Bug Reports: JAN2010b

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Thothie

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Re: Bug Reports: JAN2010a

Iron guardian dude does not attack 1/3rd of the time (estimate).
*sigh* Tested in so thoroughly too... No idea what would cause that. :\

J-M v2.5.5 said:
Iron guardian dude does not attack 1/3rd of the time (estimate).

Also: Teh was just offered a shadow wolf charm by some guy in white armor with a sword, but instead of an actual shadow wolf charm, he got a winter wolf charm.

Lucky him. I think I fuxed up and used the charm scriptname with w2 instead of w3... Forgetting that the power level of the charms got inversed at some point.

zeus9860 said:
Kfortress chest reward is messed up i think... The loot with 12 players on the server was basicly the same has with 6 players, and the best drop in the chest is normally a special potion (greater protection or speed potion). My guess is that the chests on the map are bugged or something? The map itself isnt easy to beat and probably has a good reward for the hard work :mrgreen:

Should be four individualized chests there with 2 epics per player a piece... Also, didn't THIS happen?
 

Keldorn

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Re: Bug Reports: JAN2010a

Nashalrath needs more than one spawn point.

Kfortress seems to spawn four regular chests (brown and yellow), not the individualized chests as JM just mentioned.
 

Thothie

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Re: Bug Reports: JAN2010a

>< On Kfortress.

Also >< on lack of spawn points in Nash - one would think I woulda noticed that while fiddling with the source.
edit: (looks) Umm... It has 12 spawns. :| ...but since it's disconnected, you might all get shafted to the ms_player_begin... Type /stuck - it should take you to the nearest spawn.

In regards to the Iron Golem - does he attack one or twice, and then go to sleep, or does he just never start fighting to begin with?
 

Postal

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Re: Bug Reports: JAN2010a

From what I remember thothie, he seemed to go towards the coil and try and hit it or something, (He'll do it to a wall sometimes o_O ) and then he'll just stay stuck. Other times he'll do the same to the coil, look at us, draw his sword and fight.
 

Thothie

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Re: Bug Reports: JAN2010a

Postal said:
From what I remember thothie, he seemed to go towards the coil and try and hit it or something, (He'll do it to a wall sometimes o_O ) and then he'll just stay stuck. Other times he'll do the same to the coil, look at us, draw his sword and fight.
*sigh* Had a hell of a time getting to go to that coil for the recharge... I may just have to give up and hack him so that if he takes more than X time to recharge, either teleport him there or recharge on the spot. (Teleport seems like a bad idea for a guy that large).

The recharge bit was Rickler's idea... I hate it when a good and simple idea turns out to be so hard to get to work right.
 

Keldorn

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Re: Bug Reports: JAN2010a

Tried using /stuck, didn't work.

We had 4 or 5 players stuck in mid-air on the same spawn point.
 

Thothie

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Re: Bug Reports: JAN2010a

Hrmm... I'll look into /stuck - it maybe the spawn point has to match your map destination name, and since this map is disconnected that would be an issue...

edit: (looks)... That's not it... It *may* be that the ms_player_begin and the ms_player_spawn points are more than 128 units apart... I'll increase the /stuck distance-from-spawn limit to 256 units.

edit2: This is also fail... Hrmm... I'm gonna have to make some new code function that catalogs the spawn point locs to the game master or somethin. :/
 

Keldorn

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Re: Bug Reports: JAN2010a

The mscave 900hp bolt chest seems to be bugged.

The 100 bolt stacks no longer spawn (which may be intended), and 25 bolt stacks spawn in their place, but they can't be taken out of the chest.
 

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Re: Bug Reports: JAN2010a

900hp... Bolt... Chest... By the gods, do you have any idea how many chests there are in MScave? ;) *sigh* I'll go hunting... Didn't change any of them though.

edit: Can only find one mscave chest with non-pre-genned bolts in it. It looks right, and hasn't been modified since MAY2008. :\

...I'll change it to pick random epic projectiles, just for good measure.
 

Keldorn

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Re: Bug Reports: JAN2010a

Ah, my bad, it's either 800 or 850 hp, I'll look up the chest number when I get a chance.
 

Postal

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Re: Bug Reports: JAN2010a

It was an 800 hp chest
 

J-M v2.5.5

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Re: Bug Reports: JAN2010a

Thothie said:
Also >< on lack of spawn points in Nash - one would think I woulda noticed that while fiddling with the source.
edit: (looks) Umm... It has 12 spawns. :| ...but since it's disconnected, you might all get shafted to the ms_player_begin... Type /stuck - it should take you to the nearest spawn.
Pretty much what Keldorn already said; /stuck doesn't do jack in Nashalrath.
But rather than repeat something that has already been said, I'll add that the same unfortunately goes for Dridje's tutorial map... try to spawn there with a group of players and all hell breaks loose.

Thothie said:
In regards to the Iron Golem - does he attack one or twice, and then go to sleep, or does he just never start fighting to begin with?
While I am not sure what you mean by his 'sleep' mode, I can tell you what I've seen:
Approx. 2 out of 3 times he starts hitting you with his fists for a very short period, then he walks to the tesla coil thing, then a sword the size of a mountain appears and then he starts killing people big time.
Approx. 1 out of 3 times he doesn't seem to feel like going to the tesla coil at all. He just stands there and doesn't attack anyone.

More questions/possible bug reports:
1) Is Runegahr supposed to teleport out of his throne room constantly, during the boss fight? I'm asking because it doesn't seem to make a lot of sense to me. He's all like "NOW IT'S MY TURN", implying that he's going to show us who's boss, but then he constantly runs like a pansy. To be honest: it's a tad frustrating. The majority of the fight is waiting for him to return to the boss room (not overreacting).
2) The chest Keldorn mentions is mscave/cavechest8. Pre-JAN2010a, this particular chest would spawn a stack of 100 blessed bolts and a stack of 100 steel bolts whenever TotalHP => 800. There were also always additional stacks: one of 25 blessed bolts and one of 25 steel bolts. The large stacks were of course the reason why high levels went to mscave and the small stacks could never be grabbed from the chests.
The large stacks are now gone (this might be intentional but then again, you just said you didn't change any mscave chest scripts) and the small stacks are still 'stuck' in the chest.
 

Thothie

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Re: Bug Reports: JAN2010a

I'll add that the same unfortunately goes for Dridje's tutorial map... try to spawn there with a group of players and all hell breaks loose.
In that case there is only one spawn point - it was only built for one player. I probably should not have let that slip into the betapack, as it wasn't really ready for prime time - however, I think he's also given up on trying to make it so.

In Nash's case, after some experimentation I think it has to do with the way the game selects spawn points internally. /stuck uses that function. Again, I think I'm going to have to do some fundamental change and let it register spawn points to the script system, and let it handle the selection, in order to deal with disconnected maps.

1) Is Runegahr supposed to teleport out of his throne room constantly, during the boss fight? I'm asking because it doesn't seem to make a lot of sense to me. He's all like "NOW IT'S MY TURN", implying that he's going to show us who's boss, but then he constantly runs like a pansy. To be honest: it's a tad frustrating. The majority of the fight is waiting for him to return to the boss room (not overreacting).

He's actually supposed to teleport to one of four corners of the throne room from time to time - usually to get behind a player who happens to be near one, or to get unstuck, if he gets trapped into a gang bang. I did run into a bug where he teleported off the map once or twice, but I thought I fixed it, as it stopped happening in subsequent tests. :/ At no time should he be just plain "missing" as you describe.

I may just remove his teleport system entirely, if it doesn't want to play nice - however, it makes me wonder if some similar issue could crop up on Lodagond-1.

He doesn't use the teleports the other orcs do, he can only recognize the four made specially for him.

That battle is designed to be one you basically can't win. I'm surprised so many folks have. ;) (Yer supposed to avoid it to get access to the services at sorc_villa, which is, sadly, still WIP).
 

Dridmar

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Re: Bug Reports: JAN2010a

Yeah, I never intended for >1 player to be able to play the map. I put the map off because you told me that it would need a lot more work and I could work on much easier projects before coming back to it.
 

J-M v2.5.5

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Re: Bug Reports: JAN2010a

Thothie said:
He's actually supposed to teleport to one of four corners of the throne room from time to time - usually to get behind a player who happens to be near one, or to get unstuck, if he gets trapped into a gang bang. I did run into a bug where he teleported off the map once or twice, but I thought I fixed it, as it stopped happening in subsequent tests. :/ At no time should he be just plain "missing" as you describe.
I recall you saying that you had to RipEnt large parts of this map because you couldn't get the source to compile. I do not wish to imply that you're a dumbass, but perhaps you placed some tele destinations outside of the arena? Because that's where he is about 85% of the time. It occurs very, very often that his blood drinker comes flying through some random wall (sometimes out of the ceiling, I shit you not) but then he's nowhere to be seen.

Also - and at least seven other people can confirm this - the only working teleporter exit point we've seen is the one in front of his throne.

Either you made a little mistake or there's some titanic bug happening.
 

Thothie

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Re: Bug Reports: JAN2010a

>_>

Teleport points weren't there in the source I had to work with. Neither was Runegahr nor half the scripts in there.

When I did my ripenting this time around, I did it via ent_only compiles, with an altered source from Hammer. So I had visual confirmation they were in the right place, as well as him using them properly during testing, save for that first time.

Runegahr's teleporters work on a rather archaic system. The newer Sorc teleporters are all nice and sleek, in that they just mark their origins to the game_master and then delete themselves - thus no extra overhead. Runegahr's, on the other hand, are physical NPC's with unique names that remain there. Both sets are spawning at the same time, ie. at map start. I'm *thinking* maybe there's just been so much NPC activity by the time you get there they've corrupted themselves somehow. It wouldn't come up as much during testing with a single player (especially since said single player was often teleporting straight to the throne room to save time).

There are technically five teleport points. Four of them are scripted, and the fifth is just Runegahr remembering wherever he happens to spawn (in this case, adjusting slightly for the throne). If that fifth one is the only one he remembers, then yes, those other script based ones have corrupted somehow.

I'd give you permission to ripent out the teleporters, but alas, the FN verifier would bring the ban-hammer down upon thee.
 

Thothie

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Re: Bug Reports: JAN2010a

J-M v2.5.5 said:
For the record, I didn't write that script. ^_^

Although changes to the base chat interface may have screwed with it... Hope not.
 

CrazyMonkeyDude

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Re: Bug Reports: JAN2010a

>:I

Pain in the ass. It was working alright last time I tested it but not that bad. She would just repeat a line once.
 

Keldorn

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Re: Bug Reports: JAN2010a

The kfortress boss seems to give ridiculously low amounts of exp relative to his difficulty.

(like <100 exp if you kill him all by yourself)
 

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Re: Bug Reports: JAN2010a

Kruxus should be worth 10k.

Hollow One not too far behind that.

Even Kruxus's escorts should be from 1200-1600 a piece.

edit: Blarg... nvm... I see what's happening with Krux... Damned #include's picking up the XP of the lower script he's built from (regular old childre: 200-300xp)
 

Postal

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Re: Bug Reports: JAN2010a

I assure you, he does not give 10k. I get maybe 400 or so for hollowed one.
 
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