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ectravlr dialog issues #99

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Lexx2k opened this issue Jul 11, 2022 · 9 comments
Closed

ectravlr dialog issues #99

Lexx2k opened this issue Jul 11, 2022 · 9 comments
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@Lexx2k
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Lexx2k commented Jul 11, 2022

This dialog seems broken.

scr00008

The whole flow is weird / mixed up - see the screenshot, that can't be right. It just keeps going incomprehensible after that, as if someone shifted the line numbers.

Stumbled over the encounter ("You encounter: a Traveller") at random around New Reno.

@lanhdongls
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Isn't this intended? If you keep pressing her on where she's headed she will refuse to talk to you and say you have "broken the traveller's code".

@Lexx2k
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Lexx2k commented Jul 11, 2022

No clue. That whole dialog just feels like a bug to me.

@burner1024
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you have a save?

@Lexx2k
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Lexx2k commented Jul 12, 2022

Here:
SLOT14.zip

The encounter is actually quite common around New Reno.

@burner1024
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It's RP script, there's mentions of EPA.

@Lexx2k
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Lexx2k commented Jul 12, 2022

Then it accidentally slipped into the UP? I also remember a traveler encounter that would give you the location of SAD, but dunno if it's the same or a different one (also don't remember if it was only in the RP.. haven't played it in many years).

@burner1024
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In UP source, at least. Too lazy to check the decompiled script.

Not sure why adding a single new zone option would require changing the whole script file. Need to check and probably rewrite this in a less intrusive way.

burner1024 added a commit to BGforgeNet/Fallout2_Restoration_Project that referenced this issue Jul 12, 2022
burner1024 added a commit to BGforgeNet/Fallout2_Restoration_Project that referenced this issue Jul 12, 2022
burner1024 added a commit to BGforgeNet/Fallout2_Restoration_Project that referenced this issue Jul 12, 2022
burner1024 added a commit that referenced this issue Jul 12, 2022
@burner1024
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ok,

  1. It's actually ectrvlr, not ectravlr. As far as I can see, the scripts are identical and are using the same msg file. Not sure if ectravlr is used (but it's registered in scripts.lst).
  2. The reason why dialog numbers differ is because available locations are calculated in the script with random, so killap inserted EPA , shifting all consequtive line numbers.
  3. I just used RP script/msg as base, shifted location lines to a separate range and edited out EPA, so now scripts and messages are much more convergent between UPU/RPU.
  4. Also cleaned up the scripts and fixed combat taunts.
    fix.zip

@Lexx2k
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Lexx2k commented Jul 12, 2022

Just tested it, works now.

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