Bug Reports: JAN2010b

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Tradion

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Re: Bug Reports: JAN2010a

then why not just have some small little troll come and steal it away and force me to redo the stuff to get it later. although technically i did do that run on my level 22 and i did assist where i could making it so that character really did earn it and the right to use it. HXbow with holy bolts did wonders against those skellies :D
 

De4thm4N

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Re: Bug Reports: JAN2010a

Yesterday I played the wolf quest map(can't remember the name right now) and noticed that Goblin Guard's seem to have a bugged hit chance(They need to roll 100/100 to actually hit.)

And on Chapel there is a chest (The one at the Orc Archers) which contains an orc bow that costs 25 gold(Not that it's important but dunno if that's intended.)
 

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Re: Bug Reports: JAN2010a

De4thm4N said:
And on Chapel there is a chest (The one at the Orc Archers) which contains an orc bow that costs 25 gold(Not that it's important but dunno if that's intended.)

I also noticed that happening in many other chests, that is if you mean items costing gold once taken from chest!
If it was made to be like that i think its not bad since it gives a lil more use to gold aswell, and this patch made gold even more easier to obtain. :wink:
 

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Re: Bug Reports: JAN2010a

zeus9860 said:
De4thm4N said:
And on Chapel there is a chest (The one at the Orc Archers) which contains an orc bow that costs 25 gold(Not that it's important but dunno if that's intended.)

I also noticed that happening in many other chests, that is if you mean items costing gold once taken from chest!
If it was made to be like that i think its not bad since it gives a lil more use to gold aswell, and this patch made gold even more easier to obtain. :wink:

That's what I meant, yes. It would be ok for me aswell, just wondering ;)
 

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Re: Bug Reports: JAN2010a

Tradion said:
then why not just have some small little troll come and steal it away and force me to redo the stuff to get it later. although technically i did do that run on my level 22 and i did assist where i could making it so that character really did earn it and the right to use it. HXbow with holy bolts did wonders against those skellies :D

That... Was just the stated alternative. Would you rather all high level loot that you didn't obtain yourself and you don't have the level requirement for to just disappear with a giggle and a message saying that you've been struck by the twinker gnomes? ;)

De4thm4N said:
And on Chapel there is a chest (The one at the Orc Archers) which contains an orc bow that costs 25 gold(Not that it's important but dunno if that's intended.)

I ran into this problem when scripting the chest for the tutorial map. I think it has to do with the new chest base. Not sure if it's as simple as editing the base, or if there are any custom chests that need to be messed with. if you can gather a list of affected chests and submit a bug report on the main page, it'd help. EDIT: It's the latter.


Speaking of the bug report page, please use it for any bugs/exploits you may find, instead of just PM'ing Thothie or MiB or posting it here. Especially if it's an exploit. ;)
 

Thothie

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Re: Bug Reports: JAN2010a

CMD said:
I ran into this problem when scripting the chest for the tutorial map. I think it has to do with the new chest base. Not sure if it's as simple as editing the base, or if there are any custom chests that need to be messed with. if you can gather a list of affected chests and submit a bug report on the main page, it'd help. EDIT: It's the latter.
It's not the chest base. The addstoreitem format is as follows:
addstoreitem <store_name> <item_script> <#toadd> <price%> [sell_ratio] [bundle_size]

So, a common, easy to make mistake is to just go:
addstoreitem STORENAME item_somescript
or
addstoreitem STORENAME item_somescript 1
When ya need to go:
addstoreitem STORENAME item_somescript 1 0

For it to cost nothing to remove.

The addstoreitem function is so cumbersome to use that there are fubars regarding it all over the place, many of which date back to before 1.0. Really need to break it up into multiple simplified functions (addsellitem, addbuyitem, addtreasureitem, etc.). (Plus having sale price go by % and buy price go by ratio, is just idiotic.)
 

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Re: Bug Reports: JAN2010a

Yeah, I remember doing that with my tutorial chest... I meant to edit in that I found the problem, know what's wrong, and just need a list of affected chests to fix it. I even sent you the fixed line for that specific chest.
 

Tradion

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Re: Bug Reports: JAN2010a

CrazyMonkeyDude said:
That... Was just the stated alternative. Would you rather all high level loot that you didn't obtain yourself and you don't have the level requirement for to just disappear with a giggle and a message saying that you've been struck by the twinker gnomes? ;)

I don't really see the difference I guess. Yea its nice to have the item so when i finally hit the str i can use it, But honestly its just taking up space. I'ma have to see if my character on my other account has str high enough for it.. Hmm.. mabye i'll transfer him over to my main account too :D

Don't get me wrong by the way, I understand why its being done. Doesn't mean i have to like it though. I also see why he didn't just have the twinker gnomes come up and jack it, as that would have probably actually pissed people off, but personally I think i myself, if i were warned that it was going to happen first, would have prefured the gnomes..
 

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Re: Bug Reports: JAN2010a

Well, you were warned, had quite a lengthy thread on the subject. But at least you can stick in a chest until you train up for it, or trade it for something you can use.
 

Tradion

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Re: Bug Reports: JAN2010a

Meh, I'm just gunna give it back to my other character ( i put in a account change transfer thingy :p ) And he's pretty close to being able to use it and he is the toon that actually earned it so.. That and its gunna save me quite a bit more levelling so it sounds worth it.
 

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Re: Bug Reports: JAN2010a

Lolz, there's something I hadn't thought of... Can you withdraw them too? :)

Heh, shouldn't cause any major issues, but I'll add magic_hand to the rejection list.
 

J-M v2.5.5

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Re: Bug Reports: JAN2010a

Wow I forgot to report half the bug.

Yes, you can withdraw them, but they insta-deactive iirc. I actually tried this one three days ago (happened by accident) and it just popped into my mind just now. Either way, I couldn't find out a way to actually use (as in: cast) recovered active spells, so people can't store a bunch of active HCs (for example) in there and use them all at once or something. Still a good idea to block it in the first place, though :wink:

And another bug report: FER mentioned that Black Larvae blinding poison isn't actually blinding, but I'll add this: not a single blinding poison is blinding. The Hollow One, the cobra, they don't blind you. I betatested Derwinterwater a while ago on some alpha patch and then it worked so I know what I'm looking for (green 'goo' image blocking your view). It's not happening.
 

Thothie

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Re: Bug Reports: JAN2010a

Yeah, all the same system, same issue. Won't be fixed until FEB2010, as it is client side.
 

Keldorn

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Re: Bug Reports: JAN2010a

Kruxus appears to spawn the neckhunter underground, so you can't get it. (if that's what the shiny effect and the dagger sound is).

(Happened on Thothie's server twice)
 

J-M v2.5.5

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Re: Bug Reports: JAN2010a

Oooh maybe it spawns in the map origin :oldshock:
That would make sense.



In a nonsensical way.

And about the chests (again, not trying to spam though): I looked up their script files and noticed they're all "chests/rand_epic_single" so that should be OK. I did also see a litch tongue in one of them recently. Still though, they *look* like normal chests (the model) so I'm not entirely sure if they're broken or not.
 

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Re: Bug Reports: JAN2010a

Poisoned spores dont seem to trigger the poison cloud after they explode.
 

Thothie

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Re: Bug Reports: JAN2010a

J-M v2.5.5 said:
Oooh maybe it spawns in the map origin :oldshock:
That would make sense.
In a nonsensical way.
Doubt it, but will examine. More likely spawning too high (ie. in the ceiling). Kruxus chamber is so far from 0x0x0 there's no way you'd see it. (edit: no, it's too low, ie. below the ground - fixed)

J-M v2.5.5 said:
And about the chests (again, not trying to spam though): I looked up their script files and noticed they're all "chests/rand_epic_single" so that should be OK. I did also see a litch tongue in one of them recently. Still though, they *look* like normal chests (the model) so I'm not entirely sure if they're broken or not.
No, should be rand_epic_new, fixed a few days ago. rand_epic_single is a normal chest with a random epic item, while the other is a individualized chest with 1-2 random epics for each player (depending on the number there of).
 

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Re: Bug Reports: JAN2010a

Certain doors and gates can be blocked when they're triggered to open( one person getting blocked by another one person, thus causing the door to close again), the first one you open with a key that rotates is one, and the boss room gate can also be blocked so it stays open ( and the boss runs out, gets in a corner and bam, headroom issues in corners = no neckhunter). It also closes up after he dies. Just need the doors to kill w/e blocks it and I think this'll be fixed

EDIT:// In Kfortress
EDIT2-3:// Nevermind
 

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Re: Bug Reports: JAN2010a

It seems that the Ocean's crossing captain is M.I.A on a lot of servers.
 

Keldorn

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Re: Bug Reports: JAN2010a

Just checking:

Does Acid Plate actually spawn anywhere? Nobody seems to have found it, so I'm just checking if the spawn is bugged.
 

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Re: Bug Reports: JAN2010a

Keldorn, Seen a few in the wild already and I've only been on the new patch ONCE for about an hour. They do spawn, as I've had a friend offer me one at the end of a map which it spawned on.

Note: It's 7 am and I've been up all night, it may have been Envenomed now that I realize there are in fact two separate things. I will double check on this when friend is awake.
 

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Re: Bug Reports: JAN2010a

I think I was there with you.

Those were definitely envenomed plates.
 

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Re: Bug Reports: JAN2010a

The Shaddahar Jailers can run through walls or something and get to where you can't kill them. :S
 
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