Bug Reports MAR2011a

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CrazyMonkeyDude

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Unfortunately, short naming conventions weren't being used until shortly before I started doing what little scripting I've done. Some of the buggers have pretty long script names, which has already been confirmed to cause lots of issues.
 

The Man In Black

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Idear on the long name thing, Thoth. Copy-pasta the long named items into regular old short-ones, then set up the long named ones to work like scrolls. When they deploy/get used, they shatter and are replaced by a short one. May confuse some people that don't read the changelog, but may save some characters.
 

Thothie

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Excellent bug report list J-M, need more like that.

CrazyMonkeyDude said:
Unfortunately, short naming conventions weren't being used until shortly before I started doing what little scripting I've done. Some of the buggers have pretty long script names, which has already been confirmed to cause lots of issues.

It's the long desc-ription tags that are causing the crashes apparently, rather than the script name. I first ran into that with your claws, yes but... Jeeze, most of those crests were in before I got here... Surely it must have at least come up with the CWoG crest before? :\ Maybe some Steam client-engine update changed how much text we can spam up there...

I suppose I could rig the desc command to only keep the first 29 letters or so, code side, just for safety's sake, in addition to shortening the descriptions of the known offenders listed here. I hope it's not something silly - like we've got so many items that it's eating into the description lengths we can have, or some strange such.

The Man In Black said:
Idear on the long name thing, Thoth. Copy-pasta the long named items into regular old short-ones, then set up the long named ones to work like scrolls. When they deploy/get used, they shatter and are replaced by a short one. May confuse some people that don't read the changelog, but may save some characters.
What? :\
 

The Man In Black

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Take an item with a long script name, say, Lich Tongue. We'll say its script name is smallarms_holycraplookatmyreallylongnameitsinsane. It would save characters if the script name was smallarms_lich. So, in order to swap them, smallarms_holycraplookatmyreallylongnameitsinsane's game_+attack1 destroys smallarms_holycraplookatmyreallylongnameitsinsane and spawns smallarms_lich in the players hand (via an NPC like your Spell Spawner). Works like scrolls.
 

Thothie

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The Man In Black said:
Take an item with a long script name, say, Lich Tongue. We'll say its script name is smallarms_holycraplookatmyreallylongnameitsinsane. It would save characters if the script name was smallarms_lich. So, in order to swap them, smallarms_holycraplookatmyreallylongnameitsinsane's game_+attack1 destroys smallarms_holycraplookatmyreallylongnameitsinsane and spawns smallarms_lich in the players hand (via an NPC like your Spell Spawner). Works like scrolls.
Oh... Context messed me up cuz we waz talking about long item description strings. >_>

Long script names don't cause crashes but they do contribute to the likelihood of overflows (plus limit space within the Galat Bank). Using the scroll item-exchange method to fix it, however, would be screwy, to say the least. That exchange system only works when both the player's hands are free, and that can only be ensured *somewhat* for two handed weapons.

Better solution would be as we've discussed: A code side array that converts script names to indexes based on the order items are loaded from the items.txt. You'd also need to rig a function to do it the other way around, so you could search for items by scriptname, so things like $item_exists, $get(<item>,scriptname), and pack filters continue to work (plus the conversion process). Only downside is we wouldn't be able to fux with the order things appear in the items.txt.

All script names would then be effectively 3 characters long (as long as we have under 1000 items).
 

The Man In Black

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Yeah, I didn't read most of what was said. And yes, the index system would be better, but I don't want to code it :p

whatwhat.gif
 

Thothie

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:oldcry:

I'd be afraid to try it myself... Even if I pulled it off, I'm sure it'd be a hell of a lot of trial and error, and sloppy as hell.
 

The Man In Black

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Too be honest, you don't want me doing any programming. I've been sitting on this for a long time, but it's entirely likely that I'm going to slip in a hardcode ban for J-M and make sure you can't find it.
 

Thothie

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>_> Oh, come now, J-M can be useful... Occasionally... [Plus we don't really need this level of hostility... Not that I wouldn't be tempted to let you ban him, if you'd just do some darn coding for us!]

PS. I'm getting my terms messed up too - it's the item name that causes the crash (display name, not script name nor description). Description is another bugger up that can happen - and came up with CMD's claws. I've coded limits for both, but I've not hunted down all the offending scripts yet.

J-M said:
[Some skeleton's submodels bugger up when name changed]
A few ancient skeleton minions have this ass-backward way of selecting their submodels based on the skeleton's name, so if you change it, yeah, you get their old pre-Orochi skeletons look. I shall have to change that.
 

J-M v2.5.5

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I just noticed that the 'tropical2' skybox (used by islesofdread1 only) is missing from my MS:C install. Looks like it got removed from the installer.
How/why?

islesofdread1 now defaults to one of those ugly-ass default Half-Life skyboxes.
 

RayonMazter

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MS Still going

Hi Thothie,

It has been well over 3 years since i've been around, however I would like to take the topic off course for a quick moment to say amazing job - wherever you get the motivation for this project is a hell of a world wonder, and a respectable one as well.

I remember MS back when helena was about as far as it went back before steam, and it has gone lightyears ahead from there.

Thanks for keeping this project going after all these years,
I look forward to giving it another run through and seeing the amazing work that has been done yet again.

Ray
 

Thothie

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Thanks, really nice to hear something positive for a change. ;)

I must say, occasionally I step back and am just astonished how much we've expanded the game since the 2005 Steam debut (nvm the five or so years before that). However, between the lack of manpower, and the fact that the game is getting more and more unstable as we push the envelope of the engine's capabilities further and further, makes continuing the whole effort quite frustrating sometimes (nvm the occasional whine storm). TBH, back in the day, I thought we'd be a lot further along than we are by now, but there was a two year hiatus in there, and I suppose, I still am impressed with what we've managed to do with that in mind.
 

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Thothie said:
Thanks, really nice to hear something positive for a change. ;)
Oh come on, we all lourves Thothie and MiB and everyone else that has put exponential, unnecessary work into this game for us. :>
 
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