Author Topic: 1.22.0 Feedback  (Read 4779 times)

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Mateusz P-G

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1.22.0 Feedback
« on: August 24, 2012, 08:14:46 AM »
So I got to find a recipe on how to create a null.pointer error in
previous version and managed to recreate it in this one as well.
I got some problems sending the bug report (some stuff with
email config), so before I figure it out, I'll give you a descritpion
of how to do it instead:

Simply die while picking up a weapon and start a new game.
When the new game starts, the "equip / put in backpack" box
will appear right away and when chosing "equip", the weapon
will be used instead of the default one but will not show in the
inventory screen. Trying to hit anything in melee will result in
Dweller giving out a java.lang.NullPointerException which will
repeat with every attempt at hitting something. Equipping any
proper weapon (overwriting this invisible bugged one) will
return the game to normal.

I guess the resulting bug is just the one you were looking for
with weapons sometimes starting to behave like that (giving
error on every hit). Even tho the way to achieve this bug is
different (I've had it happen on other occasions earlier and
was always unable to recreate the conditions), the result
might lead you to whatver is wrong with the code that allows
"invisible weapon" to be equipped.

Really easy to reproduce, just start a new game and find some
strong creature, get your hp to minimum and drop the weapon,
then hope you'll get killed the following turn when picking it up.
Sorry for not making it with this report yesterday, but I found it
and confirmed only yesterday late at night.


Other stuff:

The "Game Over" caption isn't translated when selecting other
language than english.

Last but not least, there's a little thing with AI that could use
some improvement - flying creatures (most notably bats) will
try to avoid getting on the sewage or lava, even tho neither of
these are hurtfull for them. This doesn't really make sense to
see them separated by sewage in the sewers and going all
"I'm not getting my feet dirty!". Since we're at it, they should
also ignore the "try not to step on visible spike/trapdoor" thing
in their behaviour. Going even further, I think that all intelligent
creatures (let's say - those which can operate doors) should
try to trigger visible summoning traps, because it just makes
sense - they can get free reinforcements this way, eh?
 ;)
« Last Edit: August 24, 2012, 08:18:23 AM by Mateusz P-G »
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ZiZNaK

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Re: 1.22.0 Feedback
« Reply #1 on: August 24, 2012, 10:08:27 PM »
I still need to toggle fullscreen to remove my status bar... still no biggie.  Also, the book of trans is unable to target the character?  Is this new?  I was under the impression that you could use the book of trans on enemies and self?
When in doubt.  Scroll of Recall

Thot

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Re: 1.22.0 Feedback
« Reply #2 on: August 25, 2012, 01:58:55 AM »
Björn, Mateusz, both of you are great! :)

Unfortunatelly I can't really use the key-definition. The reset function doesn't work.
Maybe it would be great, if we couldn't choose the navigation buttons for another function (they are grey at the navigations anyway), and if we'd push them, there would be the [?] mark like at the unchanged functions.
(And do we need 2 chooseable button for each function?)

Great update anyway, I can't wait to try it more.

yevrowl

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Re: 1.22.0 Feedback
« Reply #3 on: August 25, 2012, 09:19:02 AM »
Congratulation! This version working on Samsung GT-5212i. Thank you very much!
=)

Dweller admin

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Re: 1.22.0 Feedback
« Reply #4 on: August 25, 2012, 10:49:41 AM »
Congratulation! This version working on Samsung GT-5212i. Thank you very much!
Yay, good to hear!

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Re: 1.22.0 Feedback
« Reply #5 on: August 25, 2012, 09:20:27 PM »
Unfortunatelly I can't really use the key-definition. The reset function doesn't work.
Maybe it would be great, if we couldn't choose the navigation buttons for another function (they are grey at the navigations anyway), and if we'd push them, there would be the [?] mark like at the unchanged functions.
(And do we need 2 chooseable button for each function?)
I'll take a look at this. Thanks

Thot

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Re: 1.22.0 Feedback
« Reply #6 on: August 26, 2012, 02:15:25 AM »
I summoned a wolf with my ranger at the training dummy's room, and they changed space sometimes (so the dummy went in the center of the room and in the next turn went back). I made some printscreen, but I can't really send email with my phone. :(

Mateusz P-G

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Re: 1.22.0 Feedback
« Reply #7 on: August 26, 2012, 11:31:48 AM »
Did the Dog only swap places when it was at the edge of
your vision? I bet it didn't push the dummy around when
you were next to him.

Bjorn said it was supposed to be fixed now, same used to
happen with the Dog pushing away the Instructors.
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Re: 1.22.0 Feedback
« Reply #8 on: August 26, 2012, 12:26:30 PM »
Ah, nope, wasn't fixed actually. My bad.

Mateusz P-G

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Re: 1.22.0 Feedback
« Reply #9 on: August 26, 2012, 12:34:45 PM »
Thoth is right about the uselessness of secondary key
set for all the actions.
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Re: 1.22.0 Feedback
« Reply #10 on: August 26, 2012, 08:03:24 PM »
It is not completely useless, especially for non touch screen users. If you install the game on a non-touch J2ME phone the up, down and select commands are mapped to the generic joypad up, down, center that can be found on all(?) J2ME phones. These keybindings are locked and can never be changed. This is needed to ensure that a user cannot remap all these keys and effectively break the game. But on the other hand it is not unlikely that the user might want to bind an alternative means of moving up/down in menues....

But now as I write this I'm beginning to think that yes, maybe it isn't needed anyway. But then again the default keybinding for J2ME is to allow movement with both joypad and numpad...

Umm, duno really... Another thing is that you can bind more than one command to the same key, and I guess that ain't good either...

Thot

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Re: 1.22.0 Feedback
« Reply #11 on: August 26, 2012, 08:12:09 PM »
What about an option in the settings menu, which would swich between "move with joypad/numbers(/touch screen)"? (The third one maybe unnecessary.)
But if I remember well, I couldn't change the moving buttons, just the other ones.

I'm sure in that more command on one key is bad thing.

And I don't think that there is anyone who uses more button for one command. (But of course I can't be sure.)

Mateusz P-G

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Re: 1.22.0 Feedback
« Reply #12 on: August 26, 2012, 08:21:37 PM »
Simply only allow to map secondary keys to those commands
which already have one hardcoded key for J2ME version (that
is menu/back, directions, 5 for "confirm/middle") and that's it.

I always map the same key twice for everything anyway...

And since we're at it, please make some indication (when
assigning a new key) that the game awaits for a keypress,
right now when remapping keys, one can only see the old
key definition dissapear from the line, but there's nothing
like a flashing cursor, etc.


Found a bug in 1.22.0, Sewers were not created for me.
When on Dungeon level 3 there was a brown staircase
just like the one that should lead to the sewers but it led
to a regular dungeon level 4 and there was no other stairs
down (checked with mapping spell).

Maybe its because the very previous character has died
in the sewers and I immidiately pressed "new game"?
Some global variable not getting reset? I dunno.
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Re: 1.22.0 Feedback
« Reply #13 on: August 26, 2012, 10:22:36 PM »
I'll rework the key definition screen a bit.

Mateusz P-G

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Re: 1.22.0 Feedback
« Reply #14 on: August 26, 2012, 10:47:31 PM »
Any ideas on the missing Sewers?
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