Bug Report: Teledahn

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Re: Bug Report: Teledahn

Postby janaba » Wed Mar 14, 2012 3:35 am

johnsojc wrote:OK. Persistence pays off. The Tsar is vindicated and the code does work.
I just saw Shroomie way off in the distance. Here is the log to prove it.
I added a 2nd sighting at the medium distance....

That is awesome ... Thanks, johnsojc ... /cheer ... :)

As of PlasmaShop, I'm using version 2.2.6 (when I'm looking sth. up once or twice a year lol)
as it doesn't need to be installed, and yesterday I've realized that I'll use it for those elfs as
well in the future instead of the elfviewer as it has a search function and is in general more
useful, convenient and versatile, but just in case I've made a note of that code resp. MOUL/MQO
encryption key ... Thanks, Branan ... :P
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Re: Bug Report: Teledahn

Postby johnsojc » Wed Mar 14, 2012 4:30 am

I don't have a clue why the game seemed so reluctant to let Shroomie come out and play for so many people. By the end of the night, I had 5 sightings logged, 2 mid distance and 3 far. Now I even know where 3 different spawn points are :roll: .

Well, I certainly demonstrated how wrong I was about what was really happening and isn't it interesting how much we all learned as a result. Aside from where the other 12 spawn points are, what the animations are for each of the 4 tricks, and where exactly the 3 zones that can trigger Shroomie just by being there are, I guess there is just nothing else I need to know about Shroomie watching.
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Re: Bug Report: Teledahn

Postby Wamduskasapa » Wed Mar 14, 2012 4:34 am

@ Janaba If you want PlasmaShop 3, you can find the latest download by clicking PlasmaShop 3
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Re: Bug Report: Teledahn

Postby janaba » Wed Mar 14, 2012 7:59 am

Thanks, Wam, but I've downloaded PlasmaShop 3.0 Beta Win64 (rev 158) already, but as I don't really
need it for important tasks or explorations I thought the old version, which doesn't have to be installed
would cover my simple needs to look into an elf file every now and then lol ... :D

I initially downloaded it back then when diafero or somebody else told us how to customize Uru offline to
our likings by manipulating and adapting sdl files to trigger events etc. lol, but since the Offline KI provides
all those customizations already through commands it is no longer needed to dig into those files anymore ... :P

Yeah, however, thanks nonetheless for the heads up and the goodwill, Wam ... /wave ... :)
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Re: Bug Report: Teledahn

Postby Wamduskasapa » Wed Mar 14, 2012 8:26 am

I am of the 'Olde School' I still enjoy using the DirectX Texture Tool, PlasmaShop and PRP Shop to modify MipMaps and PRP's. I started with the PRP Explorer, HURU, Marack's Tools and UruFun now all of those tools are incorporated into PlasmaShop 3
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Re: Bug Report: Teledahn

Postby diafero » Wed Mar 14, 2012 10:55 am

Wamduskasapa wrote:I am of the 'Olde School' I still enjoy using the DirectX Texture Tool, PlasmaShop and PRP Shop to modify MipMaps and PRP's. I started with the PRP Explorer, HURU, Marack's Tools and UruFun now all of those tools are incorporated into PlasmaShop 3
... and the corresponding PrpShop.
However, this is still work in progress: PlasmaShop 3 currently lacks support to compile Python sourcecode, to view and edit font files, and to view and edit the internals of the dev_mode.dat file. I think however all the rest and much more is implemented in the current development version - except maybe for some specific Plasma classes which PrpShop cannot display in a GUI, while other tools could. PrpShop however can always display all the information using PRC, and hopefully soon you will also be able to edit the PRC (which would finally bring PrpShop on par with the long-deprecated PageEditor).
PlasmaShop, PrpShop and Drizzle are the only tools I am using nowadays. Which is great, because all of them run natively on Linux, so I don't need Wine for development, just for running Uru :D
I prefer e-mails to "diafero arcor de" (after adding the at and the dot) over PMs.

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Re: Bug Report: Teledahn

Postby Acorn » Wed Mar 14, 2012 12:53 pm

johnsojc - "where exactly the 3 zones that can trigger Shroomie just by being there are" - I think I know two of these from other versions/shards. One is at the top of the walkway, just after you leave the cave to walk to the gun. In my experience this usually triggers the first time you've gone to the feeder and you've then returned to go back into the cave. My impression is that it's on the left as you go up the stairs. The other is on the open bit of ground at the top of the steps that lead down to the second feeder - Shroomie has appeared to me as I walk along the top of the cliff looking down over the water/the gun. But not in Gehn, of course!

Many thanks, Janaba and Wamduskasapa, I''ve downloaded the viewer and have just looked at my most recent log. It's the same as the others', ie Shroomie has been seen 0 times. Shroomie can be seen, Shroomie won't be seen. Shroomie gate is down. She still doesn't want to appear to me, but it's great that johnsojc has managed to lure her in!

Thanks again everyone for helping me through this interesting learning process!
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Re: Bug Report: Teledahn

Postby johnsojc » Wed Mar 14, 2012 1:44 pm

All i did to get Shroomie to finally get moving was to stand at the feeder, pull the lever, look out over the lagoon to see if Shroomie appears, wait for a bit (5 to 60 seconds according to my mood and attention to the task), and then rinse and repeat. It took a good 10 to 15 minutes of lever pulling to get that first encounter. All I can say at this point is pulling the lever works. I cannot say that moving into the zone works... that will take a bit more testing. Of course you have to wait the 4 minutes after seeing Shroomie before you can try again. FYI, The Minkata Shard works in exactly the same frustrating manner. Something in the back of my mind keeps telling me it did not seem to be this difficult in the past... probably my memory dimming a bit more.

Each time you trigger the Shroomie brain routine by pulling the lever or entering a zone, an entry in the log will be generated. This is what you have to look for to see if something works.
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Re: Bug Report: Teledahn

Postby Acorn » Wed Mar 14, 2012 3:06 pm

gosh, what persistence - 15 mins of pulling the lever! In Minkata she normally arrives within 10 pulls, ie in a minute or two. Just now it took my usual 5. As I mentioned, in TOC the other day I got her appearing really frequently, at around 80% of pulls, and I didn't have to wait 4 mins - Shroomie came instantaneously each time.

Back in Gehn, I just tried wiping the book and starting again - so far still no joy, but now I know I've REALLY got to stick at it, I'll keep trying.

Edit: hooray, she turned up! But I also had another mega experience in TOC - that's probably the best place to study all the animations.
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Re: Bug Report: Teledahn

Postby johnsojc » Wed Mar 14, 2012 3:50 pm

It seemed odd that the first encounter took so long. I got 4 more appearances after that in just a half hour or so. A couple took just a few minutes (the 4 minute wait and then she appeared almost immediately). I never lucked out for the closest encounter... I think that is a 1% chance.

Since the appearances are based on a random number routine that uses either the game or system time (have to look... no memory worth a mention anymore), I wondered just how random it is. Could there be a certain range of time/date that would weight the result to produce values that would cause us to fail more often or be successful more often? I don't have the math skills to analyze what the distribution of results for the routine might show. Of course, Adam had the best explanation... we were just having a bad run of luck :) .
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