Known Issues (and Status)

Fixes listed below should appear in version Piracy_2_55.z8, which will be the next test release. I think all future releases will be the larger .Z8 files, not the pared-down .Z5 files. And they will be DEBUG builds, which give access to debug commands, if necessary. Debug Commands Page (coming soon).


#
Status
Bug Report
Action
052 FIXED - mar22 2010 xyzzy and plugh should have more robust responses I now use 9 random responses for each.
051 FIXED - mar22 2010 "Live has no score. " the text explains when you ask for a score. Then later, at the end, the game gives you a score. Be more open about this. Say "Your score will be tallied only when you complete your mission."
050 FIXED - mar22 2010

>put new battery in panel (in brig)

No response

True. I noticed I had brackets misplaced in the "Insert:" Before. I had also placed all the code that should work in an "After" which probably didn't belong.
049 OPEN

Jack Welsh reported long time ago that he got stuck, didn't know what to do. He sent me two transcripts. I discovered that when he set the course on the Nav Comp, he didn't confirm it properly.

Navcon asks you to Confirm Course. However, "confirm course" is not a viable command. You have to say >Navcon, confirm course, because you're talking to the computer. I may have to fix that.

If I can, make "confirm course" (by putting a "confirm" sub on "course" object) tell the Navcon to do that. This may or may not be possible. I also may not do it, because it's really driver error. But as other commands to the MAIN computer can be done without calling its name, this should probably work.
048 FIXED
mar 2010
In the tool room imply some tools are missing, and you remember telling the crew NOT to bring tools back to their quarters, and to always put them back in place. I put in a "self hasnt visited" section which talks about tools being missing, and you warning the crew about that... alludes to the possibility tools may be found elsewhere.
047

FIXED
mar2010

Put in some Amusing lines including some of the actual conversation commands you can use on Holiday.

I had this in already, but it was failing because ending the game set deadflag to 3. This allows the game to end, but to avoid *** You have won! *** to display. I didn't want that to display. So I set it to 3. 2 is the default for a win, and only a full win will allow Amusing to show up as an option. So I set deadflag to 3, and then if you get 100 points, it sets it to 2. I sacrifice by having it say *** You have won!*** but I can have Amusing work.

Changed what Amusing says.

046 FIXED - mar 20, 2010 >x pistol
This is a standard issue laser pistol. It's pitted and scratched. Typical of weapons owed by space pirates. A scratched battery is in the grip. There is a small red light flashing on the grip.

>put battery in pistol
(the shiny battery in the pistol)
There is no room for a second battery in the pistol.

>get battery from pistol
That seems to be a part of the pistol.

>get battery
(the shiny battery)
You already have that.

>remove battery from pistol
That seems to be a part of the pistol.

>remove battery
(the shiny battery)
You're not wearing that.

>get scratched battery from pistol
That seems to be a part of the pistol.

>get scratched battery
You take the scratched battery from the pistol.

There are several issues with removing the battery from the pistol, having to do with disambiguation, and the lack of use of "remove".

- Most of what I see to the left responds correctly in-game as of Mar20, 2010.

- I think "remove" which now means to remove clothing, should be redefined to mean "get"

Extending/replacing "remove" was time-consuming. I think part of the problem was the OLD battery didn't have a "remove" command, so I added it.

Now with not too much awkwardness, it all works fairly well.

044 FIXED - mar2010 Flush toilets - not implemented. Yeah, this should definitely work. Thanks, Merk
043 FIXED - mar 20, 2010 ceres.state not between 1 and 8 later on when getting description of Bridge. Find out what's in there that could print that error.

Wow. Another good catch from Merk.

I think I found it in his transcript, but I can't find the transcript anymore, and I can't reproduce it.

042 FIXED
- mar2010
First Officer gender confusion. Check the roster. I call the First Officer Lisa McGregor. That conflicts with the bit about the First Officer's letter to his wife on Bromax.

Good catch from Mark. Have to fix this. Decide whether or not to move the letter to another crewmember, or change the bios around.

Changed this. I make sure the letter is actually from Med Officer Matt Blake. Holiday already refered to him and his wife and newborn child. Fix the letter reading to make more sense.

041 FIXED - mar2010 Put the Walkthrough command in the Menu system. But you can still go through the hoops of nesting it enough so as not to call it up too easily.

This is from me, after observing some people put the WalkThrough command in the menu system. Oh, also be sure to put a reference to the Walkthrough command right at the beginning.

Easy. Just added it.

040 FIXED - mar 20, 2010 If you gas the ship, and excape in the lifeboat, you end up with the same end daemon message as if you were on the ship. Should fix that

This was from Emily Short. And if true, a fairly bad thing to keep in. Post-competition release MUST fix this. It turns out that if I flood the ship sooner, perhaps, it's a moot point. You can't escape in the lifeboat in time if I shorten the daemon by 2 moves.

- Yeah, I shortened the countdown so you can't get to the lifeboat and close the door in time.

039 FIXED - mar2010 >x me - "As good-looking as ever"

Minimum Safe Distance reported this one. Yeah, who knew people got so offended at leaving this as the default? Change this to better describe yourself, without indicating gender, and add, at the end, "Oh yeah, and you're as good-looking as ever of course." Before that, though, do a Health command. This turned out to be too hard for me now.

So anyway, the description is fixed.

038 OPEN >shoot pirate
>x pirate - You can see no such thing
>x corpse

Minimum Safe Distance reported this one. Not confirmed, but I can see why this would be. Disambiguation is a problem here.

I could not easily fix this. I did change the text when a pirate dies to focus on the word "corpse" which then I hope you will type to x it.

037 FIXED - mar2010 >read paper - should work. Minimum Safe Distance reported this one. Not confirmed, but check it out. Was easy to fix. Just parse read to be examine.
036 FIXED - mar 20, 2010 Shipmode directions do not work on the touch-pad specially-coded doors.

Yup. Reported by James Welsh from Belgium. I checked his transcript trying to find out another error (which was pilot error on his part) I noted a problem with those doors if you use "starboard" or "port" or "aft" to enter. They don't work, yet the door's description says they're open. FIX!

*** Possibly the "Your door is closed" needs an if statement on self.isopen == 1, and if so, allow the player to go through.

Actually, no, the real reason is simpler. I was checking against n_obj, s_obj, and other compass directions, but not my custom-made directions, port_obj, aft_obj, etc... once I checked against those as well, for all three doors with touch pads, it all worked.

   
Released to '08 Competition
 
035 FIXED When you're in a lifeboat, several problems occur. The door has the same description if it's open or closed. Each should say something different. Same goes for the portholes in the doors Fixed. When the door is open, it now mentions it. If you're in the Lifeboat, looking through the door or porthole will show you the corridor. If you're in the corridor, looking through the door or porthole shows you the interior of the lifeboat.
034 FIXED Player parts such as arm, tongue, etc, don't have very elegant messages when you try to get, drop, etc. In the class definition, I put in some default actions and better text for all the variables that you can think of. And then for specific parts, some appropriate commands.
033 WONT FIX Status line doesn't fit on a 40 column machine if all the variables have values, and score is >99. This is a minor thing, as not many people will play it on a 40 column machine, but to be honest, I do want to play it on my C64, so perhaps shorten the "Radiation:" to "Rads. No, I won't fix it because to get my game onto the C64 anyway using INFTOD64, I have to rewrite it anyway, because it's a bit too long. I have to cut down text, remove the menu system, and other things. So when I do that, I'll shorten the Status Line variable name then. Not on the main version.
032 FIXED In the Neck corridor, or the elevators on neck level, when a pirate is present, it still says "he runs around a corner" if you bypass him/her. This is silly since the neck corridor has no corridor. It should say "runs into the haze" or something more accurate.  
031 FIXED Bug on bridge: Type d3180 and it says "To confirm Separation Step One...". This is now "Step Two". Fixed in text.
030 FIXED At the end of the 100 point successful evaluation: "you watch him leave and turn" implying YOU turn, but that's not what it says. Fix it to say "You watch him leave, then you turn..." Fixed it in text.
029 FIXED In Evaluation text, "wrong- doing" (with the space.) This could simply be an interpreter error (iPot Touch Frotz) but check it anyway in several interpreters. Or just the code for that matter. This must have been an interpreter error. The source code shows no space after the dash.
028 FIXED When you >push button at the end of the game (once docked) the text doesn't mention you being escorted to custody. It should. Added a line of text to make it more appropriate.
027 FIXED

In Your Quarters, when you get Admiral Copeland's message (>msg) there are several problems:
1. "on- screen" has a space.
2. Xcoord is 182, 143, 230. This should read Xcoord is 182, Ycoord is 143, Zcoord is 230.

Fixed 2. by adding the Ycoord: and Zcoord: references. 1. must be a display error on the Frotz iPod Touch interpreter, as there is no space in the source code.
026 FIXED If you separate the Bridge Section, and try issuing the command again, it says "Stepping down" which is what should happen only if you have NOT confirmed the Separation order. Found this while testing the Self Destruct problem (#023) and fixed it.
025 FIXED Check the Computer Shut-Down command for the same issue as #023. This one required less work than the Self Destruct because no matter when you initiate it, all computers shut down, including those on the Bridge, so you end up dead just like always. There were some details, however, that needed to be fixed. This command will be shut down when Nathan arrives, and after it arrives, you cannot confirm this command.
024 FIXED Check the Flood With Gas command for the same issue as #023. This one was similar to Self Destruct, but when the countdown ends, it doesn't actually flood the Bridge if you've separated. Instead damage causes it to fail. If, however, you initiate it before separation, it actually triggers on the Ceres hull, but Whitehall and his cronies have gas masks, so it does nothing. This command is also overridden when Nathan shows up, and after Nathan shows up, you cannot confirm this command.
023 FIXED

If you self-destruct after separating the Bridge Section and destroying the Ceres hull, Whitehall is still able to talk to you, and the destruction of the Ceres still happens.
There are actually a bunch of issues here. The command daemons MUST take into account other situations.

Change the Self Destruct Daemon (and the others) to check to see if those conditions exist, and print pertinent spew ONLY if the situation exists. ie: If you set self destruct AFTER separation, it doesn't do the Whitehall spew. OR better: Shut down those commands after separation (due to the present situation.) Anyway, give this some thought.

Tough. Got through the Self Destruct, changed it significantly so that it takes into account the separation status, so if you confirm destruct before separation, it destroys the hull. If not, it destroys the bridge. You can stand down either way. Whitehall's text now better reflects the current situations. Also, if the Nathan appears, it shuts down the Destruct sequence, and after it arrives, you cannot confirm Self Destruct, as it gives your ship a command override.

022 FIXED - mar21 2010 >GET ALL in the monitor room does not get the DataCube. Instead it says "There are none at all available."

Weird. I'm guessing it's because the Datacube is "on" the monitor, ie: contained within it, and therefore not visible to the "get all" command. Will have to look into this, cause it's darned annoying.

- You can adjust what is included in "all" using ChooseObjects. If it's
called with the second argument < 2, and you return 1, that means "Do
include this object". See DM4.

021 FIXED Moving out of the brig now--your "getting colder" messages work fine,
but not in reverse:
You're very cold.
>w
Duct
You're cold.
>w
Duct Junction
You're getting cold. <-- ACTUALLY, YOU'RE GETTING _WARMER_.
>s
Duct
You can see the vapor of your breath.
>w
You can't go that way.
You feel a chill. <-- MAYBE "YOU FEEL A BIT CHILLY."? I DUNNO, BUT NEEDS WORK.
This has bothered me from the beginning. I created a new variable that notices whether or not the count is going up or down, and printing down messages for warming and up messages for cooling. I did this in a new routine, since the printing happens twice in player_health, once when examined and once after every move, as a status update.
020 OPEN Parser problems: When you try to lie on the Brig beds, the parser has to ask you which one, since there are two:
>lie on bed
Which do you mean, the upper bed or the lower bed?
>upper
That's not something you can lie down on.
I can deal with the verb not being recognized, but that it takes two turns to find that out...?
This is a parser problem. It must disambiguate between the two beds before it tells you you can't really lie on the bed. This is something I may have to live with since it's the way the parser works. Either that, or I can eliminate one of the beds. Since having two beds is not important, it may be better to do the latter - remove the extra bed - since it provides no benefit to the game, just the cramped atmosphere of the Brig, I may just remove the top bunk.
019 FIXED

>get bulb
That's hardly portable.
Is it fair to describe a light bulb as "hardly portable"? Seems like a good case for a custom Can'tGet to me.

I went through some objects and made better messages for this. If you find objects that should have better treatment for "get", let me know.
018 FIXED Did a thorough spellcheck and fixed about 45 typos.  
017 OPEN Fix the scoring. Right now you don't score as you go. This should probably change. As you do things that help you in the end, you should score. But this only works if you get punished for things that do NOT go well, which you should get penalized for (no examples in case of spoileris). Can score go down? If so, that may work. Then, at the Evaluation stage, it wouldn't actually do any tallying, it would just reveal the results of your record. Then for the final decision, the "switch" should range from actual possible results. Give this some thought prior to release. I seriously have to rethink the scoring method. Perhaps Pavlovian "pings" on the way is more standard, and can be helpful. But I need scores to be able to go down too, so I have to check on that.
016 FIXED Screwdriver is hinted at in the Freezer, if you concentrate on the door handle. Make sure the screwdriver isn't alluded to/hinted at.
>unscrew handle
You'll need a screwdriver to unscrew the safety handle.

Fixed this by changing the default "Unscrew" response to NOT hint that if you had a screwdriver it might work. Now it says "That has no visible screws".
- Update: Since pirates and Holiday are animate objects, they need to have a different UNSCREW default, so I added that too.

015 FIXED A Coordinate of 360 does not work for the Navcon. Course is not acceptable. I was checking that a number >= 360 was unacceptable, when of course it should have been >360
014 FIXED Listen to Holiday
Currently does nothing, yet my instructions say it does something. In this case, it should spit back a random event, sentence, or breathing, etc.
I gave Holiday several ramdon sayings if you listen to him.
013 FIXED Navcon coordinates are set to 112, 94, 218 by default. What happens if the random course for either final destination turns out to be the same? That would be bad. - The chances of this happening are pretty slim, considering three randomly-generated numbers from 0 to 360 have to match perfectly. But I fixed it anyway by making sure the random number generator adds one to any coordinate that matches the default.
012 FIXED If, in Whitehall's final speech, he talks about breaking out of the Brig, fix that, because he mentions it earlier when you break out of the Freezer.
I fixed that. No more redundant referral to your escape, and I updated the text a bit to focus more on the weapon.
011 FIXED "somewhat differnetly" typo
Found and fixed.
010 FIXED Get rid of the final score text. It now displays the score, of 0 out of 0 in X moves. Remove this.
- I now calculate a score based on 100, but since the REAL score can be from -100 to 100, with not-so-fine increments, I now half the score and add 50, which translates a score of -100 to 100 -> 0 to 100.
009 FIXED >CROSS WIRES
They're not something you can enter.
CROSS is already a synonym for ENTER, which causes this problem. However, synonyms can be "hijacked" for other uses, but my first attempt failed. I'm still trying.
- I successfully added CROSS, but because I did, I decided I needed to add SHORT and SHORTCIRCUIT and SHORT CIRCUIT, and since SHORT is a synonym for SUPERBRIEF, it's difficult to fix. Andrew Plotkin suggested I look at BeforeParsing and see if I can replace SHORT with CROSS before parsing, which solved the issue.
008 FIXED The description of the brig ends "The only door is north, but it's closed and locked.", which rather gives the lie to Help > Basic Commands > Objects: "For locked items (there aren't any in Piracy 2.0)..." I revised the help text to indicate that there are locked doors in Piracy, but none that require keys, so UNLOCK isn't necessary.
007 BY DESIGN When I have a high cold level, all I need to do is move away from the source to decrease it (makes sense!). However -- I ended up back in the brig with Cold: 2. I found that I could keep going N (into the door) to decrease this, even though movement in that direction is not permitted.
This was intentional, but as part of the parser, not by me. I tested by walking WEST from the Brig (a wall) and see if it does the same. I got the same result. Apparently, walking into walls passes a turn in the game.
006 FIXED "SHIPMODES" typo. Had an extra "s".
- While I was editing this command, my keyboard stopped registering the CTRL key, so when I hit CTRL-s to save, it dropped an extra "s" in place instead. Fixed. I hope this was the only place it happened, as this could be hard to track if it happened in the middle of other streams of words.
005 FIXED If you step through the wing doors it tells you. but if a pirate blocks your way, you do not actually move. Fix that. perhaps pirates don't block you in those rooms? Also a problem in the Upper Lobby as you enter Your Quarters.

- This was difficult. I made several failed attempts to come up with a solution that worked within the framework of my roaming pirate code. None worked acceptably. The original problem, the printing of "You walk through the door, and it seals behind you." being followed by "The pirate blocks you" and you ending up where you were, was hard to fix. When I did, it would think the pirate was in the same room with you, even in rooms the pirates aren't allowed to appear.
- So. The solution presented itself after a good night's sleep, as often happens, and I decided to change the GO: command for each of the rooms in question so that if a pirate is here, you are always blocked. So there's no way it can print "The door opened, the door closed". You are always prevented from entering those doors if a pirate is here. This was surpisingly easy to code, despite my previous note on how complicated the roaming pirate code is. This now works perfectly for Wing A, Wing B and Upper Lobby (so you can enter your quarters.) And it shouldn't be too frustrating as this won't happen too often. Several repeated attempts to step past a pirate is acceptable to my idea of gameplay.
- Update: Whew!

004 NOREPRO There should be a space after "Current Mode is mapmode." Currently, no space separating the sentences. This was actually a display error in Parchment, when using Internet Explorer. I do not get the same result in Firefox.
003 FIXED SUGGESTION: Lick Wires should say "Tastes like copper" before continuing on to shock you. Added to the response text.
002 FIXED SUGGESTION: Look Through Vent (both vents) should reveal something. Brig should be dark, freezer should see stuff in freezer, but only a glimpse through the louvers.
Looking through both vents now reveals hints of what's behind them. Darkness in one case; a dimly lit room in another.
001 FIXED SUGGESTION: There should be some indication that the secondary bridge is not usable while the main Bridge is operable. Something like "The red light has turned yellow, and text lights up saying "Secondary Bridge On Standby." You know that the Secondary Bridge is not usable while the Main Bridge is active. I fixed this to indicate a yellow light in the Secondary Bridge after the mechanical fault is fixed. This also now explains that the Secondary Bridge is activatable when the Bridge separates. This info is also on your computer. When Whitehall activates it, it mentions that he's jury-rigged it, and you are surprised. This should cover it.
000 FIXED >Holiday, hello - Says "Holiday is in no shape to take orders". Fix that.
- Yeah, Holiday is much more responsive now. You can ask him how he is, how he's doing, and what happened. You can say hello now, without him considering it a rude order. He reveals more of the story when asked what happened.