INFO Bug Reports NOV2015a

Kanta

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Frost arrows always do 5 DOT, regardless of archery or ice level.
 

TheOysterHippopotami

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set_cbm is pretty glitchy. If you have any monsters with set_cbm on them all monsters will play combat music, not just the monster(s) with the add param. Also, if you encounter a different monster that also has set_cbm on it, but uses a different song, then it will override the previous set_cbm song and now all monsters will play the new combat music.

This occurs more often than not, but not 100% of the time. After a few battles, however, this always seems to happen.

It is possible that this is an alpha build problem, because that's where I encountered the glitch. I haven't tested to see if this also happens in the current version of MSC.
 

Thothie

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Frost arrows always do 5 DOT, regardless of archery or ice level.
WAI, but changed in the next patch.

set_cbm is pretty glitchy. If you have any monsters with set_cbm on them all monsters will play combat music, not just the monster(s) with the add param. Also, if you encounter a different monster that also has set_cbm on it, but uses a different song, then it will override the previous set_cbm song and now all monsters will play the new combat music.

This occurs more often than not, but not 100% of the time. After a few battles, however, this always seems to happen.

It is possible that this is an alpha build problem, because that's where I encountered the glitch. I haven't tested to see if this also happens in the current version of MSC.
Also WAI - set_cbm sets the combat music track for the player it encountered. The player will continue to use that for their combat music track until it is changed again (either by another set_cbm or a msarea_music_dynamnic).
 

TheOysterHippopotami

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set_cbm sets the combat music track for the player it encountered. The player will continue to use that for their combat music track until it is changed again (either by another set_cbm or a msarea_music_dynamnic).
so if i simply put something like set_cbm;bogus.mp3 on every monster I don't want to play combat music, then the players combat music track will be set to an mp3 that isn't in the music folder and therefore, no music will play?
 

Thothie

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The system is setup to just set the combat music up, so it'd be considerably simpler to use msarea_music_dynamic or mstrig_music in an area/event where you want the combat music to play, and add another with stop.mp3 with a long duration where/when you don't. Though, if you don't want combat music for the majority of the map, it's likely best not to use it at all. Like most such systems in other games, once it's set, it stays on, so long as the player remains in combat, and it'll use that track the next time the player enters combat (unless the mob initiating combat is flagged "set_not_musical" or some other event changes the setting).
 

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For cleffects, in an update event for a tempent, if you create another tempent, then try to change a property for the updating tempent, the property change will fail.

Example:
Code:
{ update_gib

        cleffect tempent sprite "char_breath.spr" L_MY_POS setup_sprite

        cleffect tempent set_current_prop fuser1 L_NEXT_UPDATE
}

fuser on the property won't change, and keeps it's previous value. I don't know if it changes for the new sprite though.
 

Thothie

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cleffect tempent sprite "char_breath.spr" L_MY_POS setup_sprite
Eh, there's no update event in this sprite creation line.

ms.stx said:
cleffect <"tempent"|"frameent"> <"sprite"|"model"> <sprite_file|model_file> <origin> <setup_event> [update_event] [collide_event]

If you mean the update event stops - call it as a separate event, as it probably thinks you're trying to change the property on the updating tempent.

There are some odd things about update events though - I've run into instances where, for instance, an attachment's position couldn't be read from inside of it, so I had to constantly update a setvard outside of the update event, when I couldn't attach it to follow.
 

greatguys1

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Those aren't quite what I mean. Say I do this instead:
Code:
{ client_activate

    cleffect tempent model $get_random_token(FX_MODELS) FX_ORIGIN setup_gib update_gib
        
}

{ setup_gib

    //set props
    //...

    cleffect tempent set_current_prop fuser1 420.69
}

{ update_gib

    cleffect tempent sprite "char_breath.spr" L_MY_POS setup_sprite
    
    if ( game.tempent.fuser1 == 420.69 )
    {
        infomsg all "ayy" "lmao"

        cleffect tempent set_current_prop fuser1 1.23 //I only want ayy lmao on the first update
    }
}

In the update gib, I also set up a sprite tempent. It's all need to do for the sprite, so I leave the update event out. I then check if the fuser on the gib is 420.69 as it was set in the setup_gib, then have it display the infomsg if it's still the original value. I only want the infomsg to show up on the first update event, so I change the fuser1 value. The fuser1 value is still 420.69 however, despite attempting to change it, so every frame, I get "ayy lmao" from the infomsg. It's because the command to do so is after I created another tempent.
 

Thothie

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Little fuzzy right now, but I think one of a few things might be happening. So some things to try:

• Move the sprite creation cleffect command in the update event until after fuser1 is checked and set, as well as after any other set_current_prop commands in the update event (might be creating double-frame update).

• Should that fail, move the sprite creation cleffect command to its own event, with a 0.01 delay (again, due to above possibility).

Also, use the "dbg" command and "developer 5" to force the console to echo in the upper left, as infomsg stacks do strange things, invoking yet another client gl frame update. You can use the -condebug flag in the game launch options and it'll also echo to a log file in the half-life directory above, be it client or server side, in real time.
 

greatguys1

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Sorry- Ive already worked around the problem by putting the sprite creation cleffect after the prop updates. I shouldve said that before so you didnt have to write all that. It was simply a bug report.

With the alpha build, it’s way too hard to find anything that uses dbg with all of the logs that go in the console. Infomsg is easy to write and i dont have to hunt for it.
 

Thothie

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Sorry- Ive already worked around the problem by putting the sprite creation cleffect after the prop updates. I shouldve said that before so you didnt have to write all that. It was simply a bug report.
Yeah, apparently when the game makes a new frame inside a frame update, it gets confused as to what it's creating and updating in the double-fame update. Canna fix, so just keep it in mind. Maybe I'll add it to that Scripts_Read_Me.txt. Also beware that spawning a sprite every update frame, can make for a whole lotta sprites.
 

greatguys1

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cleffect ce requires an extra parameter to be send in order for the previous one to work.

For example:
Code:
cleffect ce player ext_dmg_gb $quote(L_TEMPENT_POS)
When pulling PARAM1 from ext_dmg_gb, oddly enough, it'll be equal to (0.00,0.00,0.00), still retaining the vector form, but the improper value.

If you do this however:
Code:
cleffect ce player ext_dmg_gb $quote(L_TEMPENT_POS) x
PARAM1 from ext_dmg_gb will have the proper coordinates. I see this behavior also with sfx_wave:
Code:
cleffect ce player ext_ce_wave $quote(L_MY_POS) FX_TYPE x
 

Thothie

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Known issue due to lazy parsing. Will fix eventually.
 

Kanta

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Arthur and the Fletcher(not hendlekemp) share the same inventory at Helena. Buy an item at one, then it is gone from the other's shop.
 
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Kanta

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The north maul stun attack always does sub 10 damage.
 

Kanta

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The incremental charging system seems to make weapons you can unlock charges out of order with hit harder than the first charge actually can when unlocked. For example with the north maul you can unlock the third charge with your ice spell casting while the first two do nothing. Filling the chargebar up to the first level before actually reaching blunt arms proficiency 22 was doing about 280 damage, then when I leveled up it went down to doing 180 or so with the first charge.
 

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Arthur and the Fletcher(not hendlekemp) share the same inventory at Helena. Buy an item at one, then it is gone from the other's shop.
Fixed.

The north maul stun attack always does sub 10 damage.
Maybe fixed (need to test).

The incremental charging system seems to make weapons you can unlock charges out of order with hit harder than the first charge actually can when unlocked.
Fixed, thanks to @The Man In Black.

Also noting here (and updating the top post) that MiB also managed to fix the ancient occasional "all entities invisible after death" bug. Which, while it's not going to have a huge impact on play, is just damned amazing, since that bug has been with us since at least as far back as MS 1.3 back in ~2003. :eek:

...Also dead players can see chat now, which I think has been an issue for just as long, if not longer.
 

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[a rather critical award that should be in a rather difficult to reach place, isn't.]
willpower +0.1
 
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Thothie

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I haven't had the willpower to fix yer post there while I'm using my phone, but if you would be so kind...

But not good and would explain some numbers being too low, will fix. [Fixed]
 

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oh totally read your post wrong, didn't mean to leave it like that
Sorry
 

Thothie

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Was so tired I phrased it wrong and made it sound like I was telling you to fix the game issue yourself.

Not that ya couldn't. ;)
 

Kanta

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Force cages, like from Ihotor, will swallow up your attacks into nothingness. I'm assuming because it literally place and invulnerable NPC inside of you? Can't say how many times this has gotten me killed at the_wall.

Would be good to give mobs a minimum time before allowing force cage attacks to be used again, preferably at intervals double or triple the length of the force cage effect.
 

Thothie

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Not getting notices from the board anymore... Hrmmm...

Force cages, like from Ihotor, will swallow up your attacks into nothingness. I'm assuming because it literally place and invulnerable NPC inside of you? Can't say how many times this has gotten me killed at the_wall.
Changed the methodology on this on both e... Why is it snowing in here? Eh, anyways, changed on both ends, seems to be reliable. Can attack from inside cage, and can attack things inside cages, of various sizes - might have to tweak it again for dwarves though. Effect is a little more server intensive than it was a result, but prob doesn't get spammed too often.

Ihotor's job is to keep one player in check at all times, though I think he may target an NPC as well, so decoy guardians/bears might be a good strat. I reduced his damage quite a bit while I was in there, though you're still looking at the same minion pounding.
 

Kanta

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Currently on official server 02, everyone connected is missing their fists and are receiving 30-40% dual wielding penalty on almost all weapons including two handed weapons and archery. Never seen anything like this before. The worm did get the time to have a chance at spawning a horror egg, which works now because of the dynamic npc being used in the server configs but I was able to snipe it before it hatched.

The dynamic npc is my only guess at what could be happening because it seems to have started after the egg spawned? Seems like a far fetched correlation though.. Failing that must just be standard, wacky and busted MSC behavior.
 
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