Bug Reports: JAN2010b

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J

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Tentadrilus said:
Other than that it's probably my favourite map right now. :D

Very happy to hear that!

As for the issues, I'll let Thothie address the XP things. I haven't noticed the scorpion issue before, can't think of a reason it would break the map. And yeah, some of the zombies are rather annoyingly fast, might look into that.
 

J-M v2.5.5

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Tentadrilus said:
- The Possessed Putrefacti (the green ones on speed) are incredibly fast and tend to moonwalk and explode everywhere, which is a little unnerving. They also do tonnes more damage than regular putrefacti but give less experience - eh?
Only HP and damage multipliers add to XP. Other factors, such as extra speed (2x, 3x or 4x), armor bonuses (50% or 80% armor), elemental immunities (fire and/or ice and/or lightning and/or poison immunity) and demon blood usage do not increase XP.
 

J-M v2.5.5

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MS:C's built-in admin toolset has some issues.

Issue #1) admin_cvar
It appears that I can only change every CVAR once by means of admin_cvar, until I change it manually in the HLDS console. Not only that, every CVAR I change with admin_cvar is set to "PARAM2" instead of what I want. My HLDS is running on a laptop right next to me, so here's how I tested it: I joined my server and started typing commands.

In-game console input: admin_rcon "decalfrequency"
HLDS console output: "30"

In-game console input: admin_cvar "decalfrequency" "5"
In-game console output: "decalfrequency" changed to "PARAM2"

In-game console input: admin_rcon "decalfrequency"
HLDS console output: "PARAM2"

In-game console input: admin_cvar "decalfrequency" "10"
In-game console output: [no output]

In-game console input: admin_rcon "decalfrequency"
HLDS console output: "PARAM2"

HLDS console input: decalfrequency "15"

In-game console input: admin_rcon "decalfrequency"
HLDS console output: "15"

In-game console input: admin_cvar "decalfrequency" "2"
In-game console output: "decalfrequency" changed to "PARAM2"

In-game console input: admin_rcon "decalfrequency"
HLDS console output: "PARAM2"

In-game console input: admin_cvar "decalfrequency" "5"
In-game console output: [no output]

In-game console input: admin_rcon "decalfrequency"
HLDS console output: "PARAM2"


Same weirdness happened with sv_password.

Issue #2) admin_ban
I tried this:
admin_ban "J-M" "5" "you were blocking."
I got disconnected and the console told me I was banned temporarily because I was blocking. So far so good. However, the ban was not written to msc_bans.cfg. Still though, I could not join because the game told me I was banned from the server. After a map change, I could not join either. After a crash (within the five-minute ban limit) I could join again.
I did notice that banned.cfg got modified when I issued the ban, but the actual contents of the file are... empty. Also, the file is 0 kB in size.
So the problems are: all bans reset upon server reset and I can't see who are banned, anywhere.

Issue #3) admin_gag
When you are gagged, you can't use area chat to communicate with NPCs. However, +use and menu interact still work, so I guess it's not a big problem.

The other commands seem to work fine, though.

Oh and the "fakehp" command does not work on non-[FN] servers.
 

Thothie

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For admin_rcon, the entire command must be in a single set of quotes.

admin_rcon "decalfrequency 30"

J said:
I haven't noticed the scorpion issue before, can't think of a reason it would break the map.
If you've a monster spawn where individual monsters have varying numbers of lives, ye must use the trigger_counter (or ms_counter) method for dependability. viewtopic.php?f=15&t=5489
 

J

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Thothie said:
If you've a monster spawn where individual monsters have varying numbers of lives, ye must use the trigger_counter (or ms_counter) method for dependability. http://www.msremake.com/forums/viewtopi ... =15&t=5489

I don't think I've ever used fireallperish. I'm now looking at how it's set up and it seems I've got 5 enemies, each with 4 lives, all starting to spawn at the same time, a trigger_counter that counts to 20 and all enemies triggering that counter on death.
 

Thothie

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Meh, the only thing I can recommend then is the fail safe method - give them unlimited lives, and have the trigger_counter remove the spawn when it reaches its count.
 

J-M v2.5.5

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Thothie said:
freezing howl (upgrades to 50% freeze solid howl @ 3000hp)
The freeze solid howl thing does not appear to work. I've never seen my 3300+ HP winter wolf do it yet. SilentDeath's 4000 HP winter wolf doesn't seem to do this either.
 

Thothie

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Hrmm... Should be 50/50 freeze_solid/slow with each howl. Code looks right. :\ Is it failing to slow some targets?

edit: NVM... Icwhatididthar.... Fixed next patch.
 

Keldorn

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Fire reaver seems to shoot through walls in Nashalrath.

Usually when someone's trying to cross the lava, causing amusing deaths.
 

J-M v2.5.5

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There appears to be some sort of issue with World Walker, similar to the "sfor lag issue" I reported earlier.
I started ww1 on my own dedicated server (it was empty) and I had these INCREDIBLE lag spikes every ten seconds. Then, after a few minutes playing (just enough time for me to clear out the boars and bears), my server crashed.
This repeated twice, so I figured I'd try ww1 on my personal [FN] listenserver. Again I had amazing lag spikes, but this time my listenserver didn't crash.
So, for whatever reason, I lagged my way through ww1. I arrived in ww2b and notice I had the same lag. When I finally lagged myself into ww3d, I noticed that also here I was having crazy lag spikes. So I manually changed the map on my dedicated server (which was still empty) to ww3d and went there, hoping it was some kind of freak bug. But my dedicated server was lagging to no end on ww3d. Again those massive lag spikes. SilentDeath joined and we got booted because of some "too many edicts" bull**** message. We joined and got booted again. Then the server crashed. I rejoined and noticed it was still lagging.

I figured I'd test some other map on my [FN] listenserver, so I started the_keep. Everything went butter smooth. When I was playing solo yesterday (again on my [FN] listenserver), I had no issues in aleyesu, shad_palace, demontemple, kfortress, cleicert, bloodrose and lostcaverns. My dedicated server has no issues on other maps (except for sfor as mentioned before) either.

I just went to replica's server and noticed lag spikes again. They weren't as severe as on my own server, but replica's server always seems to be more stable. Still though, lag spikes. So I lagged my way through ww2b and got to ww3d. When I almost reached the boss, the server crashed.

The only thing sfor, ww1, ww2b and ww3d have in common - as far as I know - are skeletons that get up multiple times. I'm really starting to think they're causing these crazy lag spikes.

Edit: And I can play other maps on other servers just fine, too... So I doubt it's a char bug.
 

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I second that, just forgot to report it. World walker does the same on my server. Speaking of which, I should start checking things to make a visible dedicated or at least make my listen visible.
 

FER

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I noticed that zombies on islesofdread1 sometimes have slightly different amounts of health. Sometimes the same monster has about half (or close) the usual health.
 

Tradion

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on Jan2010A i ran through ww1 and ww2 with no problems (I got bored of killing skellies over and over again and stopped playing) but i havnt tried it on jan2010b yet
 

Thothie

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FER said:
I noticed that zombies on islesofdread1 sometimes have slightly different amounts of health. Sometimes the same monster has about half (or close) the usual health.
All zombies have somewhat randomized health (even the bosses). Likely becomes a bit more extreme with the multipliers. This feature is unique to zombies.

Various said:
<skeleton lag>
Not noticed this on my servers, but they are all pretty mean. I've not done anything to the skeleton base though. I am, in fact, *afraid* to touch the skeleton base, for it is a mess, and there's like 50 different skeletons using it. When I made the archers, I made a whole new skeleton_archer base just for them.

On WW1, there are no skeletons until the very end - are you getting this lag before they even spawn?
 

zeus9860

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Post relative to the banking chest again, i seem to have randomly found out why it bugs out of nowhere. Spawning the chest makes it work fine, if someone uses it and as the menu popped up and walks away while with the menu on screen, it bugs and never opens to anyone else. I found this out when i was depositing potions on my alt and i did this by mistake and noticed it couldn't be used again.

Note: Using a new scroll still didn't help fix the problem. :wink:
 

HumanSteak

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About the "skeleton" lag, I doupt it's related to skeletons since calruin2 and lostcastle and lostcaverns are fine. And yes as soon as we enter ww1, even though nothing has spawned yet it lags.

On the other hand, sfor has a forest, ara has a forest and erm... Is the a forest in ww1? Well there's none in ww2 for sure :| fail.
 

J-M v2.5.5

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Whenever my dedicated server changes map to aleyesu, I get a (very odd) error message saying:
"Your map differs from Blasto's Back!'s"

I was already under the assumption that Blasto121's back is not made out of zeros and ones, and I just did a fresh reinstall for my dedicated server, but I still get that message.
I'm also quite sure it worked properly a few days ago.

What's going on?

Edit: After saturday, January the 23rd (JAN2010b patch release date and also the date on which I installed said patch on my dedicated server), clients have visited aleyesu two times according to chatlogs. This was before putting a fresh install on my dedicated server, ten minutes ago.

Edit 2: Huh? Attempt #2 at running aleyesu after doing a fresh install and it works fine! I don't get it.

Edit 3: Server shutdown + restart + changelevel aleyesu = error message again.

Edit 4: I checked the filesizes of aleyesu.bsp on my computer (the one I use to play MS:C, the one I'm sitting behind right now) and laptop (the one that hosts the server). They're identical!
I tried to play aleyesu on my [FN] listenserver, but my PC and my laptop are suddenly being hit by a freak bug that doesn't allow me to start up Steam ("Can't connect" bull****). My laptop is leeching from a wireless network nearby (that explains the server lag at times... can't use own internet connection, don't have the router password) and therefore it's not a network problem as the PC and laptop use different internet connections.
I guess this isn't my day :mrgreen:

I did play aleyesu on my [FN] listenserver a few days ago though... got no weird error messages.

Edit 5: WOW
It does not get stranger than this. As we speak, I'm running Steam in Offline Mode, yet my listenserver is connected to [FN]! And I'm running around in aleyesu right now with my main char! What the hell???
 

Matt PL

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Weird things always happen to KM , always. Ten bucks it's because of the unicycle frog
unicycle-frog.gif
.
 

Matt PL

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J-M v2.5.5 said:
Matt PL, your name was black a few hours ago. That would imply you've been kicked out of tPoD.

Looking at the above post, I can see why.
I was never in tPoD?
 

Thothie

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Behave children.

J-M, I suggest rebooting that system, or something. ^_^

If you want to test the skeleton theory for me, go ahead and make a copy of WW1 on your server, disconnect from FN, and ripent out all the skeletons. If it still lags, at least we know its something else. I still can't duplicate it over here.
 

Dridmar

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I've had some same issue on the world walker series. It gets annoying when trying to farm for symbols. I am also running it on my listenserver.
 

Thothie

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Wish you wouldn't use your FN password for that, tis not why we pass them out. ranting.gif

Again, especially if you can duplicate the effect on a listen server, rip out the skeletons, see what happens. Both you and J-M are l337 enough to know how to do that. I can't do anything from this end with no clue where to start nor whether changes are having any effect.
 
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