READ FIRST: KNOWN BUGS AND SOLUTIONS IN MS:C

Wolfhound

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I'm not sure if this is a bug, scripting issue, or intended. The one time the spider boss in the thornlands actually appeared (first of all, it was stuck in the ceiling, and never dropped, so I had to use my bow to kill it), after it was dead, in the chest, there was no skullblade. I don't know if that's an issue, whatever, that's not even what I am complaining about. There were three (3) elven shortswords in the chest. Isn't that a little bit of overkill?
 

Crow

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YOU DONT GOT TIME TO MAKE A PROFILE
people seem to be stuck on the idea that the ess is still the same godly weapon we knew and loved.
not anymore; the scimitar is twice as good for gods sake. (refering to the regular ess. i have yet to see a better version)

think of it now as a good short sword, just made by elves. evles arnt gods or anyhing, so its not like thier regluar short swords are amazing.

thats my 2 cents.

still.... 3? :?


__________________________
25rg.png
 

wssplat

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I suppose you can lump me in with the rest about the spider lair not spawning correctly in thornlands. Its not a big problem for me though, im sure it'll be fixed soon enough.
 

Wolfhound

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I wasn't complaining that the elven short swords was a good weapon, so getting it was some huge gift. Three of any one weapon in a chest though... questionable.
 

Wolfhound

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I think I've discovered something rather interesting. Tested this on a listen server, not yet on a patched server, so it may be fixed. However...

In thornlands, trying to get the spider boss to spawn...

I discovered a trend. When one of the large spiders that spawns lunges at you, the thing where it attaches to you and causes pain, once all of the current wave are dead, the next wave will not spawn. I've spent several hours now doing nothing but going straight to the thornlands spider cave, with the same results. The spider boss only spawned twice, and both times it was when no spiders lunged and hit me. And I've never seen a new wave come after a spider from the previous wave lungesand hits.

Requires more testing, but I can't do it since I am unable to host a dedicated server, and therefore test it by myself with the patch.
 

mike

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Wolfhound said:
I think I've discovered something rather interesting. Tested this on a listen server, not yet on a patched server, so it may be fixed. However...

In thornlands, trying to get the spider boss to spawn...

I discovered a trend. When one of the large spiders that spawns lunges at you, the thing where it attaches to you and causes pain, once all of the current wave are dead, the next wave will not spawn. They don't have to actually hit you with the lunge, but if they lunge at any point the next wave just doesn't seem to come. I've spent several hours now doing nothing but going straight to the thornlands spider cave, with the same results. The spider boss only spawned twice, and both times it was when no spiders lunge. And I've never seen a new wave come after a spider from the previous wave lunges.

Requires more testing, but I can't do it since I am unable to host a dedicated server, and therefore test it by myself with the patch.

ill confirm that.
I have been trying to get to the chest in the forrest for a while now and not been able to get the web to break in the 1st spider room.
Just killed them all from up high with lightning so they didnt jump at me and the web broke fine.
Im useing the 1.01dev_c patch.

well don Wolfhound :D.
 

wssplat

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Could be just me..but the patch I got this afternoon messed with my game a bit. I cant enter the spider cavern without it crashing, something about ModCache. Also, my torch no longer looks lit up, it's just lighting stuff up with no fire. I rolled back to a fix from yesterday for now. Other than that, seemed good to me.
 

mike

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I get this warning box every time i fall to my death on heras by the moving pillers.
Dosnt crash but it dose freez the server until i hit ignore.
dev_c patch.

-----------------------------------
Microsoft visual c++ debug library
-----------------------------------
Program c:\HLSERVER\MSC\HLDS.EXE
Module C:HLSERVER\MSC\DLLS\MS.DLL
FILE:
run-time check failure #1 - a cast to a smaller data type hase caused a loss of data.
if this was inteneional, you should mask the source of the cast with the approprate bitmask.
for example:
char c = (i & 0xff);
Changing the code in this way will not affect the quality of the resulting optimized code.
(press retry to debug the aplication)
-----------------------------------
about retry ignore
-----------------------------------
 

Undying Zombie

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I know some of the bugs I have found are probly repeats.. and I am using the patch that was made.. Not .listing the ones I know for sure have been reported.

Non Crash bugs.
The Giant Bears in hera spam the console with a no walk animation, besides that, they dont actualy move besides turn to you. They do not attack exept when they die and they always hit for 10.0 when they die. ( unless it was a ranged attack )

Bug? Trolls are immune to all ranged attacks,including spells. May not be a bug but its a interesting side note at least.

Bug? Summoning monsters gives you no actual skill in summoning. Nore does killing with those summoned creatures.

Bug? with a 9 concentration skill, and level 5 wisdom it is not possible to learn the rejuve spell nore is it possible to learn the lightning shield spell. ( not sure on exact names at the moment due to its been a little bit since I looked at the names ) the summon skeleton is still not learnable so far ither. This may be just a high req on skills but due to the cost of some of those spells I assumed it didint need 10+ especialy the rejuve spell.

Bug? The chest in the hermit's house can sometimes randomly generate
a dull skullblade, a skullblade, a sharp skullblade. Not sure if this was supposed to happen or not.

Bug? There is a group of bats in hera that sit there and look at you instead of actualy coming at you. Dont think this was something that was wanted to happen.

Bug? More than likly not a bug but there is a room in hera where the big spiders ( the ones that like to sit back and spit at you ) will spawn in a massive number ( last time I was in there I would kill one, and two more would spawn shortly after ) Also the destroyable wall in that spot does not actualy die. Altho I am not sure if this was supposed to happen or not.
This dubble spawn bug has also happend in other maps. Thornlands for example with the walking ashes skeletons in the cave to the hermit. ( However this bug does not always happen )

Bug? Suliban seems to be one fast messanger, he has always been there a hour before I arrive to get the letter from the mayor.. This happens at different times.

Bug? Forgot the name. But in Helena, There is a npc that gives a quest to return with his wife and daughter I belive. The words you can use to get the info is a bit.. odd. Also he still gives you no clue as to where they have been taken to, besides being taken by orcs.

Oddity in a map? There is a yellow message on the wall neer a chest guarded by orcs in Heras saying something like "Thunder Wind" ( I remember the first two words but I cant remember if there was more to it ) It seems out of place and that is why I am puting this here.

Old Bug? The animation for the Longsword is still messed up and tends to spam the console sometimes. Simuler problems with other weapons/items spamming the console. I belive not all of the animations where fully done for these items or if they where they where not put in correctly.

My MSC crashes when.
A Troll dies. ( So far the only Troll I have killed has been in heras )
The map daragoth is loaded. ( or is is attempting to be loaded )
 

J-M v2.5.5

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Bug report
Type: quest-based
Map: thornlands
Quest: spider quest
Server: dedicated server running the January 5th SC DLL

I was making my way down to the spider arena to beat some spiders up. The moment I came in the room with the lake (before the spider arena) I noticed that the Timidus Textor was there! And I was the only one in the server. So I beat him up and went into the spider arena, where I found the two green spiders.

After beating them up to, I started the spider quest, and at the end, a second Timidus Textor spawned!

This has happened to me twice.
 

J-M v2.5.5

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Bug report
Type: quest-based
Map: edana
Quest: boar quest
Server: listenserver running the January 3rd SC DLL

I was leveling archery by shooting boars and I noticed that the boars just kept spawning. Finally, after a long while, the Huge Aggressive Wild Boar spawned. I shot it, only to see another spawn. After killing the second one, a third spawned. Then a fourth. Then a fifth.

Five Huge Aggressive Wild Boars? I don't know, but maybe the boar spawn got triggered five times somehow?

This has happened to me once.
 

J-M v2.5.5

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Bug report
Type: quest-based
Map: keledrosruins
Quest: kill Keledros the insane wizard
Server: listenserver running the January 3rd SC DLL

Alexz and I were battling our way through the Ruins of Keledros and finally we came to Keledros himself. I hit him first, and during our entire battle (eventually we quit, he just didn't die) he was only attacking me. He simply ignored Alexz and focused all his magic on me.

This might've been caused by the fact that I dealt the first blow.

This has happened to me once.
 

J-M v2.5.5

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Bug report
Type: server-based
Map: N/A
Quest: N/A
Server: dedicated server running
--- Firstly: v1.01dev_a
--- Secondly: v1.01dev_c with January 6th SC DLL
--- Thirdly: v1.01dev_c with January 5th SC DLL
--- Fourthly: v1.01dev_c with January 3rd SC DLL

MS: C has some weird bug where sometimes my server goes into a massive lag spike. Even I get 2000+ ping when that happens (I'm the friggin' host) and this lasts for about five minutes. After installing v1.01dev_c (which has a new sc.dll modified January 6th) I noticed this lag had become far worse. So I reverted back to the January 5th SC DLL but that gave me no effect. Even the January 3rd SC DLL which I'm running now still causes massive lag so now and then (but all of them more often than v1.01dev_a).

Conclusion: Something in v1.01dev_c is causing more lag.

This happens to me all the time

Edit: And no, this is not caused by the memory leak.
 

Brawler

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so what do those test patches even fix i always been wondering
 

Kuroneko

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Brawler said:
so what do those test patches even fix i always been wondering

- some mem leaks
- breakables (maybe? needs testing)
- error G_SolidifyEnts --->
- creates /save dir automatically
- gather coins from corpse bug
- crash when creating party using the menu (if your name was over a certain size)
- Notify you when saving client-side char
- For client-side characters, saves right away when you touch a transition.
- Doesn't save when dead
- fixed another mem leak with scripting


- Edana Sewers works
- Plains of Daragoth works
- Chests in the plains
- Chests in mscaves
- model errors on several items (ales, armor, etc)
- Helena econmy bug
- Helena never being attacked
- Helena vendor's speech
- Scythe range
- Overpowered poisonous spiders
- Troll crashes, and thier immunity to ranged attacks
- Rewards on some monsters tweaked
- Riddle master odd-ness
- Spell's fizzle times modified
- Two handed weapons now require two hands
- Bows and large sacks occupied the same slot
- Some NPCs not accepting thier quest items


And more, I'm sure. But thats all that comes to mind at the writing of this post.
 

Wolfhound

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I did some more testing, and it seems that for the next wave of spiders to not spawn, you do have to be hit with the lunge attack. I said that you didn't have to be hit for the bug to occur, but it turns out you do.
 

Xeropace

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Kuroneko, is that thing updated daily or something? You said that patch fixes those stuff? I downloaded and applied it yesterday and not all those fixes were there for me. E.g the troll was still immune to long range.
 

Belmont

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Quick bug report.


Bug = I cant put my shield in the back while having a back sheath.

Bug = Healing and Ice shield doesn't give EXP.
 

HumanSteak

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Quick bug report: two Handed axe range!
I havent tryied the scythe in 1.01c yet, but I can tell the two handed axe has same range as the scythe used to have in previous versions.
 
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