Bug Reporting Process
CameronTofer
Administrator, Developer Posts: 279
Bug reports must be properly formatted before the dev team can fix them. Once a bug has been discussed and there is a consensus on what to do then a report can be made. The report should be in the following format:
"Describe current behavior. Describe expected behavior"
That's it. It's as simple as that. No need to add background or justification since a consensus will have already been made. It should be as simple and concise as possible.
A good bug report, simple, complete, describes expected behavior:
"If a character's attack target is destroyed the character will sometimes continue to walk to the target's last location. The character should stop moving once it's target is destroy."
A bad bug report, does not describe expected behavior:
"Unconsciousness prevents you from being targeted by hostile creatures unless you are specifically targeted and unconscious characters are not visible to the spell farsight."
Once a bug report has been accepted by the team we will flag it to let everyone know its in the process of being worked on.
Note: Please report whether the bug was found in multiplayer.
"Describe current behavior. Describe expected behavior"
That's it. It's as simple as that. No need to add background or justification since a consensus will have already been made. It should be as simple and concise as possible.
A good bug report, simple, complete, describes expected behavior:
"If a character's attack target is destroyed the character will sometimes continue to walk to the target's last location. The character should stop moving once it's target is destroy."
A bad bug report, does not describe expected behavior:
"Unconsciousness prevents you from being targeted by hostile creatures unless you are specifically targeted and unconscious characters are not visible to the spell farsight."
Once a bug report has been accepted by the team we will flag it to let everyone know its in the process of being worked on.
Note: Please report whether the bug was found in multiplayer.
Post edited by Coriander on
17
Comments
They're just asking for a bit of help to get things done faster.
Hopefully this won't sound aseninely oversimplistic, just trying to be certain how to rework my own bug threads. Would this be an adequate rewrite or are you looking for a more coding-specific prognosis/ correction articulation?
Previous articulation:
Unconsciousness prevents you from being targeted by hostile creatures unless you are specifically targeted (ie Attack(Player1) ) and unconscious characters are not visible to the spell farsight (but IIRC non-detected characters are).
Reworked Articulation
Game Behavior at Present
1. Unless an enemy has already specifically targeted a detectable creature (as with script command "Attack(Player1)") prior to the creature being affected by unconsciousness (ex., from a Sleep spell), enemies do not target creatures that are unconscious.
2. The spell Farsight does not make unconscious creatures visible.
3. The spell Farsight does make creatures visible which are affected by Non-Detection magic.
Correct Game Behavior
1. Enemies should target detectable unconscious creatures automatically without regard to pre-unconscious targeting.
2. Farsight should enable detection of unconscious creatures.
3. Farsight shouldn't enable detection of creatures under the effect of Non-Detection magic.
Hey, @AndreaColombo, if you want to use my reworked version instead of waiting for Galactygon, feel free to do so! Not entirely sure I reworded it true to intent.
Baldurs.ini don't accept anymore the line "Debug Mode=1" under the program options.
Even if i put it there and save, i can't open the cheat menu by pressing the ctrl+space keys.
What i believe its happening:
the BGT modified the baldurs.ini and now it can't recognize the "Debug Mode=1" command.
[Program Options]
Debug Mode=1
Installing=0
Install Type=3
[Alias]
HD0:=C:\Program Files (x86)\Black Isle\BGII - SoA\
CD1:=C:\Program Files (x86)\Black Isle\BGII - SoA\CD1\
CD2:=C:\Program Files (x86)\Black Isle\BGII - SoA\CD2\;C:\Program Files (x86)\Black Isle\BGII - SoA\CD2\
CD3:=C:\Program Files (x86)\Black Isle\BGII - SoA\CD3\
CD4:=C:\Program Files (x86)\Black Isle\BGII - SoA\CD4\
CD5:=C:\Program Files (x86)\Black Isle\BGII - SoA\CD5\
[Game Options]
Cheats=1
Memory Access=100
Memory Level=1
[Local]
Language=English
Language25=English
[Uninstall]
Uninst_dir=C:\Program Files (x86)\InstallShield Installation Information\{8DAE4336-2B71-11D4-9A6C-006067325E47}
Uninst_dir_25=C:\Program Files (x86)\InstallShield Installation Information\{B8C3B479-1716-11D5-968A-0050BA84F5F7}
[GameSpy]
Enabled=1
Otherwise you should check out the BGT forums (if there is one) and see if you find the answer there.
Thanks @Balquo.
In the Bugs and Feature Requests subforums.
EDIT: Also, try to make sure you're not repeating stuff that has already been reported.
By the way, will be BG:EE using own unique versioning or continue with the original one?
http://www.baldurdash.org/BG1/bg1fixes.html
and
http://www.forgottenwars.com/dudleyfix/index.htm
for fixes? Many of the game bugs are already fixed here and you can integrate them into Baldur's Gate: EE. There is also the Unfinished Business mod here:
http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=161&Itemid=114
That contains a couple of bug fixes as well as cut content. Some of their "cut content" was also supposed to show up in the game but didn't because of scripting errors.
EXPECTED BEHAVIOR: Half-orcs are romanceable by Viconia
I'm basing the expected behavior on what I've read online, so consider the source... Still, the sources seemed consistent and there was apparently a bug-fix for this. I read all of the topics in FIXED (hopefully am not duplicating something) to make sure I wasn't off-base.
I seem unable to post in bugs, which might be a browser compatibility issue, so I tried here. Thanks!
There's no romances in BG1, unless they added some (or somehow gobbled up the BG1 NPC project on the sly).