Just look at this.

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Nihilist_Militant
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Just look at this.

Post by Nihilist_Militant »

Greetings, warriors.

This is clips from stream on twitch.

https://clips.twitch.tv/NeighborlyApath ... aFUNgineer - something happened in this battle.

And...

https://clips.twitch.tv/IronicCleverOilSeemsGood
https://clips.twitch.tv/SuaveUnsightlyDadTBCheesePull
https://clips.twitch.tv/FaithfulSourRamenEagleEye

No cheats, no mods, just clean game with 3dfx raster and dgvoodoo 2. Game start makes teleport points at cliffs, when level start and you climb on first cliff you will teleport to nowhere, then after loading level, this first cliff is A-point (like blue and orange portals in Portal game), and when you climb to another cliff you are teleport to first, if you climb to first you teleport to second. Only exit from game fix this, and i had tried made this teleports again, but nothing.

https://www.twitch.tv/videos/532771917 - full video, portals start from the 25th minute. (sorry for bad english)

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MBK_MBK
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Re: Just look at this.

Post by MBK_MBK »

I had never seen anything like that in BoD. :shock: :?
It may be due to unknown conflicts in the code or graphic mode. :idea:

It seems like if Debug mode is used to change the character's coordinates, with the "key positions"...
Or maybe, due to so much jumping, did the barbarian go crazy? :lol: I am not sure.

Greetings. :)
Loose your ghosts, because they chain suspiciously your freedom.
My Youtube channel, tests with Hyperborean Mod:
https://www.youtube.com/user/MBEASTKING1980
Web site of Hyperborean mod:
https://sites.google.com/view/bodhyperboreanmodbymbk

Crust
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Re: Just look at this.

Post by Crust »

I couldn't focus due to your lack of sword skills. You almost got your ass handed to you by that little orc!

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Nihilist_Militant
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Re: Just look at this.

Post by Nihilist_Militant »

Crust wrote: Mon Feb 03, 2020 9:49 pm I couldn't focus due to your lack of sword skills. You almost got your ass handed to you by that little orc!
I completed this game no death no heal many times and mastered advance cancel techs (can do Volcano combo in 1 sec). I can host Arena and fuck your little ass, if you want see my "lack of sword skills" in real action, not in rofl stream.

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Sryml
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Re: Just look at this.

Post by Sryml »

This is a terrible and hard-to-fix bug, and its triggering is simple:
"Interrupted climbing action"

I learned about this bug in a video before:
https://youtu.be/iww_8JKLNt8?t=35

Now I can easily trigger it with the console:
https://youtu.be/M3wmhNLCZ18

"Each subsequent climb will return to the coordinates of the previous climb"

This bug seems to affect the game memory, so it will not disappear no matter how many times you reload the game, you can only close the game and restart it. :?

The trigger time of the bug is very short, about 0.2 seconds of the climbing action. But your video doesn't seem to meet this condition. I didn't find that your climbing movement was interrupted, you just kept dodging.
I can't explain and reproduce your situation, maybe you are very coincident, and triggered the bug with very low probability. :roll:
Fear can hold you prisoner. Hope can set you free.
My YouTube: https://www.youtube.com/channel/UCg0SHO ... P3FdZLWzpQ

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cieply
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nihil novi sub sole

Post by cieply »

I experienced this bug long time ago and even reported it on the forum but couldn't figure out why it was happening at the time. It was until I Slide figured it out and described it in quoted video. Some even used that for speedrunnig the game.

@Sryml is right, after you trigger the bug only restarting game will help. Not much you can do, just be aware, that if you get hit during climbing it may trigger the glitch.
Last edited by cieply on Wed Apr 01, 2020 11:14 pm, edited 2 times in total.
l'aria fresca,
vino puro, ...

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MBK_MBK
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Re: Just look at this.

Post by MBK_MBK »

Good day to all! :)
Sryml! Friend, you are back! I am happy that you are well. Thanks to the heavens :D

How is it possible to make crazy the hero and get more bugs? :shock: :lol:
Nothing like this has ever happened to me. :?
Well, sorry for the joke. :mrgreen:

About this "bug", maybe:
1. Programming that the hero does not stop, when receiving a hit while the climbing or jumping animations are playing... :idea:
For example, could you try something like this? :?:

In the file ---> ../Lib/Basic_Funcs.py
Look in the function, inside that file ---> RespondToHit
Look in the code, inside that function ---> do_not_abort=0
Look at the nearby code, in which the animations that should not stop are conditioned; and add the animations of "jumpS", "climbS", "falls"...
Look for these and for the rest of the animations, for all the heros, in the "AnimationsSets" or "Biped" files, and add all animations to the conditional. Like these:
"jmp_no", "jmp_1h", "jmph0_no" ...
"clmb_low_1h","clmb_medlow_1h", "clmb_medium_1h", "clmb_high_1h" ...
"FallLow", "FallMed", "FallHigh", "Dth_Fll", "", "Dth_Fll2" ...

So, the hero should not stop, when he is hit by an enemy while he is jumping or climbing.


Another idea:
2. Try to correct it, in the functions called when the hero is jumping or climbing: :idea:
Look in the file ---> ../Scripts/anm_def.py
Look this code, that calls some functions, in the animations ---> "Impulse_Clmb", "Lean_Clmb" ...
The problem is that I can't find where those two functions are, "Impulse_Clmb" and "Lean_Clmb", in the "Basic_Funcs.py" file. :?
So, I guess they are compiled in C language. :(
But you could to make more different functions, news and fixed, or replace the old two, in the file "../Lib/Basic_Funcs.py"; that are executed while the hero make the animatios of "jumps" and "climbs". Do you get the idea? :)
LIKE THIS CODE OF EXAMPLE, IN THE FILE "../Lib/Basic_Funcs.py", in the CLASS called "PlayerPerson":
me.AddAnmEventFunc("LaunchTrail", self.LaunchTrail)# TO MAKE MORE "AddAnmEventFunc" FUNCTIONS, CALLED BY THE ANIMATIONS.
For example, in the file ../Scripts/anm_def.py; find all the words that are the functions you are going to omit and change them by the names of your two new corrected functions:
Bladex.AddAnmEvent("Amz_clmb_medlow_1h","ImpulseFIXED_Clmb",0.2900)#Impulse_Clmb
Bladex.AddAnmEvent("Amz_clmb_medlow_1h","LeanFIXED_Clmb",0.43300)#Lean_Clmb
Bladex.AddAnmEvent("Amz_clmb_medium_1h","ImpulseFIXED_Clmb",0.1389)#Impulse_Clmb
Bladex.AddAnmEvent("Amz_clmb_medium_1h","LeanFIXED_Clmb",0.1944)#Lean_Clmb
Bladex.AddAnmEvent("Amz_clmb_high_1h","ImpulseFIXED_Clmb",0.0862)#Impulse_Clmb
Bladex.AddAnmEvent("Amz_clmb_high_1h","LeanFIXED_Clmb",0.16)#Lean_Clmb
#
Bladex.AddAnmEvent("Bar_clmb_medlow_1h","Impulse_Clmb",0.2900)
Bladex.AddAnmEvent("Bar_clmb_medlow_1h","Lean_Clmb",0.43300)
Bladex.AddAnmEvent("Bar_clmb_medium_1h","Impulse_Clmb",0.1389)
Bladex.AddAnmEvent("Bar_clmb_medium_1h","Lean_Clmb",0.1944)
Bladex.AddAnmEvent("Bar_clmb_high_1h","Impulse_Clmb",0.098)
Bladex.AddAnmEvent("Bar_clmb_high_1h","Lean_Clmb",0.1552)
#
Bladex.AddAnmEvent("Kgt_clmb_medlow_1h","Impulse_Clmb",0.2900)
Bladex.AddAnmEvent("Kgt_clmb_medium_1h","Impulse_Clmb",0.1389)
Bladex.AddAnmEvent("Kgt_clmb_high_1h","Impulse_Clmb",0.0862)
Bladex.AddAnmEvent("Kgt_clmb_medlow_1h","Lean_Clmb",0.4330)
Bladex.AddAnmEvent("Kgt_clmb_medium_1h","Lean_Clmb",0.1944)
Bladex.AddAnmEvent("Kgt_clmb_high_1h","Lean_Clmb",0.1552)
#
Bladex.AddAnmEvent("Dwf_clmb_medlow_1h","Impulse_Clmb",0.2900)
Bladex.AddAnmEvent("Dwf_clmb_medium_1h","Impulse_Clmb",0.1389)
Bladex.AddAnmEvent("Dwf_clmb_high_1h","Impulse_Clmb",0.0862)
Bladex.AddAnmEvent("Dwf_clmb_medlow_1h","Lean_Clmb",0.4330000)
Bladex.AddAnmEvent("Dwf_clmb_medium_1h","Lean_Clmb",0.1944)
Bladex.AddAnmEvent("Dwf_clmb_high_1h","Lean_Clmb",0.1552)

SO, TO MAKE MORE "AddAnmEventFunc" FUNCTIONS, CALLED BY THE ANIMATIONS, IN THE FILE "../Lib/Basic_Funcs.py", LIKE THIS.
me.AddAnmEventFunc("ImpulseFIXED_Clmb", self.ImpulseFIXED_Clmb)# Impulse_Clmb
me.AddAnmEventFunc("LeanFIXED_Clmb", self.LeanFIXED_Clmb)# Lean_Clmb

BUT, I HAVE ANOTHER PROBLEM: I DON'T KNOW HOW ARE THE ORIGINAL CODE OF THESE TWO FUNCTIONS THAT ARE COMPILED IN LANGUAGE C, "Impulse_Clmb" AND "Lean_Clmb", TO COPY THEM IN MY TWO NEW FUNCTIONS AND THEN CORRECT IT.... :?: :(
So, I think something more. :idea:
I see in the file "ItemTypes.py", that I can clone CLASSES, which inherit their functions and variables. Here, the CLASS called "Club", inherits the functions and variables of the other CLASS called "PersistantItemType":
class Club(PersistantItemType):#
def __init__ (self, me):#
PersistantItemType.__init__(self, me)#
And so, in the cloned CLASS, I can add more code to correct the error.
But there is another problem: I don't know if functions can also be cloned, not only Classes. :?: :?
Could you try something like this? Maybe you will find the way... Well, I hope somebody will get to fix it. :)

Maybe, the IDEA NUMBER 1 is more easy, but is not perfect.

Greetings.
Loose your ghosts, because they chain suspiciously your freedom.
My Youtube channel, tests with Hyperborean Mod:
https://www.youtube.com/user/MBEASTKING1980
Web site of Hyperborean mod:
https://sites.google.com/view/bodhyperboreanmodbymbk

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Sryml
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Re: Just look at this.

Post by Sryml »

Yeah, I'm back! My old friend, MBK.
I spent two months safely in a remote village, and now we have returned to the city, because the COVID-19 peak period in China has passed.

What is worrying is that the COVID-19 has spread globally, and I know that many people in Spain are now infected. I want to say that everyone needs to protect themselves. :!: :!:

Recently I started using win10 system, because there are some software that can only run on win10 system. I'm glad my BoD hasn't been affected, it still works perfectly.

---------------------------

I seem to have seen cieply's post, but at that time I didn't understand how it was triggered. I have heard of this bug a long time ago, but I have never encountered it myself. :shock:

Video of speedrunning game I have already seen:
Blade of Darkness Bad Ending 43m 17s

for example:
The starting position of map 1 is (100, 100, 100), but this position is the ending position of map 2 or near the ending point.
It takes a lot of tests to speedrunning game using this method.

---------------------------

MBK's first solution is feasible. But if the hero's life is low, it happens to be fatally hit and die when climbing. It seems strange that the hero still keeps climbing, and then makes death animation after he finishes climbing. :mrgreen:

You are right, "Impulse_Clmb" is an internal function, like "HitInitialItp" and "HitFinalItp", they are part of the engine.
We can't call them directly using methods like Actions.Start_Weapon(...), they are bound to animation and can only be triggered by animation.

It is difficult to rewrite similar functions with py scripts, because we can only use functions and methods provided by the engine. The application areas of the two languages are different, and some things can only be done by the C language. :?

C language can access to modify memory, but I don't think the Python version of BoD can do it because it is too old. Modern Python can do this because there are many advanced libraries available.
Fear can hold you prisoner. Hope can set you free.
My YouTube: https://www.youtube.com/channel/UCg0SHO ... P3FdZLWzpQ

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MBK_MBK
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Re: Just look at this.

Post by MBK_MBK »

Could you try something like this?

- In the function "RespondToHit", add a conditional which verifies the life of the hero, and then verifies the animations, and then make an action to prevent mistakes.
Hero=Bladex.GetEntity("Player1")#
Hero.SetOnFloor()# Maybe that function fixes the vertical coordinates, by putting the character close to the surface.
if Hero.Life>=1:#
# Add code here, which verifies the type of animation of the hero. If the animation is "jumping" or "climbing":
- Then, interrupt the animation with the code:
Hero.InterruptCombat()#
- Then make the hero fall to the ground with the code:
# Add code here, that the hero make an animation like "fall to the ground". Then, call the next function after 1 second.
Hero.SetOnFloor()# Use again this function.
Hero.Wuea=Reference.WUEA_ENDED#
Hero.LaunchAnmType("hurt_f_FallGround")# It is necessary to program a new animation called "hurt_f_FallGround" in the corresponding files..
Bladex.AddScheduledFunc(Bladex.GetTime()+1.0,GetUpHeroe,(Hero,))#
- And then make the hero stand up with the code:
# add code here, that the hero make an animation like "get up off the ground".
Hero.SetOnFloor()# Use again this function.
me.Wuea=Reference.WUEA_ENDED#
me.LaunchAnmType("hurt_f_GetUp")# It is necessary to program a new animation called "hurt_f_GetUp" in the corresponding files.

- The other conditional, which verifies the life of the hero:
if Hero.Life<=0:#
# Add code here, which call the function of death, just in case it's not already being used and the hero is already dead and doing an animation of death.
Hero.SetOnFloor()# Use again this function.
# Then, call the "PCImDead" function, of the file "Basic_Funcs.py".
Basic_Funcs.PlayerPerson.PCImDead(self, EntityName)#


Greetings. :)
Loose your ghosts, because they chain suspiciously your freedom.
My Youtube channel, tests with Hyperborean Mod:
https://www.youtube.com/user/MBEASTKING1980
Web site of Hyperborean mod:
https://sites.google.com/view/bodhyperboreanmodbymbk

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MBK_MBK
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Re: Just look at this.

Post by MBK_MBK »

About the "Video of speedrunning":
... :shock: :? Running up the walls vertically?... and running without fall like flying?... Is the first time I see these bug.
The player makes crazy the hero... :lol: :lol:

I have two ideas to make THE BEST SPEED-RUN, it is take 1 minute: "LOAD THE FINAL MAP DIRECTLY", or "LOOK TO THE FINAL CREDITS IN THE MENU". :lol: :lol: :mrgreen:
Loose your ghosts, because they chain suspiciously your freedom.
My Youtube channel, tests with Hyperborean Mod:
https://www.youtube.com/user/MBEASTKING1980
Web site of Hyperborean mod:
https://sites.google.com/view/bodhyperboreanmodbymbk

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Nihilist_Militant
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Re: Just look at this.

Post by Nihilist_Militant »

Btw about "lack of sword skills" https://www.twitch.tv/videos/616983473

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