JAN2007 Bug Reports

evilsquirrel

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Currently running patch D

( :arrow: Thothie: Rather than bump this, I'm just gonna mark the ones resolved in FEB2007a ... :roll: = not considered a bug by moi, feel free to debate - but please do so in the latest bug report thread (see sticky) )

Game stoppers
:arrow: Some players were corrupted and will crash servers they join (Corrupting seems fixed in D patch)
Certain players cannnot join listenservers which have not been to edana (mib cant join my server until it has visited edana)
Black box sometimes stays on players heads (hardware issue, mayaps ...only happens to perish sfaik) --FIX: replace blackbox.mdl with null.mdl

Graphical
Armor bug is back
:arrow: Using an emote while sitting causes you to play that emote as if you were standing (and you dont sit down after, gaining hp while you look like you're standing)
:roll: Elven longbow uses the wrong model/skin (it always has)
:arrow: When a player dies, thier body plays the walk anim until it fades away...

Misc.
When a Qiver of the Archer is dropped and picked up by another player, crossbows inside it vanish (un-updated client?)
Rune shield does not bank
:arrow: Snake staff does not bank
:roll: When entering a shop with a spell active, the shop closes when the spell de-activates


Map related

Edana
Edana sewers
broken texture, supposed to be see through but its blue
:arrow: electric slime stops before it gets in range
:roll: shares reward chest from heras
Thornlands
orc chest does not spawn
:arrow: chest with 30 elven arrows only lets you take 25
Sfor
players can swim up the waterfall
Challs
floors are a bit funky and restrict movement
Calruin2
killing a green spider will allow you to leave the spiders den (intentional?)
Heras
blackout effects all players
:roll: troll lobber?
:roll: shares reward chest from edanasewers
Helena
Keledrosprelude2
Keledrosruins
:arrow: keledros wanders before he's supposed to
Daragoth
Deralia
Mines
:roll: chest spawns before you kill things to get it
:roll: you can run out of the bat room before you kill it
ms_caves
:roll: bridge room can be exploited for easier acess to chests below
Gatecity
Goblintown
ms_snow
Foutpost
Leak-cracks in some areas of map
Missing piece of real-trans to badlands
Orcs tend to pancake under latest patch (hopefully fixed with super-lure)
ms_npcscript occasionally causes trolls to spin around in circles (hopefully fixed with super-lure)
World-walker series
:arrow: Is ww3d supposed to have a chest...? (there is a script for it)
CotBG
floor drops out before all bears are dead...?
Skycastle chests are not appearing
:roll: Is orcplace supposed to have a chest...? (there is a script for it)


(ty for sticky)
 

The Man In Black

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Snow doesn't load when I try it on my own server.

I STILL can't join Squirrel's server when he's on anything but Edana. I get the Extradata Caching error.

Rune shield banking doesn't work because the shield won't fit in any pack, so you would have to keep the note in your hand constantly (I consider it a weapon)

Snake staff doesn't bank.

According to Squirrel, I was invisible at one point.

X-Bow charge does nothing? May not be a bug, but just in case Thothie didn't know =\
 

Sabre

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Shadahar (Zombie boss in mscave that you summon with the ring) crashes the server when he is summoned.
 

Netrogor

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I change my mind, I won't be updating my MSC setup until these bugs are resolved/put-in-the-clear... I'd prefer it if my character doesn't suffer some strange twist of fate and never load again (like the last one I had).

EDIT:
Forgot to mention... the reason the last one never revived (since I am sure some dumb noobs will revive a dead thread in the future like this, allow me to stump their noob-questions now)... I bought hundreds *literally hundreds* of pots and it couldn't load anymore :D
 

The Man In Black

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Monsters no longer fear Volcanoes
 

The Man In Black

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Not when I'm soloing maps and the monsters are so thick around me that it's impossible to run. At least I have freezing sphere now and can stop them from hitting me until I can heal.
 

Thothie

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I'd hate to say it, but a lot of these issues make no sense, and are neigh impossible to diagnose.

The biggest changes are the bank and the armor fix (which also changed the wearable slots).

I may have to simply dump both of those and roll back.

If that's the case, I midas well give up bug-fixing for this game and concentrate instead on content creation.

_________
_________

...that having been said, let me address the individual reports, starting with those I know what to do about:

Rune shield banking doesn't work because the shield won't fit in any pack, so you would have to keep the note in your hand constantly (I consider it a weapon)
I suspect I'll either have to come up with a numbered ticket system, or just make shields non-storable. The only sane way to implement the ticket system that I could come up with was simply to make aliases of all the storable items prefixed with "item_tk_" - however, since pack/sheath filters work by searching the scriptname, this means the ticket has all the same pack/sheath restrictions, since it shares the item's name as part of its own. Shields cannot be placed in any pack/sheath as if you place two wearables with different prefixes in a pack, one tends to vanish, and since ticket's aren't wearable, there's no place to put a shield ticket.

Snake staff doesn't bank.
Think I left that one out when I moved from a categorized banking system to hands only banking system (I had an "other" category for those sorts of things). Doesn't weight much, so tis no biggie.

According to Squirrel, I was invisible at one point.
Armor system is buggard to hell. I may re-do the whole idea from scratch one more time before I give up on it. There's a nasty patchwork of bits that did and didn't work in there now confusing the code. Now that I have a better idea of what does and doesn't work, seems wiser to just start over again. (I swear, more time over the past year has been spent on this bug than any other)

Really, the whole client<->server interaction with items is unpredictable.

X-Bow charge does nothing? May not be a bug, but just in case Thothie didn't know =\
On regular bows it improves accuracy - it does nothing for the crossbow (they are already as accurate as can be). I was going to try to see if I could make it do something else for the heavy and steam crossbows. I can't make it increase damage, since the damage is handled by the projectile.

Shadahar (Zombie boss in mscave that you summon with the ring) crashes the server when he is summoned.
Most likely dated server, but I'll look into it.
edit: Damn, it is crashing... Dunno why yet.
edit2: LOL - I found out why... He has so many HP that the mscave authentication detector thinks he's a cheatmap alteration. (Anti-cheat security being over-zelous)... Fixing that now.
edit3: Sadly, it looks as though I'm going to have to dump this entire aspect of the anti-cheat system. I also realize, that down the line, it's going to cause problems. For instance, if you have a pet Efreeti, and bring it into Edana. There are still other methods in place, but the map HP limit has gotta go bye bye.

Monsters no longer fear Volcanoes
Grrr... Are they fearing fire walls?
edit: NVM, I figured what that is... Fixed.

keledrosprelude2 no longer loads
gatecity is also bugged in the same fashion.
I cannot duplicate these. They both load up fine on my server. :\

highlands crashes during the third spider wave in the same manner
edit 3:
keledrosruins suffers this fate aswell.

There's a third spider wave in Keledrosruins? ;)

Keledrosruins runs fine on the beta server (plus I ran it like 500 times testing it on my listenserver, trying to figure out why Keledros had gone blind.)

Spiderwave #3 on Highlands_MSC is very intensive, I could see where it might go smashie. I had one instance of the first mania wave going smashie on MS_Snow (also pretty big)...

...meh, now that I think of it, I remember I had to change the spider_base to use the central monster base (it wasn't before), in order to fix some bugs they had. This is probably making them eat more resources when they spawn. I may have to come up with another way to fix that... I may just move them to the new AI - there's a lot less screwyness going on there.

Monsters do a lot of work when they spawn, I may be able to find ways to optimize the scripts to help cut down on that, but the most intensive part (the model loadup), I can't get around.

when you drop a quiver of the archer with a crossbow in it and pick it back up (possibly after another person grabbed it) the crossbow is gone.
I removed the wearable attribute from the x-bow in this patch due to technical issues (including the fact that it has no wear model). If an unupdated client picked up your quiver, that may have caused it to vanish due to the difference. I cannot, however, manage to make an xbow vanish simply by dropping my quiver with it inside.

_________
_________


I think this patch seems to be making more problems that it solves, so I'm tempted to just quite while I'm ahead here (or rather, roll back to when I was ahead).

The armor fix is undoubtedly the cause of many of the issues...

The bank is a possibility, as it did add a ton of new items (one ticket for every storable). None of these adds any new media, but its still unclear if there's a real item limit beyond media.

The improved monster mobility is causing issues of its own, no doubt, but crashes should not be among them

Map crashing I've not had a lot of that wasn't either attributable to a corrupt client connecting or my usual memory fiasco - but I'm getting reports of it from other hosts. I'm rarely 100% certain if their maps and betapackage are updated proper.
edit: I think a lot of the map crashes are actually being caused by the previously mentioned HP factor of the anti-cheat system. It seems to be "sticking" between maps. It's not as much of an issue on my server due to the constant memory crashes clearing the settings. Again, I'm removing that function, so this may help.

One common issue I get is people attempting to update their servers while they are running, or while Steam is running, and thus their DLL's do not get overwritten. I dunno if I can rig the NSIS installer to verify the files are updated proper. I'm also wondering if I can rig it to run the map updates... and maybe integrate/update the amx as well without overwriting configs.
 

Thothie

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Alright, I think I have bug fixes for most everything listed here (save the invisbility), and I'll have a JAN2007C fix for that when I get back. Atm, I gotta go out and deliver some systems I built...

...after THAT, I'll take a stab at the armor, and maybe a stab at converting the ticket system to numbers (that bit won't be fun), and release that in JAN2007D - since those bugs are at least not game stopping.

So in short:
- Much map crashing likely being caused by anti-cheat measures (basically, any map with a high HP monster on it after visiting a low level map will crash when said big mons spawn), will remove
- Making the spawn system a little less aggressive, so not every monster that spawns gets the full system at once
- couple other minor things

...I'd like to fix the spider AI and move it to the new one as discussed (the big ones seem to have issues), but this map crashing stuff, I want a patch for that out right quick.
 

Tentadrilus

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This is a fairly old bug, but whenever you say 'Present Evidence' to the guard captain without the letter, MS:C crashes. Boars also jump around randomly in Edana.
 

Thothie

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The "payment_silent" function Edrin using is a tad buggy (tis what made the old mscave pillar not work), I'll see if I can fix it. Boars jumping around probably a result of the monster step experiment. I hope the monster clip is high enough to keep them in there. :|

...Think I'll rig a stepsize cap if the monster is below a certain height... It'll take the fun out of being swarmed by baby spiders though.

And to cover the new summary:
8) = Fixed JAN2007C
:idea: = Perhaps Fixed JAN2007C
:?: = Can't reproduce
:arrow: = Put off until JAN2007D

:?: Gatecity Crashes (HP bug?) - not likely to be HP bug, and I can't duplicate - although MAYBE some of the dwarven zombies have enough HP to trip it.
:idea: Keledrosprelude2 Crashes (HP bug?) - Going from Helena, almost certainly
:idea: Keledrosruins Crashes (HP bug?) - Possibly - except that I've no idea how would get in there without first loading up Keledrosprelude2, traveling there from K2 works fine on my server
:idea: Unrest2_beta1 Crashes (HP bug?) - Almost certainly
:idea: Some players were corrupted and will crash servers they join (Corrupting seems fixed in B patch) - Hope so ^_^ Those who are corrupted will still crash servers, but I think we've just about weeded the last ones out.
:?: Certain players cannnot join listenservers which have not been to edana (mib cant join my server until it has visited edana) - Client side Mod:precache errors are a new thing to me, I can't duplicate thus far. Is this the exact same mod precahe error you get, for instance, when launching a listenserver in Thornlands?
8) Summoning Shadahar crashes the server (HP bug) - Confirmed fixed

Graphical
:arrow: Joining players without BODY armor appear invisible - mentioned, albeit, didn't say BODY specifically - suppose I shoulda ;)
:arrow: Helmets and other accessories are not visible by default - yes, helmets and stuff are not yet worked into the armor fix, as they had issues of their own

Misc.
:?: When a Qiver of the Archer is dropped and picked up by another player, crossbows inside it vanish (un-updated client?) - again, can't reproduce, just best theory
:arrow: Rune shield does not bank - can't, and won't - bank in JAN2007C will no longer give nor take tickets for shields, hopefully no one has any. I maybe able to add this feature in JAN2007D
8) Snake staff does not bank - JAN2007C version should (need to test)

...and here it is:
http://www.thothie.com/msc_dev1/JAN2007c_patch_only.zip
 

Thothie

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BTW - I tested Highlands_MSC, and I noticed some bugs. I thought I'd mention them as neither of them is related to the beta:

If monsters are caught in the damage when the rock bridge falls - they will attempt to retaliate against the 'source' of the explosion for awhile (ie. attack an invisible enemy). The trolls also knock the rocks around, which is kidna nifty.

On the FOURTH spider wave (after you break the center crystal) - one of the spitting spiders spawns INSIDE a queen spider. This in turn does a nice demonstration of the new anti-stuck system in action, but it doesn't work all that well due to the size of the monsters. (It will work, eventually)

Both of these are map flaws (the latter of which, I find odd I never noticed). I may fix them in the map patch next month - just thought I'd mention them ahead of time.

edit: I've also rigged my server to make a log of any ID that causes that crash (I hope) - so if there are any more corrupt characters out there, should have the last of them filtered out by tomorrow.

THANK YOU EVERYONE WHO MADE BUG REPORTS!!! - It's been a very long time since I've had a useful bug report, much less this many at once.
 

Netrogor

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WOOT!!! Was the January-C patch the big fuss about that caused the MSC forums to go down earlier??

Whatever about that, just WOOT for the bugs that WERE fixed :D

EDIT:
Even though I never noticed a single one... not a ONE, armor worked perfectly from the patch-A for me and on... no crashes, no joining issues for anyone, NOTHING was wrong for me *that I've noticed* :oldlol:
 

Orochi

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Two other older bugs. One, is that the Gatecity guard will sometimes attack you for no reason when he sees you for the first time. Second, is that the Lord of the Land is unable to hit you once again.
 

Thothie

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Can't reproduce the guard attacking. He's using the exact same AI as the Helena and Deralia guards - so if he attacks you - so should they.

If you kill a civilian dwarf (or human) within 3000 units of him, he will hunt you down and attack you.

I dunno what LOTL's f*cking problem is now, he's always been a bitch (think model flaw)... I'll look into it, again.
 

Thothie

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Alright, here's a server-side fix for the Lord of the Land for those server hosts who are interested:
http://www.thothie.com/msc_dev1/lotl_fix.zip

Tis a model issue. Seems it was fixed before but it "slipped out" of the betapack somehow...
 

RayonMazter

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Trained Bandit Archer - temp MONSTER_ID attempting to unstuck ( 0 )

causes a nice spike.
Maybe if the npc is stuck in a wall, set their position into a random place in their spawn area again?
 

Orochi

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Rollback my char, I got the corruption bug. SteamID: STEAM_0:1:210295
 

replica

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im not sure but i think theres a bug with people being able to put armor on over their current armor and then when they remove one of the armos and drop it the server crashes(ive seen this happen in ww3d 3 times when people would attempt to replace their current armor with da but dont drop their current armor first).

and in highlands i dont think the orcs need to take damage from the explosion to attack the rocks. found this out today when i triggered the explosion and no orcs were near it(im pretty sure).
 

ITS'aME'aMARIO!!!!

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I made a new character, and to build funds for armor and such i went to ww1 and collected mass amounts of heavy skins...

with these skins i planned to refine into leather armor and sell to make mucha moola...

here is the problem i experienced:
when i would ask for the second or third pelt to be turned into armor... Ike would spin around really fast and the server would crash. sometimes he wouldn't spin, but the server would still crash.

after the server recovered and i was trying to leave the temple of balance, the server crashed 1 or 2 more times before i could get outside.


I eventually avoided this crash by giving him the pelt and running away (lawl) behind the wall next to teh ramp leading down to his end of edana
 

Thothie

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In regards to invulnerable horrors and enraged ice bones:

This is also good info for mappers to know:

Apparently, if you killtarget a monsterspawn without removing the monsters too - any remaining monsters tied to said spawn become invulnerable to most forms of damage.

The intent in Calruin2 was to remove both horrors, but typo prevented it from firing - the enraged icebone royal escort in ms_snow has no attempt to remove him at all (just his spawn).

I've patched these up in the map patches, I'll release in a bit.

Also in regards to Lord BS's AI sucking ass suddenly: fixed in the next release.

I *think* some new players are still getting corrupted by the new patch though. Again, going to take one more shot at getting this armor thing to work, and if it fails - we go back to the old bug. That minor asthetic issue is not worth frying new player's characters.

Trained Bandit Archer - temp MONSTER_ID attempting to unstuck ( 0 )

causes a nice spike.
Maybe if the npc is stuck in a wall, set their position into a random place in their spawn area again?
If you turn your developer mode off ("developer 0" in console/config) that won't cause a spike. NPC's that are stuck for long enough do get sent back to their original spawn position.
 

ITS'aME'aMARIO!!!!

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I don't know how to address this but a character by the name of "Matthew" was connecting to servers yesterday and upon connection OR selection of his character would make the server go boom. This new player Reks and I would be server hopping only to be asploded again by this guy. It happened to your server, maybe check logs?

edit: somebody tell me where matthew lives... imma go over to his house and fucking throw his computer against a wall or something...

Yeah imma need a rollback, bc my volcano scroll disaperated when the server crashed again

1 STEAM_0:0:84274
 

replica

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ever since i installed patch D ice shield has not been working too well. sometimes when i cast it, my mp will drain 50, and i dont get an ice shield. its been happening pretty often, usually when im in the middle of fighting. i noticed you can ice shield other players, perhaps that addition spawned this problem?
 

evilsquirrel

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i've noticed that i can't cast rejuv and such on people now either....hmmm...

/me reorganizes buglist
 
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