MAR2007 Bug Reports

charcolishen

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pimpsta said:
I keep losing my scrolls everytime the server crash! WHY!?!?! then I would reconnect like 10 times and still no sign of it. If I am about to activate the scroll and server crash.. THEN its gone forever! I lost acid bolt, summon undead, and ice storm. Also same thing with weapons! Thanks god I have 30 weapons in storage.

How unlucky. They up'd the return time for scroll return too.
 

ITS'aME'aMARIO!!!!

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HumanSteak said:
I have 3 GiB tickets and none of them are giving me a GiB... I noticed some tickets works and some don't. As far as I know, only GiB tickets are buggard.

that happens to me too... though it wouldn't let me store an elven bow at helena npc...

to get my gib out i had to ask another player to do it for me... or just restart map :D
 

Picadilly

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Overflows

I don't know if this problem is related to the March patch... Our server (Revolution) is experiencing LOADS of overflowing players. In fact, it seems that over 50% of the players connecting are overflowing. We get the "player XXX overflowed" message and the player must retry and retry to join, if they can succeed at all. It seems to have nothing to do with how many players are in the server.
Also, a lot of players are complaining about losing items or just having scrambled inventories.
Another strange bug arose last night where players were losing their party tags or not seeing other's party tags.
All of this seems to be accompanied by huge lag spikes... I've noticed the increased lag on other servers as well. I've polled all the players and most seem to have item counts UNDER 70, which makes me wonder if it's simply character corruption or something more...
In the meantime, is there ANYTHING that you could suggest that might make our server capable of handling overflows better? This never happened pre-March2007. any suggestions would be appreciated...
 

ITS'aME'aMARIO!!!!

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all i know is that mass amounts of pots will make ya overflow quicker than mass amounts of arrows...

just a theory, from experience
 

Thothie

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Arrows stack, would be why. Each stack counts as 1 item.

I'll look into the quest/chat bugs.

My FN character has a bunch of dwarven bolts, but I'll check the quantities in the shops.

I'll look into the GiB, but tis odd, as I'm sure it was one of the first items I was testing with.

As for overflows... I actually have less overflow's than usual, and I haven't had a single restore request from overflow (overstuffed inventory) since the patch. Mayhaps this is some other sort of overflow?

Again, very little changed in the MS.dll between FEB and MAR - only real changes were on the client side. You can try using an SSEx dll appropriate for your CPU, but that's about it. :\

Some of it maybe related to the debug spam and sticky spellmakers lingering on the clients, that, at least should be axed by next month.
 

HumanSteak

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[sploit noted]
I had an idea to make spells pass xp a bit better, Maybe increase impact damage at the cost of damages over time. Like lightning storm is kinda useless, it requires a higher SC than blizzard to cast and does about half damage. Maybe it could do a much bigger impact hit and lower DOTs accordingly (or something). Ice storm sometimes has a lower impact damage than DOTs :?
EDIT: crossbow bolts used to be stronger than arrows due to it's slow firing speed. Since arrows were boosted, I think bolts were not so it make the whole crossbow thing suck :wink:
 

Jelly

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I think the DOTs pass exp properly. It's the area of effect spells that is screwed.
 

HumanSteak

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Yea the DOTs doesn't pass xp, and the after DOTs AOE damage like the cloud staying after the impact damage and DOT of poison cloud and ice storm too.
 

Thothie

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DOT XP passing has always been screwy, sometimes it does, sometimes it don't (it's less screwy than it once was, however). I've only one more idea for making it any more dependable, and I can't guarantee it'll work either.

Bleh, I spent so much damn time testing and retesting Keledros (not to mention the gaxe), wtf...
 

charcolishen

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Keledros game_message reward thing states a scroll of volcano has dropped. When checked, its actually a tome.
That and if I remember correctly, it also stated he dropped nothing and a tome of volcano dropped.
 

evilsquirrel

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Stun resistance rocks.

except that its broken.

When you recieve the "you're not stunned!" message, you're still stunned...this leads me to believe that stun resistance actually does nothing, less than the goggles - maybe (but probably not).


on a side note, trolls (specifically ones in ww3d) do not give you health when attacked with a bone blade.
 

HumanSteak

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That's because they are of race undead for some reason. You can see it in console as they spawn (switching race to Undead). They are immune to poison too.
 

evilsquirrel

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recent tests of bloodrose show that monsters are sometimes not registering thier deaths.

and oddly, the skeleton_deep_sleep is not being killed by killtarget's which leads to much annoyance...perhaps i'll just spawn a wakeup with atholo...if it doesn't work soon, that is...
 

evilsquirrel

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the envenomed bones are sometimes not registering thier deaths, i am unsure which bones are doing this..as i have them set to random
 

HumanSteak

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Maybe spores? they register once the poison cloud is dissipated.
 

Thothie

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Last I checked, the stun resistance was working fine. :\ - You can still get thrown though.

The poisoners are actually all in the same script, the aliases just force the random to script to use a particular variant. I could see where the Kamikaze maneuver the spore variant does, might cause an issue, but I think I made sure it was a legitimate suicide that would register with the monster spawn (I'll double check).

In all the tests I've run, Killtarget works fine against the skels_sleep/deep_sleep - it doesn't register with the monster spawner of course (killtarget never does) - but it should mark the entity as "non-existant" which is what skeletons look for when they spawn. Still, I got some similar report from Crow, so I suspect what I may need to do, for whatever reason, is to make yet another controller that cancels the effect. monsters/skels_nosleep or something. Maybe just set it up so whichever one spawns removes the previous one when it sees it, so you can toggle back and forth if need be.

MAR2007_Changelog said:
• The following skeletons are unaffected by Skeleton Control:
- The following minions: Bloodreaver's, Flesheater's, Maldora's
- All bosses, minibosses, and red skeles: Calrian, Lord BS, Ice Lord, Sir Geric, Bloodreaver, Flesheater, Fire Giants, Keledros II
Atholo should not be affected by the skels_sleep controllers. Slithar's summoned skeletons, however, will be - and it confuses him no end. (He starts to continuously RMA his skeletons, thinking they are defective.)

I'll move the "special" Trolls to demon faction, I suppose.
 

evilsquirrel

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atholo isn't effected...his bodyguards, however...are...which is a problem.

on a side note: atholo also isn't quite annoying enough while you're trying to do things (ie break stuff)

any way atholo can get a bit of a pump? ie: every 20 seconds or so he'll cast some massive spell, and maybe he can do some other nifty stuff?

on another side note: Venevus's retaliation for holy is kinda weaksawce, perhaps he can smite you wtih a bit of damage and a nice 5 second blinding aswell?
 

evilsquirrel

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Atholo can hit from any distance, through solid walls - even.

venevus can target players through walls and cast at any distance.

venevus's spells (ie volcano) also spawn at 0x0x0 for some reason. (will move 0x0x0 in future compiles)
 

Crow

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Thothie said:
Still, I got some similar report from Crow, so I suspect what I may need to do, for whatever reason, is to make yet another controller that cancels the effect. monsters/skels_nosleep or something. Maybe just set it up so whichever one spawns removes the previous one when it sees it, so you can toggle back and forth if need be.

heh. was just something I seem to do a lot, which was try and use "target" of the trigger_relay instead of "killtarget"

it was fun finding that one out, let me tell you
 

Thothie

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Venevus should cast his spells at the player regardless of the players location or whether or not he can see them. He's supposed to have a range cap, so acid clouds don't wind up popping up near the player spawn and such. A few of his spells require LOS (lightning, rapid acid bolt)

Volcano at 0x0x0 is a new thing though. Meh, been a bit since I ran a test with him, nuff has changed that something may have fubar'd him.

Atholo needs bodyguards? Atholo should be nasty enough that he shouldn't need them... I'll beef him up. I've not changed the script much since May 2005, so he's still geared for players of that era. Will apply Orochi's smart model to him as well. Venevus was designed with guards in mind - Atholo not so much so.

Again, I'll rig a script you can spawn to make sure those sleeper controls go away too.
 
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