Offline KI 2.9.1

Announcements and discussion regarding any projects related to Cyan Worlds' Plasma Engine including (but not limited to) CyanWorlds.com Engine, Drizzle, OfflineKI, PyPRP, and libHSPlasma.

Re: Offline KI 2.9.1

Postby Lehnay » Thu Aug 20, 2009 1:03 pm

Nanouk-GoW wrote:Me wonder why there is no such invisible barriers for me(and maybe for many others) and that there are barriers for you two ?

Gameplay error(s) ?

This is because you did not test with a new avatar. The bug has been confirmed.

As a workaround, you can go to the GZ area which removes the blockers. However that does nothing to resolve the bug.

[Edit: Nanouk, the visible barrier object and the blocker are different things.]
Last edited by Lehnay on Thu Aug 20, 2009 1:09 pm, edited 1 time in total.
Lehnay
 
Posts: 49
Joined: Sun May 17, 2009 3:34 pm

Re: Offline KI 2.9.1

Postby Lehnay » Thu Aug 20, 2009 1:06 pm

I have run into a problem. I cannot enter the area past the 2nd puzzle in Kadish. The game hangs and crashes.

Anyone else experienced this? I doubt that it has anything to do with my experiments with the memorial thing, as mentioned previously in this thread -- no files in this area have been touched (and I restored the python pak anyway).

Needless to say it never happened prior to the installation of the current offline KI. That is not to say, of course, that the KI is the problem, it may be just coincidence.
Lehnay
 
Posts: 49
Joined: Sun May 17, 2009 3:34 pm

Re: Offline KI 2.9.1

Postby Nanouk-GoW » Thu Aug 20, 2009 1:42 pm

re: invisible blockers

I did a test with a new avatar and did try your way.

1- Got my KI at Gahreesen.
2- Linked to Bevin and used the Bahro stone to the city. I was able to go down the stairs but was "not able" to go back up. (both sides of the Great stairs)
3- Went back to Bevin, validated my KI at the Pedestal without linking
4- Linked to GZ antechamber(link in Bevin) and uploaded the first 5 green GZ markers
5- Used the Nexus linking book inside the GZ antechamber and went to Ferry Terminal.
6- I was then able to climb all the way up the Great stairs and was able to walk/run all the way around the city. All barriers were open (or missing) and did not get any invisible blockers. I did check both sides of the Great Stairs.

If ever you need more testing, just provide me with the steps you would wish I follow and I will gladly test it.

Edit:
I nave deleted my comment about it not being a bug.
Last edited by Nanouk-GoW on Fri Aug 21, 2009 12:11 am, edited 1 time in total.
User avatar
Nanouk-GoW
 
Posts: 153
Joined: Mon Jul 14, 2008 6:47 am

Re: Offline KI 2.9.1

Postby Lehnay » Thu Aug 20, 2009 2:19 pm

Nanouk-GoW wrote:re: invisible blockers

I did a test with a new avatar and did try your way.

1- Got my KI at Gahreesen.
2- Linked to Bevin and used the Bahro stone to the city. I was able to go down the stairs but was "not able" to go back up. (both sides of the Great stairs)

Yes, this is where the bug appears, for me and maybe for many others. You can't go back up -- this is expected. The barrier is invisible -- this is not expected.

diafero said that he managed to reproduce the bug and that it will be fixed in the next release, and that's all I needed to know.

Cheers!
Lehnay
 
Posts: 49
Joined: Sun May 17, 2009 3:34 pm

Re: Offline KI 2.9.1

Postby diafero » Fri Aug 21, 2009 8:16 am

Wow, being gone for 5 days leaves a lot of stuff to read which I can barely answer :)

Most of the bugs and questions seem to be answered, some more notes:
- There is an invisible barrier in the city until you first put your KI in the GZ machine, no matter which way you sue to go to the GZ. That will be fixed with the next version.
- The two Yeesha pages being at the same place in Ahnonay is intentional. It was the easiest way to get them in, because it was the clock page which got moved in MOUL, but the way Drizzle works, it can not move existing things, just add new ones.
- The Offline KI removes the useul GZ coordinate display, that is right. Unfortunately a fix would be really hard, beyond what I can do. The reason is that we took the KI from UU (and some aprts from MOUL) and converted it to TPOTS.

Regarding Agenotfound's tutorials, they do indeed sound quite interesting. Maybe we can include them in future releases, removing the need for any manual changes - I will have to carefully look at them and talk to Dustin though.
I prefer e-mails to "diafero arcor de" (after adding the at and the dot) over PMs.

"Many people's horizon is a circle with a radius of zero. They call it their point of view."

Deep Island Shard | Offline KI
diafero
Deep Island Admin
 
Posts: 2972
Joined: Mon May 05, 2008 5:50 am
Location: Germany

Re: Offline KI 2.9.1

Postby Agenotfound » Fri Aug 21, 2009 10:01 am

@Lehnay the Kahlo Pub Tutorial has just been updated.

@diafero you may indeed want to wait a for the return of Dustin because

1- it turns out the guild hall prp is not entirely converted, there should be "volcano smokes particles" coming with the smoke, Dustin told me he fixed all conversion problem to the city prp in the next Drizzle

2- i got the Kadish doors working !
Image

but again i can't post any tutorial about it now because the conversion of the needed prps is not currentlty supported by Drizzle, Dustin fixed the problem before he left for a few days (and send me the properly converted prps so i can finish what i had started wich was very nice of him by the way - and wich explain the above picture)

also i got the the Kadish Canen to show up
Image

but again it needs the "xMusicBoxAddSong" python file from Moul and because re-packing the python.pak file on your own is not verry much apreciated by the offline-KI it will need proper integration in the KI and testing.

so we may indeed want to wait a little to make sure everyhting is completly fonctionnal !
Last edited by Agenotfound on Fri Aug 21, 2009 3:01 pm, edited 2 times in total.
Image
User avatar
Agenotfound
 
Posts: 189
Joined: Mon Jun 29, 2009 7:15 am

Re: Offline KI 2.9.1

Postby Chacal » Fri Aug 21, 2009 1:53 pm

That's great! Those seem like good candidates for distribution with uruDistro. I'm back from vacation but haven't found time to start working on it again.
Chacal


"The weak can never forgive. Forgiveness is an attribute of the strong."
-- Mahatma Gandhi
User avatar
Chacal
 
Posts: 2515
Joined: Tue Nov 06, 2007 2:45 pm
Location: Quebec, Canada

Re: Offline KI 2.9.1

Postby Lehnay » Sat Aug 22, 2009 9:26 am

Awesome! The Kadish canen, the memorial imager, and the guild hall explosion! Diafero and Dustin, please don't keep us waiting! :)
Lehnay
 
Posts: 49
Joined: Sun May 17, 2009 3:34 pm

Re: Offline KI 2.9.1

Postby diafero » Sun Aug 23, 2009 4:14 am

You waited so long, I think you can wait some more weeks :D
But I will definitely take a look and if possible include it in the next major release :)
I prefer e-mails to "diafero arcor de" (after adding the at and the dot) over PMs.

"Many people's horizon is a circle with a radius of zero. They call it their point of view."

Deep Island Shard | Offline KI
diafero
Deep Island Admin
 
Posts: 2972
Joined: Mon May 05, 2008 5:50 am
Location: Germany

Postby Atrion » Tue Sep 01, 2009 1:08 pm

In the other Offline KI Thread I asked the question if it would be possible to create a Bahro Character with the /ChangeAvatar Command, and the answer was no. But I was wondering is it because of not having the Character Image maps or for another reason? I ask because from what I understand from the Story from when URU was Live (Note: I never had the chance to play when URU was Live) there were a few Story events in which Bahro were seen with people, meaning that Cyan at least had the ability to play a Bahro character. Am I wrong in that thought?
-Atrion Darnay-
User avatar
Atrion
 
Posts: 109
Joined: Fri Jul 10, 2009 1:26 am

PreviousNext

Return to Plasma Development

Who is online

Users browsing this forum: No registered users and 2 guests