Bug Reports: MAR2010b

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Stoned

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J-M v2.5.5 said:
Sometimes Maldora starts tripping balls. He spams his two lightning spells after each other the whole time, non-stop. It takes a split second for him to re-cast his spell. It happened to me multiple times (in the same fight) that he'd pin me in a corner with his yellow (single-player) spell, pause 0.1 second, cast it again, pause 0.1 second, repeat, until I'd die.

I know it's supposed to be hard to get close to him, but it was literally impossible. Also, drinking a lodestone potion still causes his lightning to push you back. Without damage though, but isn't that a bit odd...?

Lodestone would make you immune to lightning damage, you need stab pot to be immune to the push effect on enemies.
 

Thothie

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Stoned must be having a rare moment of sobreity.

Tis lodestone, not load-stone, but I'm guessing J-M knows that and mayhaps has noticed that some of the newer lightning attacks push you less when under the effects lightning resistance or lightning immunity (sometimes working to the player's detriment, as lighting resistance sometimes leads to being in a field of electricity longer than one would otherwise would be, were one instantly ejected).

The addvelocity function is not element aware, however, and Maldora pre-dates the script function that allows a monster to check a player's elemental resistance, independent of damage, and thus mitigate the effects of lightning pushes.

Lightning immunity is also new - I suspect mayhaps Maldora is thinking he's not hitting his target, as he's not damaging it, and re-initiating his lightning attack, thinking the player dove behind a pillar or some such, yet is still in range. Might have to go over the script and see if there's a reliable way to prevent that.
 

Stoned

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Thothie said:
Stoned must be having a rare moment of sobreity.

Tis lodestone, not load-stone, but I'm guessing J-M knows that and mayhaps has noticed that some of the newer lightning attacks push you less when under the effects lightning resistance or lightning immunity (sometimes working to the player's detriment, as lighting resistance sometimes leads to being in a field of electricity longer than one would otherwise would be, were one instantly ejected).

The addvelocity function is not element aware, however, and Maldora pre-dates the script function that allows a monster to check a player's elemental resistance, independent of damage, and thus mitigate the effects of lightning pushes.

Lightning immunity is also new - I suspect mayhaps Maldora is thinking he's not hitting his target, as he's not damaging it, and re-initiating his lightning attack, thinking the player dove behind a pillar or some such, yet is still in range. Might have to go over the script and see if there's a reliable way to prevent that.

Have Bleg to help ye.
 

zeus9860

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bludgeons that deal dot damage can stun players with the dot itself, this happens frequently when i get hit on nashalrath and run far away, i get stunned from dot and most of the time i die since the bludgeon catches up to me... >_<
 

J-M v2.5.5

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Sometimes the vote system breaks down completely. Usually this happens when someone initiates a PVP vote (you know, that one feature 99% of MS:C players couldn't care less about) or when an admin starts a poll during a mapvote. At the end of the vote, the game will tell you that "a vote is still in progress" and then you're stuck, unless you transition manually.

RB's server is stuck on Skycastle at the moment and there's no transitions there, so I'm waiting for RB or Reckless-Fire to force a changelevel...
 

Thothie

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zeus9860 said:
bludgeons that deal dot damage can stun players with the dot itself, this happens frequently when i get hit on nashalrath and run far away, i get stunned from dot and most of the time i die since the bludgeon catches up to me... >_<
Tricky to stop, but I put a range flag on the stun effect so you at least have to be within swing range. Might still get stunned by the DOT, but you'll have to be close enough to be struck by the charge, so you aren't likely to notice.

J-M v2.5.5 said:
Sometimes the vote system breaks down completely. Usually this happens when someone initiates a PVP vote (you know, that one feature 99% of MS:C players couldn't care less about) or when an admin starts a poll during a mapvote. At the end of the vote, the game will tell you that "a vote is still in progress" and then you're stuck, unless you transition manually.

RB's server is stuck on Skycastle at the moment and there's no transitions there, so I'm waiting for RB or Reckless-Fire to force a changelevel...

Should be a transition back to the previous map on Skycastle. :\ Meh, pvp vote system and map vote system are, somewhat foolishly, under different system, but I'll try to stick a shared flag in there to prevent it in the future.

I wish 99% of the community didn't care about PVP - would make me feel less bad about leaving it so sorely broken. I suppose I would have fixed it by now if I had made those guild battle map modes.
 

zeus9860

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J-M v2.5.5 said:
The hatch behind Runegahr's throne doesn't open if you approach him as a friend.

Just solo'd the map, it opened in the end after everything died in the throne room. I picked friend then foe, still didn't work.
 

Thothie

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Can't figure why looking at the script - hope func_rotating isn't one of those wierd ones that needs a valid owner to trigger it, and is thus immune to scripts... As then I'd have to edit the map.

PS. OMFG What did they do to my STEAM!?!?! :oldcry:
 

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Hah! I still haven't restarted steam, suckers.
 

Thothie

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steam_new_ui1.jpg


I like how the updater says "Fixed issue preventing Madballs from properly running" instead of "Completely fuxed up your GUI!". Meh, trying to fix now...
 

Tentadrilus

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I think the new GUI is great. I find the lack of a Servers button disturbing, though.
 

Thothie

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J-M v2.5.5 said:
Also, everytime someone joins my server on calruin2, the server crashes and I get this message:
msc_calruin2.gif

The map can load, but noone can join without crashing the server.
Okies, I can duplicate this now, sadly.

I usually use Islesofdread2 and Thornlands to test for hitting the model limit wall, but it appears that Calruin2 is now hitting it - from sprites, evidentally. *sigh* I've removed all sprites and beams on the map, save those little burning fires that hurt (kinda sucks if you can't see where they are), and it seems to be okay now. But it means we gotta consolidate moar sprites, dernitall. We added one or two in the past few patches, notably the complex fire sprites for the phoenix and torie bows - got to feeling too secure I guess. :\
 

FER

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How about raplacing flames with that animated torches I made? (delete the torch and leave the fire)

Would the scaling system help here? I mean, we could use that model based fire for the phoenix box IF the fire could be scaled only horizontally
 

Marisa

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Not sure if this is helpful or not too, but I can load calruin2 on hell's diner, but if I take out my hoarfrost, it crashes the map and restarts the server to edana. It used to be the heavy crossbow did this too.
 

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Today on b_castle the shadow wolves were knocking me back with the DoT from their fire attack

Also, earlier on nightmare_thornlands all the boars were completely freaking out. they all seemed to be going as fast as when they charge all the time - then they actually charge and go even faster! oh, and did I mention that sometimes they start sliding all over the place? Yeah, that too. Sometimes they were also able to hit me when I was on that ledge that only bears have long enough reach to attack you.
 

Thothie

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FER said:
How about raplacing flames with that animated torches I made? (delete the torch and leave the fire)

Would the scaling system help here? I mean, we could use that model based fire for the phoenix box IF the fire could be scaled only horizontally

Replacing the pheonix bows flames with a model? That'd save us one sprite I suppose. It'd have to be part of the projectiles.mdl or some such though, as adding models is just as bad as adding sprites.

We do not have a function to only scale horizontally though. The scale system is engine side, so I don't think there's an easy way to implement one either.

Even so, might be possible without it looking *too* bad. I'd have to start with a model that was exactly the maximum radius across (which is either 256 or 512, I can't recall...) then scale it to the same ratio the phoenix projectile uses to determine the blast radius.

I think the Torkie bows added a sprite or two, might have to go back and change the sprites we added there to one of the ones already in the system. Might not look as good, but don't like maps dieing just cuz they have a few extra sprites. I need to make a another media catalog'er to figure which sprites are actually loaded by the game before the map.
 

Stoned

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Thothie said:
FER said:
How about raplacing flames with that animated torches I made? (delete the torch and leave the fire)

Would the scaling system help here? I mean, we could use that model based fire for the phoenix box IF the fire could be scaled only horizontally

Replacing the pheonix bows flames with a model? That'd save us one sprite I suppose. It'd have to be part of the projectiles.mdl or some such though, as adding models is just as bad as adding sprites.

We do not have a function to only scale horizontally though. The scale system is engine side, so I don't think there's an easy way to implement one either.

Even so, might be possible without it looking *too* bad. I'd have to start with a model that was exactly the maximum radius across (which is either 256 or 512, I can't recall...) then scale it to the same ratio the phoenix projectile uses to determine the blast radius.

I think the Torkie bows added a sprite or two, might have to go back and change the sprites we added there to one of the ones already in the system. Might not look as good, but don't like maps dieing just cuz they have a few extra sprites. I need to make a another media catalog'er to figure which sprites are actually loaded by the game before the map.

Could you tell us how close we are to the model/sprite limit? Specifically.
 

The Man In Black

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I can allow scaling for all 3 axes, IIRC
 

Thothie

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The Man In Black said:
I can allow scaling for all 3 axes, IIRC
That would open up a few new venues. :)

Stoned said:
Could you tell us how close we are to the model/sprite limit? Specifically.
Not without a lot of trial and error. It's very tricky, because map brush entities count against the model limit, so how close you are to a model limit varies from map to map. Models and sprites already precached by the game, and re-used by the map, do not press the model or sprite limits, so it's hard to take them into account. Further, models and sprites share some of the same resources.

Last I was testing the model limit with Islesofdread2, we were about 8-15 models away from the limit. Judging by the sprite reaction on Calruin2, I guess maybe about 6-8 sprites away, but I've not run through all the sprite names to be sure. I've also not yet figured if the number of frames a sprite has is a factor.
 

Stoned

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Thothie said:
The Man In Black said:
I can allow scaling for all 3 axes, IIRC
That would open up a few new venues. :)

Stoned said:
Could you tell us how close we are to the model/sprite limit? Specifically.
Not without a lot of trial and error. It's very tricky, because map brush entities count against the model limit, so how close you are to a model limit varies from map to map. Models and sprites already precached by the game, and re-used by the map, do not press the model or sprite limits, so it's hard to take them into account. Further, models and sprites share some of the same resources.

Last I was testing the model limit with Islesofdread2, we were about 8-15 models away from the limit. Judging by the sprite reaction on Calruin2, I guess maybe about 6-8 sprites away, but I've not run through all the sprite names to be sure. I've also not yet figured if the number of frames a sprite has is a factor.

Interesting, so we are close to the model limit arent we...
 
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