Bug Reports: JAN2010b

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Thothie

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:arrow: = Working on it, :?: = wtf/unconfirmed, :idea: = fixed next release

Known issues
MAJOR
:arrow: Still getting No Free Edict Errors (ED_Alloc:no free edicts)
- Using "-num_edicts 4096" in the HLDS switches, and having the server restart when it is empty ("ms_reset_if_empty 1" in server.cfg), combined with giving another minute or two leeway for restarts seems to help alleviate this problem quite a bit, if not eliminate it.

Minor
:?: admin_gag only works on certain players
:idea: Blinding poison not so blinding
:idea: Thanatos chest not spawning
:idea: Winter wolf pets >3000hp not freezing targets with howl

Aesthetic
:arrow: 1h Axes cause shield or axe in other hand to “double submodel” or otherwise display the wrong model
- Might just have to unconsolidate sheild model
- This also happens with the neck hunter, beer, potion, apples, and a few other misc items.
• Under the new Day/Night fx system, the map starts at night (always has I guess) - but with the fade-in sequence this is particularly jarring (lest, the server time is already night). Not sure what to do about this. It also makes the birds chirp in twice as the map switches to day for the first time, for some odd reason.
• clearsky doesn't stop some server-side effects (lightning may continue if you use it during storm). (But hey, at least those who enjoy the rain can do so without you .)
:idea: Parts of body vanishing after using ice shield or otherwise gaining a glow shell

Ancient/Perpetual
Known Ancient 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)
- Sitting animation bugs (sometimes saves to character for awhile)
- All water sometimes goes white (texture stretch bug, restart)
- Typing issues in chat. Especially with European keyboards.
- Health/mana indicator madness (see 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

Also Not liable to go away soon:
- 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.)
- Jumping from server to server without closing HL screws with FN functionality (solution: Close half-life before joining another game.)

Resolved from JAN2010a:
• Fixed chests on Kfortress
• Fixed Neck Hunter on Kfortress
• Fixed doors on Aleyesu
• /stuck should work on disconnected maps
• Players should be sent to nearby random ms_player_spawn's at spawn
• Teleporters with multiple destinations will now send players to one at random
• Fixed DMG/HP Multi XP passing (v. big for Shad Palace, Kfortress, and Isleofdread1)
• Can't use Dragon Axe while sitting or unable to attack
• Dragon Axe will be unable to push a few oversized monsters
- Still works on nearly anything with under 10k HP though
• Max View Distance map settings should now work
- Requires both client and server have patch
• Rebuild of Fire Elemental
- COF now works, but requires both client and server have patch
• Helena Bandit Boss should no longer crash
- Well... At least not from precache errors
• Fixed buggered "items/base_treasurechest_new" chest script in Nash
• Fixed poisons spores not creating clouds at right locations
- Some fundamental stuff needs to be fixed in dlls/weapons/giprojectiles.cpp
• Fixed bugged hitchance on some classic goblins
• Fixed bugged orc bow on Chapel
• Fixed fog persistence between maps
• Fixed some item-ownership related activation scripts
• Frostbow now gives 75% cold resist as advertised
• Fixed Shad using wrong submodel during eye summon (untested)
• Fixed/work-around some bugs with the Iron Golem
• Fixed Runegahr teleport system on Shad Palace
• Fixed some duplicating chest bugs
• Fixed storing of magic hands
• Fixed some remaining bugs with the g. ice blade (mana cost also reduced)
• Fixed wrong charm dishing out on some maps
• Nerfed some monster multipliers
• Fixed various exploits
• Running an illegal map on FN will reset server to Edana on next restart

Resolved from JAN2008:
- New message started when msg '91' has not been sent yet
- Missing models/nimble/xxxx.mdl error when hosting smugglers_cove
- Armor display bugs involving Gladiator and AoB. (Need new armor display sys)
- Prices over 32k register as negative on client.
- Mod_ExtraData Cacheing Failed (Valve gets the credit for this fix)
- Occasional scrambled inventory: wearing potions/scrolls, etc. Usually caused by clicking on a character multiple times before load. (Fixed IN THEORY)
- Become invisible when putting on armor (armor display bug work around, type 'vis' in console)
- Parry gained skill notice still fires (although Parry remains capped)
- Speaker icon in upper left corner
- Felewyn ring client light wont remove in third person in multiplayer
 

J

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Re: Bug Reports: JAN2010a

Gahh!

I just played islesofdread1 twice and both times we got stuck in the zombie pit. I took a quick look at the map source but I didn't see anything wrong with the counters. The rock that's supposed to break after killing the zombies didn't break. D:
 
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Thothie

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Re: Bug Reports: JAN2010a

Odd. I'll have to look at the map source. I'm fairly certain all the gibbing bugs are squashed.

What I'd recommend, as a brute force attack, is to give the zombies limitless lives and have the counter delete their spawner when it goes.

Under JAN2010, instead of vanishing, they'll just mysterious drop dead, and any partial damage XP the players would have gotten for them will be rewarded, so it doesn't rob anyone like it used to.


Meh, net here is even worse than at home. 3G fails me, Starbucks fails me - HTF am I going to upload this stuff?
 

J-M v2.5.5

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Re: Bug Reports: JAN2010a

"guildmaster" is an illegal map and Avacado is dying to get his guild crests :p

Not sure what else I can say except for:
Salute.jpg

heart-blending.jpg

I haven't even installed it yet, but from reading the changelog I can already conclude that this is the best patch ever! Thanks to you (Thothie), The Man In Black, FER, Dridje, J, Rickler, CrazyMonkeyDude, Sabre, CSS, P|Barnum, LittleFrodo, AmIAnnoyingNow, Gurluas and all the others who I might've forgotten!
 
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Thothie

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Re: Bug Reports: JAN2010a

J-M v2.5.5 said:
"guildmaster" is an illegal map and Avacado is dying to get his guild crests :p
Hrmm... I'll have to get a verification string for that map... If I can just remember where I put the damned map...

Thankfully this is now something that's fixed on FN side, and does not need a patch edit.

edit:
It should be good on the 5712 ports now. I think I need to restart the other FN servers before it takes effect for them, and they are kinda busy now - dun wanna cut that many folks off mid stream.

It's on the Thothie server now, if you can convince folks to give it a shot.
 

zeus9860

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Re: Bug Reports: JAN2010a

The boss fight on shahadar_palace is messed up >_<
Runegarh keeps teleporting out of the throne room and trows his BD often when he is out of the place.

Also, i noticed there being a greater air elemental stuck in the walls of the map, it was completly annoying has it kept casting attacks and blinding the same person over and over.

Another bug i noticed: people walking around with only a head floating and if you use ice shield on them, the head goes *poof* and the body goes *voilá*. :roll:
 

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Re: Bug Reports: JAN2010a

Whenever I start Nashdsfxcf073dfh, I get an error message saying:
"Script not found: items/base_treasure_new.script"
When I click on "OK", I get another error message that's pretty similar, and it also says something along the lines of "This is a critical error in the public release" but I forgot to screenshot that one.

And whenever the 1e16 HP green poison uber bludgeon is killed, the exact same message pops up (implying that he'd drop a chest or something), followed again by the "critical error" message.

I read the changelog carefully and realize that Nashdfx0cxh333kkd is currently only a 'demo', but this script error kind of locks up the server...

Edit: And, for no particular reason:
Dridje's Bootcamp - Low HP players only [FN]
Map: shad_palace
 

The Man In Black

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Re: Bug Reports: JAN2010a

It should be good on the 5712 ports now. I think I need to restart the other FN servers before it takes effect for them, and they are kinda busy now - dun wanna cut that many folks off mid stream.

If you're talking about the verification texts, they should work just fine without a restart. Servers need only go to the map again (if they were waiting on it the whole time) and it should be good. (Theoretically)
 

SilentDeath

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Re: Bug Reports: JAN2010a

Just played aleyesu and after killing the finale bludgeon before the boss the door opens and then in a little bit the door closes and will not reopen.

Edit: Ran it again same problem my theory is that the bludgeon triggers the door to open and then it closes and there is nothing to trigger the door to open afterwards.
 

Thothie

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Re: Bug Reports: JAN2010a

J-M v2.5.5 said:
Whenever I start Nashdsfxcf073dfh, I get an error message saying:
"Script not found: items/base_treasure_new.script"
When I click on "OK", I get another error message that's pretty similar, and it also says something along the lines of "This is a critical error in the public release" but I forgot to screenshot that one.

And whenever the 1e16 HP green poison uber bludgeon is killed, the exact same message pops up (implying that he'd drop a chest or something), followed again by the "critical error" message.
Same script, doing it once in precache and once when it spawns. It was a chest I noticed at the last second, and didn't test it after I added it. >_>

I'll put up a server side script to deal with that. It's already killed several DS's, including one of my own. :/

Might not be able to fix Aleyesu without fuxing the map verfication. Odd that it didn't come up during testing though. :\ Advice meantime, is get through the doors fast. ;)
 

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Re: Bug Reports: JAN2010a

Also something about the frost bow. Maybe I'm doing something wrong so excuse me if this is a dumb comment: I can't seem to get the 75% cold resistance when I equip it (checked using 'listresist'). Sometimes I do see white sprites circling my feet, but that's it. My archery is at level 32 so that can't be the issue.

Thothie said:
I'll put up a server side script to deal with that.
Thanks!
 

Thothie

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Re: Bug Reports: JAN2010a

It should lock in and give you the protection 10 seconds after deploying it. If not, well, we got some fixin to do - but it worked fine in rather thorough testing.

SC.dll patch for Nashalwhatitz:
http://www.thothie.com/msc_dev3/JAN2010 ... l_only.rar

CozmicShredder just mirrored a bunch of versions of the patch that have the missing monster models... Bleh... Now I gotta add this and do it all over again. ><

Edit: And, for no particular reason:
Dridje's Bootcamp - Low HP players only [FN]
Map: shad_palace
ms_hp_limit only stops higher HP characters from joining. It does not stop the low HP characters from being suicidally stupid. ;)
 

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Re: Bug Reports: JAN2010a

I'm almost positively sure that the lava near the lava chest in that one map that has a lava chest (you probably know what map I mean) still crashes the server.
I jumped there, and my server crashed. There were four others in-game but the server wasn't very laggy at the time. Server restarts, I decide to be stupid enough to try again: server crashes.

Also, it seems like neither admin_cancelvote or amx_cancelvote works o_O
 

Thothie

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Re: Bug Reports: JAN2010a

I wasn't aware that chest ever crashed. I've seen people go into there under JUN2008 without crashing. :/

I was also not aware that there was ever an admin_cancelvote command. ;)
 

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Re: Bug Reports: JAN2010a

I've never had a problem with that chest nor the lava near it. :/
 

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Re: Bug Reports: JAN2010a

Played islesofdread1 again today and this time it worked. I'm not sure if this is good or bad. Anyway, it would be nice to hear how it works for other people.
 

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Re: Bug Reports: JAN2010a

CrazyMonkeyDude said:
I've never had a problem with that chest nor the lava near it. :/
The thing is (as far as I can explain with my non-existant coding skills): if you ran into the lava (previous patch) with phoenix armor, the PA would try to restore your mana. You'd get like 2000 mana (some rediculously high amount) and the server would lag to death until you stepped out of the lava.

Happened to me at least two dozen times. To be honest, I'm surprised you guys didn't know about this one o_O
I thought it was a well-known bug.

I'll test the lava thing again in a few.
 

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Re: Bug Reports: JAN2010a

Odd. Maybe I haven't noticed the lag caused from it, as I do that nearly every time I visit that map.
 

Dridmar

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Re: Bug Reports: JAN2010a

I had a problem while playing Shad_Palace. One of those Cleicert Bosses zapped me so I ran away but after his attack was over it looked like I was still being zapped, I decided to jump...bad idea. I ended floating to the top of the map and had to suicide to get back down. At the spawn somehow I floated out of the spawn area (past the Rickler logo) and got stuck there too. Once they killed the NPC that did it to me then the effect stopped.

Also on kfortress the Hollow One was in a permanent loop of his fire breathing effect.
 

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Re: Bug Reports: JAN2010a

MSC: Wierd sh*t...

Anyone else run into incidents of the Iron Golem not attacking? (The big iron guy with the electric sword?) Not that I've had the chance to see him myself.
 

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Re: Bug Reports: JAN2010a

tbh I've never seen the iron giant dud attack
 

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Re: Bug Reports: JAN2010a

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.
 

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Re: Bug Reports: JAN2010a

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:
 

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Re: Bug Reports: JAN2010a

Yeah, about that (some more details):

Run with six guys (including me): best reward was a speed pot
Run with six guys (not including me): best reward was a thunder axe
Run with twelve (!) guys (not including me): best reward was a greater potion of protection

I think something is missing :!:
 
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