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dom60

Wicked Sick!

Joined: 09/30/2006 16:10:39
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Szlat wrote:

HighwratH wrote:

Szlat wrote:


... It was meant to stop LW6 picking up the rod...

 


There's going to be LW6? <  
There is an LW6. You just need to belong to the "Extreme Weapons Master" subclass to buy it. Of course, at the moment you cannot buy the subclass, until Druid and Shantara have finished checking them out.
Go into the stats screen, select the Loaded Weapons ability and press info.

This code release is to check what parts of the normal code I have accidently broken. 



YOU broke it!?!?! never!!!!

I may be getting old and falling apart but I can sure can raise Hell and have fun doing it!
greg11

Wicked Sick!

Joined: 02/10/2008 20:00:40
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Location: Hood River, OR
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Another stats menu bug:
If the first time you open the stats menu is while you are in a vehicle, the abilities list will be blank and the buy buttons will be enabled.
(see attached image)

once you open the stats menu prior to entering the vehicle, it will work as it should.

I like the change to the menu though.

Also I noticed that slowing down the engineer link fire also slowed down the rate that shields are healed. This is not a big issue since I consider the instant shield healing to take away from medics.
Does it also reduce the rate constructions are healed?
[Thumb - stats_blank.png]
 Filename stats_blank.png [Disk] Download
 Description Stats bug
 Filesize 4 Kbytes
 Downloaded:  178 time(s)

Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
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greg11 wrote:
Another stats menu bug:
If the first time you open the stats menu is while you are in a vehicle, the abilities list will be blank and the buy buttons will be enabled.
(see attached image)

once you open the stats menu prior to entering the vehicle, it will work as it should. 
Thanks for letting me know. As it happens, I think I may have already have a fix for it. To get around the "no L stats menu when dead" bug, I am now attaching the crucial inventory item to the controller rather than the pawn, so it is still easily accessible now in a vechile.

greg11 wrote:
Also I noticed that slowing down the engineer link fire also slowed down the rate that shields are healed. This is not a big issue since I consider the instant shield healing to take away from medics.
Does it also reduce the rate constructions are healed? 
The shield healing slowdown was not intentional, but as you say may be more balanced. It is still quick. I seem to remember the damage kept getting zeroed due to team friendly fire settings, so the healing damage I think got hardcoded separately.
I will check on the constructions as the build time is a lot more significant, but I suspect it is ok.
Jefe

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Joined: 11/05/2008 22:52:53
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Szlat wrote:

Jefe wrote:
I've noticed that the source location (the small ball) for my shield blasts doesn't show up most of the time since the update. 
Strange. That shouldn't have changed. On my test system it still seems ok.
Sometimes it spawns under the map if the trace goes through the floor - I presume this wasn't the case? 


No, It wasn't that, I realize it can spawn under terrain or a static mesh if you're not careful. I was looking straight ahead at bsp and it happened at least 5 times. I haven't noticed this issue again since I reported it though.

The new DC server:
greg11

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Szlat wrote:
I seem to remember the damage kept getting zeroed due to team friendly fire settings, so the healing damage I think got hardcoded separately. 

The issue was that full shields prevent / reduce damage that a player would receive -> medics do not have as much damage to heal.

Any idea on if we can get poison damage to cause healable damage?
Szlat

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Jefe wrote:

Szlat wrote:

Jefe wrote:
I've noticed that the source location (the small ball) for my shield blasts doesn't show up most of the time since the update. 
Strange. That shouldn't have changed. On my test system it still seems ok.
Sometimes it spawns under the map if the trace goes through the floor - I presume this wasn't the case? 

No, It wasn't that, I realize it can spawn under terrain or a static mesh if you're not careful. I was looking straight ahead at bsp and it happened at least 5 times. I haven't noticed this issue again since I reported it though.  
Starnge. Can you, and everyone else, let me know if this keeps happening. I don't see why it should have changed, but there may be a bug there somewhere. Was the server particularly busy when it happened, or lightly loaded? (I hate these intermittent bugs - very difficult to track down)
Szlat

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greg11 wrote:
Any idea on if we can get poison damage to cause healable damage? 
Off hand I don't see why not. I am currently bogged down with this pre-subclass release, so it may be some time before I can get around to looking at it. If you fancy fixing it and sending myself or Druid the code, we'll stick it in.
Szlat

Wicked Sick!

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Szlat wrote:

greg11 wrote:
Also I noticed that slowing down the engineer link fire also slowed down the rate that shields are healed. .... Does it also reduce the rate constructions are healed? 
.... I will check on the constructions as the build time is a lot more significant, but I suspect it is ok. 
The construction healing time is about the same. For large vehicles etc, the drop from 166 damage a sec to 145 damage a sec slightly slows it down, but not by much.
Flak Monkey

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Joined: 08/24/2006 12:21:41
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I noticed that every time I spawn or start a new map, the "You have new XP, press L to view them" or whatever it says, is flashing at top of the screen, whether I leveled or not. There is something else I noticed the other day, but have sense forgotten...

My current skin After several other skins, I have reverted back to Bender.

Flak Monkey -> Berserker ( 818 )
Flak Junkie -> AM (60)
Monkey Wrench -> Engineer (27)

Favorite quotes:

"It puts the lotion on it's skin, or else it gets the hose again."

"Every morning is the dawn of a new error"

"But why is the rum gone?"

"The brain is a wonderful organ. It starts working the moment you get up in the morning and doesn't stop until you get to the office." - Robert Frost

"Beer has some Food value, but Food has no Beer value."
greg11

Wicked Sick!

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Flak Monkey wrote:
I noticed that every time I spawn or start a new map, the "You have new XP, press L to view them" or whatever it says, is flashing at top of the screen, whether I leveled or not. There is something else I noticed the other day, but have sense forgotten... 

That happens if you have stat points available.
greg11

Wicked Sick!

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Today it was reported that Demoneer's Sentinel is now level 107.

Also any idea on how to address the team killing redeemers?
Since a player killed other player message is displayed, it seems there should be a way to prevent this.
Maybe if a player commits suicide by deemer, delay their death long enough for the deemer blast to complete.
greg11

Wicked Sick!

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Something that always existed:
Nalis are not affected by rpg weapons.
This may be the reason why rpgnalis would crash the server.
Szlat

Wicked Sick!

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greg11 wrote:
Today it was reported that Demoneer's Sentinel is now level 107. 
lol. Mmmh. I think I need to look into that. I hope it isn't writing it's stats into the RPG file - Druid would not thank me for that. Thanks for letting me know.

greg11 wrote:
Also any idea on how to address the team killing redeemers?
Since a player killed other player message is displayed, it seems there should be a way to prevent this.
Maybe if a player commits suicide by deemer, delay their death long enough for the deemer blast to complete. 
I wonder how frequently it occurs? I know it is irritating when it does. I will have a look when I get chance.

greg11 wrote:
Something that always existed:
Nalis are not affected by rpg weapons.
This may be the reason why rpgnalis would crash the server. 
Yeah, I have always known they are not affected the same, but off hand I can't remember why. I'll put it on my list. However, I vaguely remember the problem with the RPGNali was to do with dropped weapons getting destroyed. It would be a nice addition, so I might take another look.
greg11

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Szlat wrote:
lol. Mmmh. I think I need to look into that. I hope it isn't writing it's stats into the RPG file - Druid would not thank me for that. Thanks for letting me know.
 

I think it was going off of demons level.

Szlat wrote:
I wonder how frequently it occurs? I know it is irritating when it does. I will have a look when I get chance. 

It happens quite frequently on titan waves where everyone is bouncing around. :subtly pointing finger at dom60:
Szlat

Wicked Sick!

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I think part of the problem with the redeemer is that it does the damage in phases - each of increasing radius with a time delay inbetween. So it takes over a second to finish doing damage.
If it was just one blast, it would be a lot easier to delay the instigator dying.
 
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