Bug Reports MAY2010a

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Lisa

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Dejiko said:
Most of the monsters don't seem to be able to go through the narrow passages either - they just stay at the entrance and get raped by long range weapons.
http://www.youtube.com/watch?v=FUmQAbbwCvU - live footage of mentioned thing and my bug.
When recording and playing demos (record and playdemo) it's quite broken (see video).

Weapons do not work correctly and stats are not shown correctly.
 

Keldorn

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Giving npcs quest items via interaction menus seems to have a chance of corrupting your character.

If corrupted, the item will look like it's still in your hands, even after changing maps/reconnecting, and it usually results in the loss of "Items of Interest".

Fshards/PA/Bloodstone rings/UGA etc.

I think this is why Zeus kept losing his stuff.
 

Thothie

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Lisa said:
Dejiko said:
Most of the monsters don't seem to be able to go through the narrow passages either - they just stay at the entrance and get raped by long range weapons.
http://www.youtube.com/watch?v=FUmQAbbwCvU - live footage of mentioned thing and my bug.
When recording and playing demos (record and playdemo) it's quite broken (see video).

Weapons do not work correctly and stats are not shown correctly.
Crooked floor coupled with low ceiling fux with monster navigation. Maybe a stepsize issue as well, from the look of it - due to non-standard sized uber zombie. Maybe I can fix script side, not sure though.

The HUD bugs I suspect are graphic driver/card related though. :/ Try ms_lildude 0 in console - lil dude maybe fuxing with the rest of your HUD display.

Keldorn said:
Giving npcs quest items via interaction menus seems to have a chance of corrupting your character.

If corrupted, the item will look like it's still in your hands, even after changing maps/reconnecting, and it usually results in the loss of "Items of Interest".

Fshards/PA/Bloodstone rings/UGA etc.

I think this is why Zeus kept losing his stuff.

Might have to do with fixing the item duplication. Hopefully not a split-script issue, as that'll be a lot harder to track down and fix. Will examine.

PS. If it happened on your server, check the log for an entry along these lines:
[time_stamp]> PLAYER_EXCHANGE <player_name> [ <steamid> ] received_from *WORLD* <item_name>
 

Dridmar

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the_wall crashes when I play it solo on my listen server (screen flickers to black for a second and the game just disappears)
the_wall sometimes crashes when I play with other people
some servers crash when I die.

Any way I can remedy the situation? I made a vow that I wouldn't map again until I have myself a nice pair of those bear claws.
 

Royz

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Im having issues with Lodagond. Everything is just fine and until Lodagond-4. Once we go to the blue area and clear out the hell fish the server crashes. This has happened 5 times on different server. And Im pretty sure that the servers are not at fault. Can you please look into this. Its making getting a hoarfrost shard rather difficult.
 

Keldorn

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It's probably due to the horrors' spores.

I'll try ripenting out the horrors or replacing them with something else on a non-fn server and see if it still crashes tomorrow.

Thothie said:
PS. If it happened on your server, check the log for an entry along these lines:
[time_stamp]> PLAYER_EXCHANGE <player_name> [ <steamid> ] received_from *WORLD* <item_name>

I got my stuff back via a weird rollback from joining a server I was playing on earlier, but there were no abnormal item exchange logs except that people kept getting "fists from world", or something weird like that.
 

Royz

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Alright, thanks for looking into it. It begins to piss you off when you start from Loda-1 to 4 and come out empty handed.
 

Keldorn

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I tried my ripented lodagond-4, no crashes at blue crystal.

I crashed later on with the horrors after the Ashlings though.

It would probably be a good idea to replace the horrors with a different monster type around the same difficulty, if the issue with the spores can't be fixed.
 

Thothie

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Dunno why they're crashing now when they didn't before... I don't think the spores they use actually changed.

I can re-write their scripts from the ground up and see what happens, I suppose. Dun have much in the way of similar flying beasties, and it'd have the same effect as creating a new one for the purpose.
 

Keldorn

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I think the crashing started with Jan2010a, judging by this post from JM

viewtopic.php?f=34&t=7652&p=117094&hilit=+lodagond#p117094

Post by J-M v2.5.5 on Sun Jan 24, 2010 8:20 pm

Not really a bug report, this one, but here goes:

I was at replica's server with four other guys, playing lodagond-1. We beat Runegahr and moved on. When we entered lodagond-3, we all got kicked because of some entity overflow bug and no matter how often we tried, we just couldn't get in.

So I changed the map to lodagond-3 on my own server and went there. Pretty soon, most of the guys rejoined and we beat the map.

Then we were at lodagond-4. In the following order, these events happened:
1) We beat yellow with some effort, but crashed at blue.
2) We beat yellow with some effort, but crashed at blue.
3) We failed at yellow.
4) We decided to start at blue, but crashed there.
5) We beat blue, but failed at yellow.
6) We beat blue, but failed at yellow.
7) We beat blue, and beat yellow. Finally! We waltzed through the rest of the map only to find out that...

...Maldora has already been beaten today.

FFFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU
 

J-M v2.5.5

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Bug report: if person A transfers a weapon he can't use to person B who has enough skill to use it, person B can't use the weapon either (despite having enough proficiency!) until he reconnects.
 

FER

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Not sure if a bug but kinda annoying. Blizzard gets "too many fx present" message alot of the times, unlike the other spells
 

Keldorn

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More details on hoarfrost bug:

Using the charge on it seems to randomly cause a stabbing effect equivalent to a charged hit instead of creating an ice lance.

On Lodagond:

The horrors didn't crash for me every time on lodagond-4, still haven't figured out why it happens.
 

FER

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The titan seems to behave like the Iron Guardion since it didnt attack at all.
Also enemies keep running away from volcano/firewall even after they vanished


Also could you tell me why the dark element (what the blooddrinker has, right?) affects undead. Shouldnt undeads be dark type?
 

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FER said:
The titan seems to behave like the Iron Guardion since it didnt attack at all.
Also enemies keep running away from volcano/firewall even after they vanished
Great... Is he doing this consistantly? Or did he just have a brain death attack one time? As for the running thing - I've no clue... They might keep running for as many as 5-10 seconds after the threat has vanished, but that should be it. :/

FER said:
Also could you tell me why the dark element (what the blooddrinker has, right?) affects undead. Shouldnt undeads be dark type?
Dark energy destroys all bonds, regardless of their nature. It can't be resisted in any way (save for by those few beings that are immune to all damage, and by raw armor or other "generalized" protection). That was the basic premise behind the energy type.

Excessive use of the energy should have a corrupting influence of some sort though - I've just not come up with a solution for that yet, that wouldn't apply too much nerfage.

We've no alignment system yet, but some titles may ban the use of the energy. If we ever work out the deity alignment system I hope for, certain deities may be offended by its use or excessive use, while others may look upon, with similar disdain, at excessive use of its opposite: Divine energy. Some titles may, similarly, be banned from Divine energy, and have to depend on vampyric effects for healing.
 

FER

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I just played thanathos once yesterday but ill check again today.

've no clue... They might keep running for as many as 5-10 seconds after the threat has vanished, but that should be it. :/

Sometimes feels much more that 10 seconds, which can be very abusable. For example a single mummies in Umulak can be dragon axed to death and it will only attack like once; somehow the betlees just go back to normal as soon as the spell is over. I've seen this on many enemies and some bosses, from Sir Geric to the bandit boss.

Whats weirder is that i tough the scare effect was removed from volcano (since the first or second buff, from about more than 1 year), only staying in firewall but somewhat returned in this patch.
 

J-M v2.5.5

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To add to what FER said:
I was soloing the_wall the other day and I noticed the Cold One ignored me for over half a minute (!!!) after a volcano I had summoned, vanished. I ran up to him but he kept running away/jumping around for an abnormally long time.

Also, sometimes the Ancient Ice Djinns in the_wall just stand and stare at you like "hey what's up" but this has never involved a volcano or a 'scare spell'. You can attack them for at least half a minute, up to roughly a minute (estimate) and they'll just stand there.

It's like a "light" variant of the old brain-dead bug, only this time it may or may not have something to do with volcanos (not in the case of the Djinns).
 

Thothie

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FER said:
Whats weirder is that i tough the scare effect was removed from volcano (since the first or second buff, from about more than 1 year), only staying in firewall but somewhat returned in this patch.
The scare radius was reduced to the size of the volcano model itself, rather than a 512 unit range in the whole area, about a year ago.

Meh, didn't do anything to the flee functions... WTF is going on here. >_>
 

Thothie

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The Man In Black said:
Volcano duplicate?
Actually, I see a flaw in the old monster AI's flee script, but... Trying to figure why it didn't come up before. >_>

'sides, wouldn't cause that, but would likely crash the server nicely.
 

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I'm not sure if this is a bug or just bad luck. Keledros is supposed to drop Blizzard right? We have fought him at least 20 time and keep getting scrolls and tomes of Fireball, Volcano, and Thunder Storm. We're about to give up and just try to get Blizzard from mssnow.
 

FER

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Battled the Titan again and didnt go braindead. Im sure volcano wasnt the cause since it still summoned monsters while running away.
 

Keldorn

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On the titan boss:

He seems to move around in circles, only attacking (eating) players when/if they are adjacent to him. He summons/casts spells just fine though.

On mummies:

The mummies do not use their regular attacks for a while when a fear effect is applied to them, as FER stated, but they will still use their special attacks (throws, heal spells, lightning, cold, summons) if they have any.

On volcano:

The fear/flee effect seems to be applied to every monster that gets hit by fireballs from the volcano, not just monsters that are on, or adjacent to the volcano.

Jesika:

You should look elsewhere for Blizzard.

Other stuff:

If you apply the fear effect to the titan, he sometimes moves to spots where most of the body clips through the barrier of the boss arena.

In The_Wall, the entrance to the area (the "ramp") with Torkalath Elves is somewhat buggy. If a player crouches on the ramp, they are stuck crouching until they jump.

You can move Velend/his escorts by attacking them or placing a fear effect near them.

In Umulak, players can get stuck permanently if they are paralyzed while moving next to a wall.
 

Keldorn

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Bloodrose:

The lightning crystal does not seem to get activated by lightning storm.
 
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