Bug Reports FEB2015c

Status
Not open for further replies.
  • Thread starter
  • Admin
  • #1

Thothie

Administrator
Staff member
Administrator
Moderator
Lead MSC Developer
MSC Developer
Apr 8, 2005
16,199
256
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 higher than 1500 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.
- Valve broke listlib.gam "commandargs" functionality, so you must add this to your client launch options as well!
-- Go to Steam->Library
-- Right click on Master Sword Continued 1.2
-- Click "Properties"
-- Click "Set Launch Options"
-- Add -num_edicts 1500
- Sadly we've no way of doing this for you by via the installer.

Major
:oldangry: Very rarely, when multiple players transition between maps, all connected characters will be reset to level 0 and have their inventory wiped.*
- Your character will not save in this state, so there should be no damage done, however, reconnecting to the same server may or may not fix it (have yet to have a report on this.)
:idea: Shields be bjorked. If you use a shield, you will have to reconnect before you will be able to attack again.
-- FEB2015c Fixes This

Moderate (ain't had one of this category in awhile)
:idea: Mobs vanishing from rmines.
-- FEB2015c Fixes This
:idea: Abyssal Worm boss teleports to 0x0x0 instead of his next teleport point on HLDS, making him unbeatable.
-- FEB2015c Fixes This
:idea: The_wall is unplayable (instant death on spawn).
:idea: Certain global quests that take place between maps are not functioning (such as Lodagond and the Necromancer Shadahar's Ring quest).
- This is resolved in FEB2015d on the RKS servers, but not public yet.
:idea: Scriptflag system failing, causing issues with shields, bear claws, music, push resistance, and others.
- This is resolved in FEB2015d on the RKS servers, but not public yet.

Minor
:idea: NPC generated Circle of Death doing no damage (possibly some other NPC AOE's)
:idea: Bloodrose chests being screwy, when you can get to them at all.
- Chest fixed next patch, but the occasional Flesheater crash is still a mystery, as it has been since DEC2010. Took some more stabs at it, no promises.
:idea: Boss tag XP issues
- This is resolved in FEB2015d on the RKS servers, but not public yet.
:arrow: First client side arrow fired on each map may drop limply to the floor, like a disgusting wet sausage.
:oldangry: HLDS server failing to close on game's request, under certain circumstances*
:arrow: Deraliaswers: mbossdest needs multiple destinations*
:arrow: b_castle: bodyguard_room needs multiple destinations*
:arrow: Dragooncaves teleporter needs multiple destinations*
:arrow: Lightning Forged Skeleton needs a new scan check sequence*
:oldangry: Two people with the same name can cause chat lag*
:oldangry: Being stunned while reloading sxbow seems to cause infinite reload loop*
- Re-equipping or redrawing (if hotkeyed) should fix.
:arrow: Applyeffect cooldowns seem to be jamming up from time to time*
:idea: Dwarven bombers may become invulnerable if frozen during death sequence (also likely applies to Bloated Dwarven Zombies)
-- FEB2015c Fixes This
:idea: Some of the mobs who had their push DOT fixed, do no DOT at all.
:idea: Boss tag for Iron Golem on shad_palace.
:idea: Old_Helena instances of Tor'WhoDoc and Harry lacking auto-open feature
- (couldn't reproduced Harry's shop block though.)

Aesthetic
:arrow: Despite claims in changelog, Felewyn Shard is using new model. Otherwise, all should work as described.
:arrow: Some dwarves in Gatecity are using lanterns who probably shouldn't.
- Atm, lantern distribution is random - this will be fixed once the recompile is done.
:arrow: Elemental resistance updates sometimes fail to report to event HUD.*
:idea: Music not playing in fmines (quick server side patch pending)
-- FEB2015c Fixes This

* Persisting from SEP2013

Ancient/Perpetual Bugs
- 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.
- Double attack bug, most prominent with xbows
- All tomahawks appear as fire tomahawks in third person
- Heavy/Light Crossbow jamming when firing
- Some p_models vanishing into floor (report em though, still hunting)
- Periodic texture scramble issues
- 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
- Some players report additive render weapons not rendering so in first person, or otherwise rendering incorrectly (Felewyn Shard, Hoarfrost Blade, GIB, etc.)
- Some mixed-rendered monsters may not render their additive bits on some systems
- Disconnecting while dead results in invisible body and armor on reconnect.
- Using changelevel instead of votemap or admin_map may cause various texture issues.
- ms_soccer cameras are hard to get out of if you move the mouse while using them

Resolved from SEP2013a:
- Valve breaking nightmare_thornlands
- Scaled mobs occasionally having incredible hit range
- Lich Tongue can get its script name cut off and corrupt bank
- Fire aura sound looping
- Sylphiel sometimes refusing to speak to you, if you gave her a quest item before accepting quest.
- Olof's (Thornlands Merchant) shop seems to be busted.
- Kodiak not dropping high carb treats on Bloodrose
- Map vote system neglecting to send ballots to random players when some players are AFK.
- Combat music system issues
- HLDM map recognition issues
- Items dropped on death exploits (untested)
- Push DOT: Winterwolf Alpha
- Push DOT: lightning bird in aluhandra2
- Shender_East boss guardians still flying backwards on projectile
- Shender_East guardians locking when floating directly above target
- Various summoned NPCs being stuck in things/players
- Various variable type conflict issues among the scripts
- trigger_push scriptevent feature
- Bank losing items when transfer of ownership is in progress
- Serpent gauntlets doing fire damage
- Individualized chests reporting >500gp value rewards to others
- nightmare_edana initial boss sequence
- Sorcs lightning resist
- Bludgeon axe max flight timer, when thrown by NPC
- Goblin Pouncer pouncing certain spell effects
- Chat flags for bloodstone quest lines
- Issues with slotting and deploying a charged weapon
- Check Orc_for chests spawning invalid items
- Vgobbie Chief skull projectiles being blocked by monsterclips
- Demon Bludgeon Hammer effect partly sticking on death
- Certain siege sequence issues
- AFK detection issues
- Scarabs having no XP value
- Thornlands mass de-targeting issue caused by CPU cycle overflow
- Weather FX sometimes sticking between maps
- Orion Bow projectile not recognizing multiple target hits
- const_ovrd initializing during load time
- Friendly battle allies not alerting each other to enemies
- Shaddahr secret guardian secret guardian issues
- Jump brushes on Calrian2 (actually think Valve fixed this.)
- msarea_transition not changing spawn points proper
- mobs failing to calm after not seeing enemy for a few minutes.
- Spiders on ceilings not adjusting projectile origins
- Weapon jamming when coming out of attack, mid another
- Various shops not clearing their inventory in-use signals when closed
- Some Horror navigation and XP issues
- Some functions returning 0 players present, when all AFK
- Various issues with ext_scale add param
- Certain add params not adjusting XP
- Stone spiders not using stone material sounds
- Compensated for Ogre Queen on Underkeep double-running her add params
- Removed some unused weapon and item models that were eating up texture space
- HP bars would display the health level the mob had before being hit, rather than after
- Sometimes skeletons would fail to regain ability to walk, if slain mid-rebirth animation
- Fixed hyperventialiting Khaz Cultits, among other mobs repeatedly doing their 'Wtf did he go?' routine.
- ms_soccer goals sometimes jamming up when too many orcs are within their bounds
- Boss flags: Kfotress boss, mscave Shadahar, Blooodshrine boss
- Issues with arrow reward spawners on M2_Quest
- Fire Bolt p_model was set render less
- Fixed frozen awareness on certain mobs (not got em all yet though)
- Fixed some mobs failing to resume action on thawing from frozen state
- Fixed some freezing sources using wrong methodology to apply their effects
- Holy lance healing unhealable targets
- Issues with duck keydown detection
- Master Priest name change sanitation issues
- Master Priest name change hijack issues
 

MS:C community

Old Skool Apostle
Alpha Tester
Jul 7, 2011
484
91
Re: Bug Reports FEB2015a

Demonic shield has a massive bug! Do not use the demonic shield!

How, what, and how to reproduce the bug:
1) Hold the demonic shield in your hands.
2) Hold left mouse button, so the "shield up" animation shows (the shield will partially block your view).
3) If you release the left mouse button, the shield will still be up. The animation sticks and the obvious solution would be to drop the shield. However, the instant you do this, your entire inventory appears to have vanished. If you press '3', you will only see "Player Hands". Yet all your items are still equipped, quickslots still work and you can holster items in your packs.

If you reconnect, your char appears to be fine, but since I fear for possible char corruption, I started this post with gigantic letters, so excuse me for that.

It's either related to the new inventory system (which, by the way, is a fascinating piece of work) or the shield animation but until it has been fixed I strongly discourage you to use demonic shields!!
 
  • Thread starter
  • Admin
  • #3

Thothie

Administrator
Staff member
Administrator
Moderator
Lead MSC Developer
MSC Developer
Apr 8, 2005
16,199
256
lost
Re: Bug Reports FEB2015a

It ain't just the demon shield - it's ALL shields, I can tell ya that.

I'm also getting client mismatch issues - anyone else?

Got reports on on the rmines mobs vanishing, and music not playing.

None of which came up in testing...

...and none of which happen on my listenserver. :oldangry:

Suspecting issues on the ms.dll side - but difficult to test. There was one rather drastic last second change to the code that wasn't thoroughly tested. *sigh* Maybe another B patch...
 

Uberzolik

Adventurer
Sons of Babel
Alpha Tester
Jan 24, 2013
189
22
Re: Bug Reports FEB2015a

spawns seem to be rather messed up
earlier i joined calcifer on sfor and he spawned on the normal sfor spawn (the one that connects to thornlands i think?) while i spawned at the b_castle one

later on we all spawned at some elevator in rmines while regorty spawned at the underkeep transition

not sure what's up with that

and oyster said that it happened during testing too, so i suspect its probably a bug
 
  • Thread starter
  • Admin
  • #5

Thothie

Administrator
Staff member
Administrator
Moderator
Lead MSC Developer
MSC Developer
Apr 8, 2005
16,199
256
lost
Re: Bug Reports FEB2015a

No one mentioned that during tests - however, ya should spawn at the last transition you touched there (unless you manually walk in), so you could end up on different ends of the map.
 

Regorty

New Adventurer
MSC Developer
Dec 19, 2012
281
4
28
Re: Bug Reports FEB2015a

MS:C community said:
Demonic shield has a massive bug! Do not use the demonic shield!

How, what, and how to reproduce the bug:
1) Hold the demonic shield in your hands.
2) Hold left mouse button, so the "shield up" animation shows (the shield will partially block your view).
3) If you release the left mouse button, the shield will still be up. The animation sticks and the obvious solution would be to drop the shield. However, the instant you do this, your entire inventory appears to have vanished. If you press '3', you will only see "Player Hands". Yet all your items are still equipped, quickslots still work and you can holster items in your packs.

If you reconnect, your char appears to be fine, but since I fear for possible char corruption, I started this post with gigantic letters, so excuse me for that.

It's either related to the new inventory system (which, by the way, is a fascinating piece of work) or the shield animation but until it has been fixed I strongly discourage you to use demonic shields!!
I had that issue with the alpha version of the patch, Thothie thought it was conflicting versions of the mod, since i had the alpha pack.
 

The Man In Black

Administrator
Staff member
Administrator
Moderator
Lead MSC Developer
MSC Developer
RiP
Jul 9, 2006
6,889
54
Re: Bug Reports FEB2015a

I suspect it's related to the shields, not the inventory. If there's a glitch with the shield (which clearly is the case), it's likely that the game is just having an error when trying to display the inventory.
 
  • Thread starter
  • Admin
  • #8

Thothie

Administrator
Staff member
Administrator
Moderator
Lead MSC Developer
MSC Developer
Apr 8, 2005
16,199
256
lost
Re: Bug Reports FEB2015a

I dun see how the inventory changes would cause the issue, but who knows... Shields_base.script hasn't been modified since January 2013... Hrmmm.

I'm tempted to try to roll back the $function optimizations separate from the inventory, would that cause things to explode?

Though if Reg had the issue in the Alpha, then this started before the $function optimizations AND the inventory changes. :/

Gah, not sure where to even start, and I've not much time left tonight.
 

The Man In Black

Administrator
Staff member
Administrator
Moderator
Lead MSC Developer
MSC Developer
RiP
Jul 9, 2006
6,889
54
Re: Bug Reports FEB2015a

It's almost certainly from something with the script optimization. I'd start with whatever playanim function the shields use. I'll see if I can grab a few minutes to take a look.
 

Thothie

Administrator
Staff member
Administrator
Moderator
Lead MSC Developer
MSC Developer
Apr 8, 2005
16,199
256
lost
Re: Bug Reports FEB2015a

Meh, lemme get you the latest archive... Gettin to the point where we really need that SVN substitute.
 

Thothie

Administrator
Staff member
Administrator
Moderator
Lead MSC Developer
MSC Developer
Apr 8, 2005
16,199
256
lost
Re: Bug Reports FEB2015a

Actually I see what happened with fmines...

map_music_idle_file: MSThundercliffs.mp3.mp3

I shoulda caught that - for some reason I remember hearing music in there... It maybe rmines and fmines are blurring together in head... Or I'm just high and hearing music everywhere.

fmines was considerably better optimized than rmines, in terms of spawns, so it is not using the same idle monster removal that rmines is. rmines does not have this problem on a listenserver, however. Gonna be hard to track that down, but maybe I can put some "just in case of bullsh*t" measure on it.

Shields bjorking maybe the result of changes to the scriptflags system... Still looking into it, as is MiB.
 

TheOysterHippopotami

Active Adventurer
MSS Developer
MSC Developer
RiP
DarkTide
Sep 6, 2009
1,213
41
31
Re: Bug Reports FEB2015a

later on we all spawned at some elevator in rmines while regorty spawned at the underkeep transition

not sure what's up with that

and oyster said that it happened during testing too, so i suspect its probably a bug
No one mentioned that during tests - however, ya should spawn at the last transition you touched there (unless you manually walk in), so you could end up on different ends of the map.
I didn't say anything because for some reason I thought this has always been a bug? I could be wrong about that, though. But yes, sometimes if you die it seems to change your spawn point.
 

Thothie

Administrator
Staff member
Administrator
Moderator
Lead MSC Developer
MSC Developer
Apr 8, 2005
16,199
256
lost
Re: Bug Reports FEB2015a

If you touch a transition, and later die, you will respawn at that transition.

Wondering if we should rig up msarea transition to do some little particle effect, to make it a bit clearer that something is gonna happen if you touch it... Like a subtle blue aura along the ground or some such.
 

Thothie

Administrator
Staff member
Administrator
Moderator
Lead MSC Developer
MSC Developer
Apr 8, 2005
16,199
256
lost
Re: Bug Reports FEB2015a

I put an experimental patch up on the RKS servers, but I canna restart them, as they are all occupied. :\

May fix shields, though if it does, shields will no longer prevent push effects when blocking (MiB maybe able to help restore this). May also fix fmines music. Less likely, but possibly, fix rmines monsters going AWOL. I'll put it up as a quick server patch, if it works.
 

TheOysterHippopotami

Active Adventurer
MSS Developer
MSC Developer
RiP
DarkTide
Sep 6, 2009
1,213
41
31
Re: Bug Reports FEB2015a

Thothie said:
If you touch a transition, and later die, you will respawn at that transition.

Wondering if we should rig up msarea transition to do some little particle effect, to make it a bit clearer that something is gonna happen if you touch it... Like a subtle blue aura along the ground or some such.
I'm aware that if you touch it your spawn point gets changed. However, your spawn point will STILL change even if you don't touch a transition entity.

In the map I was testing just a few days ago, there was an extra ms_player_spawn entity in the middle of the map. Sometimes, when I loaded the map, I would spawn there, instead of at the intended transition point. Also, when I DID spawn at the intended transition point, if I died, sometimes I'd magically wind up at the wrong spawn point.
 

Thothie

Administrator
Staff member
Administrator
Moderator
Lead MSC Developer
MSC Developer
Apr 8, 2005
16,199
256
lost
Re: Bug Reports FEB2015a

It will remember the last transition you touched, even if you go to some other map and return, assuming you vote or otherwise warp in.

...If your tests are taking this into account, then we have another problem. :/
 

TheOysterHippopotami

Active Adventurer
MSS Developer
MSC Developer
RiP
DarkTide
Sep 6, 2009
1,213
41
31
Re: Bug Reports FEB2015a

It will remember the last transition you touched, even if you go to some other map and return, assuming you vote or otherwise warp in.
I'm saying I spawn in my map, the first thing I do is jump in a pool of lava that's right next to where I spawn, and then respawn at a different ms_player_spawn. It doesn't happen 100% of the time, but it happens a majority of the time.
 

MS:C community

Old Skool Apostle
Alpha Tester
Jul 7, 2011
484
91
Re: Bug Reports FEB2015a

Thothie and TheOysterHippopotami said:
[spawn point thingies]
To add to this: If you enter tundra through the ms_snow --> tundra spawn (so as to avoid the boat and the freezing cold water), and then die, you will respawn on the boat... I can see how this might be intentional but since I'm not sure I'm gonna ask anyway. Is this intentional?
 

The Man In Black

Administrator
Staff member
Administrator
Moderator
Lead MSC Developer
MSC Developer
RiP
Jul 9, 2006
6,889
54
Re: Bug Reports FEB2015a

Lucifer Majiskus said:
Music in fmines fixed, monsters in Rmines still vanish :oldcry:
What about shields?
 

TheOysterHippopotami

Active Adventurer
MSS Developer
MSC Developer
RiP
DarkTide
Sep 6, 2009
1,213
41
31
Re: Bug Reports FEB2015a

I have a potential idea about the problem in Rmines. Didn't you tell me that if you had a monster use set_fade_in in their add params, while simultaneously telling the global add param script to use set_fade_in on all the monsters would cause problems? Because I made sure to include "set_fade_in" on all the mobs in rmines before we had this global add param thing. So could it be that the problem is every monster in Rmines has set_fade_in in their addparam section?
 

TheOysterHippopotami

Active Adventurer
MSS Developer
MSC Developer
RiP
DarkTide
Sep 6, 2009
1,213
41
31
Re: Bug Reports FEB2015a

The Man In Black said:
Lucifer Majiskus said:
Music in fmines fixed, monsters in Rmines still vanish :oldcry:
What about shields?
Just tested this and they dont appear to be fixed.

Edit: Well, I don't have to rejoin the server... It seems like opening the menu puts the shield away? You have to press Q to put the shield in your backpack first, and then if you open the menu the graphic glitch disappears and you can use other weapons.
 

MS:C community

Old Skool Apostle
Alpha Tester
Jul 7, 2011
484
91
Re: Bug Reports FEB2015a

From the changelog (made the really relevant part bold):
• New Map (worldspawn) Property: map_addparams ("Global Addparams")
- Any addparams you place here will be added to all monsters globally.
- To abort this behavior on individual mobs, use the additional parameter "no_global".
- This only applies to monsters with the AI (and not to chests). It also applies to subsequently summoned monsters with AI. (Though not those summoned by players.)
- Be careful not to duplicate add params already set in the global add params on individual mobs, without first setting no_global.
Shields: Yes, but did you try dropping the shield after holding it up?

Edit: Just tried it myself with an iron shield in helena... Bug is still here. Left mouse button (to raise shield), then drop shield, and your inventory goes invisible.

Edit 2: And I just tried it with a training shield, same problem. RKS #02. My character seemed normal upon reconnect but I'd rather not tempt fate too much >.>
 

Thothie

Administrator
Staff member
Administrator
Moderator
Lead MSC Developer
MSC Developer
Apr 8, 2005
16,199
256
lost
Re: Bug Reports FEB2015a

RKS servers #1 and #2 have been patched and restarted, have a go at it (though maybe I'll get to it first, got a lotta PM's to respond to still). #3 is still occupied.

Hope this doesn't require a client patch... Damn scripts defaulting to [shared] may bugger that.
 
Status
Not open for further replies.
Top