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INFO Bug Reports NOV2015a

Discussion in 'Current Patch Discussion' started by Thothie, Nov 23, 2015.

  1. Kanta

    Kanta Adventurer

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    Jan 24, 2013
    Level 45 Zauberei Basher
    ms_swamp
    Not sure if it's intentional, but it struck me kind of odd that the Elven longbow has a shorter range than the wooden longbow. Is it supposed to be like this?
     
  2. Thothie

    Thothie Administrator Staff Member Administrator Moderator Developer

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    Apr 8, 2005
    psycho-oligist
    lost
    Both were made before I got here so... I don't know. :oops:

    The elf bow is more accurate when firing rapidly though. (1-1 vs 3-0) Attack delay is lower, pull time quicker, stamina drain lower, and the offset is dead center, while the longbow's is slightly low.
     
  3. Kanta

    Kanta Adventurer

    223
    20
    Jan 24, 2013
    Level 45 Zauberei Basher
    ms_swamp
    Normal crossbow uses bow aiming and reload animations in third person.
     
  4. Thothie

    Thothie Administrator Staff Member Administrator Moderator Developer

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    psycho-oligist
    lost
    Got it. Fixed.
     
  5. Kanta

    Kanta Adventurer

    223
    20
    Jan 24, 2013
    Level 45 Zauberei Basher
    ms_swamp
    When a player dies and they send a message before respawning, they can't see it but other players can. I can't type the % symbol or start messages with quotation marks either, there is also this really obnoxious thing where sometimes some or all of my typed letters will not display in the text field until I hit backspace.
     
  6. Thothie

    Thothie Administrator Staff Member Administrator Moderator Developer

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    psycho-oligist
    lost
    Afraid those are both likely to be ancient/perpetual code side annoyances - though we may have fixed the % thing, albeit, just by preventing you from typing it.
     
  7. Kanta

    Kanta Adventurer

    223
    20
    Jan 24, 2013
    Level 45 Zauberei Basher
    ms_swamp
    Randomly, you get one XP more or less than you normally would from killing a monster.
     
  8. Thothie

    Thothie Administrator Staff Member Administrator Moderator Developer

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    psycho-oligist
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    I'll slot it under perpetual - think it's just how the math works out.
     
  9. Kanta

    Kanta Adventurer

    223
    20
    Jan 24, 2013
    Level 45 Zauberei Basher
    ms_swamp
    Depending on where you're looking, the bearclaw's transformation form will "stick" in place. Looking up tilts the model forward (which can obscure your first person view if you look all the way up) and looking up tilts it backwards, both extremes can look pretty silly. Also the bear model is almost always blacked out like it has no light shining on it and only sometimes are you able to actually see the textures properly, glow or other light coming from your character doesn't work either.
     
  10. Thothie

    Thothie Administrator Staff Member Administrator Moderator Developer

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    psycho-oligist
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    Not noticed that - unless you mean in third person (I never notice third person problems as I'm not very religious on checking them, as you may have noticed). Should re-orient with the player's view angles each frame.

    As for it being black, I'm not sure why the model doesn't wanna take light attribs - might be something to do with the fact that it's inside the player's collision box. Dunno if it's worth the overhead and risk of yet another sticky light to tweak the effect to have a light right inside of it, but may examine, though it just may end up with a glowing bear, as I don't think I have a way to sample ambient light.
     
  11. greatguys1

    greatguys1 Adventurer Developer Warriors of the North

    216
    16
    Apr 20, 2013
    Yes
    I've observed that the bear model only takes light only from 0x0x0.
     
  12. Thothie

    Thothie Administrator Staff Member Administrator Moderator Developer

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    psycho-oligist
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    Well that's odd - probably can't cleffect a light there on most maps though. If you wanna give it a shot for me, feel free. Little one won't be noticed and will still light up the whole model, if it's treating that as its light origin for some reason.

    Might be able to rig a function to pull the env_light attribs and/or ToD light settings.
     
  13. Kanta

    Kanta Adventurer

    223
    20
    Jan 24, 2013
    Level 45 Zauberei Basher
    ms_swamp
    Was fighting the Titan(ugh) at Thanatos and I noticed something a little odd. Stone scorpions are vampire-able but the stone eagles are not. So either the eagles should be vampire-able, or the scorpions shouldn't be vampire-able?
     
  14. Thothie

    Thothie Administrator Staff Member Administrator Moderator Developer

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    Neither should be, but looking at the script, I'm not sure why the Stone Eagles are not - both are lacking the "IS_BLOODLESS" flag, and neither is undead. (Fixed anyways...)
     
  15. Kanta

    Kanta Adventurer

    223
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    Jan 24, 2013
    Level 45 Zauberei Basher
    ms_swamp
    Should Phlame transformed be bloodless too then?
     
  16. Thothie

    Thothie Administrator Staff Member Administrator Moderator Developer

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    He's just got a dry skin problem.
     
    Fegged, greatguys1 and Lark like this.
  17. Kanta

    Kanta Adventurer

    223
    20
    Jan 24, 2013
    Level 45 Zauberei Basher
    ms_swamp
    I'm guessing this is kind of an oversight so I'm posting it here, but it could also technically be a suggestion I guess? Anyways, all the poisonous/affliction skeletons, reaver, slithar, and venevus at bloodrose should be heavily resistant to acid right?
     
  18. Kanta

    Kanta Adventurer

    223
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    Jan 24, 2013
    Level 45 Zauberei Basher
    ms_swamp
    Poison and acid fall under the same category of magic in the game though, and there are other poisonous enemies in the game that are resistant/immune to acid. Plus, Slithar and Venevus are wizards n' shit.
     
  19. Thothie

    Thothie Administrator Staff Member Administrator Moderator Developer

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    Yeeeah, though they should also be vulnerable to lightning in turn. They predate the acid element, so this wasn't really taken into account. Shall consider revising, though for most of these beasts, the fact that they have the standard undead poison immunity and skeletal lightning resistance kinda evens out.
     
  20. Kanta

    Kanta Adventurer

    223
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    Jan 24, 2013
    Level 45 Zauberei Basher
    ms_swamp
    I pushed the volcano trap's model with my unholy blade shield at calruin, but the projectiles came out in the appropriate spot.
     
  21. Thothie

    Thothie Administrator Staff Member Administrator Moderator Developer

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    I knew that script was being used somewhere - just couldn't recall where...

    Predates the push effect, I'll tag a nopush on it, but yeah, dun think it'd affect the projectiles. Think it was brought up ages ago and just forgot about.

    Looking at it, I kinda wonder if it does the job it's supposed to do on the Blacksmith anymore.
     
  22. Kanta

    Kanta Adventurer

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    Jan 24, 2013
    Level 45 Zauberei Basher
    ms_swamp
    Occasionally he survives, but usually it will kill him. As long as you activate it once though no matter how he dies after it will still drop something from the anvil.
     
  23. Kanta

    Kanta Adventurer

    223
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    Jan 24, 2013
    Level 45 Zauberei Basher
    ms_swamp
    Elite bandit rogues can vampire off of undead.
     
  24. Thothie

    Thothie Administrator Staff Member Administrator Moderator Developer

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    psycho-oligist
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    Hmmm... Summons aren't undead factioned, not that the bandits check. I'll tack on an "IS_BLOODLESS" to the skele summons tag and have them do so.

    I suppose I should add a monsters/base_vampiric with more thorough checks, and include that in mobs that can drain life, but the more includes I add, the more maps stop being listenserver loadable. Getting to the point where I midas well nix the "Establish a Kingdom" option. :(
     

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