Home › Forums › Destiny of an Emperor › [MOD] Destiny of an Emperor Rise of Ieyasu 2.0
Tagged: Destiny of an Emperor Mods, Ieyasu, sonic.penguin
- This topic has 401 replies, 18 voices, and was last updated 1 year, 6 months ago by MiDKnighT.
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February 11, 2012 at 1:22 am #41858sonic.penguinModerator
Okay, the mod CANNOT be that perfect, please make sure to keep me posted with any bugs/dialogue issues/confusing parts, etc so I can fix them WHILE you're testing. I have already slightly tweaked the beginning lines instead of the generic " I don't want to work, I want to be a nobleman all day!"
Huo Hu says… keep me updated!
:huohu: :huohu: :huohu: :huohu: :huohu: :huohu: :huohu: :huohu:
February 11, 2012 at 4:17 pm #41859MiDKnighTModeratorI'll fix the level money thing in the near future. I think the easiest thing would be to just move that box back where it originally was. It'll take some more digging to figure out how to properly move everything in the box.
February 11, 2012 at 6:00 pm #41860sonic.penguinModeratorSounds good, just let me know what addresses I can tweak to move the gold/level box back down and Im assuming that will require moving the tactic box down slightly too so will need to have that one perhaps as well.
February 14, 2012 at 6:10 pm #41861sonic.penguinModeratorAny progress on the addresses for moving the gold/level menu back? Also, let me know if you're beta testing as I am adding testers to credits such as Jiang Wei and Stallion Fury :)
Be sure to keep me posted on bugs and whatnot.
February 15, 2012 at 2:59 pm #41862MiDKnighTModeratorQuote:Any progress on the addresses for moving the gold/level menu back?Ya I think the easiest fix is to just put the box back where it was:
0x3EAAC: FA –> FB
0x39748-0x39758: 20B4051C1E1D142820F404151E1E132134
You'll have to do this change manually as the IPS patch wouldn't touch it since I'm putting it back to the original values.
As for this one:
Quote:3. Sometimes enemy officers will attempt to resurrect a blank slot, this is an annoying part of the new code, unfortunately there is no fix at this time.I'm using life/raise in the Yuan Shao mod and I never saw this happen there. It must be something unique to your mod.
February 15, 2012 at 6:42 pm #41863sonic.penguinModeratorThanks, will try the change will it when I get home from work. Have to build a new computer today though, last one died…
Upgrading to an i5 2500k sandbridge and new 2133 8 gigs of ram from my 10 year old build…
February 16, 2012 at 12:22 am #41864sonic.penguinModeratorPhew, got it, it does seem to display properly now, you're a life saver. Well, at least a mod saver as this was the main issue w/ the mod thus far, will update shortly.
EDIT: LINK UPDATED, be sure to download the latest update. It is safe to overwrite.
February 17, 2012 at 3:52 pm #41865MiDKnighTModeratorHey sonic. I can look into that raise problem if you give me a save state in a battle against someone who will use raise against a non-existent character. I have code for it not to raise non-existent guys but for some reason that isn't working in your mod.
February 17, 2012 at 11:08 pm #41866MeteorStrikeParticipantThis ghost raising thing reminded me of a similar issue I noticed a long time ago. My memory is fuzzy on it, but IIRC, it had something to do with the game not clearing the info from a last battle. Try fighting a group of 5 enemies and killing all of them, and immediately afterwards, fight a group of 2 – 4 enemies where someone uses raise.
This just sounds like the value you might be checking for Alive status is not first being compared for the index range of the total enemy count. So enemy 5 has a status of Dead because he was killed in the previous battle, but since there are only 4 enemies in this new battle, his status was not updated / cleared, and your code might not be checking for index out of bounds ( i.e. checking to make sure it doesn't test anyone on slot number > total number of enemies that are fighting in this current battle. )
Of course, I have no idea how you wrote the mod, I'm simply theorizing how such a bug could possibly arise. :) ( Hah hah, get it? arise? raise? )
February 17, 2012 at 11:10 pm #41867MiDKnighTModeratorThat's a great idea Meteorstrike. I can check that.
February 17, 2012 at 11:10 pm #41868MiDKnighTModeratorThat's a great idea Meteorstrike. I can check that.
February 18, 2012 at 1:56 am #41869sonic.penguinModeratorQuote:Hah hah, get it? arise? raise?:huohu: <- was laughing so much he dropped his powder lol
Sure, I can probably get you a savestate if you still need it? Generally speaking yes though, whenever there is less than 5 people in a battle is when the "ghost raising" occurs. Although harmless, it sends a sprite all over the top of the screen hehe.
February 18, 2012 at 1:02 pm #41870MiDKnighTModeratorYa a save state would still be helpful. I figured you have a bunch of save states for this mod and can probably reproduce this problem easily?
February 18, 2012 at 3:18 pm #41871sonic.penguinModeratorThis should work, copy it into the fcs file and load savestate 3. Then, just defend/reload until life is used.
February 24, 2012 at 10:34 pm #41872sonic.penguinModeratorSo…. everyone who was been testing needs to pass along some feedback so we can make this mod better
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