Jump to content

Photo

Stuck due to encounter trigger bug


  • Please log in to reply
21 replies to this topic

#1
Magus_42

Magus_42
  • Members
  • 73 posts
I posted this on the campaign forum, because I wasn't sure it was a bug at first:

http://social.biowar...99992/1#3303376

The encounter in the dragonfly hanger in the chapter 2 pirate base does not trigger properly for me. I fight the demons, and then two guys appear at the far door, one drops from the ceiling, and an ogre and two friends come in behind me. I can fight the ogre and friends, plus the guy from the ceiling, but the guys at the door just stand there, non-hostile, and never take part. They're blocking the way forward, so I can't complete the level without getting rid of them.

I've probably run this combat two dozen times now, re-loading from various old saves, and so forth. Someone on the other forum suggested lowering my resolution, and the old known issues list does say that would help, but I've tried several resolutions, all the way down to 640x480, and disabled all other graphical effects, and never once have the guys by the door moved. Is there anything else I can try. Is there any sort of console I can use to cheat past them (no clipping or some such) and just move on?

#2
Magus_42

Magus_42
  • Members
  • 73 posts
To workaround this issue, I pulled an old WinXP PC out of the closet, updated steam, downloaded Jade Empire, copied over my save games, fought the battle, saved, and moved everything back to my primary PC.



yeesh!



It's pretty poor that a game that's apparently not playable on a modern PC is still being made available for sale online.

#3
Tooneyman

Tooneyman
  • Members
  • 4,416 posts

Magus_42 wrote...

To workaround this issue, I pulled an old WinXP PC out of the closet, updated steam, downloaded Jade Empire, copied over my save games, fought the battle, saved, and moved everything back to my primary PC.

yeesh!

It's pretty poor that a game that's apparently not playable on a modern PC is still being made available for sale online.


Actually its worked so far on my PC. I don't know what the problem was, which area did you have the problem. I just downloaded it from D2D and I'm playing it little by little. Tell me what area of the game you had problems with and I will keep my eye on it, but the D2D versions is pretty good. Except a few movies are kind of blocky. I think that is more due to the zip unloading feature of D2D's (DM), but I mean for 16 bucks total its not a bad deal. Posted Image

#4
FellowerOfOdin

FellowerOfOdin
  • Members
  • 1,326 posts
I hate necromancing threads but...PLEASE, anyone got help? :(



I tried everything posted online yet and cannot use an old XP PC...and Bioware never cared for that bug either.

#5
caradoc2000

caradoc2000
  • Members
  • 7,550 posts
As far as we can tell, lowering the resolution should help.

#6
FellowerOfOdin

FellowerOfOdin
  • Members
  • 1,326 posts
Already tried that for quite a few times, thanks for the help anyway!

I am really really disappointed with Bioware here. It's so easy to fix yet they never tried to :(

I mean, basically, I can just put the game in the trash can now as it's unplayable, wtf.

Edited by FellowerOfOdin, 03 November 2010 - 05:14 PM.


#7
pecoes

pecoes
  • Members
  • 110 posts
I just played that passage you mentioned and there's some seriously weird stuff going on. Normally all combat takes place within combatArea-objects. This one doesn't. WTF?

This doesn't look like Bioware's work to me. The engine Bioware wrote is rather solid. LTI - the company who wrote the PC port - however seems to prefer quick hacks to solid code. They bypassed Bioware's engine on a number of occasions and hardcoded what would have best been left to the engine. I doubt Bioware could fix this, even if they wanted to.

As a quick fix, I would suggest removing that combat scene alltogether.

Put this in your override directory you should at least be able to move on.

#8
FellowerOfOdin

FellowerOfOdin
  • Members
  • 1,326 posts
You are awesome, good sir.

#9
pecoes

pecoes
  • Members
  • 110 posts

hello! I noticed that you solved a fellow poster's issue with the guard encounter glitch in the pirate hideout with an override file. Unfortunately, the file seems to have been removed from rapidshare.

Would it be at all possible for you to reupload the file? It'd make my day.

Thanks!


Hm. I don't have the original anymore. Try this one:

http://rapidshare.co...00_een_area.ncs

Edited by pecoes, 25 December 2010 - 10:34 AM.


#10
ihateconsoleports

ihateconsoleports
  • Members
  • 1 posts
That seemed to have removed all the guards in that encounter except for the 2 that comes through the door. Nevertheless, the encounter went smoothly after I placed it in my override folder!



I've reuploaded it here so that future forum users who have the same problem will be able to download it without rapidshare taking it down. Thanks for the help!



http://filevo.com/lbyq85adb12g.html

#11
pecoes

pecoes
  • Members
  • 110 posts
So the two buggy NPCs work now and the ones that previously worked are missing.

Interesting :)

Then I should be able to improve my fix by commenting out the code for the guys who don't need it.

http://rapidshare.co...00_een_area.ncs

How's that one?

#12
dogwitch

dogwitch
  • Members
  • 4 posts
whats interesting is this was a bug in the xbox version. but could be finish using range attacks

#13
pecoes

pecoes
  • Members
  • 110 posts
Here's my theory: These two guards turn hostile, but cannot enter the combat area, because it was locked too early. And because they cannot reach their target, the game engine eventually deactivates them - i.e. turns them back into friendlies. Is that what happens?

Sorry, if I'm being thick here, but my install of JE doesn't have that problem, which means I can't properly debug it.

#14
pharos_gryphon

pharos_gryphon
  • Members
  • 293 posts
Sadly, I'm replaying it on a newer computer and having the exact same trouble. I've try reloading the zone with Pecoes' mod, but when I get to the part in question everyone from both the demon group right beforehand and the ogre group (minus the ogre who stands there unattackable) from just after the cutscene attack in a huge group. Then, the cut scene plays after as it should, at which point the two guards remain just as they were, everyone is missing, and the ogre comes through the door I walked in from attackable. Would it be possible to simply remove the two guards from the code entirely? It's not like they're named NPCs or anything. >.<

#15
pecoes

pecoes
  • Members
  • 110 posts
Sigh. Okay. I hereby declare my attempt to remote-diagnose the bug a failure.

Would it be possible to simply remove the two guards from the code entirely?

Yes, that's probably for the best.

http://rapidshare.co...00_een_area.ncs

That *should* do it.

Edited by pecoes, 07 January 2011 - 04:55 PM.


#16
Suilezrof

Suilezrof
  • Members
  • 1 posts
Hello,

I have the same problem, and the files in this thread are gone, anyone have an alternative solution?

#17
pecoes

pecoes
  • Members
  • 110 posts
permanent location of my hack:

http://jade-empire-i...00_een_area.ncs

A word of caution: The hack is incompatible with my mod.

If you want to use the hack and my mod, do the following:

Download and install my mod normally. Then create a file named "pirate_workshop_hack.txt" in your override folder. The contents of the file don't matter. My code simply checks for its existance.

This will start to work with version 0.1.20 of my mod.

Edited by pecoes, 02 April 2011 - 05:47 AM.


#18
dstar

dstar
  • Members
  • 2 posts

pecoes wrote...

permanent location of my hack:

http://jade-empire-i...00_een_area.ncs

A word of caution: The hack is incompatible with my mod.

If you want to use the hack and my mod, do the following:

Download and install my mod normally. Then create a file named "pirate_workshop_hack.txt" in your override folder. The contents of the file don't matter. My code simply checks for its existance.

This will start to work with version 0.1.20 of my mod.


Do you mean that creating the text file will start to work with 0.1.20, or that the fix will start to work without needing the text file? I assume the former, but I wanted to double-check....

#19
pecoes

pecoes
  • Members
  • 110 posts
What I mean is:

If you *don't* use my mod, download the fix and put in your override folder.

If you *do* use my mod, you mustn't use that fix. I will integrate it into the next version of my mod: That's 0.1.20. It will be disabled by default but can be enabled by creating that text file.

0.1.20 is probably coming out some time next week. There's a rather tricky bug to iron out, though, and I cannot really say how long that will take.

#20
pecoes

pecoes
  • Members
  • 110 posts
Good news! I still haven't been able to reproduce this bug myself, but I finally guessed correctly how to fix it.(*) Three people have used this bugfix so far and it worked fine for them. Apparently this *the* bugfix.

http://jade-empire-i...kshop_fix_2.zip

This fix is completely neutral. It will work with or without my mod and it will cause no problems, if the buggy behaviour doesn't show. It will be included in the next version of my mod, of course.

(*) I still don't know what *causes* it, though. It has something to do with the machine you're playing Jade Empire on. Some machine configuration or other (it's been speculated that it's the soundcard drivers...) introduces a bit of lag and that causes the combatarea to be locked *before* the two guards enter.

Edited by pecoes, 22 September 2011 - 04:57 PM.


#21
Coal Felps

Coal Felps
  • Members
  • 1 posts
Oh thank god for this fix. The fix not only fixed the guard problem, but also made the game run more smoothly, whereas before, it ran kind of jaggedy, if that could be considered the right word.

#22
pecoes

pecoes
  • Members
  • 110 posts
You can improve the framerate even further with this trick:

http://forums.steamp...d.php?t=2483448

Edited by pecoes, 09 February 2012 - 06:06 AM.