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Beta testers requested   
Zzzzoot

Zzzzoot
United States  


  10/7/2017  3

After learning about the awesomeness that is CAOS2PRAY, I decided to put it to use and I repackaged the Children of Capillata metarooms. When they were made originally, I didn't do the best job of using pray, and the metarooms have been kinda buggy ever since.

Hopefully I've fixed those problems, but before officially releasing them, it'd be awesome if some other people would be willing to beta test them.

Here's a link directly to the zip file.

If anyone is interested, here's the whole GitHub repository.

Anyone who's testing and wants to give me feedback, you can help me by turning off autokill. Just use shift+ctrl+w and then shift+ctrl+a in game to toggle autokill on and off. That makes errors actually pause the game and give you the error message. Error messages are very very useful.

Any feedback is welcome too. Things like "Daedalus has no agent help", or "Universal Hub probably needs, like, an elevator, to make the bottom doors useful" are great.

 
bjw

bjw
United States  


  10/7/2017

I am not very good at computer programming so I do not know if I would be qualified to help you out, but I do want to tell you that the CoC metarooms were some of my favorites to download, and have some of the best look and potential of some of the metarooms. The only reason I stopped using it was norns would not stay in the rooms unless I put up some kind of barrier like a stopper plant. For some reason they always wanted to leave, I don't know if that is because of a bug with how my game related the smells to the creatures letting them know the environment they were in or which agents were around. The biggest strength I saw in these metarooms was the room with the doors that could be used like the one in c3. I'm looking forward to the new version. If you think I could still be a help to you despite my experience let me know, I'll be glad to download the beta version and try it in my game, I'm just no good at programming or code. Anyway, good luck with the project.
 
Pilla

Pilla
Belgium  

 visit Pilla's website: Pilla's DS Agents
  10/7/2017

Injecting Daedalous give me this error:

Runtime error in agent 1 2 24403 script 1 2 24403 1000 unique id 373466
Tried to set BHVR 35 when the agent doesn't have one of the appropriate scripts
... 17 0 5000 attr 199 {@}bhvr 35 aero 10 perm 60 accg 2 ...

I also got a 'LINK' error while injecting and the Daedalous favourite place icon popped up twice.

When clicking the Daedolous door for the first time, I got teleported to the DS loading screen. Consecutive clicks worked just as intended though.

(probably all related to the injector error)

Morpheri doesn't have an agent injector picture.

The favourite place icons don't have catalogue help files.

I've always loved the COC series!


EDIT: I found out the doors had been injected twice. Maybe the injection script was just accidentally used twice. Idk.

 
Zzzzoot

Zzzzoot
United States  


  10/7/2017

Thank you for your feedback bjw! What you describe does sound like a problem with the smells. I'll definitely look into that. Those are one of the more important things for a metaroom but are also so easy to mess up. As I try to fix it if you (or anyone) have free time and want to check my fixes as I post them that would be very helpful.

I haven't started looking into the smells yet, but I'll post here when I get a fix up.

Pilla too, thank you for your feedback! I will look into those too of course and post here when I have something.

Everything looks mostly straightforward. What do you mean by "'LINK' error" though, the actual command LINK?

Thank you again.

 
Zzzzoot

Zzzzoot
United States  


  10/8/2017

I've fixed some of the bugs mentioned.

There is now an agent injector picture for Morpheri and Daedalus no longer has the "{@}bhvr 35" error when injecting.

I also fixed a lot of typos in the metaroom names. The correct names are:
Children of Capillata (the whole series)
The Universal Hub
The Catallipac
Daedalus
Morpheri

But here's the new debug version. CoC v1.0.2 beta test

 
Pilla

Pilla
Belgium  

 visit Pilla's website: Pilla's DS Agents
  10/8/2017

No bugs while injecting this time: hurray! :D

Daedalus:
- No catalogue for the ball (2 21 6, I don't have C3)
- No catalogue for the lift cabin (3 1 1, I don't have C3)
- No catalogue for the favourite place icon in the favplace bar (1 4 24403)

The Catallipac:
- No catalogue for the favourite place icon in the favplace bar ( 1 4 24401)

Morpheri:
- No catalogue for the lift (3 1 1)
- No catalogue for the favourite place icon in the favplace bar (1 4 24404)

Universal Hub:
- No catalogue for the favourite place icon in the favplace bar ( 1 4 24402)



 
Arnout

Arnout
Netherlands  


  10/8/2017

Hey, nice to see you return to work on these metarooms! I've always adored their designs and the extra space that they provided, so this is like a dream coming true. :D

I just did some testing on CoC v1.0.2. beta test and have some feedback for you as well as 1 bug report (so far). I'll start out with the bug:
- I think one of the metarooms might have put an additional rubber ball catalogue (rubber_ball-fr.catalogue) in my Docking Station catalogue folder. After injection of the Children of Capillata the engine started to throw a lot of catalogue errors my way.

Catalogue Error: CLE0019: Two tags with the same name "Agent Help 2 21 31" but different contents at item 1


Now for the feedback:
- Creatures that try to travel by door in the CoC metarooms seem to get stuck in an endless loop of pushing the doors until they get tired. Could it be that the doors don't give Creatures a 'wait stimulus' (75) between activation and opening of the door?

Good luck with all of this. I'll update if I find any bugs that aren't mentioned yet. :)

 
Zzzzoot

Zzzzoot
United States  


  10/8/2017

Thanks for all the feedback!

The missing catalogue files issue has been added to my list.

Arnout, I searched thorough all the files in the Children of Capillata and couldn't find "2 21 31" anywhere. Would you be able to find the 2 catalogue files in your system and see what the conflict is, Or if you could just upload them for me to look at? There may be something very odd going on, or it may be just a fluke. It's hard to tell

Also, you were totally right about me not putting stimuli on the doors. I added both 75 (wait) and 95 (traveled through metadoor, what the ds doors use).

CoC v1.0.3 beta test has both the door fixes, and more CAs (smells). I added norn home smells to Daedalus and Morpheri and ettin home smells to the desert area in Daedalus. That should hopefully fix what bjw described.

edit: I'm open to advice by the way. Especially on CAs.

Also, I've added a check to fix multiple injections. The rooms now will refuse to inject twice. Still no remove script though
: - /

 
Malkin

Malkin
Australia  
Manager


 visit Malkin's website: Malkin's page at CWiki
  10/8/2017

I think it's a problem with the hi bounce rubber ball from the improved empathic vendor.

My TCR Norns
 
Zzzzoot

Zzzzoot
United States  


  10/8/2017

I may be wrong, but I don't think so. The improved empathic vendor(IEV) wasn't part of the beta test files I've been giving out. (Though I'm working on adding it now)

That is such a weird coincidence though so maybe. But after adding the files for the IEV to the rest of them, I did a search again. This time I did find "2 21 31", but only in the newly added IEV files. In the .cos files where they make the rubber balls.

These are the 2 catalogue files I have:
From the Universal Hub (includes tags for the Catallipac, and Daedalus)
From Morpheri

They have fixes for some of the missing tags Pilla posted (I haven't posted an updated .zip file yet), but still no reference to "2 21 31".

 
Malkin

Malkin
Australia  
Manager


 visit Malkin's website: Malkin's page at CWiki
  10/8/2017

The IEV is also part of the smallest CoC metaroom, Catallipac.

My TCR Norns
 
Pilla

Pilla
Belgium  

 visit Pilla's website: Pilla's DS Agents
  10/8/2017

Runtime error in agent 3 3 24401 (Environment Control) script 3 3 24401 1 unique id 51950
Sound file missing
env1.wav

When I try clicking the environmental controls.

 
Zzzzoot

Zzzzoot
United States  


  10/8/2017  1

The vendor in the Catallipac is actually a slightly different agent, it doesn't have buttons for the rubber ball or the robot. The one in the Catallipac has a different name in the Agent Help too, although I think it was probably Silvak's intention to name them the same.

I have fixes for what I think is all the missing Agent Help tags except the ones from C3 (I may do something different with those agents). I also added the missing env1.wav and env2.wav files.

CoC v1.0.4 beta test.zip

Here's the Improved Empathic Vendor too if anyone wants to look at it.

Thanks for all the help everyone!

 
Arnout

Arnout
Netherlands  


  10/9/2017  1

Zzzzoot wrote:

Arnout, I searched thorough all the files in the Children of Capillata and couldn't find "2 21 31" anywhere. Would you be able to find the 2 catalogue files in your system and see what the conflict is, Or if you could just upload them for me to look at? There may be something very odd going on, or it may be just a fluke. It's hard to tell



Never mind about that! One of my own scripts was causing the catalogue errors after all. :$

 
Zzzzoot

Zzzzoot
United States  


  10/9/2017  1

That's fine, I do the same things all the time. :)

Thanks again for all the help!

 
Arnout

Arnout
Netherlands  


  10/9/2017  2

I did some more testing on the navigation. The doors are better now, but those (and the lifts) still feel clunky sometimes. :)

May I suggest making sure that every single door gives Creatures the aforementioned wait stimulus (75) when activated, and then a 'traveled through door' stimulus (95) when the animation is over and the Creature has gone through it?

These days, it's a trend to replace lifts in metarooms with these fellows. I think there might also be people that prefer using the original lifts, and I saw that the lifts in CoC were still using a script that lets the lift pick up all nearby Creatures when activated by a Creature, like in the original Creatures 3. If you can, may I advice using a script similar to lifts.cos in Minor Fixes?

I also found one more bug: The lowest level of Morpheri seems to be too narrow for some (adult) Creatures. When they walk in certain parts (most often left of the elevator button and near the Ettin Desert bush) they keep being teleported to the next level.

Great job so far. Should you require any assistance (with a code for instance) don't hesitate to ask. :)

 
Zzzzoot

Zzzzoot
United States  


  10/9/2017  1

Thanks for the feedback!

So when a creature pushes a door and goes through it, the process should go [stim 75][anim open][move creature][anim close][stim 95], right? And that order is so that they freeze while the door is animating and then they learn from their actions; or is there something I'm not seeing? Should I do the same thing for creatures that are moved when the hand clicks on the door?

I will definitely incorporate the fix from "Minor Fixes" into the lifts.

The elevines look very cool and pretty useful. I'm already thinking of interesting set-ups I can do with them in my own worlds and I just now added them to my personal "general creatures stuff" backup folder. But I fall on the "prefer the original lifts" side; lifts are just so quaint and make Creatures feel like Creatures to me. But do you think a lot of people would like those style "lifts" in the CoC metarooms? I could add them as an option if enough people would like them. What are some other metarooms that are using them?

Well, that bug in the lowest level of Morpheri looks annoying. Shouldn't be too hard to fix (raise the roof!), just tedious. But before I get into it, is there a general rule of thumb for "minimum height for a room"? Or maybe just, what's the tallest breed/species?

Thanks again Arnout and everyone else!

 
Malkin

Malkin
Australia  
Manager


 visit Malkin's website: Malkin's page at CWiki
  10/9/2017  1

Some of Ghosthande's breeds, such as the Sabertooth Norns, can get pretty big. Also, some of Norngirl's breeds, such as the Cave Norns to DS, CA norns to DS can be bigger.

My TCR Norns
 
Grendel_Man
Sanely Insane

Grendel_Man
United States  
Manager


 visit Grendel_Man's website: The Realm
  10/9/2017  1

I haven't used these metarooms for a while, for this beta test or otherwise, but I do remember the hallway in Daedalus having a similar issue with a low roof.

For a tall example that can happen even with just the official breeds, there's grendels that happen to have norn bodies. That's what alerted me to the above issue last time I used Daedalus.


Note: The underscore in my username is supposed to be a space - it's "Grendel Man," not "Grendel_Man."
~ The Realm ~
Grendel Man's Creatures Blog


 
Arnout

Arnout
Netherlands  


  10/10/2017  1

Zzzzoot wrote:

So when a creature pushes a door and goes through it, the process should go [stim 75][anim open][move creature][anim close][stim 95], right? And that order is so that they freeze while the door is animating and then they learn from their actions; or is there something I'm not seeing? Should I do the same thing for creatures that are moved when the hand clicks on the door?



Almost. If I am not mistaken, Creatures gain a 95 stimulus right after they are transferred through the door, but mind you that the script needs to remain locked until the door has finished it's closing animation.

When activated by the hand, all Creatures within a certain range are transferred through the door. They do not require any of the two stimuli as they weren't the ones that activated the door in the first place. However, (if you have no choice) giving Creatures a 95 stimulus after travelling through a door this way wouldn't be harmful. :)

 
Zzzzoot

Zzzzoot
United States  


  10/10/2017  1

Thanks for the feedback everyone.

The way Morpheri's background is set up, I'll only be able to fix it for "normal" breeds. The Sabertooth norns etc. are so big they just won't fit unless I majorly modify the background image or allow their heads (and everything else) to go past the actual ceiling (which I think would look really bad). I'll probably add a warning about tall breeds on the notes/wiki/injection description. I can't think of a way to programmatically keep out tall norns (even if there's a way to find out a norn's height, what if they're crouching when they activate the door?).

I'll definitely fix the issue in Daedalus to the left of the door where even mall breeds teleport. And I'll try to fix it so that larger breeds can use the room too. It's so huge, I might as wall.

I will implement the doors with both stimuli. Another important thing that's easy to mess up, haha. Wouldn't it make sense though to stim 95 to all creatures going through the door? So they'll know they traveled. That's what the DS doors do, but that doesn't necessarily mean it's the right way. (C3 has the lift bug after all)

Speaking of, I added the lift fixes from "Minor Fixes". No .zip file yet but here's the commit (the changes) where I added the code. I'm probably going to redo the code for the lifts altogether (mostly because it sounds fun) or at least change their classifiers. Reusing the classifiers like I did seems like it's just asking for hard-to-find bugs.

Does anyone know why the C3 lifts zombify grendels temporarily while placing them in the lift vehicle?

Thanks again!

 
Grendel_Man
Sanely Insane

Grendel_Man
United States  
Manager


 visit Grendel_Man's website: The Realm
  10/10/2017  3

Grendels don't fit into the C3 lifts if they're facing any other way than forward (or backwards, I guess), so the C3 lifts zombify them to make them face forwards so they fit. The zombification's necessary because posing the grendels without it won't stick for long enough for the grendel to actually fit.

Note: The underscore in my username is supposed to be a space - it's "Grendel Man," not "Grendel_Man."
~ The Realm ~
Grendel Man's Creatures Blog


 
Zzzzoot

Zzzzoot
United States  


  10/10/2017  1

Thanks Grendel Man.

Here's version 1.0.5.4 beta test if anyone has time and wants to test it. (the .4 is because this is the 4th time I've uploaded something and then had to put one more fix in)

Since version 1.0.4 beta test, I've added the lift fixes from Vampess's Minor Fixes, fixed the map bug in Morpheri that caused teleportation (only fixed for mall breeds, ChiChis, etc.), fixed 1 visual bug in the Improved Empathic Vendor, reclassified the lifts and balls to use my script numbers, added agent help for the lifts and balls, and added the stimuli on the doors. (I ended up doing it the way Arnout described. After more thought it made sense. Though I should probably learn more about norns' brains either way)

The Improved Empathic Vendor is included in the zip file and is ready for beta testing if anyone wants to.

And (I doubt very much that this is true, but) that should be all the bugs, except map issues in Daedalus and the Catallipac's meh lift (and lack of food in Morpheri, etc. etc.). The map issues in Daedalus only affects creatures that go too far to the left of the door, and it only teleports them down (into the beach area). The Catallipac's lift doesn't give stimuli the right way, creatures stand on the bottom of the platform instead of on it, and it doesn't move naturally at all.

Thanks for all the feedback!

edit: added a "better" link (exact same file, I just put it in a better location on github)

 
Arnout

Arnout
Netherlands  


  10/13/2017  1

Great job on the doors and lifts: (My) Creatures are a lot better at utilising them now! There's just one last issue on the doors that I noticed. Sorry to bother you with it again. :P

Some doors in the metarooms (mainly the smaller ones: Like the one in Morpheri or the ones that lead from the Meso to the Hub and back) have such a fast animation that Creatures have trouble picking up the wait stimulus before they're transferred through the door. This causes them to repeatedly push the doors as if there was no waiting stimulus at all. I could be wrong, but you may be able to address that by either slowing the animation of the door down after activation, or by adding in a short wait period (wait 15 for instance) before the opening animation starts.

I also tried out the improved empathic vendor, which is really neat! However, at some point it just completely flooded my world with robot toys and rubber balls. I'm not entirely sure if this was because I was testing an older version of the vendor, or whether Creatures were able to activate that part of the vendor, but all those robot toys were rather alarming to look at. :P

 
Zzzzoot

Zzzzoot
United States  


  10/14/2017  1

Thanks for the feedback! Don't worry about pestering me, you're not :)

Here's version 1.0.6.3-beta. Since v1.0.5.4-beta I've made a few improvements.

Reduced CA link permeability between the Universal Hub and other metarooms. Because the empathic vendor is right next to the Universal Hub door, the area right inside the UH-Meso door reeked of food and that seemed to confuse norns making them look for food in the UH.

The Improved Empathic Vendor now checks the world for balls and robots first. It won't vend either if there are already more than 4 or the corresponding toy. Unless the hand is the one pressing the button. (Actually when a norn pushes/pulls it, it only vends food anyways. If it hears a norn complain about being hungry or bored it vends food or toys then. *That's* where I just the count check code.)

The smaller doors now animate slower. (the C3 doors actually have a wait 10 after the stim so I just did that (and set the Morpheri door to wait for the bigger one's animation, which is slower))

Daedalus has been fixed so mall breeds no longer teleport if they go too far to the left of the door.

Daedalus and Morpheri's lifts now drop everything (e.g. creature eggs) whenever they stop.

And the Catallipac's lift has been totally revamped.

Thanks again!

 
Zzzzoot

Zzzzoot
United States  


  10/22/2017

I've officially released version 1.1

If you find a bug and want to report, you can post a report here, email me, make an issue on github, whatever you want to do.

Here's the news thread.

Thank you so much for all the feedback everyone.

Seriously, thank you.

 
ham5ter

ham5ter
Germany  

 visit ham5ter's website: Creatures.Ham5ter.de
  10/24/2017  1

The News Thread Link does not work for me.

moep!

 
Zzzzoot

Zzzzoot
United States  


  10/24/2017

Fixed. Thanks!
 
Ashtore

Ashtore



  11/16/2017  1

The main hub isn't even working and it won't let me install any of the others. I downloaded the files and put them in the agents folder correctly but it shows up empty, no connecting door to the meso.

 
Zzzzoot

Zzzzoot
United States  


  11/17/2017  1

Oh no, that's not good. Unfortunately I'm not able to reproduce your issue on my computer. So if you don't mind I'm going to ask you a barrage of questions to try and narrow it down.

What version are you using; is it v1.1?

When you try injecting the Hub what does it do? Does an error message pop up immediately? Or does nothing happen at all? If there is an error message, what does it say?

When you inject any of the rooms, there's supposed to be a blue message box pop up with the room's name and version number and a very short description (which I need to rewrite) of the room. There's supposed to be a green tick (check mark) at the bottom of the message box. Does the message box appear?

Did all .agents files you installed in your agents folder show up correctly in the game's list of agents?

Was autokill enabled when you were testing? If it was and you have time to test again, could you please please turn off autokill and try again? That would help my efforts a lot.

Thank you for your feedback!

 
Calthax

Calthax



  11/19/2017  1

I just noticed this glaring flaw with Catallipac in Children of Capillata version 1.2 the lift can only be called meaning creatures on the bottom floor are stuck on the bottom creatures at the top floor are stuck at the top which means that they won't be able to get food from the vendor
 
CeruleanSilver

CeruleanSilver
United States  


  11/20/2017  1

Hello there! I love that you're working on this. All the metarooms look fantastic, I love it. The only problem I ran into was the empathetic vendor is missing a sound file for the bouncy ball.

Runtime error in agent 2 21 31 script 2 21 31 6 unique id 6215
Sound file missing
dsqu.wav
... 0 or rand 0 10 eq 0 {@}sndc "dsqu" endi ]

Windows NT/2000 6.1 build 7601 (Service Pack 1)
OriginalDisplay DirectX ( netbabel 148 )

I fixed this by just taking the boi.wav and renaming it dsqu.wav

 
Ashtore

Ashtore



  11/23/2017

Zzzzoot wrote:
Oh no, that's not good. Unfortunately I'm not able to reproduce your issue on my computer. So if you don't mind I'm going to ask you a barrage of questions to try and narrow it down.

What version are you using; is it v1.1?

When you try injecting the Hub what does it do? Does an error message pop up immediately? Or does nothing happen at all? If there is an error message, what does it say?

When you inject any of the rooms, there's supposed to be a blue message box pop up with the room's name and version number and a very short description (which I need to rewrite) of the room. There's supposed to be a green tick (check mark) at the bottom of the message box. Does the message box appear?

Did all .agents files you installed in your agent's folder show up correctly in the game's list of agents?

Was autokill enabled when you were testing? If it was and you have time to test again, could you please please turn off autokill and try again? That would help my efforts a lot.

Thank you for your feedback!



Thanks for the response! I will try to answer your 'barrage of questions'!

1. It is version 1.1 I believe, I got it from this website in fact, just recently. I have downloaded previous versions and had no issues other than the smell issue mentioned earlier in the thread.

2. All the rooms appeared correctly in the agent listing and when I installed the first room, the hub as directed, it seemed to install correctly with the bookmark and everything but there was no door to the meso, it just looked like an empty room of doorways.

3.The pop-up windows come up correctly for the hub but when I try to install the other room a popup comes up telling me to first install the hub and then nothing.

4. Autokill is on, I will get back to you on testing with it off, to get an error code.
Edit: there is an error code when I turned the autokill off an tried to install:
Runtime error in agent 1 2 24403 script 1 2 24403 1000 unique id 458465
Invalid TARG
... va00 0 rtar 2 23 3 {@}doif plne < 1 plne 1 endi new: ...

Windows NT/2000 6.2 build 9200 ()
OriginalDisplay DirectX (netbabel 148)
Wed Nov 22 23:23:55 2017 - lauren - 2.286 b195

hope this helps some, I will edit with updates when I get more info!

 


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