Alpha Tests Thread

Thothie

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One more alpha pack up... This'll have to be the last one, if we wanna beat the grinch.
 

Keldorn

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Titles no longer seem to work, everyone is an adventurer now.

Skeletons seem to get up properly now.

The exp bug still hasn't been fixed, though it'd probably be somewhat difficult to do without timing; you'd have to kill ihotor right as one of his minions spawns.

Easily done with dev commands though, if you want to figure out what's going on.
 

Thothie

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There's no hurt triggers around Ihotor... Eh... You mean the monsters are getting that old invulnerable/infini XP bug if their monster spawns are removed? :\

Damn, we may need to go back to the old delete and fade method, instead of the suicide method.
 

Keldorn

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I thought that all of Ihotor's minions were just supposed to die/fade away once you killed him.

This doesn't happen to the minions that spawn just before Ihotor dies.

In any case, here's what happens when you push them down a pit.

Archery 1-26 in a few minutes! :D



I think this could be prevented by removing the invuln flag during spawn for infinitely spawning monsters, it's not like temporary incorporeal gibbed minions are as big a problem as invulnerable monsters that give infinite exp.
 

Thothie

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Sadly, it has less to do with the temp invulnerability and more to do with a more fundamental code side bug - this is the ressurection of an old bug - if you kill a monsterspawn, it stops the monster's death sequence mid-code, as the code tries to call back to the non-existant entity. The work around auto-kills the monster when his spawn dies. The monster is invulnerable for that split second, however, the suicide method was scripted to work around that - but it seems, even so, if the monster tries to die in that moment, again, the bug returns.

3004619606_35994044ea.jpg

Code:
		if( pev->owner )
		{
			CBaseEntity *pOwner = CBaseEntity::Instance(pev->owner);
			if ( pOwner ) pOwner->DeathNotice( pev ); //Thothie DEC2010_22 - check that pOwner exists
		}

This is a fix MiB put in awhile back, but I think we removed it as part of the anti-gibbing effort... Restoring it seems to fix the problem... Although, now the monster doesn't auto-die once the monsterspawn is removed - it just stops more from showing up. It *does* however, call a script command, so I can cause individual monsters to die when their spawns are removed - it just isn't any longer the default behavior. Not sure what maps this may cause issues on - old_helena maybe.

edit: I think I'll just add a map flag, so that those maps that assume the creatures are going to die when their spawns are deleted will retain that behavior, and should the monster die in that two second window where it isn't "fully initiated", it'll delete-fade instead (no XP loss there, as the players can't harm it in that window anyways). On new maps, the monster will remain, but not have any issues, save that the missing monster spawn will no longer pump out new critters. Maybe I'll also add a "set_die_on_spawn_removed" addparam, so mappers can decide which behavior they prefer.

Too bad the mstrig_stopspawn doesn't work, or we likely wouldn't run into this issue at all, save on cheat maps.
 

J-M v2.5.5

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THE J-M SUGGESTION:
Permanently remove infinitely respawning monsters, everywhere.

(I'm not sure if it'd work as I'm just an observer here, but it sure would be great... *continues dreaming*)
 

Thothie

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Kinda kill all your free roam maps though. ;)

A lot of the bosses are basically free kills once separated from their escorts, and the rewards for them are balanced out in such a way that assumes that they are not going to be put in said situation (or, in those few cases where the boss does not have infini escorts, rewards are nerfed accordingly - or the boss is amped accordingly.)

There's also the various monster spawn counting bugs, that infini-spawn monsters prevent - like on nearly all the Kill #X monsters to progress to next wave setups (old_helena, foutpost, gert_forest, etc.). These are dependant on both the infini spawn monsters, and the ability to delete spawns without causing issues.

In anycase, infini-spawn high end monsters are, believe it or not, against policy - but in neither of those situations are the monsters truly infini-spawn. Kill the boss, and it stops, or complete the wave, and it stops. The one major violation we have on that, that I can think of off-hand, is in Lodagond with the minions (okay, kill the portals and it stops - but they are hardly a threat in and of themselves)... I think there's one or two others out there though. (Although the new hostile sorc_villa has so many monsters, it midas well be infinite, even though I think it's actually about 300 or so.)
 

Thothie

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Alpha server to be lagging like mad until stated otherwise... (Prob sometime 'morrow afternoon.) Might still be usuable though, so I'll leave it up.
 

SilentDeath

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Did cleicert 3 times, no dev commands, with 2 players, 1st time about equal dpoints, 2 items in arti chest both got to pick, and normal chests empty. 2nd run one at 90k the other at 3k dpoints, no arti chest, no failed to qualify msg, and only thunder axe in normal chest. 3rd run one 84k dpoints other at 5k, no arti chest 5k got failed to qualify msg, and normal chests empty.
 

Thothie

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Sounds like it could be about right on the arti-end. Send chat logs... Easy to fail all spawn chances with two players - just wanna make sure it isn't also eliminating more players than it should.

Seems there should always be *something* in those chests though - gold, pots, etc. I didn't do anything to the functions the chests are using for that bit. :/
 

Thothie

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NVM... That was *my* server, wasn't it? ><

Sorry about the lag... Can't find the second Evengelion Rebuild movie on Blue Ray for the life of me, so had to sail the seven seas last sec before Christmas. :(

Darn... Looks like you failed to qualify twice vs. Another Sweater, although I screwed up the debug, so I can't see by how much nor be sure why. >< Looks like, beyond that, it was just a matter of failed spawn chances (which you don't get a message for.)

One bug I see is that it is doing spawn chances by the number of qualifying players, rather than the total number (fixed).

Still need to see waddup about the lack of general items is and test that though.
 

Keldorn

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I've had a lot of problems where normal (brown) chests constantly only gave gold or no loot at all, but I always assumed it was a side effect of lag or having developer mode on.

Getting attacked by the cultists in Aleyesu seems to produce a "script not found effect.script" error.

The cannon in oceancrossing appears to fire vertically or backwards into the ship for some reason (wtf?) making it impossible to sink the enemy ship

Drinking a flesheater potion with something in your other hand seems to cause you to "drop" the spell. (Which has a quarterstaff model, oddly enough)
 

Thothie

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Keldorn said:
I've had a lot of problems where normal (brown) chests constantly only gave gold or no loot at all, but I always assumed it was a side effect of lag or having developer mode on.
Damned, now we're all asses... Taking some hacks at it...

Keldorn said:
Getting attacked by the cultists in Aleyesu seems to produce a "script not found effect.script" error.
Maybe if they somehow attack you before they are fully initialized you'd get a "script not found EFFECT_SCRIPT.script" error? Hrmm...

Keldorn said:
The cannon in oceancrossing appears to fire vertically or backwards into the ship for some reason (wtf?) making it impossible to sink the enemy ship
Blast, someone made a complaint that it didn't face the way you wanted it to when placed, and I didn't recheck the fix against OC, where I guess it isn't facing the direction it should to begin with. I'll rig it so it doesn't do that in oceancrossing, thus reverting to the old behavior.

Keldorn said:
Drinking a flesheater potion with something in your other hand seems to cause you to "drop" the spell. (Which has a quarterstaff model, oddly enough)
*sigh* I'll have to make it two-handed for the same reason the scrolls are, I suppose, as counterintuitive as that is. (Shows up as a quarterstaff as there's no on-ground world model for them, so it lands on the quarterstaff index.)
 

Keldorn

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Blocking a successful attack with an unholy or shadowfire blade reports a miss in the bottom right hud even if it damages you, and they actually block somewhat less damage than longswords, greatswords, or spiderblades do (These report that the attacks hit just fine).

You can't block at all with novablades.

The chest not giving any loot bug is actually kind of old, I remember being frustrated with it when running ww3d back in jun2008a for [zomg spoilers].

It just seems to be happening more often.
 

Keldorn

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For some reason dragon axe's right click ability shoots out from above the player.
 

Fegged

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Found a old_helena bug,
SOMETIMES the Orc's are attacking each other and yes i just used the slayall command


Yeah here you can see it O_O

Happend now 3 Times in my own server (Just me)
 

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Solo'd cleicert 1 time and got money out of the chest and a lrod out of the artifact
No Commands used.

Was doing the_wall creating heads to find out some stuff,GIB isnt that transparenty like it was (And i don't know if the old weapons should block,because GIB doesn't block aswell)

ms_wicardoven crashed when i wanted to get to the last chest (orc one)
 

Keldorn

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Rideon said:
Found a old_helena bug,
SOMETIMES the Orc's are attacking each other and yes i just used the slayall command

Yeah here you can see it O_O

Happend now 3 Times in my own server (Just me)

This usually happens as a result of monsters staying alive after their spawn has been disabled/killed.

This is common when slay commands are used, and should be addressed with the fix Thothie mentioned earlier.

Rideon said:
Solo'd cleicert 1 time and got money out of the chest and a lrod out of the artifact
No Commands used.

Dunno what's up with the regular chests not giving anything except gold, but the artifact chest is supposed to contain lrod.

For some reason I've been getting nothing but gold from the old_helena chest as well, starting to wonder if it's just particular chests that are bugged.

Rideon said:
Was doing the_wall creating heads to find out some stuff,GIB isnt that transparenty like it was (And i don't know if the old weapons should block,because GIB doesn't block aswell)

ms_wicardoven crashed when i wanted to get to the last chest (orc one)

GIB does not block with right click because it is a one handed weapon.

What sort of crash did the chest give you?

Crash to main menu?

Game freeze?

Error, then exit?
 

Thothie

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Rideon said:
Found a old_helena bug,
SOMETIMES the Orc's are attacking each other and yes i just used the slayall command
Yes, I'm responding to a bug report from my family Christmas dinner, because yes, I am a dick.

Using Slay All causes the affected creatures to take on the "hated" race, which hates everything, including itself, so as to ensure there's no race conflicts preventing the final damage from coming down from affecting them. Creatures are also unaffected by Slay All damage for the first 2 seconds after spawn. They *should* ignore the command, but as the damage catch and the slayall command reciever are in different scripts, they can get out of sync if there's a lot of critters running about at once.

Thus, monsters more homicidal than usual.
 

jon50559

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...New Year's patch? :wink:
 

Dridmar

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...Boxing Day patch? :wink:
 

Keldorn

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Never knew slay commands did that, interesting.

Still have about two more hours for a Christmas patch in the West Coast :D

[/pressure]
 

Thothie

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Meh, 11 minutes past midnight PST, and I just got home after cleaning up the folks haus. :/
 
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