R
realmsandruins

  • 3 days ago
  • Joined Oct 22, 2023
  • Justin

    my-game2.7z
    1MB

    This should help. Steps to reproduce:

    -Open the container
    -Move the top right item down 1 slot
    -Close and reopen the container, you'll see that the container has "rearranged" itself to have all items at the top again
    -take the top right item out into your inventory
    -Close and reopen the container, you'll see it has "rearranged" itself and made another item appear

    example2
    -open container and move all the items down 1 slot
    -close and reopen, items are sorted back to the top slot
    -take all the items out into your inventory
    -close and reopen, you'll see all the items appear back in the top slot while remaining in your inventory

    It seems when it "sorts" the container, it never reconciles the original item being sent to your inventory and keeps "sorting" them by duping them if they are moved from you inventory.

  • Did some testing and all I did was launch one of the premade projects, quick play and click around the UI a bunch and place some models on a map and got this. Not sure if explicitly related to quick play but that seems to be the only way I can get it. Unfortunately, repeatable steps to guarantee it happening is something I haven't nailed yet.

  • FWIW this even happens on some of the pre-made projects.

  • Gif support is amazing! However, I think there could be lots of other uses for it outside of widgets only. For example, I know Sprite support is in, however I think it would be awesome if GIFs could appear in the dropdown for Sprite models so you could then objects with various animation possibilities with gifs anchored to an attach point.

  • Does the issue occur in the editor or during gameplay?
    Editor

    If it's a gameplay issue, please specify which movement system and camera type you're using (free movement vs. grid movement, third-person vs. first-person) or N/A if not applicable:
    n/a

    Briefly describe the issue you're experiencing:
    Various UI elements bug out, such as buttons disappearing since the 1.3 update

    Are there any errors in the in-game debug console or external console window?
    Not sure if these are related

    Provide the steps necessary to reproduce the issue:
    It seems related to quick play and trying to make edits while playing. For example, I launch and can no longer click the exit button, and then various UI elements disappear. I'll try to replicate in barebones but this is a new issue since 1.3.

    Provide a download link to the bare bones project (strongly recommended if it's an in-game issue, since this helps significantly when attempting to reproduce it; the report will also be given more priority in this case):
    n/a

  • Does the issue occur in the editor or during gameplay?
    Editor

    If it's a gameplay issue, please specify which movement system and camera type you're using (free movement vs. grid movement, third-person vs. first-person) or N/A if not applicable:
    N/A

    Briefly describe the issue you're experiencing:
    When I quick start my game, it will begin spamming the console (see screenshot below) and take 3-5 minutes to load the game. Sometimes it happens, sometimes it doesn't.

    Are there any errors in the in-game debug console or external console window?

    Provide the steps necessary to reproduce the issue:
    I can't get it reliably to happen, but it's only started happening since 1.3 update.

    Provide a download link to the bare bones project (strongly recommended if it's an in-game issue, since this helps significantly when attempting to reproduce it; the report will also be given more priority in this case):
    n/a

    • Does the issue occur in the editor or during gameplay?
      Gameplay

      If it's a gameplay issue, please specify which movement system and camera type you're using (free movement vs. grid movement, third-person vs. first-person) or N/A if not applicable:
      first person, grid. did not try FM.

      Briefly describe the issue you're experiencing:
      I'm trying an instant step grid based movement system and wanted to have instant 90 degree turns in first person. Binding a script to the buttons for turning does not achieve the desired results, as the camera never turns. I even tried using the rotate camera function and it does not work

      Are there any errors in the in-game debug console or external console window?
      No

      Provide the steps necessary to reproduce the issue:
      Use put player and have them face another direction in first person camera when binding it to a turn key. As you can see in the gif the player is clearly rotating, but the camera never does.

      Provide a download link to the bare bones project (strongly recommended if it's an in-game issue, since this helps significantly when attempting to reproduce it; the report will also be given more priority in this case):

      my-game10.7z
      1MB
    • Under the model properties choose a collision override. Make a tile that's a single pixel tall as your base and select that for your collision override, then your character will 'sink' into the water.

    • I see this posted alot in the discord. Since there is not a built in way to sell, I made a script a long time ago that works well for selling. I've refined it over time to include stacks of items as well. I've attached a barebones project with everything you need (script and widget included) to allow your players to sell to a merchant.

      Project attached and script below:

      //check if an item is in the inventory slot for selling
      if widget["Sell_Widget"].element["0001"].item != null then
      //store item cost, name and count of the item in the sell slot
        $Item1Cost = widget["Sell_Widget"].element["0001"].item.cost;
        $Item1Name = widget["Sell_Widget"].element["0001"].item.name;
        $Item1Count = widget["Sell_Widget"].element["0001"].item.count;
      //divide the set cost of the item by 2, you can change this to reduce it's value however you want, if at all
        $Item1Value = $Item1Cost / 2;
      //multiply the cost by the item count
        $Item1Value = $Item1Count * $Item1Value;
      //round the value to remove decimals
        $Item1ValueRounded = round($Item1Value);
      //display the item count, name and rounded value and prompt player to confirm the sale
        $sell = display_choices("Would you like to sell ${$Item1Count} ${$Item1Name} for ${$Item1ValueRounded}?", array["Yes", "No"]);
        if $sell == 0 then
      //remove the item from the sell slot
          widget["Sell_Widget"].element["0001"].item = null;
      //add the final cost to the player currency
          player.stat["currency"] += num($Item1ValueRounded);
        end;
      end;
      buyandsell.7z
      1MB
      • +1 on this. Shift clicking or click and dragging doesn't seem to permanently remove an item from the container.

      • Actually just logged in to post this same issue. The platforms go back to their default location and if you try to walk back onto the platform that doesn't exist (where it should be upon load), you get an error in the console

        SCRIPT ERROR: can_character_walk_on_tile: Invalid get index 'terrain_type' (on base: 'Nil').
        At: res://game.gde:1653
        SCRIPT ERROR: move_in_direction: Invalid call. Nonexistent function 'has_characters' in base 'Nil'.
        At: res://character.gde:2457

        Additionally, if you load map to the other side where the platform originally starts, it's there but you cannot walk on it using WSAD, but you can seemingly click to it in grid movement.

        Example barebones project

        platformsave.7z
        921kB

        The issue occurs on all camera and movement types.

      • A workaround would be to make an on-hit script that removes additional ammo from the players inventory. It still lets the player shoot with 1 ammo left, but it's 'good enough' when (if even) some sort of option for additional ammo-per-shot features are in

      • I sort of thought of this the other day when I made a model that the default frame was invisible, then I couldn't "select" the model to delete it, I had to delete the tile it was on. Later in discord somebody had a similar issue. It's a bit cumbersome.

        I thought it would be cool if RPG in a Box had drop downs for each map with resources (I suppose characters and objects at least) that are inside the map. Justin, I know you've used the NWN Aurora Toolset as inspiration in some ways and I think this was something that toolset did really well. On the side bar under each area (map), you can see what objects, scripts, sounds etc have been placed and double click them to snap the camera in the map editor to where they are. From the side pane you can even right click and change the properties of the item, delete it (preventing the issue above) etc, similar to the options when right clicking it inside of the map editor.

        Food for thought! GIF of the aurora toolset example

      • So for clarity behavior is not being set in the above barebones. However, the toggle to me at face value should be setting the enemy to be attackable and hostile, but it only lets them be hostile.

        Slayer informed me that if you have behavior set (eg, enemy is hostile) but the spawn option is set to not hostile, the enemy spawns while being hostile

        edit: Slayer beat me to it.

      • Does the issue occur in the editor or during gameplay?
        Gameplay

        If it's a gameplay issue, please specify which movement system and camera type you're using (free movement vs. grid movement, third-person vs. first-person) or N/A if not applicable:
        All systems and camera types

        Briefly describe the issue you're experiencing:
        When making an enemy spawn that is hostile, they can be attacked but don't attack back. Interestingly, the existing spawn system in R&R works fine, until I create a new one and the issue occurs.

        Are there any errors in the in-game debug console or external console window?
        No

        Provide the steps necessary to reproduce the issue:
        Create a barebones project
        -create an enemy and add them to a spawn group, set to always hostile
        -have enemy spawn on map
        -proceed to see them not attack, even after being attacked

        Provide a download link to the bare bones project (strongly recommended if it's an in-game issue, since this helps significantly when attempting to reproduce it; the report will also be given more priority in this case):

        my-game5.7z
        670kB