Bug Reports MAY2010a

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Thothie

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Orochi said:
Duly noted, but my underlying point I guess is that resistances in this game often don't seem to make sense. :wink:
Such as?

There are a few semi-arbitrary ones that are just there to be painful - like Maldora and the Greater Elementals, but beyond that, I thought we resolved all the funky ones. I think there are still a few undead out there who don't have the standard undead resistance template though.

There's also the fact that our elemental circle is a little broken... We've got fire, water (ice), poison/acid (affliction), and lightning (air)... And an Earth that doesn't really do anything... And as FER pointed out, Dark energy, although that unintuitive bit at least works in the player's favor.
 

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Tried out bloodrose. Got a Packet Synch error two times. Ended up losing two keys because it crashed right after I'd used them. :( Probably not going to roll back just so I can play a bit more right now.

Edit: Aleyesu failed with the same shit. I keep giving MS chances and it keeps finding ways to fail. Here is the error that popped up. The second image is what popped up after I clicked okay on Aleyesu but I didn't see it after bloodrose for some reason.
fail1o.jpg

fail2y.jpg
 

Thothie

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The second error is a network error caused by the client in many Steam games that's fixable... I just can't remember how to fix it off hand... Maybe someone else can help out here? :\ It may lead to the first error.

J-M v2.5.5 said:
Dying while firing a the_wall bow will crash servers, guaranteed.
And as Steak mentioned; the ethereal dagger charge still doesn't bypass armor... at least not for me.
Also: most mummies have gigantic hitboxes.

Hrmm... The first bit is worrisome as it suggests anytime damaged is pass without a living owner the server will crash - I know this was the case with some applyeffect dodamage instances... It'd be a real pain to go through all the scripts and make sure the owner is alive before figuring XP/damage. Maybe something can be done code side? (Looks at MiB)

I thought we fixed the mummy hitbox, but apparently it came back. :\ It's caused by the Aura gaining it's own hitbox, which exists whether or not the aura is actually active. I coulda sworn I fixed this in the model. :\ If the compiler is making its own hitboxes (which I know it does if there are none, but I thought it didn't if they were predefined, as they are here) we may have a problem.

I think the source for the compiler is included in the HLSDK - maybe I can do something about it on that end - I just hope I can figure how to do it without eliminating hitboxes altogether (which would be much worse.)
 

J-M v2.5.5

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Thothie said:
Hrmm... The first bit is worrisome as it suggests anytime damaged is pass without a living owner the server will crash
It's not that bad; if I cast a hoarfrost shard ice circle, and die, it'll still be doing damage when I respawn. Same goes for things like volcano, poison cloud, and a bunch of others I randomly happen to remember. It's just the Torkalath bows as far as I know.
 

littleaznboi

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The wall has crashed on me several times if I die while shooting a Tork Bow. Happened when I played with you J-M and/or Freeradical(If you remember).

Edit: most of the time, it happens @ the first pair of Ice Djinns/lightning Archers =|
 

J-M v2.5.5

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I do about ten damage on average (SA: 35) with the ethereal dagger on boars made of metal, and about eight damage on average with the first charge.
This isn't another mention of the "first charge doesn't work" bug by the way; I'm only trying to point out that this weapon has some issues.

This metal boar thing isn't really a problem as people with ethereal daggers generally have enough weaponry to easily kill metal boars, but I was kind of expecting metal boars to be weak to this dagger :p

Another weird bug: whenever Graznux / an orc warlord hits you, you get struck twice. Now I understand the iron guardian "double hitting" (sword damage + lightning damage from sword), but Graznux just does two normal hits with every swing. Is this intentional y/n?
 

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J-M v2.5.5 said:
Thothie said:
Hrmm... The first bit is worrisome as it suggests anytime damaged is pass without a living owner the server will crash
It's not that bad; if I cast a hoarfrost shard ice circle, and die, it'll still be doing damage when I respawn. Same goes for things like volcano, poison cloud, and a bunch of others I randomly happen to remember. It's just the Torkalath bows as far as I know.
Those are all applyeffect DOT damage... So it'd be dealt with there... I was thinking all damage done by projectiles or xdodamage post mortem is causing the issue, which would be a pain that'd probably have to be dealt with code side. Might be within my own coding powers though.

J-M v2.5.5 said:
Another weird bug: whenever Graznux / an orc warlord hits you, you get struck twice. Now I understand the iron guardian "double hitting" (sword damage + lightning damage from sword), but Graznux just does two normal hits with every swing. Is this intentional y/n?
Not sure whaddup with that, will have to look at script.
 

Orochi

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Bug I noticed in armor display, though it's minor and might be intentional: when you use a light armor, your character's legs change back to the original MS:C legs, the "wader" pants.

Not sure if this is intentional, but it really doesn't befit light armors. I made a pair of player legs with leather walking boots a long time ago, I could give them to you to use instead.
 

Orochi

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My point exactly, which is why I have a solution for it; trousers with big hiking boots, since you're not using full armor.
 

J-M v2.5.5

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I was helping two low-levels beat foutpost the other day and when I tried to offer the head of Graznux to the supervisor, I got this message:
msc_Graznux_head_bug.gif

One of the low-levels then offered the head and the door opened, but really: what the hell is this?

And the bottle of dead spiders does nothing:
msc_spider_pot_bug.gif
 

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Landing a fireball or fire dart the instant after you die seems to crash servers.
 

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I was on bloodrose the other day, and when I used the crimson key on the slithar keyhole, it ate it and said "You can't afford the payment of a crimson key"
 

J-M v2.5.5

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Looks like every time some boss monster with lightinng attacks is put in-game, it hacks.
When Maldora's pet was first in-game, you'd get zapped at the spawn so now and then. Same goes for the bear god of the thundering plains.

The Pharaoh of Storms might use his lightning beam through the whole map (!), and it's damaging enough to kill a 750 HP player wearing AoB in just about five seconds. He might even do this multiple times in a row. CrazyMonkeyDude and Masterchief just asked me to join Umulak to kill the Pharaoh, because he kept exploiting them through the entire map. Please remove his hacks!
 

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bugs = features

it's actually an amazing deterrent to soloing, forcing you to gather so many players that the pharaoh can't possibly hax kill you all (sarcasm)

also if you ice shield yourself and quickly heal after every attack it's not that big of a deal

plus once he's uh...out of commission...he has trouble targeting players sometimes
 

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Glorfindel said:
also if you ice shield yourself and quickly heal after every attack it's not that big of a deal

That doesn't help when he constantly targets you. He takes me down to about 150hp and when I just start healing his hack zap just finishes me off. Sometimes I die at least 5 times before I can actually get out of the first 3 rooms.
 

The Man In Black

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So you admit you're using exploits, eh?
 

Thothie

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J-M said:
The Pharaoh of Storms might use his lightning beam through the whole map (!), and it's damaging enough to kill a 750 HP player wearing AoB in just about five seconds. He might even do this multiple times in a row. CrazyMonkeyDude and Masterchief just asked me to join Umulak to kill the Pharaoh, because he kept exploiting them through the entire map. Please remove his hacks!

Hrmm... He should require LOS, but that fall may have conced him on the head some... Will have to examine.

Bugs = bugs... We ain't Microsoft. ;)
 

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That was a good lol. :)

Wait, I mean-
A++, will read again!
 

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Durak said:
Tried out bloodrose. Got a Packet Synch error two times. Ended up losing two keys because it crashed right after I'd used them. :( Probably not going to roll back just so I can play a bit more right now.

Edit: Aleyesu failed with the same ****. I keep giving MS chances and it keeps finding ways to fail. Here is the error that popped up. The second image is what popped up after I clicked okay on Aleyesu but I didn't see it after bloodrose for some reason.
fail1o.jpg

fail2y.jpg
you can get that packet sync error if the server starts lagging horrably, doesn't matter if the server is on the same computer or not with the client.

also, the sse1 ms.dll binary seem to be a little better performance wise then the sse2 one on my server.
 

J-M v2.5.5

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Forsuth got stuck on the elevator, teleported up, I then talked to him (clicked the "Hail" option) to have him follow me again, and then apparently I took him too fast to the end of the map...
He was still finishing his "I'm Forsuth and I sometimes refuse to give people rewards" chat, and then he didn't do his final chat.
 

littleaznboi

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If you're in Bear Form and quickly turn back to human form and put away the bear claws, MSC crashes. It's happened well over a dozen times in the most convenient places, like The_wall. :|
 

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There's some cpu usage bugs on a server with the processing of player profiles(doesn't do it at all with new profiles, possibly more items means more lag.), which can cause huge lag spikes with the possibility of getting the packet out of sync error crash if it's bad enough, it happens on a few maps, like isle, sfor, and ww1(maps that I know of that do it.),it'll start freezing for about a second every 3-5 seconds were the cpu goes from maybe 5-15% to about 90%. Tried this on 2 different computers with the same thing happening, one a celeron 1.3 ghz.(dothan core, 64k l1/1024k l2 cache) and the other an amd 64 3500+ 2.2ghz(128k l1/512k l2 cache).

Using perfmon I can see it's hitting some part that is inefficient, the average cycles per instruction goes from about 1.2-1.5 to 10-12 in the lag spike and there a significant rise of stuff being read from ram then it usually is, and there is pretty much no mmx or sse1/2 instructions being executed there, both are go to 0 when it spikes.

pic of perfmon from my celeron computer.
http://imagehost.cartman-2000.net/image ... 145FEE.jpg
 
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