Valley of Dying Things node error #741

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opened 2025-05-23 19:01:14 +00:00 by TacoByte · 8 comments
TacoByte commented 2025-05-23 19:01:14 +00:00 (Migrated from github.com)
Image

Attached file is a savegame just next to the error node. Just walk west after loading the save

<img width="1512" alt="Image" src="https://github.com/user-attachments/assets/292bf88f-47ff-468d-8d31-ab5ebd324e9a" /> Attached file is a savegame just next to the error node. Just walk west after loading the save
NQNStudios commented 2025-05-23 19:04:28 +00:00 (Migrated from github.com)

Can you zip the savegame and drag it onto the Github comment form? That's the best way to attach something for me.

Can you zip the savegame and drag it onto the Github comment form? That's the best way to attach something for me.
NQNStudios commented 2025-05-23 19:07:22 +00:00 (Migrated from github.com)

I found the bug though.

I found the bug though.
TacoByte commented 2025-05-23 19:09:20 +00:00 (Migrated from github.com)
[WalkWest.exg.zip](https://github.com/user-attachments/files/20417072/WalkWest.exg.zip)
NQNStudios commented 2025-05-23 19:15:44 +00:00 (Migrated from github.com)

@CelticMinstrel the node in question calls node 22 directly, so it's not a chain of nodes going weirdly in response to an SDF or anything. When I get home, I want to check in Legacy BoE if there is a special encounter there that didn't convert, but it looks like there's simply a node there that was never implemented. (I think in Legacy BoE a nonexistent node is a no-op, not an error message?)

At least this doesn't crash the game.

@CelticMinstrel the node in question calls node 22 directly, so it's not a chain of nodes going weirdly in response to an SDF or anything. When I get home, I want to check in Legacy BoE if there is a special encounter there that didn't convert, but it looks like there's simply a node there that was never implemented. (I think in Legacy BoE a nonexistent node is a no-op, not an error message?) At least this doesn't crash the game.
NQNStudios commented 2025-05-23 19:20:57 +00:00 (Migrated from github.com)

In scenario conversion we should probably maybe? remove nodes from maps if they don't point to a real callable node.

In scenario conversion we should ~~probably~~ maybe? remove nodes from maps if they don't point to a real callable node.
CelticMinstrel commented 2025-05-24 03:15:09 +00:00 (Migrated from github.com)

I think in Legacy BoE a nonexistent node is a no-op, not an error message?

Sorry, I have no idea if this is the case.

In scenario conversion we should probably maybe? remove nodes from maps if they don't point to a real callable node.

I don't think this was caused by an error in scenario conversion. After the conversion was completed, I deleted all trailing blank nodes, which probably surfaced this issue.

> I think in Legacy BoE a nonexistent node is a no-op, not an error message? Sorry, I have no idea if this is the case. > In scenario conversion we should ~probably~ maybe? remove nodes from maps if they don't point to a real callable node. I don't think this was caused by an error in scenario conversion. After the conversion was completed, I deleted all trailing blank nodes, which probably surfaced this issue.
NQNStudios commented 2025-05-24 19:20:01 +00:00 (Migrated from github.com)

Confirmed that this points to a No Special node in the original, and in Classic BoE, nothing happens when you step there. So my fix in #732 is good.

As far as behavior goes when a nonexistent node is called... as a designer I would want this error message to point out that I've probably made a mistake. But for players in old scenarios that won't be changed again, we're adding an error message where there shouldn't be one.

Confirmed that this points to a No Special node in the original, and in Classic BoE, nothing happens when you step there. So my fix in #732 is good. As far as behavior goes when a nonexistent node is called... as a designer I would want this error message to point out that I've probably made a mistake. But for players in old scenarios that won't be changed again, we're adding an error message where there shouldn't be one.
CelticMinstrel commented 2025-05-25 01:52:14 +00:00 (Migrated from github.com)

in Classic BoE, nothing happens when you step there.

Right, because in Classic BoE, the node does exist and is a no-op node. Remember that Classic BoE had a fixed number of nodes per area.

> in Classic BoE, nothing happens when you step there. Right, because in Classic BoE, the node _does_ exist and is a no-op node. Remember that Classic BoE had a fixed number of nodes per area.
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