No doubt anyone who has been playing the javascript builds this week has noticed the bugs exploding into more bugs like mini-nukes from Fallout’s infamous “MIRV” launcher. There’s a few reasons beyond “lel they’re bad at coding” I thought you guys might like to hear about:
Have you seen “You’re still in combat, you ninny!“? Well that one has some particularly wild origins. Originally added as a failsafe wayyyyy back in the flash days, it existed to slap us in the face if a fight didn’t have proper resolution performed. We could test it using the function “inCombat()”. InCombat() also pulled double duty in late-game scenes that could be accessed via friendly dialogues OR fights. You might find it strange that something so simple would blow up in such a major way AFTER so much hammering on basic combat tests on Mhen’ga. I did. It turns out reality is just fucking strange sometimes.
Early on during the porting process, inCombat() was set to always return “false” no matter what was happening in the game, just to get that precious, first compile. Hundreds of man-hours later, it was completely forgotten about. New combat subroutines worked fine, and we weren’t into the late-game content that leaned on it for anything yet… until suddenly we noticed it wasn’t working as intended… and fixed it.
Now every save loaded up and screamed about being in combat! Fortunately the error could be cleared off by completing another combat encounter (and I THINK the underlying issue was addressed as well), but that didn’t make it any less annoying for people bumping into it.
Another one? Prettify Minutes.
This bad boy existed in two different places in the code… in two slightly different forms. Sounds like a simple fix, right? Just prune one and move on! Well, not quite. Some content looked for the pruned version and exploded pretty messily when it couldn’t find it. That’s real damn bad for a common utility function that would get looked at any time you opened… your email inbox, for example.
And another one…
We also rolled out updates to how we deploy to better handle applying fixes to both backer & public builds while the content is split on a planetary basis. One of the changes was to stop them from loading content that’s not supposed to be accessible. That’s fine most of the time, but let’s say there’s a character on Uveto who has events that can happen inside Tarkus’s nursery. Now the game’s blowing up every time you step into the nursery because so far as your build of the game can tell, it doesn’t exist.
The solution is for us to clean these up as we find them and relocate events like this to appropriate code chunk. We aren’t in the wild west flash days where every function was sitting out, globally accessible by damn near anything else in the game. And we’re working on cleaning all this up, I promise.
TL;DR: The game works well, but we’re still making aggressive changes to things under the hood that sometimes blow up in a big way. I’d keep writing more stuff, but I have bugs to squish.
~Fen
Some Notable Bugs Squished
- Sleeping on the ship no longer crashes.
- Fixed a few crashes in the maternity area on Tavros Station.
- Recruiting Yammi no longer crashes.
- Yammi actually shows up in the follower list once recruited.
- Fixed a crash when talking to Bianca about work.
- Fixed crashes when trying to start certain sex scenes with Kase.
- You can no longer do Yoga with Paige while sore. I did this one because we got a bug report about Sore not vanishing on sleep… because the value had somehow stacked well into the 50’s. Sleeping only clears 3 at a time.
- VKo’s custom input can no longer be used with old cheats. We have no interest in fighting with those bugs when we have a fancy new cheat menu. (You can get to the new cheat menu by clicking on the top of the “i” in TiTS several times in a row after loading a save, then opening options and selecting the new Cheat submenu.)
- Removed duplicate function for adjusting soreness values.
- Improvements to drop menu UI.
- Added trade menu UI.
- Fixed a crash with Ovilium I thought I fixed already… but it turns out I had missed changing one important value…
- You should now be able to delete saves.
- prettifyMinutes shouldn’t be crashing anything anymore.
- A fuck of a lot of other fixes and changes. I mostly listed the fixes I tackled myself as well as some of the more easily visible changes from the rest of the team.
Public source code update when
You want it out ASAP?? Then you better hippity-hop to it – start smashing those bugs!
Oh, you don’t WANT TO fix bugs? You don’t know how?
Hmm, then I guess you’ll have to wait as long as it takes!
>Guy asks for source code
>”mmmh I think not sweetie, gotta fix those bugs first!”
>Looks at current public source code
>Last commit almost 2 entire years ago
Bruh, how do you want anyone to actually help with bugs when they can’t even have access to the actual code. The only thing we have is an old version still running on the decrepit technology the devs are actually trying to save the game from. We can’t even point out the actual issues given how we don’t even have the actual code the first guy was most probably asking for. Only thing we can realistically do is point out bugs as we encounter them, which is slow and doesn’t change the fact that we are blind to what actually are the issues until the devs go over them one by one.
Yes, we could wait for “as long as it takes”, but if “as long as it takes” means “until it’s bug free”, it kinda defeats the whole point of wanting to actually fix those bugs to begin with.
There’s a new coder who has been volunteering. As in doing it in his own time, for free [probably]. Pretty sure it can all be kicked into motion with a simple message to a Mod at FenCo.
Also, its this kind of pushing while there are still a ton of bugs that have destroyed a lot of good games over the past few years. Games that had potential but fans (and some investors) pushed the developers into releasing a game before it was ready. For example, Cyberpunk 2077 & FNAF: Security Breach
You… you know updating the source code on github is absolutely nowhere even near “releasing” the game, right?
Asking for a source code release is nothing at all like pushing for the developer to release the game before it’s ready.
For that matter, that sort of comparison is meaningless here given that we’re all actively playing what’s essentially an alpha build.
The Wiki is updated based on the source code. Nobody wants to use a TF 1000 times to calculate the probabilities of each effect. Or figure out the exact requirements and limits for every sex scene.
Can’t imagine FNAF or 2077 being a lot worse than they are/were if they had followed an open source development scheme to begin with.
I’m learning a bit about coding in my Bioinformatics course at university, and my appreciation for you guys has grown infinitely. I’ve always appreciated the Mods and Coders and everyone who works on the game, but…. I can barely get through altering a Complimentary-Strand program without blitzing the whole thing out.
Turning/Changing TiTS – this huge, beautiful game that has affected my life in so many positive ways – into a completely new engine? I would have lost my mind months ago.
All of this is to say — THANK YOU MODS! THANK YOU CODERS!! Don’t give up! Your efforts may feel underappreciated, and I can only imagine how annoying and overwhelming it is to have thread upon thread of the same damn bug popping up in the forums. But! In my eyes, and to so many others, YOU are superstars who are halfway through the 100 Mile Endurance Run.
TiTS Community — If you are reading this, PLEASE see if the bug you’re reporting already has a thread before you make a new one. Let’s do our best to reduce the anxiety and stress levels of our beloved Bug-Smashers.
99 errors in the source code, 99 errors in the code. Patch one out, test it all out, 398 errors in the code.
A QA engineer walks into a bar. Orders a beer. Orders 0 beers. Orders 99999999 beers. Orders a lizard. Orders -1 beers. Orders a ueicbksjdhd.
First real customer walks in and asks where the bathroom is. The bar bursts into flames, killing everyone.
-Brenan Keller (where I saw it, anyway)
I know fuck-all about coding, so it amazes me how weird some bugs can get. I remember reading about how some WoW patch in I think 2019 or 2020 somehow screwed up something in a raid from 2009. How does that even happen? π
Well, when two bugs like each other very much…
Because some bugs don’t have immediate negative effects. The unintended effect just never comes up for a while. So while the bug goes unnoticed new code is built on top of bugged code.
Some of that new code uses bugged behaviour as a feature, without realising it’s not a feature, it’s a bug. Just because it’s unintended does not mean it’s necessarily negative.
And then some of the other new code behaves the way it shouldn’t, the coder looks into why, discovers the bug and fixes it.
Now all the code that used that bug as a feature crumbles due to its foundation disappearing.
Imagine you are a cook and are cooking for a massive, 5 stars wedding reception with hundreds of other cooks.
So you start out just cooking pasta with salt. It’s no big deal, you have done it hundreds of times. But just when you are about to finish, you notice that what you thought was salt, was actually changed into sugar, while you were cooking with it. It was definetly salt when you started, but now it’s sugar and a dozen other cooks have already started baking cakes with what is now sugar. So you can’t just change it back.
And now your supervisor starts screaming at you about getting the pasta done. How incompetent do you have to be to screw up macking pasta, after all. So now you panic and just start throwing together all sorts of spices until that pasta ends up tasting somewhat like pasta with salt.
That is just the first week in a year long process and you start working on your next task and soon forget about what a mess making that pasta was. Dozens of other cooks will use your pasta to make more elaborate dishes without the faintest idea that it’s not really pasta with salt, but a huge mess underneath.
Halfway through cooking the chef comes in and tells everyone that the wedding reception was scrapped and that they are now cooking for a barbeque instead, but that you shouldn’t throw away the already cooked food, since it was expensive to make, and rather reuse it for the barbeque somehow.
i just figured the bugs were a side effect of the port (what works in one language breaks in another)
I honestly do NOT have any problem with waiting for the bugs to get fixed. I know enough about coding (took a few online courses) to figure out how 1 line of code can screw everything over majorly. So I have no issue waiting patiently as each bug is squashed out.
What I Can say is that for the brief period of time I played. It, was, Awesome! I always forget that something as simple as a U.I. change up can alter your experience with something so much. (be it a game or anything in general)
I can’t wait until everything is finally stable, And who knows. Maybe well finally see the ending of this story in another 10 or so year’s. (here’s hoping our libido’s keep up)
And how to activate the cheat menu? I didn’t understand how exactly
Once you’ve loaded your save, go back into the main menu and go into the options, it’s down the bottom.
To activate it so it appears in your options menu, just load your save, go out to the main menu and tap the dot on the i until it confirms the unlock π or, at least that’s what fenoxo said in his tweet
Man, I can only imagine how much of a pain it is to work on a project that switches engines, let alone one that’s been in development for so many years. Best of luck with getting it all set up! π
Will there be a downloadable version of JS TiTS at some point?
Yes.
I sympathize with small bugs causing huge problems for the user. I have had to deal with that in my own career as well.
Now that I have had a chance to actually explore the public content, the JS port looks really nice so far. Very nicely done. Can’t wait for the downloadable version. For no real reason, I’m playing in Private Browsing, meaning I am unable to save my game in the browser itself. For that reason, I am looking forwards to a downloadable executable when it becomes available, though I realize getting what you have to work is priority for now.
The one big thing that throws me off is a minor, but irritating UI issue. Muscle memory has me looking for the North/South/East/West buttons in the list of ten buttons at the bottom center of the screen, and they aren’t there anymore. It’s frustrating. Especially since the Up and Down buttons ARE still there! It feels inconsistent and might be worth looking into.
The up/down buttons are actually with the other nav buttons as well, but I’ve kept the old locations in the dock too for now, since the hotkeys for them aren’t final.
Yeah, I got hit with βYouβre still in combat, you ninny!β fairly frequently. That was fun.
Honestly haven’t encountered any annoying bugs yet. The only thing i don’t like is the user interface so far. There’s so much space that just spent needlessly, maybe return the information column on the right, like in CoC2?
Also, it’s annoying to compare weapons in the shop all the time, could you please make the damages be shown in the description, without needing to press “compare”.
Lane’s “services” still bug out for me:
Version: 0.69.420 -BACKER#1105
Message:
pc.inventory.hasArmor is not a function
Stack:
rg/
Looks like somebody’s already fixed that one. After syncing the weekend work, “pc.inventory.hasArmor” doesn’t exist in code.
Fixt for next patch!
Lol faster and better response from these devs who owe us very little… than we get from triple-a game studios ‘customer service’ teams.
and some of them dont even bugfix most fallout/skyrim bug fix/patches come from the glorious heroic modding community ;p
Also if you have Inline Images turned off it crashes the moment you meet Celise.
So, I’m stuck in coversation with mirrin RN with no way to close it. I swear I encountered this bug before back when NT was first released. Also, the ZK Rifle likes to poof, and opening Anno’s shop interface causes a game crash. TBF, the ZK Rifle could have been lost on New Texas, which is a real shame since I don’t actually know of very many better weapons in the game. That gun carries you right through myrellin up until the merc base content. Selling a purchased special item to Colenso causes a crash. The chest is what caused it, probably not item specific, tbh.
These are all the bugs I could bother to sit down and find.
Colenso bug: window.sremoveRaskLoot is not a function (Looks like some code is missing?)
Anno shop: Shopkeeper setup!
Mirrin: No debug code output. Which is the same thing I swear I encountered before, too.
ZK Rifle: Probably lost on NT due to not rearming.
Ya’ll probably know all this stuff already, but yeah. Figured I’d finally sit down and see if I can pinpoint a few bugs.
Tarkus End quest also has a crash when defeating the captain.
Cannot read properties of undefined (reading ‘vaginalCapacity’)
How in the world have you folks gotten so far in your saves?
Lots of fixes AND Fen even categorized this as a Trials in Tainted Space post!
In having fun with the public build as it is. I keenly brushed up on JSON editing to input my space kitsune morph from and old export file from Flash.
I just seems that some stuff isn’t fully “hooked” on just yet. I get random crashes with some items, so I stripped her naked and bit by bit added in (with cheats) items that still work.
I’m sorting through old codex Stat tracking that crashes the JS version when accessed. It’s like either there’s nothing for it to hook into or data from those advanced areas being Mhenga just aren’t implemented yet.
But 95% of the time I can just walk through and play the game and schtupp whatever I like so long as I more what fails and further edit my save file to thwart the bugs.
I’m liking it! π
So, I’m a massive fan of the game but one thing has kinda been bugging me… Is the main flow of the UI going to be changed? It feels very clunky and unintuitive. A lot of things add up where even basic movement is getting in the way of having fun…
Yeah my main complaint right now is having to switch between the map and my stats, because I like to look at both simultaneously. I sometimes have to flip between my Stats then the Map, then Stats again because I forgot/didn’t register what my energy or lust levels were (ADHD brain at its finest)
Coding is hard, y’all. Working with old code is also hard. That’s right. What they’re doing is Double Hard.
Thank you very much for the game release. Regardless of the bugs, I’ve been waiting awhile so I could play this on my laptop. Just thought I’d mention a possible bug I noticed. When buying or looking at armor, the defense itself isn’t shown, only the resistances.
Reading the trials and tribulations of bug hunting is almost as entertaining as an actual update.
Lust is stuck at 75 for me no matter how much I try to lower it. It also shows up as NaN for some reason. Thought y’all should know.
Seeing as this is comparatively early stages of the javascript port, have you considered taking advantage of that fact to add they/them pronouns or other similar features? It’s always struck me as odd that despite being set in the far future where physical characteristics can change overnight on a whim as long as you have the money, everyone considers everyone else to either be male or female and use he/him or she/her pronouns exclusively, let alone being either just male or just female. I know there’s coding hassle involved in supporting ALL pronoun possibilities, but still, they/them seems like an easy step to take at this stage.
I tried playing the public javascript build, but the game crashed completely before I even gained proper control of my character. I think I’ll let this one boil for another six months or so.
…I just noticed something after loading up the game for a second time… Not sure if it’s intended, but I noticed that I could go back to FIRST-14, which I don’t think I could the first time I played… And I couldn’t go back to New Texas, which I most definitely could do the first time. Might be intended, but in case it’s not, thought I’d say… Public build, by the way.
This error appeared after trying to use the sense command on a camouflaged vanae huntress:
Version: 0.69.420 -PUBLIC#1107
Message:
this.processCombat is not a function
Stack:
value@https://www.fenoxo.com/play/TiTS/release/main.758712b4.js:1:6656028
value@https://www.fenoxo.com/play/TiTS/release/main.758712b4.js:1:6574779
value@https://www.fenoxo.com/play/TiTS/release/main.758712b4.js:1:6573968
value/<@https://www.fenoxo.com/play/TiTS/release/main.758712b4.js:1:6525216
doClick@https://www.fenoxo.com/play/TiTS/release/main.758712b4.js:1:10935013
value/a<@https://www.fenoxo.com/play/TiTS/release/main.758712b4.js:1:10597775
s@https://www.fenoxo.com/play/TiTS/release/main.758712b4.js:1:7267600