(Looks) *sigh* At the moment, you probably can't cast any spell under SC 5... >_>
We had to convert the constants in the spell requirements to var so the merchants could warn you if you picked out a spell above what you could cast... Apparently caused a var conflict with the magic hand base. Fixed next patch, which will hopefully be soon...
...Only workaround I can think of meantime, is to see if you can get a Snake Staff from someone, and beat things until you get your SC up - but would be a lot of work.
Getting stuck in elevators is a Half-Life bug. It usually works fine single player as there is no lag. The problems occur when a client's position vector doesn't update fast enough in comparison to the server's elevator vector. This is why people get stuck (They end up ever so slightly inside the elevator). Also, AI in elevators has never been a good idea... I can think of numerous mods where it causes problems.
Personally, I'd scrap the elevator idea... They just don't work so well in Half-life.
I'm hoping the real problem is that the platform stops pushing players when it stops moving, and thus it sometimes doesn't update the player since its last move, putting his feet slightly below the platform's final position. 16 unit shoot down after reaching destination would fix that.
In the case of this NPC, I hope it helps, cuz I've no other way to do this, short of teleporting the bastard.
I do have that as a final measure in the script I'm currently working with though... Should all else fail... I've also rigged him to move up slightly every second to "encourage" the platform to move before that final fail safe comes info effect.
NPC's on elevators aside - it is sickening that elevators should fail with just players though - considering they've been around since the Quake1 engine this thing was built on - ya think they woulda worked out all the bugs by now... Seems they don't fail in some mods though... Never had one fubar in NS, for instance.
Hmm. Maybe they just handle it differently. I've never mapped so I can't suggest what to use. I've been stuck in so many elevators in my time that I'm used to having to press jump as it reaches the top
What about adding something that pushed players/npcs ever so slightly off the floor in the elevator? So essentially they were levitating.
Olof now spams his question while you are in range of him, and it locks your mouse because it spams the menu as well. It is currently impossible to interact with Olof at all, even if you manually type to him. I have recreated this bug every time I have tested it.
The traveling merchant that sells spell scrolls and tomes refuses to sell Tome of Glow. I have tested this multiple times, and on different characters. He will sell Firewood, and other tomes just fine, but whenever you attempt to purchase a tome of glow nothing happens.
Do frosty in the wall give rewards after going up the elevator?
last time i finish the wall and used the elevator, frosty is just keep staying at talking mode.
frosty still moves but cant talk with him and i hv no rewards from him
Ugh, can i get a single tip on where the "axe of balance" could be? I've been trying to search for that axe now since i got both dagger and chaos bow >_> And i have ran out of clues, is it still a drop from the_wall or something? I've ran that map quite alot on non FN and 2 times on FN, did see everything spawn a few times except for lightning bow and axe. (the lightning bow has been confirmed by other people getting it though, such has keldorn). Any clue that helps would be a thumbs up!
Every stacks of bolts still acts like they use up one slot in the containers. For example, a small sack holds 8 items. I can't put more than 200 bolts obtained from stacks of 25. There needs to be something done about the stack remembering what all the stack's component used to be before they were combined. As it is now, it's more tedious than ever to manage your ammo supply and even more to choose which kind you want to use.
Like I said, client patch required, and then it'll be the way it was before.
*considering* taking a stab at getting them to stack again, but I'd have to verify with a lot of characters to be sure it was working (I do have a copy of a set known to have issues with the old stack system to work with though). Such a system might play better with the current client.
Multiplayer test won't help with that, however, we are going to need tests for The Wall (2.0) and Umulak sometime soon... Woulda been today - but wasted too much time on bloody Olof.
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