Bug Reports FEB2011a

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Keldorn

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The room right after the Greater Ice Elemental in Catacombs bugs out often, leaving the entrance to the next part blocked off.
 

Thothie

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I assume you mean the room with the icy lost souls and woolly spiders? (With one at the back on a perch)

Was afraid of that - monsters have differing numbers of lives there, but I was hoping we fixed that bug with all the monster death changes we made back in DEC2010... No such luck I guess... Will add trig_counter there.
 

J-M v2.5.5

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Yeah it bugged twice there for me.
But Keldorn is rarely wrong in his bug reports so it might also actually bug after the greater ice elemental. Never seen it happen myself, though.
 

Thothie

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That's the room right after the ice elemental, so I assume that's what he meant. :\

Ice elemental being a single monster on a spawn not very likely to trip that bug - although he's an insanely nasty bugger who takes a bit to kill.
 

SilentDeath

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Yeah I've had that room bug a few times as well after greator ice elemental the room with woolly spiders and icy skulls
 

Hakariaki

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J-M v2.5.5 said:
There's a funky missing texture in lodagond-4 on the fire pillar thingies (not related to the infamous 'texture bug'; this thing always shows up): clicky

I dident have that missing texture problem, worked fine for me.

CrazyMonkeyDude said:
Snow Wolf / RaZoR said:
Bolts/Arrows don't stack :(

Thothie in betapack update said:
• Changes to Ammo Stacking System
- Ammo will not stack until you open the container holding the items
- This prevents crashes from withdrawing items from chests and various exploits
- Beware, when drawing a lot of arrows/bolts from a chest, you may need to "shake" your quiver a few times to get all the stacks to form up, by opening and closing it, or you may hit the item limit sooner than expected.
J-M v2.5.5 said:
That ^ doesn't work for most people. It works for Hakariaki and Skiftnycklar, but not for me, zeus, Keldorn, SilentDeath, Orochi, and much, much more people.

It worked fine for me untill i droped bellow 100 blessed bolts, after that they stoped stacking. Guessing my old bolts had some script on them saying stack these damn bolts up.
Havent tested with the holy arrows and explosive bolts yet. but they did work while we did catacombs.
 

Keldorn

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Thothie said:
I assume you mean the room with the icy lost souls and woolly spiders? (With one at the back on a perch)

Was afraid of that - monsters have differing numbers of lives there, but I was hoping we fixed that bug with all the monster death changes we made back in DEC2010... No such luck I guess... Will add trig_counter there.

Yeah that's the room I meant.

Using healing circles in that room seems to make it happen more often.
 

J-M v2.5.5

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Here's a really hilarious bug:
monsters/zorc_archer1 (as seen once in the_wall, after killing Ulectrath) does a nifty helmet-switching trick all the time without using his hands. Whenever he's firing his bow, he's wearing one of those helmets with long, curled horns. Whenever he's wandering around (this includes the pauses between firing shots) or meleeing, he has one of those 'Viking helmets' on top of his head.

Before (wandering around / meleeing):
zorc_archer1_01.jpg

After (shooting):
zorc_archer1_02.jpg

Edit: Just noticed the bow model also changes, as the screenshots illustrate.
 

Thothie

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Yeah... That there be the classic submodel scramble bug. *sigh* Nothing I can do about that without figuring clever ways of eliminating submodel groups.

Keldorn said:
Using healing circles in that room seems to make it happen more often.
Probably co-inkie-dink, but it maybe the extra server load of the circle is making the issue more likely to crop up. We've had this bug since long before healing circles (dates back to the first MSC 1.0 release of Thornlands, and actually goes back to MS 1.3, but it was less prevalent then). The game just seems to get confused when there's monsters with differing numbers of lives attached to the same spawn. If it was consistent, we probably woulda fixed it by now, but alas... I was hoping maybe it was related to monster death reports. We made a lot of changes there in anti-gib efforts, but I guess none of them fixed it.
 

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Freerad

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Not sure if anyone mentioned this either, but the 2 greater undead fire giants on lodagond-1 give zee-ro xp
 

J-M v2.5.5

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J-M v2.5.5 said:
Wild Boars and Greater Undead Firegiants don't give XP.
lvb2555 said:
Not just the wild boars, also the Albino Boars in smugglers_cove don't award exp, I haven't checked any of the other boar-types elsewhere yet, but it might extend to the ms_snow/nightmare_thornlands boars (since I have the strange suspicion the snow boars and albino boars are ....similar >_>)
Bug reports are appreciated of course, but these were already posted.
 

CrazyMonkeyDude

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hey guys wild boars, undead firegiants and albino boars dont give any xp
 

J-M v2.5.5

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CrazyMonkeyDude said:
hey guys wild boars, undead firegiants and albino boars dont give any xp
Who do you think you are? J-M v2.5.5?
:?

Edit: Shadahar Warriors are still able to hop around if they are encased in ice whilst their thunder axe is in flight.

The Shadahar alchemist is very easily distracted. This causes his menu to close. Sometimes the very act of jumping around can cause him to close his shop menu on another player.
 

miko2386

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using leadfoot potion will lead both to enemy and yourself unmoveable
 

Keldorn

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Thothie said:
Also Not liable to go away soon:
...............
- Can't push monsters while under the effect of leadfoot potion

Force caging monsters seems to make their hitboxes go all wacky for the duration of the cage.
 

Thothie

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miko2386 said:
using leadfoot potion will lead both to enemy and yourself unmoveable
Your enemy should still be movable, just not by you. You are effectively rendered unable to add or set velocity on other targets for the duration of the potion (though as noted, that works both ways, with a few exceptions designed to stop you from getting stuck inside things - or map push brushes).

Oddly enough, the same "nopush" flag doesn't stop monsters from pushing players around. :\ I suspect it may have something to do with the fact that all the player add/setvelocity requests go through his weapons, not sure.

Keldorn said:
Force caging monsters seems to make their hitboxes go all wacky for the duration of the cage.
Probably the result of the method I used to stop them moving more effectively. :/ Bleh, I wish I had better methods for keeping fuggers still.

J-M said:
Edit: Shadahar Warriors are still able to hop around if they are encased in ice whilst their thunder axe is in flight.
Speaking of better methods for keeping fuggers still... I think the force cage works on them a bit better, in that regards, than the ice cage - but of course that method leads to the hitbox issue mentioned above. But yeah, it's still chalked up to the "- Some monsters still capable of some acts while frozen (jumping, etc.)" persistent bug.

J-M said:
The Shadahar alchemist is very easily distracted. This causes his menu to close. Sometimes the very act of jumping around can cause him to close his shop menu on another player.
Hrmm... He has reactions for people jumping up on his table or the shelves behind him, but they shouldn't make him surrender his menu or store. I'll have to look through though, as I'm not sure what actions cause the store menu to close by default, if any. Seems, short of the guy getting killed, it should stay open - and even then... :\
 

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Thothie said:
J-M said:
The Shadahar alchemist is very easily distracted. This causes his menu to close. Sometimes the very act of jumping around can cause him to close his shop menu on another player.
Hrmm... He has reactions for people jumping up on his table or the shelves behind him, but they shouldn't make him surrender his menu or store. I'll have to look through though, as I'm not sure what actions cause the store menu to close by default, if any. Seems, short of the guy getting killed, it should stay open - and even then... :\

If anyone in the room moves at all he looks at them and the shop menu closes. Possible fix increase the time before he looks at a new player. This also happens sometimes with Forsuth on ms_snow.
 

Thothie

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Suspect maybe there's a procedure in setmovedest (which they use to face you) causing the menu to close. Might be a simple code-side fix to remove that, although I can't think of why it's there.
 
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