Chefelf.com Night Life: 7 Days a Skeptic bug list - Chefelf.com Night Life

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7 Days a Skeptic bug list Porridge

#1 User is offline   Rhubarb Icon

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Posted 22 July 2004 - 07:38 PM

Okay. Anyone who finds a bug in this game, shove it in here. This way YZ can just look at this thread and fix all the known bugs in one go, and the game is fixed properly hopefully within a few days. Also, I refuse to play this game all the way through until it's bug-free.

So... I'll post here too so I don't forget stuff. Knives and Jim found a couple of bugs that you might already have been told about, dunno. One is a 'time-travel' bug that lets you play the cutscene where you are able to 'unscrew the thing where Serena is in' over and over again and end up at the brig with Angela.

Also, Knives got stuck and didn't know how to get the idol. I told him how to do it by copy-pasting the walkthrough, and...

QUOTE
<Knives-> What the fuck
<Knives-> I stood there for a whole minute and he (the Welder) didn't show sad.gif
<Knives-> But it might happen because I missed the kidney bowl.
<Knives-> Because I stabbed the guy too early.
<Rhubarb> Mmmmaybe


He went on to add...

QUOTE
<Knives-> Anyway, the airlock portion didn't work for me, and the final part with the masts didn't work for Jim.


...whatever that means. Maybe it makes sense to you. Later he said...

QUOTE
<Knives-> In sunday, when you return to the airlock, you can see another John lying on the floor and that whiny douchebag is still there.


Incidentally, he thought the ending was brilliant. As did a few people, it seems. I told him about the Easter Egg, he played it, and...

QUOTE
<Knives-> Hahahah
<Knives-> Nice
<Knives-> biggrin.gif


So I guess you can count that as a success. Whee.
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#2 Guest_Lay_*

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Posted 23 July 2004 - 12:06 AM

The Ags Forums Members have found a load of bugs.

Thread here: http://www.agsforums...p?topic=15466.0
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#3 Guest_Guest_*

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Posted 23 July 2004 - 12:52 AM

ENDING SPOILER.

After throwing the idol into the exhaust, you can still see the idol in your inventory. You can even throw it into the exhaust again.

Great game, by the way. Seemed a little short, though.
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#4 Guest_Rhubarb_*

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Posted 23 July 2004 - 02:24 AM

Yeah, one of the playtesters picked up on that one. Apparently unless you throw it away twice, you become the welder and get fucked over. It was supposed to be fixed by now... not sure why it would still be doing that. Maybe you got an earlier release.
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#5 Guest_Nick S_*

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Posted 23 July 2004 - 11:47 AM

On Sunday, I acquired an item described as "fhfth" in the inventory. It looks like a switch and isn't a bug in the sense that it doesn't make anything go wrong. I've tried getting this item again, to no avail. From my save games it seems I acquired it when I lowered the radio masts. I know for certain that it mysteriously appeared in my inventory in between the last conversation with William and luring the Welder out of the airlock, and all I did was lower the radio masts and stun the Welder in that time.

Quite weird.
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#6 Guest_Nick S_*

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Posted 23 July 2004 - 11:52 AM

ah, seems to have already been mentioned in the AGS forums. Oh well.
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#7 User is offline   Yahtzee Icon

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Posted 23 July 2004 - 06:04 PM

Okay, I think most of the problems the AGS forum members talk about have been solved in the latest release. You now lose the wrenches after seeing Serena's torso the first time. There was some confusion about the abomination and idol still being visible in the sickbay on day 7. That was an error on my part. They should have disappeared after day 6, because the abomination is what becomes the Welder.

As for the 'fhfth' object, I am honestly baffled by that one. The inventory item is used as an indicator that the Welder has walked close enough to attack you. The game's repeatedly execute function checks to see whether you have the item, then removes the item and executes the Welder kill script. If it isn't disappearing, then I can't explain it. The code in repeatedly execute quite clearly instructs the game to lose the item as soon as it is acquired. Observe:

if(character[EGO].inv[18] == 1) {
LoseInventory(18);*
if((gs_globals[4] == 1) && (gs_globals[3] == 4)) NewRoom(22);**
if((gs_globals[3] == 7) && (gs_globals[4] == 1)) {***
StopMoving(WLD);
FaceCharacter(WLD,EGO);
if(character[WLD].x <= character[EGO].x) AnimateCharacterEx(WLD,6,1,0,0,1);
else AnimateCharacterEx(WLD,10,1,0,0,1);
NewRoom(22);
}
}

* If you have inventory 18 (the fhfth item), lose it straight away.
** If it's day 4 event 1, go straight to death screen (if Barry kills you)
*** If it's day 7 event 1, animate the Welder slashing his machete, then go to death screen.

So I can't explain that one, it looks OK to me.

Oh yeah, and I noticed that they were wondering about that false identity thing. I probably made too much of that, and to mention it was probably a bit childish, so for that I apologise. All I did was post three or four topics on Technical Support under the assumed name "Flim" when my AGS skills were a bit rusty. Sorry, I just needed to get some things known without a fuss.

If someone would refer to or quote this post in the 7 Days A Skeptic AGS forum thread I'd be grateful.
As I walked through the valley of the shadow of death, I realised that it could do with a lick of paint.
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#8 Guest_Guest_*

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Posted 24 July 2004 - 12:09 AM

QUOTE (Yahtzee @ Jul 23 2004, 06:04 PM)
As for the 'fhfth' object, I am honestly baffled by that one. The inventory item is used as an indicator that the Welder has walked close enough to attack you. The game's repeatedly execute function checks to see whether you have the item, then removes the item and executes the Welder kill script. If it isn't disappearing, then I can't explain it. The code in repeatedly execute quite clearly instructs the game to lose the item as soon as it is acquired.

I got it a few times. I noticed it seemed to appear as I was entering a door, and the captain was coming out through the same door, but apparently I got to it fast enough that he didn't kill me, but I did receive the ftfth item. Plus, the fade transition from room to room was canceled; ie, whenever I opened a door afterwards, it would immediately jump to the next room with no transition.
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#9 Guest_Zootyfruit Unplugged_*

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Posted 24 July 2004 - 05:47 AM

um, just to notify another bug. I mentioned this in AGS but not sure if it was read or not.
SPOLIER
##########
#########
#####
'###
##
#
On saturday (I think) When you are in the escape pod room with the engineer, you have to go get the pass card. I leave the room and go down to the doctors room. I missed the card the first time so I went back up to talk some more. When I go into the escape room, I dialogue about the letter starts from half way thorugh. I don't understand what is going on and it happens every time. It is only after some hints about the solution tha this makes sense. Not sure if anything can be done about it
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#10 User is offline   Yahtzee Icon

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Posted 24 July 2004 - 06:04 AM

That's been solved in the new version. And I just uploaded yet another new version which solves the problem of the idol sometimes remaining in the inventory after being destroyed.
As I walked through the valley of the shadow of death, I realised that it could do with a lick of paint.
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#11 Guest_Vel_*

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Posted 24 July 2004 - 11:23 AM

I probably know what causes the-inventory-item-with-a-strange-name bug. I clicked the hand on the door that leads to the captain's quarters and just before I opened it the Welder opened it and appeared. However, I did not die, just went on to the other room. I suggest using another way of indicating whether the welder is close enough, like a GlobalInt.

By the way, good game. Hope to see more from you.
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#12 Guest_releasethefrogs_*

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Post icon  Posted 24 July 2004 - 04:35 PM

QUOTE
On saturday (I think) When you are in the escape pod room with the engineer, you have to go get the pass card. I leave the room and go down to the doctors room. I missed the card the first time so I went back up to talk some more. When I go into the escape room, I dialogue about the letter starts from half way thorugh....


I got extremely confused about this. I downloaded the original (buggy) version and played it. When I got to the part where I go into William's room, I just picked up the passcard automatically. That was weird.

Unbelieveable game, by the way. It got me pretty scrared. tongue.gif
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#13 User is offline   Scruffie Icon

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Posted 24 July 2004 - 05:52 PM

That's odd, it picked it up automatically for me... he just said "There's the pass-card" and I grabbed it.
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#14 User is offline   Yahtzee Icon

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Posted 24 July 2004 - 06:34 PM

I uploaded yet another version which should stop that generic inventory item appearing. Also, if you want a hint, the Welder will only appear on the top of the ship on the last day when you walk onto the radio mast bed.

In later versions, I made the player grab the escape pod card automatically because going back up to the pod bay without it caused the problems people have described, and I don't know why.
As I walked through the valley of the shadow of death, I realised that it could do with a lick of paint.
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#15 User is offline   Lava Icon

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Post icon  Posted 05 August 2004 - 01:35 PM

Is the murder not appiering after you go in the shadow or why he takes so long he didnt appiered at all WTF is wrong?
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