The Bug List

From Master Sword Wiki

Note: This section is severely out of date. Please refer to the "Chatter" section of the forum for better information.

Collected bug reports and possible solutions:

This is the list compiled by Thothie. Official developers!: Please edit, comment, and remark on solved issues as needed. (Request that one would not remove bugs, but remark that they are mitigated.) Feel free to question me via IM ( MSN: ST_THOTH@hotmail.com, AOL: thothie02, ICQ: 2253-19301, yahoo: ST_THOTH ) - and add your own!

Last Update: 09/19/2006


Problems:

Use SymbolTo Indicate...
= Major Bug: Game stopping problem of great complaint.
= Moderate Bug: Moderate annoyance.
= Minor Bug: Mild nuisance, rare, and/or largely aesthetic.

Solutions:

Use SymbolTo Indicate...
i Stating theory or additional info on bug.
@ Work around for bug.
~ Solution for bug (code source, etc).

MSC 1.01dev_g

MS.DLL of 01/08/2006 (bugs attributed to)

  • = Map transition crashes on Central servers with certain combinations of characters. (note: this does not happen in dev_a)
    • i Unhandled Exception While Deallocating Memory: Expression: _CrtIsValidHeapPointer(pUserData) Line: 1132 File: dbgheap.c
  • = Massive lag during save/load (player connect/disconnect) on Central servers.
  • = Monsters slide on slopes. Most monsters cannot climb shallow slopes as a result. (Easy to reproduce around the orc camp in Daragoth.)
  • = Many other reports of very fast sliding monsters.
    i maybe partially caused by lag (too many active monsters).
  • = Many reports of 'arrows lagging' i (but I'm not sure what this means myself - I've not seen them cause lag, so rather I think they mean they have laggy movement).
  • = ambient_generic sound events are silent (may also be client.dll issue)
    • @ Workaround: SOME wave files will loop using env_message (mostly the ones in valve's ambience folder). However, you still can't cycle tones, change pitch, nor sync events with cycles effectively without ambient_generic.
  • = func_rotator fan sounds do not play
  • = incorrectly named scripts crash the server, making dynamic scripting all but impossible.
    Also would be good if maps could call on their own scripts (ie. mapname.dll) to prepare for release of scripting engine.

Some servers report (including Thothie's, StevenLAFl's, Isesore's, JabbahRulz's):

  • = Massive CPU lag when connecting to own internet server via lan.
  • = Massive CPU induced lag on repeated use of Rejuvenation Spell.
    ~ This has been resolved by changeing the way Rejuv works in the SC.DLL
  • = Massive CPU lag with certain combinations of characters.
    • i Usually "Massive CPU lag" eventually leads to total lock up and crash. Usually crash has no explanation (goes straight to desktop), but at least once has generated this error: Unable to Move Memory Block: Expression: _BLOCK_TYPE_IS_VALID(pHead->nBlockUse) Line: 1138 File: dbgheap.c

Periodic errors (hard to reproduce):

  • = The rather infamous 'chat lag' bug. A holdover from MS 1.35 Once associated with "Error 101" - in which all monsters go brain dead, and all chat becomes invisible after a party leader disconnects. (see related thread)
  • = Occasionally, all entites will become invisible to player (but still active). Typing kill in console resolves this error.


Client.DLL (F2) of 01/09/2006 (bugs attributed to)

  • = Armor does not display properly (player model shows through front of pants - submodel with no legs is not activating).
  • = Armor does not show at all for other players until removed and replaced.
  • = ambient_generic sound events are silent (may also be ms.dll issue - see above)


SC.DLL of 01/19/2006 - ie. Scripting Bugs (bugs attributed to)

  • = Skeletons need to not get back up when other skeletons or players are near, or they merge. (Calrian Exploit)
    i (Thothie) Workin on this.
  • = Skeletons feigning death makes monsterspawn think skeleton is actually dead, leads to:
    • Fireallperish events going off prematurely.
    • Skeleton's 'multiplying' as monsterspawn spawns next skeleton before first is actually dead.
    • Hard to predict numbers of active monsters.
    • @ Map makers facing this issue should suffix their skeleton scripts with _once
  • = Also would be nice if creature scripts checked if players were near before spawning, to prevent merge.
    i (Thothie) I don't think scripts can check for player presence until after the monster spawns. :/
  • = "monsters/giantbat" (misnamed in Wiki) goes brain dead in multi-player should target player die. (Also has very buggy orientation, suggest using fixed axis, if possible.)
  • = "monsters/giantspider"cannot attack and is not worth any experience.
    • @ " (WORKAROUND: use "monsters/thornlandspider" instead [fixed in next sc.dll - see below])
  • =Bugs in "Yet to be used" Monsters:
    • monsters/fish_xxx swim out of water i (Thothie) - Don't think I can fix this within the scripts, there's no function for 'in water' - maybe add to float property in code?
      @ Workaround: Make a thick monster clip box lining and capping the fish tank (maybe a little above for the 'jaws leaping out of water' effect')


Buglist: Unknown (Uncertain as to where to categorize)

  • = Attempting to remove an item that is too heavy makes item vanish from chest.
  • = Similar issue with merchants.
  • = Too many items in inventory makes character unloadable. (Effectively deleted)
  • = Chat text severely distorted or cut in half for many users - use more standardized font?
  • = Chat text does not always echo back to console.
  • = Placing a space in a new character's name often causes crash.
  • = Skeletons that die near func_monsterclips, ignore them when they stand back up. Moved from "Script Errors" at Lord K’s request.
  • = XP loss from death only applies to Sword Skill.
  • = XP is never gained from off-hand weapon.
  • = Longbow can't hit anything at medium ranges.
  • = MSAREA_MUSIC can't keep time properly with some MP3s formats - not reading seconds, apparently.
    • Also would be good if entity could be targeted to activate (via targetname) and had a loop "0|1" tag for event-driven music events.
      @ mstrig_music may accomplish this - but not yet tested
      i (Thothie) Insofar as it has been tested, it has to be used in an unusual way, and it only works for the player that triggers it - need ent to initiate a global music change event to be useful.
  • = Reflections are not working (see related thread) [~ they are semi-functional in SC.DLLs post August 2006]
  • = msarea_monsterspawn's "fireallperish" event very often fails to fire when monsters in spawns have multiple lives, or another monsterspawn is activated (directly or indrectly)
    • @ WORKAROUND: use trigger_counter, and killtarget method described in map fixes thread.


~ Resolved in SC.DLL of May.18.2006
  • = monsters/fish_leech generates failed to lookup turnX sequence (I'll be more specific later)
  • = monsters/ice_troll - does not work (spawns, sits and stares, is not solid)
  • = monsters/cobra - Usually can't attack (seems to have no reach)
  • = monsters/bear_giant_black and monsters/bear_giant_polar do not move or attack (polar also wrong color)
  • = sfor/undamael - "Atholo" - is invulnerable and usually cannot attack properly
  • = Repeated server console reports: "SV_StartSound: SOUND_STRUCK2 not precached(0) SV_StartSound: SOUND_PAIN not precached(0)" from various scripts on various maps (suggest comb over search and replace et. al.)
  • = All monsters on Keledrosruins go brain dead from boss spawning too many guards, although only with multiple players (yes, still).
  • = Catapults shells do no splash damage.
  • = Fire arrows sometimes generate no light (may also be ms.dll or client.dll) [also were never really bright enough - use brighter color]
  • = Can't take Jagged Arrows from chests. (Need to always appear in bundles of 15) - Moved from "Unknown" at DrKill’s request.
    This applies to Wooden Arrows as well: they were flagged unusuable and were given a different grouping number than the normal arrows (25), in addition, the trade sprite was not defined. Problem was in the arrow items themselves, not the chests. Fixed in upcoming SC.DLL patch
  • = Helena guards tend to go brain dead (particularly when their targets are killed.)
  • = Keledrosruins Script Error: "SV_StartSound: voices/scream/attack1.wav not precached(0)"
  • i One shot version of all skeletons available.
  • = The following NPC's cannot fight back: "deralia/knight_lord", "deralia/thief", and the mobile Edana Guard (script unknown) - possibly others.
  • = One of the NPC's in Deralia is always hostile, cannot fight back, and drops a fair amount of free gold (30+). Not sure if this is a bug or not.
  • = Stone Spider "keledrosprelude/stonespider" can't fight aback (or never hits)
  • = "monsters/gspider" (spitting spider) sometimes has difficulty attacking at point blank range and is worth no experience.
  • monsters/fish_shark sometimes gets stuck on walls
  • = Duplicate Scripts Overlooked in Port
    • "monsters/giantblackbear" -> "monsters/bear_giant_brown" - would be a good compatability place holder (also is wrong color)
    • More or less all bears could use similar place holders (I'll assemble the exact list sometime) - backwards compatability = good! :D
    • "helena/troll" -> "monsters/troll" - would be a good compatability place holder\
    • Many others... (*think* all are fixed now, still testing old maps)
  • Lots of other, previously unlisted, bugs fixed.

There are also many, many aesthetic and balance issues that I am not addressing here, as many are merely opinionative, but I think we all agree some things could be done in those departments. Map bugs, that are purely the mappers responsibility are also not mentioned, though some solutions via Ripent have been found in yonder forum thread. May make a section for these later. (Thothie)