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Beta Call for HLPM v1.1


Kelandon

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I am looking for beta testers for the HLPM. Why, you may wonder, would I want to do a beta test for a utility that has already been released? First, because v1.1 is rather bigger and more complicated than anything that came before -- I knew that v1.0 worked, becaused there were not many different things that one can do in it, but v1.1 is not nearly as easy to test by one's self. Second, I want to try to get SW to host it finally, and they like things that have been beta tested. Hence, the beta call.

 

This will not be a normal beta test. I know that if you run through the normal functions of the HLPM, it will work. There are no alternate endings, no crazy things like that, so that's not what I want people to test. I want people to try to BREAK the utility. Go in with crazy party alignments -- a duo with chars in the 2nd and 4th spots, or a trio with one character thirty levels below the other character -- or do things completely out of order, or walk back and forth over specials several times, or try to back out of areas once you've already started a process, or go through different areas several times and do strange things. I think I've made the HLPM rock-solid, and I want to know if anyone can produce a bug.

 

Post your e-mail address and whether you'd like a .sit or a .zip file if you'd like to test this thing out.

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Sent to Morgan. I assumed .sit, because I think I remember that you have a Mac.

 

Overwhelming, it was supposed to give the number of your level (in thousands) of coins. So if you rose to level 15, you were supposed to get 15000 coins. In v1.1, since you can start at any level, it gives you the difference between your starting and ending levels (so if you brought in a level 11 party and chose to bring it up to level 18, it would give you 7000 coins). If it did anything other than that, it's a bug, and let me know what you did and what happened.

 

EDIT: And sent to Cade, too, also as .sit.

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Found a rather annoying bug.

Running with a singleton slith in slot two, I go to the HLPM Part and it asks methe level. I insert god and step up to the runes, It then procedes to tell me I cannot enter from this side, try again from the north

I get no levels no nothin.

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Sent again. Just as a general note, beta comments are better via e-mail or PMs than as posts. Posting beta comments can cause problems. In this case, it doesn't really matter, so either way is fine, but for future reference, it's somewhat bad form.

 

I will look into this in a little bit. It is supposed to give that message if you've already crossed the runes.

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Agh, I am a fool. To refer to group 0, one uses the number 1000 even if the parameter calls itself "which_group" and not "which_char_or_group."

 

Bug fixed. New version sent to all. Midknight Warrior, you're getting both a .sit and a .zip.

 

EDIT: Heh, and with regard to Bahssikava (the new title), I will say that the scenario will come out before I start school in late August or else it's not likely to come out at all.

 

EDIT 2: And in my excitement of fixing that bug, I forgot to remove the print_num call. It will be gone in the released version. Just ignore it for now, because there's no point in sending you a new version just to correct one call.

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EDIT: I am far too disorganized for this sort of thing. I am confusing myself.

 

Also, I just sent it to the previous two that posted.

 

EDIT YET AGAIN: Okay, wtf. I will post tomorrow with some sort of fix for this. Ignore the e-mail that I sent you. For some reason, I thought this was a fix, but it's not. I'll figure something out tomorrow.

 

EDIT YET AGAIN AGAIN: Or I can just brute force it and not use the first_group_member call. It looks like I've solved the problem, but at a little short of 4 am, who knows. I'll check this again in the morning.

 

It appears that first_group_member(0) will always return 0, even if character 0 is dead or deleted. Have other people tried this, and if so, received the same result?

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Quote:
Originally written by Just Call Me Kel:
It appears that first_group_member(0) will always return 0, even if character 0 is dead or deleted. Have other people tried this, and if so, received the same result?
Quote:
Originally written by Just Call Me Kel:
Agh, I am a fool. To refer to group 0, one uses the number 1000 even if the parameter calls itself "which_group" and not "which_char_or_group."
Does this apply there too?
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Turns out I was wrong in the earlier post. When it says "which_group," you actually put in the group number. For some reason, I was actually getting a number back from using group 1000, even though I had not set any groups during the course of the game -- which is a VERY strange fact that bears experimenting with -- but the number was not a member of the party. You get the party using group 0.

 

This was a source of a lot of frustration last night at about 3 am.

 

EDIT: At least I think this was what was going on. I still don't know. I need to muck with the grouping calls more to figure it out.

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Okay, I have plenty of testers now. I just need some actual reports to come in. (I've only gotten ones that say, "I got it and looked at it for a second but didn't really see anything, so I'll look closer later," with maybe one or two exceptions.")

 

For everyone else, the release date is Wednesday, and I'm actually going to try to get Spiderweb to host it, too.

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