripts\animfrvr.int: op_reg_anim_animate_forever: obj is NULLScript Error: scripts\animfrvr.int: op_reg_anim_animate_forever: obj is NULLLoading sound file MAANTTAA.ACM...succeeded. Loading sound file ib1p1xx1.ACM...succeeded. Loading sound file ib3p1xx1.ACM...succeeded. Loading sound file ib3lu1x1.ACM...succeeded. Loading sound file ib1p1xx1.ACM...succeeded. Loading sound file ib1lu1x1.ACM...succeeded. Resetting sound system...done.

Scripts: [Game Reset]Loading background sound file 07desert.ACM... finding background sound playing succeeded. Loading sound file nmselec0.ACM...succeeded. Loading sound file nmselec1.ACM...succeeded.

Game Exit

i think this might help out more

Hey-yo-yo-mayo commented 5 months ago

debug.log

Hey-yo-yo-mayo commented 5 months ago

Just checking if you have found out what is the problem, thank you !

Hey-yo-yo-mayo commented 4 months ago

Reinstalled all the mods again the exp is still not given, I’ve been really wanting to play this cool mod, hope you found the issue !

Hey-yo-yo-mayo commented 3 months ago

I don’t know what I have done different but I am gaining exp per kill but my ap shows that have 3 extra when I shouldn’t have and the button for the crafting menu disappears when I click on the hud

phobos2077 commented 3 months ago

Extra move AP is the new feature in 0.9. Regarding the crafting menu bug, I thought I fixed that.

Hey-yo-yo-mayo commented 3 months ago

Oh great ! I’m glad the exp bug was just some weird fluke with the mod for me. What should I do with the menu button ?

phobos2077 commented 2 months ago

Try reinstalling everything again with new version. I still wasn't able to reproduce any of the two issues.