DEC2007a Bug Reports

Thothie

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Think we've nixed that one on the ultra-beta server. Should be taken care of on the 1st.

I'm hoping to make that a small, server-side only patch, so ye don't have to download the 80mb again.
 

Shurik3n

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I know its an old bug thothie, buts its MUCH MUCH MUCH more frequent now. It could be the increased usage of orion bow, but I think its something else.
 

The Man In Black

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It spawned from the addeffect remove-on-death system, so it's more likely to come from Poison Cloud spammage.
 

Blasto121

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one came from me not using magic, another came from me using rebuke.
 

Thothie

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Shurik3n said:
I know its an old bug thothie, buts its MUCH MUCH MUCH more frequent now. It could be the increased usage of orion bow, but I think its something else.

How do you get more frequent than 100%? It's always been 100%. :|

Ye might be less likely to notice it on a ded server, due to the lag not displaying it, but if you go to a map where 0x0x0 is exposed on a listen server, you'll see that every projectile, blood splash, and cleffect pops up at 0x0x0 at least for a split second, if not permanently. Now, aside from the Orion bow projectile (which sticks out like a sore thumb), ye ain't likely to notice this much. This has been on the low-priority MSC++ fix list since its first inception back in January.

It spawned from the addeffect remove-on-death system, so it's more likely to come from Poison Cloud spammage.
It wound’t need to be an applyeffect, I think what was happening is the code was sometimes trying to remove scripts, that weren’t scripts, which generated a non-fatal error, but exited the routine before it reached the game_death code – therefore a monster could get bugged that way. It’d be pretty random – it’d just have to coincide with some other script removal on the server, but it seems we’ve zapped that.

We were bitching about the poison-cloud as an in-between effort involved skipping the removal of applyeffect scripts, period, which meant that mass-AOE applyeffects never really went away, leading to no free edicts right quick. Thanks to your subsequent fix ideas, we’re no longer in that boat.
 

ceriux

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maybe thats where your getting all the extra edicts? or w/e... and it should be high priority?
 

HumanSteak

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The hoarfrost shard doesn't do double damage with first charge, just base sword damage based on ice skill (I guess) so in theory nova Pwns Hoarshard, apart from this it's neat :).

Finally! A small arm dealing more damage than the old-and common PFCK! (Ice dagger) But since it doesn't have a speed attack, PFCK can still deal more damage if it is used. Also the Flamelick-style-attack-but-with-ice doesn't do any damage, they just slow the enemy for like 5 seconds. Is that normal?

The north maul's first charge is weaker than the normal hit on undeads, even on the non-magic side so I guess it inflicts ice damage no matter the side.

This is by far the best patch ever in my opinion :) Keep up the good work!
 

The Man In Black

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The maul uses 'stab' on its other side, so it would be weaker against skeles.

The dagger is my fault, assuming Thothie WANTED it to do damage >_>
 

Shurik3n

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Actually it seems the first charge on the piercing side still tries to do cold damage, as monster that are immune to cold are unaffected.
 

The Man In Black

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Looked into it.. I guess it isn't a stab, but yeah, the first charge WOULD be icey because he only set the weaponprops for the first attack (normal +attack swing)

Thothie - You'll have to do "attackprop ent_me 1 dmg.type blunt/dmg.type.cold" for the first charge (Assuming they were registered in that order)
 

Thothie

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The Man In Black said:
Looked into it.. I guess it isn't a stab, but yeah, the first charge WOULD be icey because he only set the weaponprops for the first attack (normal +attack swing)

Thothie - You'll have to do "attackprop ent_me 1 dmg.type blunt/dmg.type.cold" for the first charge (Assuming they were registered in that order)
Yeah, figured that. The attackprop thing is a lil dicey still, but we'll see how it handles altering two attacks at a go.

I'll tripple the ice lance damage, since it's so slow and a pain to aim with. Maybe I'll increase the litchie lickie freeze time.
 

The Man In Black

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A system of mine being dicey? Blasphome!

>_>
 

Moira

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Here is the latest couple of insignificant typos that I've seen:

- Upon electrocution the message on screen and in the bottom right interface it says: "you have been electricuted*"
*electrocuted
- Description of Ice shield: "-50% damage to you or your allys*"
*allies

There a lot things that need fixing. Some of the changes have been fun (especially new areas to explore) and some of them have been disgruntling... regardless, thank you Thothie and MiB and everyone else involved for your hard work.
 

Thothie

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gramar_nazi_flag3.gif
MiB - you need a new flag. Fixed.
 

J-M v2.5.5

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So I just owned Kryoh in the_keep with five others and an artifact chest popped up.
Shuriken gets a (regular) ice blade from the artifact chest and I get... well...
msc_artifact.gif
 

WeissberV

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J-M v2.5.5 said:
So I just owned Kryoh in the_keep with five others and an artifact chest popped up.
Shuriken gets a (regular) ice blade from the artifact chest and I get... well...
msc_artifact.gif


lmfao thats classic
 

Mikkel

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rolf ya wtf tats classic?
 

Belmont

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The script on b_castle seems to be broken - with 8 people and 6 over 500+ HP we didn't get any of the items, we should have gotten both, but not even one.
 

Tentadrilus

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Moar typos: Failure message in old_helena states that all the 'civlains' have been slain.
Runegahr, the bloodthirsty teleportnazi is a 'Chieften'
All of the ice mages aren't unique. ('A Ice Mage <wtfname>')

Various other things:
Some trolls, particularly in old_helena, don't play their death animations, so we're left with a neat little ethereal trophy depicting a troll with indigestion.
Aiming the Northmaul icewave attack is a bit like trying to kick a white cat in snow.

End
 

Thothie

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J-M v2.5.5 said:

I smell a new sig. ;)

Meh, could be there's a typo in an item, or the indexing from 0 ain't working. Hopefully it's something simple like that, and not some new issue with the token code, as we've been fuxing with that.

Moar typos: Failure message in old_helena states that all the 'civlains' have been slain.
Runegahr, the bloodthirsty teleportnazi is a 'Chieften'
All of the ice mages aren't unique. ('A Ice Mage <wtfname>')
Chieftain, check.
'civlains' I can find no occurrences of. (Not even in titles.txt)

All of the ice mages aren't unique. ('A Ice Mage <wtfname>')
I think they lose their unique names once they go into battle. (I recall trying to rig something to prevent that, but it no workie)

Some trolls, particularly in old_helena, don't play their death animations, so we're left with a neat little ethereal trophy depicting a troll with indigestion.
I've seen this, I r having no clue what causes it. The model is updated and all. :\ It maybe in some way related to the invulnerable monster bug.

Aiming the Northmaul icewave attack is a bit like trying to kick a white cat in snow.
The ice wave needs to be re-centered. Maybe a job for Orochi. I guess I'll put it on the [REQ] list just to make sure it never gets done.
 

Belmont

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What about the script for b_castle?

Am I on crack or is it actually bugged?
 
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