Transition bugs

Durak

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When transitioning from any WW map to the next it says in green bottom right that the map isn't found/may be future trans. Also, when I get up to skycastle and changelevel to skycastle it says vertex node out of field and won't let me play the map.

Edit: I probably should have just put this in march bug thread.
 

Thothie

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Sounds as though you installed the old CotBG or WW pack from some place. Curse of the Bear Gods and World Walker are both included in the full installer. Don't download them from anywhere, or you won't be in sync with the current version, and this sort of stuff will happen to you.
 

Durak

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Thothie said:
Sounds as though you installed the old CotBG or WW pack from some place. Curse of the Bear Gods and World Walker are both included in the full installer. Don't download them from anywhere, or you won't be in sync with the current version, and this sort of stuff will happen to you.

I've had the game installed since last year sometime (or before that, joined the forums in Jan 06...). I've simply been patching each month. I suppose I'll do a complete reinstall.
 

Thothie

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Musta missed an update, or yer one of those folks who is cursed with the inability to use our map ripenting system, but yeah, best bet is to get the full installer.

Make sure you get it from the front page, ( http://www.msremake.com/download.php ) and not some place else
 

Durak

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Thothie said:
Musta missed an update, or yer one of those folks who is cursed with the inability to use our map ripenting system, but yeah, best bet is to get the full installer.

Make sure you get it from the front page, ( http://www.msremake.com/download.php ) and not some place else

I don't think I've missed one, but whatever. I am getting it from there and I do use your map ripenting system ;). I was using your "march b" patches.
 

Thothie

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Well, it uses itself, but it doesn't work for everyone. Ye may have to check the time stamps on the altered maps afterwards - if they don't match the time you used the installer, they map patches aren't working right for you.
 

Durak

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Full install worked in that I can play skycastle now. However, I'm still getting the spikes mentioned in the other thread.
 

Durak

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*Bump/Double post/Offtopic*

On skycastle I got the same bug as in the_keep where the boss died on his own. The polar bear boss seemingly teleported over to the cave entrance and died. What happened on the_keep was the boss teleported to his spawn location (middle next to the throne). Coincidence? This happened with my full fresh reinstall of 1.1/march a/march b interim.
 

FER

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Used to be a bug similar to this one a few months ago, tough it was fixed. probably this is revenge
 

Thothie

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Yeeeah, very odd. I understood what it was on the bandit bosses, namely that they define their HP post-spawn (due to the fact that it varies), so if they took damage at the very moment they spawned, they'd have no hp. I thought I fixed this with the invincible flag until their HP was defined... But the invincible flag has been funky lately. It got so funky on Jerdid the Adventurer, that I had to use a different method. My new fix for this Bandit bit, is to pre-define the hp at 10k and change it post spawn. (Seems to work alright without getting us 10k hp bandits.)

The bear gods… There I’ve no idea… As they all have the same HP, and thus have it defined on spawn. Hrmmm…
 

FER

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Would be better if the bandit boss spawned before the players enter his room
 

Thothie

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Moar map editz! ;) It shouldn't matter though. Plus, for generic usage, I need to make sure the monster isn't going to die if he happens to spawn in a blizzard or some such.
 

Durak

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Thothie said:
Yeeeah, very odd. I understood what it was on the bandit bosses, namely that they define their HP post-spawn (due to the fact that it varies), so if they took damage at the very moment they spawned, they'd have no hp. I thought I fixed this with the invincible flag until their HP was defined... But the invincible flag has been funky lately. It got so funky on Jerdid the Adventurer, that I had to use a different method. My new fix for this Bandit bit, is to pre-define the hp at 10k and change it post spawn. (Seems to work alright without getting us 10k hp bandits.)

The bear gods… There I’ve no idea… As they all have the same HP, and thus have it defined on spawn. Hrmmm…

They didn't die on spawn. Or, that's what I think you're implying. What actually happened is that I was fighting them for a while and then they teleport died. I was fighting the polar bear boss for a good fifteen minutes before this happened.
 

Thothie

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*sigh* That would be new.
 

subenji99

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Sounds like the anti-stuck is moving the boss back to the spawn point and then ..something.. happens and it dies.
 

Thothie

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He'd have to be stuck for a damn long time before he'd teleport to his spawn, and it wouldn't possibly kill him.

I noticed that one of the bandit bosses refused to move towards me for some reason when I was doing testing. I hope this doesn't turn into one of those Brain Death bug type thingies that's a result from some sort of variable type memory screw up. If it's something like that again, I think I'll have to hard-code something to prevent it, but I can't think of a way to do that without causing major performance issues.
 

Durak

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Thothie said:
He'd have to be stuck for a damn long time before he'd teleport to his spawn, and it wouldn't possibly kill him.

I noticed that one of the bandit bosses refused to move towards me for some reason when I was doing testing. I hope this doesn't turn into one of those Brain Death bug type thingies that's a result from some sort of variable type memory screw up. If it's something like that again, I think I'll have to hard-code something to prevent it, but I can't think of a way to do that without causing major performance issues.

The bear and bandit did seem to be half in the wall sometimes and I think right before it happened. I suppose that explains it except the bear was in the wall earlier (I was on the map for a long time) and somehow got out. He was also inside the cave part of it where we couldn't reach him until we lured him out.
 
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