Bug Reports FEB2013a

Status
Not open for further replies.

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
:?: = unconfirmed or not reproduced, :oldangry: = No clue, :arrow: = Working on it, :idea: = fixed next release

Known issues

:arrow: Starting an HLDS or listenserver with the -num_edicts flag may lead to crashes on some maps.
- 1500 is now the default for clients. Servers should set their -num_edicts flags to 1500 as well, via the command line.

Minor
:arrow: Monsters spawning in func_illusionaries will periodically blink in and out of existence, until slain
- Yet moar side effects of the newer, more optimal, anti-stuck system, which sadly, it seems, we'll have to abandon
:arrow: ms_soccer cameras are hard to get out of if you move the mouse while using them
:arrow: shender_east: Buggy portals sometimes make fire giant inaccessible.
:arrow: some creatures blinking in and out of existence due to new anti-stuck sys
- Hopefully doesn't actually stop any maps from working though
:?: Glow failing sometimes
:idea: Blood Blades tied to Smallarms skill
:idea: Thunder Breaker secondary doing Fire damage
:?: Problems with the vine wall and the Abominations in Hunderswamp
:arrow: Ether dagger damage dips
:idea: Pharaoh of Storms not boss flagged on Umulak

Aesthetic
:arrow: Some p_models vanishing into floor
:oldangry: Periodic texture scramble issues

Ancient/Perpetual
Known Ancient bugs:
- No Free Edict Errors (ED_Alloc:no free edicts), usually the result of overloading the server in one way or another. You can *try* hosting with the -num_edicts flag, however, this may prevent some maps from loading. We're constantly working to mitigate this bug.
- All entities invisible bug (type kill in console to cure).
- Lights/sprites not going away / sticking to other objects (Sticky client-side effects)
- Occasionally a weapon/spell will stop doing damage until it is unequipped then re-equipped.
- Can't use charge attack in laggy conditions. (Work around: use +special or +uber or ms_autocharge 1)
- Sitting animation bugs (sometimes saves to character for awhile)
- All water sometimes goes white (texture stretch bug, restart)
- Lack of level up sfx for Polearms (for some players)
- Typing issues in chat. Especially with European keyboards.
- Various Health/mana indicator madness (see also yonder)
- Small sack holds stuff it should not.
- Ticket Bank freaks if you have more than one of the ticket or item you are trying to trade
--> Galat chest does not have this issue.
- Double attack bug, most prominant with xbows
- All tomahawks appear as fire tomahawks in third person
- Heavy/Light Crossbow jamming when firing
- You cannot use NPC/GM/menus/chests when inventory is full (not a bug, insomuch a necessary limitation, at the moment.)


Also Not liable to go away soon:
- Jumping from server to server without closing |MSC screws with FN functionality
(solution: ALWAYS close MSC before joining or creating a new server!)
- Some monsters still capable of some acts while frozen (jumping, etc.)
- Orion Bow jamming sometimes, (I've no idea how to fix this without dropping the whole charged weapon concept.)
- Spawning a largely full Galat chest on a busy server may lead to server crash when withdrawing items
- Texture scrambling issues when playing for a period of time
- Some players report additive render weapons not rendering so in first person, or otherwise rendering incorrectly (Felewyn Shard, Hoarfrost Blade, GIB, etc.)
- Disconnecting while dead results in invisible body and armor on reconnect.
- Using changelevel instead of votemap or admin_map may cause various texture issues.

Resolved from JAN2013a:
- Phobia seems to get broken in the area where you first encounter snakes
- ms_wicardoven skeletons near Maldora's Fragment event failing to spawn
- shad_palace inacessable passed vent system (also may have been unloadable RKS servers - but that bit's fixed.)
- similar issues with being unable to progress also reported on other maps (though not always consistent)
-- including: aleyesu, phlames, possibly others, possibly intermitent...
- Thunderbreaker doing Fire damage with normal attacks
- Dwarven bolts exploding immediately when used with Steam Bow
- Blood Drinker not passing XP when in flight
- Healing with rejuv/HC not giving damage points
- Hooked Iron Arrows failing to spawn
- Jaminporlants is LOUD
 

MrJohnson

New Adventurer
The Dragonknights
Joined
Feb 26, 2011
Messages
91
Reaction score
0
On orc_for: If you take the right "door" from the spawn on your way to the "boss" you encounter the first few goblins. To your right there is the first lightning shaman and to your left it leads to the blood goblins. In this area there are 2 goblin needlers which fade out and pop up periodically. This is not a visual glitch. If you apply aoe damage or point your darkstaff beam at the location they will take damage when they pop up, but wont take anymore damage when fading out. If the damage kills them they stay dead and gone though.

This happens since the FEB2013 patch, and as far as I experienced every time we reloaded/revoted the map (sorry i forgot which server we were on)

Ye olde orc_for dweller has this demo for you where i documented this new goblin species:

https://dl.dropbox.com/u/53791313/ghostgoblin.dem
 
  • Thread starter
  • Admin
  • #3

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
*sigh* Yeah, that'd be the newer anti-stuck system fubar'ing again... Think it's time to give up on it and go back to the old version.

I'd be guessing the fake move system is fooled by the fact that they are standing in illusionary shrubbery, or something.

On the plus side, I suppose you could still kill them, if you had to, it'd just be a pain - so hopefully it's at least not breaking any maps at the moment.
 

SilentDeath

New Adventurer
Blades of Urdual
Alpha Tester
Joined
May 16, 2006
Messages
264
Reaction score
0
Age
38
Location
California
Jaminporlants is still LOUD as Keldorn said earlier Room_type 0 fixes it so the problem is the room type not the sound files.

I've heard reports of blood blade training sa and not swords but I don't have one so can't verify.
 
  • Thread starter
  • Admin
  • #6

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
Dridje said:
So I'm sort of frequently getting those swapped models for things and this showed up.
https://www.dropbox.com/s/cnn702e8mjnaj ... _00004.jpg

Future weapon?!
Yeeeah, I was waiting on a new model from FER for that weapon, but now we seem to have too many blunts, so...

I was noticing that the viewmodel indexes were resetting wrong from time to time on two handed bluntarms, not sure if it's happening with other weapon types.

SilentDeath said:
Jaminporlants is still LOUD as Keldorn said earlier Room_type 0 fixes it so the problem is the room type not the sound files.
#^$&#@!!! ... There's no eax setting on that map... But I think the default room_type for the game is 1 - dunno if that's making a difference. Coming out like a whisper on mine... The older files were six times as loud - literally - as that's the ratio that was used to boost the old ones.

SilentDeath said:
I've heard reports of blood blade training sa and not swords but I don't have one so can't verify.
Yeah, caught that one - just not in time for the patch - on the list.

(Someone was chatting about it in game, back in January, but didn't bother to report it. >_>)
 

CrazyMonkeyDude

New Adventurer
MSC Developer
RiP
Joined
Jun 29, 2007
Messages
2,619
Reaction score
2
Age
34
  • Thread starter
  • Admin
  • #8

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
blunts.jpg

I suppose you could help us... But you're being drug tested at work... So... Oh well.
 

CrazyMonkeyDude

New Adventurer
MSC Developer
RiP
Joined
Jun 29, 2007
Messages
2,619
Reaction score
2
Age
34
Thothie said:
bluntz

I suppose you could help us... But you're being drug tested at work... So... Oh well.

Psh, they don't test after pre employment screening, and people show up high all the time. :p
 

MrJohnson

New Adventurer
The Dragonknights
Joined
Feb 26, 2011
Messages
91
Reaction score
0
Thothie said:
(Someone was chatting about it in game, back in January, but didn't bother to report it. >_>)

lurking-predators.jpg

I can never chat ingame anymore without thinking about you reading it later.
 

SilentDeath

New Adventurer
Blades of Urdual
Alpha Tester
Joined
May 16, 2006
Messages
264
Reaction score
0
Age
38
Location
California
MrJohnson said:
Thothie said:
(Someone was chatting about it in game, back in January, but didn't bother to report it. >_>)

lurking-predators.jpg

I can never chat ingame anymore without thinking about you reading it later.

If you are really that paranoid about thothie reading your chats just play on the non rks servers
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
/subtle plug for SilentDeath's server
>implying I don't just read FN logs... :p
 

Keldorn

New Adventurer
MSC Developer
Joined
Mar 12, 2009
Messages
531
Reaction score
0
Age
35
Location
New York, NY
Thunder breaker 2nd charge still does fire damage.

Killing the poison bone abomination in Hunderswamp brings the vines back up in the pit area, only way out is return crystal/suicide.
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
Keldorn said:
Thunder breaker 2nd charge still does fire damage.
How the hell.... Gah, musta done some sorta rollback on it accidentally... Fixed.

Keldorn said:
Killing the poison bone abomination in Hunderswamp brings the vines back up in the pit area, only way out is return crystal/suicide.
Canna duplicate. :\
 

Echo717

New Adventurer
Socialist Guild
Joined
Aug 22, 2008
Messages
698
Reaction score
2
Age
31
Location
Arizona
I wasn't able to examine it closely because I was running from bone abomination, but I noticed quite a few monsters getting stuck in the ground in front of the bone abominations vine wall.

mmm in retrospect, shoulda taken a pic
 

Borya

New Adventurer
Blades of Urdual
Joined
Aug 15, 2004
Messages
376
Reaction score
3
Age
36
Location
A glacial palace in the elder forest of the north.
I'm noticing that sometimes I'll have a string of hits that are for ridiculously low damage, at least with the Bludgeon Hammer (while raging) and the Eth Dagger (while using the go-fast charge). It's along the lines of like, four or five normal hits for every two or three weird hits.

I'll try and take a better screeny, but this at least shows a weird hit followed by one that's for normal damage.
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
I would normally chalk this up to random being a cruel mistress... But suffice to say, 0.2 is a wee bit outside the dagger's damage range...

Suspect it likely has something to do with the way the dagger calculates armor. I don't think the bear god has any... See if it happens on an enemy that has armor. ...Meanwhile, I'll rig it to skip the damage calc if there's no armor on the target - might fix it.
 

Keldorn

New Adventurer
MSC Developer
Joined
Mar 12, 2009
Messages
531
Reaction score
0
Age
35
Location
New York, NY
I seem to remember that the ethereal dagger did not ignore armor when you actually charge attacked (the "hard hit" charge) with it, but it shouldn't be doing 0.2 even with that problem.
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
From the look of the script, that bit should be fixed.
 

Borya

New Adventurer
Blades of Urdual
Joined
Aug 15, 2004
Messages
376
Reaction score
3
Age
36
Location
A glacial palace in the elder forest of the north.
Well, it mostly seemed to come up with the normal uncharged attacks. Also, it was coming up frequently with the Bludgy [mostly while raging].
One more thing, is it only seemed to happen on phobia. Or at least I only noticed it there.

I'd have another screeny for ya, but the blizzard ate my net. I'm stuck postin' from work right now :/

Edit: Net's back, I'll update this post with a screeny of Bludgy doing it, if I catch it doing it again.
 

Keldorn

New Adventurer
MSC Developer
Joined
Mar 12, 2009
Messages
531
Reaction score
0
Age
35
Location
New York, NY
The stormpharaoh does not count as a boss.

(Also the portal out of the mummy pit didn't work, probably just a mummy not spawning in)
 
Status
Not open for further replies.
Top