Bug Reports: JAN2010b

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Keldorn

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Re: Bug Reports: JAN2010a

Thothie said:
Keldorn said:
Dmgmulti/hpmulti don't seem to give the proper experience boost for some monsters, this is most easily seen in islesofdread1.
Will examine.

edit: Cannot duplicate. The little sand scorps on islesofdread1 are based on a creature worth 15XP - they return 135XP, thus system must be working. :\

Did you try this on your own server, or on one of the others?

I tried this on the Blastnet servers, I believe the Hell's Diner server, and one other one, and the small sand scorpions gave 15 exp.
 

Thothie

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Re: Bug Reports: JAN2010a

The source of all evil said:
if ( game.fn ) local EXIT_SUB 1 //FEB2009 - prevent hp/dmgmulti XP bonus without map authentication
Woulda noticed, but don't do testing on FN, save when testing new FN functions.
 

J-M v2.5.5

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Re: Bug Reports: JAN2010a

Just beat Runegahr with five others and... he worked flawlessly :oldshock:
No teleporter bugs whatsoever.

But I have some other (possibly old) bugs to report:
- When you try to cast a spell, but get rejected due to too many FX being present, your mana still gets drained.
- The lightning rod lightning bolt does no d.o.t. when you have between 50 and 100 mana ("Lightning Rod: Thunderbolt - Insufficient mana!") but it does do the impact damage.
- Shooting Dwarven bolts from above down to some monster, or vice versa, does not do damage at all.
- Players can't cast magic circles inside magic circles (exception: hoarfrost ice circle inside healing circle, which I also think you should block), but monsters do it all the time.
- If I use demon blood, it only works against monsters who attack *me*. If a monster uses demon blood, it works against me, regardless wether I attack him/her/it or not.
- If you can't summon a monster for whatever reason, your mana is still drained.
- If you use a spell and immediately afterwards want to use another one, it has to recharge.
- The bandit bosses in helena still don't like servers very much... got this crash bug today after smiting some big guy:
msc_helena_bandit_boss.gif
 

Thothie

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Re: Bug Reports: JAN2010a

- When you try to cast a spell, but get rejected due to too many FX being present, your mana still gets drained.
Spell should still cast, but you won't be able to see it.

- Shooting Dwarven bolts from above down to some monster, or vice versa, does not do damage at all.
Hitboxes? :\

- Players can't cast magic circles inside magic circles (exception: hoarfrost ice circle inside healing circle, which I also think you should block), but monsters do it all the time.
Nice try. :p

The only circle you can't cast inside another of its own kind is the healing circle. This is deliberate, it's called making sure you aren't perpetually invulnerable.

In most cases, monster's circle effects do not stack, just like you stacking ice circles does not stack the damage. So, in terms of damaging circles, you and the monsters are in the same boat.

If it makes you feel any better, no monster can cast a healing circle inside another either... I can say this with confidence, for no monster can cast healing circle. ;)

(But everytime you complain about a monster being able to do something you can't, God kills a cat girl. There's a reason why we call them monsters.)

- If I use demon blood, it only works against monsters who attack *me*. If a monster uses demon blood, it works against me, regardless wether I attack him/her/it or not.
1) No. It'll work against anything you attack. and 2) What monster is using demon blood?

- If you can't summon a monster for whatever reason, your mana is still drained.
That might be hard to fix given the way the magic hand registration works... I might be able to refund mana, I'll have to see how it works out the abort. (edit: Yeah, best I can do, and then only in certain situations.)

- If you use a spell and immediately afterwards want to use another one, it has to recharge.
?

- The bandit bosses in helena still don't like servers very much... got this crash bug today after smiting some big guy: [precache error]
Will examine... (edit: Got this one - caused by a sound his chest uses, that is not precached, fixed.)
 

J-M v2.5.5

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Re: Bug Reports: JAN2010a

Thothie said:
The only circle you can't cast inside another of its own kind is the healing circle. This is deliberate, it's called making sure you aren't perpetually invulnerable.
Please don't get me wrong; I wasn't trying to get you re-enable HC-stacking. Nor am I trying to get you to disable Shadahar spamming death circles. It'd just be nice if, for example, elementals wouldn't be able to cast their circles in ours, like we can't cast ours into theirs.

Thothie said:
1) No. It'll work against anything you attack.
...but only if they attack you too - try it in-game and see for yourself.
And some bandit bosses use demon blood so now and then.

- If you use a spell and immediately afterwards want to use another one, it has to recharge.
What I mean is:
If I use spell A, and then instantly want to use spell B, spell B has to recharge, while I didn't even use it yet.
 

Thothie

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Re: Bug Reports: JAN2010a

Please don't get me wrong; I wasn't trying to get you re-enable HC-stacking. Nor am I trying to get you to disable Shadahar spamming death circles. It'd just be nice if, for example, elementals wouldn't be able to cast their circles in ours, like we can't cast ours into theirs.
You're saying you can't cast a healing circle inside of a death circle or, say, a fire elemental's flame circle?

I was not aware of this. Can't think of why you couldn't. Healing circles only look for one another - they don't go looking for other circles. That'd actually be a lot more complicated to setup. (Impossible, in some cases, as some monster circles are client side and/or internal.)

I know for certain, however, you can cast damaging circles inside those made by monsters. Just, never tried it with an HC. Granted - monster circles come and go pretty quick compared to HC, so I dunno why'd you try...

Also, what's this about Shad spamming death circles? He shouldn't have more than one active at a time. :\

...but only if they attack you too - try it in-game and see for yourself.
And some bandit bosses use demon blood so now and then.
Demon blood for players and demon blood for monsters uses the exact same code:
Code:
{ game_damaged_other //PARAM1=target_hit PARAM2=dmg

	if DEMON_BLOOD
	local DEMON_BLOOD_DAMAGE $get(ent_me,skill.spellcasting)
	multiply DEMON_BLOOD_DAMAGE 10
	applyeffect ent_laststruckbyme effects/generic_damage DEMON_BLOOD_DAMAGE $get(ent_me,id) 1 magic PL_ACTIVE_SKILL
	playrandomsound 0 10 monsters/troll/trollpain.wav monsters/troll/trollattack.wav
}
If you can explain to me why that code would create the effect you speak of, maybe I can fix it. But personally, I have no idea why it would work that way.


- If you use a spell and immediately afterwards want to use another one, it has to recharge.
What I mean is:
If I use spell A, and then instantly want to use spell B, spell B has to recharge, while I didn't even use it yet.

Eh... Are we talking scrolls maybe? Scrolls have a global burn-down time to prevent conflicts with the magic hand base. If they didn't have this, the next spell you cast would lock up (ie. you wouldn't be able to attack with it.) Memorized spells should not be affected by this minor limitation.
 

Keldorn

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Re: Bug Reports: JAN2010a

Shahaddar seems to spawn a death circle for each player in the server, not just one.
 

Thothie

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Re: Bug Reports: JAN2010a

Oh yeah, I forgot he can do that now. Yes, he's an evil ancient undead wizard with about 10x your hp, sorry about that. It's not as if you can cast multiple HC's at the same time or as if they'd heal enough to counter the 100-hp a sec those do, but maybe if you become an avatar of Felewyn or some such you can pull it off then.
 

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Re: Bug Reports: JAN2010a

Oh yeah, I forgot he can do that now. Yes, he's an evil ancient undead wizard with about 10x your hp, sorry about that. It's not as if you can cast multiple HC's at the same time or as if they'd heal enough to counter the 100-hp a sec those do, but maybe if you become an avatar of Felewyn or some such you can pull it off then.

I was just replying to...

Also, what's this about Shad spamming death circles? He shouldn't have more than one active at a time. :\

Wasn't implying that there was anything wrong with him or that he was overpowered, or that I wanted to get a bajillion exp points to get to avatar-like status.

Heck, the only complaint I had about exp was that dmgmulti/hpmulti wasn't working correctly on some maps/monsters, or that they weren't giving their correct values.

If my posts came across as some sort of rant to increase the effective level cap (would probably just end up making more bother for me lol) , then I'm sorry.

EDIT: As a side note, from my experience playing this patch, and last patch, I have never been able to cast a healing circle near any other kind of circle, not just other healing circles. You can't cast healing circles in hoarfrost circles, or fire elemental circles, or ice elemental circles, or death circles.

You can however, cast hoarfrost circles in any other circle.
 

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Re: Bug Reports: JAN2010a

Hey all..

I thought MSC died, and here, a new patch. Gonna try it out.

I hope I still have my character though.
 

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Re: Bug Reports: JAN2010a

Winter wolf bugs.

I've been training my winter wolf and have noticed several things.

1. Sometimes when you summon the wolf it will pop in and out.

2. Sometimes when you summon the wolf it will be invisible and will stay invisible until it targets something.

3. Sometimes the wolf gets stuck orbiting the player going from right to left in front of the player until you unsummon it.

4. The wolf has trouble hitting large monsters like giant bears trolls and big spiders. It stands right next to them and will not attack until it gets a little closer.
 

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Re: Bug Reports: JAN2010a

Frost bow seems to give 50% resistance when drawn, not 75%. (could be a mistype in patch notes)

It also seems to stop loading the circle aura thing randomly after you die/take out/put away/take out the bow a bunch of times.
 

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Re: Bug Reports: JAN2010a

Thothie said:
You're saying you can't cast a healing circle inside of a death circle or, say, a fire elemental's flame circle?
Thothie said:
I know for certain, however, you can cast damaging circles inside those made by monsters.
Where I'm trying to go is: it is my opinion that no two magic circles, regardless of what type, should be able to go inside each other at all. On one hand, this makes the game harder (because my hoarfrost shard's lesser ice circles can go everywhere right now) but on the other hand, it makes the game easier (because death circles wouldn't be allowed to go inside healing circles, for example).

Thothie said:
If you can explain to me why that code would create the effect you speak of, maybe I can fix it. But personally, I have no idea why it would work that way.
I know squat about coding, but I'll try to make you a YouTube video showing what I mean, tomorrow.

Thothie said:
Eh... Are we talking scrolls maybe? Scrolls have a global burn-down time to prevent conflicts with the magic hand base. If they didn't have this, the next spell you cast would lock up (ie. you wouldn't be able to attack with it.) Memorized spells should not be affected by this minor limitation.
Yeah, sorry, I meant scrolls, should have mentioned that. Nevermind then :p
 

Thothie

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Re: Bug Reports: JAN2010a

J-M said:
Where I'm trying to go is: it is my opinion that no two magic circles, regardless of what type, should be able to go inside each other at all. On one hand, this makes the game harder (because my hoarfrost shard's lesser ice circles can go everywhere right now) but on the other hand, it makes the game easier (because death circles wouldn't be allowed to go inside healing circles, for example).
Be difficult to pull off that. I'd have to edit every monster that could cast a circle, and eat CPU cycles doing scans for other circles where it intends to land its own. In many cases, they've already done another sort of scan to place their circles, and it'd be impossible to do another one within the same cycle, so it'd mean restructuring the whole process. Monsters, unlike players, do not have weapon scripts to centralize their spells.

Might be another spell, some sort of Sanctuary type thing that makes you invulnerable to said effects (but also, presumably, unable to attack). Might deal with it by merely removing a list of scriptnames that enter its field.

J-M said:
I know squat about coding, but I'll try to make you a YouTube video showing what I mean, tomorrow.
No, I know what you mean. I've always known something was screwy with the demon blood, but couldn't put my finger on it before. However, the code there, even if you look at it from a layman's point of view - defies the logic of the result.

Keldorn said:
If my posts came across as some sort of rant to increase the effective level cap (would probably just end up making more bother for me lol) , then I'm sorry.
Sorry, pissy mood. ...Between the alien and folks dancing around nerf log subjects... Even a shadow or vague reminder of "a monster can do that why can't I!?" whiner theme makes my teeth grind. I realize, not your intention. >_>
 

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Re: Bug Reports: JAN2010a

1. Sometimes when you summon the wolf it will pop in and out.
It thinks it's stuck, or otherwise needs to teleport to its master. It also maybe the anti-stuck system thinking it's spawned too close to an ally (ie. you).

2. Sometimes when you summon the wolf it will be invisible and will stay invisible until it targets something.
Hrmm... Not seen that one.

3. Sometimes the wolf gets stuck orbiting the player going from right to left in front of the player until you unsummon it.
This will most likely happen when you summon it on an entity brush or in the air. It thinks it is falling, and thus is repeatedly teleporting to your feet in an orbital pattern, trying to find ground. Side effect of the system that (usually) stops your pet from falling into pits and the like. If it's stuck slightly above the ground, try jumping or ducking.

4. The wolf has trouble hitting large monsters like giant bears trolls and big spiders. It stands right next to them and will not attack until it gets a little closer.
Ranges between monsters are measured from center point to center point, so with very wide monsters, the wolf's default attack range may not be long enough to reach the monster's center point. This is also why the Fire Aura armor has trouble setting large monsters on fire. Not sure what to do about this without some fundamental change to the code, engine, or new function that measures from collide box edges, instead of centers. (One less CPU intesnsive than traceline.)
 

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Re: Bug Reports: JAN2010a

Thothie said:
3. Sometimes the wolf gets stuck orbiting the player going from right to left in front of the player until you unsummon it.
This will most likely happen when you summon it on an entity brush or in the air. It thinks it is falling, and thus is repeatedly teleporting to your feet in an orbital pattern, trying to find ground. Side effect of the system that (usually) stops your pet from falling into pits and the like. If it's stuck slightly above the ground, try jumping or ducking.

Tried ducking and jumping no effect, even tried using a teleport on ww3d, the wolf just kept orbiting until he was unsummoned.
 

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Re: Bug Reports: JAN2010a

Kick it and yell "Bad doggie!"

...Hrmm... Well, I fiddled with the pet's teleport system a bit today, maybe it'll help, maybe it won't. Think it'll at least prevent any anti-stuck teleport on spawn though.
 

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Re: Bug Reports: JAN2010a

The 'fog' system is a tad wonky...Once one is enabled, it stays on and is transferred between maps.
 

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Re: Bug Reports: JAN2010a

I was noticing that... Dunno why it's doing that - it should clear the sky at map start. :\

edit:
So far only fix I seem to be able to do is have the game_master clear the sky just before map change. If some silly admin uses changelevlel, instead of admin_map the fix won't work. Only way out of it then is to set the weather to some sort of fog, then back to clear again. The clearsky command won't have any effect.

Not sure why the client's fog settings are suddenly retaining between maps though - it's not the weather script or script name, it's the actual client fog setting. :\ I guess maybe it always has, it's just before, the weather script would persist too, so it wasn't as incongruous.
 

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Re: Bug Reports: JAN2010a

Today on Gertenheld_cave one of the doom trees bugged out and became invincible (no attacks registered on it - at all). lots of other people were unable to hit it too. Luckily that happened after we beat the bosses and were hanging around throwing items into the pit.

Also, at one point I killed one of the doom trees and left it as a doom shrub and ran away. later I came back to find that a new doom tree spawned there, and the old shrub was still kicking (or stabbing, I should say) in the same place.

Sorry if these bugs were already posted, but I did a search for doom tree that turned up nothing.
 

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Re: Bug Reports: JAN2010a

i know its not a bug but not being able to use my AoB kinda sucks thothie.. i really hate levelling without it :(
 

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Re: Bug Reports: JAN2010a

Sorry, it was our #1 twinker item, after going over the exchange histories, and the alternative likely would have involved a little twinker gnome running off with it. Had the model, the giggle file, and everything. ;)

It is rough on specialists, but should be about right for anyone else.
 

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Re: Bug Reports: JAN2010a

Annoyed me that the phoenix armor was boosted to a str req of 40 x3
I only have 29 so its gonna take ages before i can use it again
 

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Re: Bug Reports: JAN2010a

i understand, kind of.. i mean i did technically take the armor from my other character and didn't earn it on this one, but i mean, i've got 14 str on this newbie, its gunna take me forever to hit 40 with it so it kinda makes my aob.. pointless. by the time i can use it again i'll be able to run the stuff again to get it..
 

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Re: Bug Reports: JAN2010a

That's... Kind of the point.
 
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