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Daimonin Forum  |  Community  |  Test server  |  Topic: Report B4 PRE-RELEASE bugs here « previous next »
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Topic: Report B4 PRE-RELEASE bugs here  (Read 2876 times)
longir
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« Reply #15 on: May 01, 2007, 03:53:38 pm »

yeah, the treasurelists need to be updated
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DM
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grommit
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« Reply #16 on: May 01, 2007, 08:21:44 pm »

This code in plugin.c is suspect:

Code:

void removePlugins(void)
{
    if (PlugNR)
    {
        int i;
        shstr *ids[32];

        LOG(llevInfo, "Unloading plugins:\n");
        for (i = 0; i != PlugNR; ++i)
            ids[i] = PlugList[i].id;
        for (i = 0; i != 32; ++i)
            if (ids[i] != NULL)
                removeOnePlugin(ids[i]);
    }
}


When the server is shutting down, we get a SIGSEGV with the following traceback:

Code:

SIGSEGV received.
Unloading plugins:
    Daimonin Lua Plugin unloading.....
plid=0, PlugNR=0
==3510==
==3510== Conditional jump or move depends on uninitialised value(s)
==3510==    at 0x8080A89: removePlugins (plugins.c:609)
==3510==    by 0x806F314: fatal_signal (init.c:964)
==3510==    by 0x806E96F: rec_sigsegv (init.c:631)


While not the cause of the server shut down, the ids array should be initialized to NULL.

(Line 609 is the if statement)
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omg
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« Reply #17 on: May 01, 2007, 10:26:01 pm »

Probing mobs/npcs results in 2 reports, here is a picture of a probe analysis of a npc, first one seems to be incomplete and unnecessary.


edit:
Using PoIs I noticed something strange ( or maybe a new feature ), they don't seem to work every time.
I used one and nothing happened, used the next and got 6 hp.
Most often nothing happens at all but sometimes they work as expected.
Right now I used over 70 and think I am perfect again, but the message about being perfect doesn't appear, all the time "You feel a little more perfect!" without any effect to hp, mana or grace.
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l00natyk
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« Reply #18 on: May 02, 2007, 02:06:26 pm »

I figured out a lil how new exp system is working. If i understand it well there is an time period and if youre lvl110 in eg.DP and you had used DP to healing in last eg. 5 mins before pure punch combat you'll not get exp in most cases from lvl 68 mob even your punch is lvl63. Now the lil sugestion since i've noticed that even ID'ing stuff with ID rod is counted and that in general dont affect on combat, maybe devices and spells like probe or ID should be excluded?

Grommit: This is interesting, but not a bug report.

l00natyk: Well, look at MT first post: "...or a suggestion then report it here."
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[img:72f2f8ad6d]http://i101.photobucket.com/albums/m72/melisa_zachery/officer.jpg[/img:72f2f8ad6d]

lvl110 in PH, WS, DP, MD and Archery. 700+ levels.
Jelle
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« Reply #19 on: May 02, 2007, 09:25:22 pm »

When putting on a hat of demon eyes, the effect (like seeing stuff on the other side of a wall) only starts after you move. Also when you unwear it, the effect stays until you move.
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omg
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« Reply #20 on: May 02, 2007, 11:19:29 pm »

It seems all members of a group get special drops even if they fight in different dungeons.

About /egobind: shouldn't it be "Omg's iron belt of small power" ?
At the moment it is called "iron Omg's belt of small power" , that sounds a bit strange in my opinion.

edit:
Luna and me tested the special drops in groups now some more and got strange results. Some items go to both members of the group, some go  only to the one that killed the monster and some go only to the one that did not kill the monster.

Some examples:
Luna was in OOP, I was in the Hall of Heroes (Nao's maps) - we were in a group.
When I got the rusty key Luna did too, when I got the ancient gold key Luna didn't.

When he fought for the OOP keys I got them but he didn't - even if he killed the monsters.
We both got the cloak of king Rhun after he left the group to get the keys and rejoined.

If more examples are needed, just pm me.
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zrubavel
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« Reply #21 on: May 03, 2007, 02:28:30 pm »

The Stacking of Rings seems to cause all kinds of problems:

A. Stacking itself is unpredicatabel, any change in my inventory (such as putting loot in a bag, eating an item in my inv) can cause them to stack or unstack without me doing anything ring involved...
B. If I have them both applied (when they are unstacked) and they stack, this is what usually happens:
1. they are both shown as being applied on one hand and I can apply a third ring, but
2. only one of them is applied (at one point it seemed like i had 2 RoT on one hand, and 2RoH on the other, but in reality only one of each)
c. after setting one (unstacked) RoH to one function key, and the other to another- stacking caused it to seem as if both were assignd to both f-keys. when they unstacked only one ring was set to both keys....

Also the two RoI i brought over from b3 never stack...

(Is stacking of rings needed?)
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smacky
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« Reply #22 on: May 03, 2007, 03:19:58 pm »

Quote from: "omg"

About /egobind: shouldn't it be "Omg's iron belt of small power" ?
At the moment it is called "iron Omg's belt of small power" , that sounds a bit strange in my opinion.

I agree it sounds strange but this is a side effect of the way the objects full name is constructed: <material> + <name> (+ <title>) = <full name>.

When you egobind an item it prefixes <name> with, eg, 'Omg's ', resulting in that strange construct.

I guess the way round this would be to use yet another attribute to hold the ego information (either the string or the object which could then have its name read and ''s' appended). So: (<ego> + ''s') + <material> + <name> (+<title>) = <full name>.

I guess it's a matter of resource management though.

Another (more processing power required) possibility might be to examine <name> for ''s ' and if found split <name> into two at this point so: <name1> + <material> +<name2> + <title> = <full name>.
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michtoen
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« Reply #23 on: May 03, 2007, 03:47:37 pm »

Stacking seems really a possible problem...

The code works a bit with a trick - it use "nrof 1"
as marker that the item can be stacked.

Which invokes some extra checks to default arch and stuff
because nrof is technical used different. "nrof 0" means "1 item
and no stacked". Hm, its not easy to explain.

I think i will go the straight way and add a "CAN_STACKED" flag.
Every arch which have it can be stacked and we don't need any
nrof check anymore.

I don't think we should stack "big items" too.

Simple reason - i want limit the number of items which can
put in a container independed to the weight.

Where a stack count as *one* item. Thats pretty senseful for
small items because it makes inventories alot easier.
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kk
grommit
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« Reply #24 on: May 03, 2007, 05:26:41 pm »

Quote from: "michtoen"
I think i will go the straight way and add a "CAN_STACKED" flag.

... or even a CAN_STACK or CAN_BE_STACKED flag. Smiley Cheesy
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smacky
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« Reply #25 on: May 04, 2007, 12:15:43 am »

I think showing the distance wc and dps down by the playerdoll's feet looks a little strange. IMO it  would make sense to swap this with the ac/sf/speed info.

So you'd have melee wc/dps on the right, distance wc/dps on the left and ac/sf/speed by the feet.
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tehill
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« Reply #26 on: May 04, 2007, 01:37:42 am »

Ego items as quest reward. You can get the name after egobinding to come out like the donation items do.

Set the material to undefined, set the qua and con to the level that the material would have given the item.
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thorbo
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« Reply #27 on: May 04, 2007, 01:52:45 pm »

OK i tryed it Smiley
negatives :
1) Is it too update of AG weapons and stuff? Prolly yes so i noticed this and i HOPE it is bug: every arrow = 1 shot (arrows disapers after each shot) so i used all my +2 of acc arrows on first mob Cheesy if its not bug then should be arrows much cheaper than 5s for 25 arrows (very hard to hit moving mobs) ...

2) Archery do very poor damage (am level 102 AG, i have Wildsting and max damage is 80) compared to PH (am lev 58 PH and its more efective tan my 102 AG )

3) I cant use quilver ... (apply on arrows needed)

4) What hapened to speed i always used speed gear instead AC gear, but there is speed for nothing?

5) HP regeneration stuff is for nothing too? (Much better is eat food) mine speed +2 hpreg ring isnt enough good now Smiley hehe.

6) I fired 2g in arrows in 15 minutes Wink

Positives

1) Mobs fights are very very funny and chalanging Wink

2) Group playing needed - its really good ..

3) Mobs moves and AI is really improved Smiley

4) I like maps on test server.

Thx for explain my questions.
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trepie
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« Reply #28 on: May 04, 2007, 03:15:48 pm »

This THAC deal:

I find it more than a little disconcerting that I can run through a big group of lvl 10's and die by being surrounded. I like the idea from a players standpoint of being able to hit higher than your lvl on a luck basis but 8 lvl 10 mobs attacking a nearly full ac'd lvl 110 (mentioned for hp reasons) and being able to kick my ass just seems wrong.

Maybe altering the amount of dmg that the direct hit causes on a lvl based system or just simply making it a little more advantageous to the player would be in order. It's definately somthing to think about but I can tell you that its gonna be mighty frustrating to run out of stoneglow and lose exp at high lvls through the THAC system.

essentially the rate of hp loss is too high -- 8 mobs all hitting 15% of the time at 3 seconds delay is rather alot of hits.

True to combat this all you need do is pull out a stormer and cremate the lot of em, but isnt this more of an added annoyance than a way to stop room hoggers?
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omg
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« Reply #29 on: May 04, 2007, 04:15:10 pm »

Throwing hammers can't be applied.
Axes, daggers, stars work fine but when I try to "A"pply hammers I get the message "You can't use XX iron throwing hammer with applied range weapon."
I tried to Apply/Unapply bow/throwing ammos/devices but always get that message for hammers, doesn't matter if found or bought from shop.
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