Bug Reports: JAN2010b

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Thothie

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Re: Bug Reports: JAN2010a

Anomie said:
It seems that the Ocean's crossing captain is M.I.A on a lot of servers.
Map name is "oceancrossing", part of the betapack. Doubt it's missing from anywhere so much as being mispelled. You can hit the Harbor Master in Deralia if you want to be sure.

Regarding the Acid Plate, it's rare (a little more so than intended) and in unexpected places.

Anyways... JAN2010b is out... Note you MUST close your server before installing it (new ms.dll).
 

Anomie

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erm, no that's not what i meant, when you're actually on the map there is no captain. So you just sit stagnant on the boat, since you can't tell the guy where you are going.
 

Thothie

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:\ Will examine.
 

SilentDeath

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There is a bug when you hold a pot and the Neck Hunter. It also show you holding a apple in the same hand as the pot.

mscave0000.jpg
 

Thothie

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The usual submodel scramble bug... If you hold it with a shield, 1h axe, or misc item (apple, potion, beer) you'll get some odd shifts like that.

Plan is to unconsildate the shields to deal with the most likely issue (1h axe+shield).

MiB has a fix for this, but it has the nasty side aesthetic effect that your viewmodel weapons will get clipped by nearby brushes (ie. your swords will seem to be sticking through walls and the like). No progress on getting around that side effect. I suppose, however, as the model count grows, we may eventually be forced to consolidate all we can and just live with it.
 

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Probably not new to the patch but very very pissing off thing that's not supposed to happen... My 2280 exp winter wolf just died in the b_castle pit and I miss him already. Seriously, that took ages to get to 2280! And, err whatever I'd say next would just be venting and that won't help with anything. Well, time to get another wolf *sigh* *sobs* *cuts wrists* So don't use your beloved furry friends at b_castle everyone!!
 

Thothie

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Sorry... Fluffy will be missed. :(

The anti-pit system is usually pretty good - usually test it jumping across the pit on Sfor... But a little lag at the wrong time and... *poof*... Best to egg your pokémon in hazardous areas.

I'm hoping to work out some sort of pet ressurection crystal, but haven't quite worked out how to go about it yet. Don't wait for it though - will only be good if used right away. Otherwise we get into the whole Pet Cemetery thing.

*sigh* I miss The Romones...
 

CrazyMonkeyDude

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Also on the archer windows in the boss room on keep... Don't let your doggie near those windows after you clear the boss and the archers. Unless you like seeing crushed dog.
 

J-M v2.5.5

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Are fire tomahawks supposed to spawn in every other chest...?

Also: blinding poison (at least from Black Larvae and giant cobras) still doesn't produce the green overlay thing.
 

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J-M v2.5.5 said:
Are fire tomahawks supposed to spawn in every other chest...?
Three in every chest, surely. ;)

Should be about a 1 in 50, looking at the list.

J-M v2.5.5 said:
Also: blinding poison (at least from Black Larvae and giant cobras) still doesn't produce the green overlay thing.
Still on the bug list. Can't be fixed without a client side patch (ie. FEB2010).
 

J-M v2.5.5

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Thothie said:
Should be about a 1 in 50, looking at the list.
I can't even remember when the last time was I did *not* see a fire tomahawk appear, with four or more players.
Infact, one round five showed up for various people.
 

Thothie

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*shrug* Random seems to like whatever number its index comes to. :\

Set 4 index 7, it seems.
 

J-M v2.5.5

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Not really a bug report, this one, but here goes:

I was at replica's server with four other guys, playing lodagond-1. We beat Runegahr and moved on. When we entered lodagond-3, we all got kicked because of some entity overflow bug and no matter how often we tried, we just couldn't get in.

So I changed the map to lodagond-3 on my own server and went there. Pretty soon, most of the guys rejoined and we beat the map.

Then we were at lodagond-4. In the following order, these events happened:
1) We beat yellow with some effort, but crashed at blue.
2) We beat yellow with some effort, but crashed at blue.
3) We failed at yellow.
4) We decided to start at blue, but crashed there.
5) We beat blue, but failed at yellow.
6) We beat blue, but failed at yellow.
7) We beat blue, and beat yellow. Finally! We waltzed through the rest of the map only to find out that...

...Maldora has already been beaten today.

FFFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU
 

Dridmar

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J-M v2.5.5 said:
Not really a bug report, this one, but here goes:
...Maldora has already been beaten today.

Huh?
 

SilentDeath

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I've seen that before but only after it crashed just when we killed maldora and then went back through.
 

Thothie

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J-M v2.5.5 said:
...Maldora has already been beaten today.

FFFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU
Sorry about that. For future reference, ye woulda been okay had you started back on Lodagond-1 on the new server.
 

J-M v2.5.5

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Dridje said:
J-M v2.5.5 said:
Not really a bug report, this one, but here goes:
...Maldora has already been beaten today.

Huh?
Thothie implemented an anti-reload-lodagond-4-exploit system. If you reload lodagond-4 (or, apparently, start at lodagond-3 on a different server, even though you are allowed to spawn there), Maldora doesn't show up. Instead, you get a popup box saying "Maldora has already been beaten today". The anti-spam system is good of course, but it was quite frustrating yesterday because we didn't really deserve it. Ah well, better luck next time :p
 

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J-M v2.5.5 said:
Bug: we (six people) killed the titan and the chest did not show up. Then zeus claimed this was the second time this occured, since JAN2010b.
That happened to 3 of us once the titan was on one of the sides and he died and there was no chest.
 

Monika's_BFFEx0256

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mintree said:
Like the last two posted
I have done Thanatos with around 4-5 people each time and chest has not spawned on all 5 runs
Seems like a bug in Jan B patch since i believe in Jan A it seemed to spawn.
Yap, same happened here :roll:
 

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Dridje said:
Question, are you going to stop the individialized chest from giving people items they do not deserve? (Like people who join right at the end of a boss fight)
Also, please stop individualized chests dishing out great items to god damned free loaders with 0 damage points.
 

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I've seen so many times were someone would join two minutes after the boss fight to get some pretty rare items. I think the damage system or some kind of time system were the person must be on the server for a certain amount of time before the chest spawns. Personally a combination of both. :\

Then this chest can practically replace the artifact chest :D
 

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Random minor bug:

After being killed/reanimated by Shahaddar, the troll in mscave will attack/be attacked by zombie orcs, despite being a zombie/statue itself.

Edit:

I've seen so many times were someone would join two minutes after the boss fight to get some pretty rare items. I think the damage system or some kind of time system were the person must be on the server for a certain amount of time before the chest spawns. Personally a combination of both. :\

Then this chest can practically replace the artifact chest :D

This would be good, but adding something that made your character retain time/points so that you don't end up getting nothing because you overflowed/edict errored/etc would probably be necessary. (Which doesn't sound that hard, but I know nothing about coding >_>)
 

Thothie

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The game master attempts to restore your dmg points on reconnect, but I don't think it's working all that well.

Some items in the individualized chests are already rewarded exclusively to the player with the most damage points. It'd be easy enough to require a minimum number of points for certain "bonus" items... And I'll look into that... It'd be quite a bit trickier, however, to figure a way to make it deal with the full spectrum of players and reward each of them by their dmg points. It already does the rather complicated mess of filtering by power level.

It's not as if folks are sitting on the server browser, waiting for you to play the map long enough to join in and reap the rewards. ;) I know its human nature to hate anyone who gets rewarded for your own work though, accidentally or otherwise.
 

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Concerning islesofdread1:

- Do the putrefacti spawn with a range of health? Some zombies have barely a third of the health of their undead colleagues, but they still dish out the same amount of damage and XP (although I think the disease effect damage may vary).
- 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?
- The Sandstinger Kings have more resistance and health but give the same amount of XP as putrefacti - is this deliberate?
- The Dread Zombie also doesn't give much in the way of XP, despite being massive and green. Not as much of a problem, seeing as he drops some nice stuff.
- If you take too long to kill the scorpions at the start, I find that it tends to break and you can't get ahold of the first diamond.
- The Kharaztorant Lava bloke's melee range is pretty big - he tends to stand in the lava and just smack people where we can't hit him with melee weapons.

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