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Bugs in DruidsRPG226  XML
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Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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  • Client crash bug for medic/engineers/generals not fixed
  • The new ability for the general and extreme eng class for defense sents to heal shields doesn't work too well. It heals 0.5% per level of the players max shield. So a level 1 ability will heal 0.5% of 150 normally, which rounds to zero. Duh. Level 2 works ok
  • Monster summoning charms are not available. EDIT - now fixed on DC
  • Flak Monkey

    Wicked Sick!
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    Joined: 08/24/2006 12:21:41
    Messages: 1098
    Location: Land of great Cheese and Beer
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    Monster summoning still doesn't work for me..

    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."
    Bait



    Joined: 06/29/2010 22:35:04
    Messages: 25
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    I do not know if this bug is related to DruidsRPG226 or rooted someplace deeper in the code but I found a way for engineers to self heal with out adrenaline.

    First, get into turret or vehicle, then use drop health command. The health pack dropped is deducted from the vehicle or turret armor and player's health remains the same. The player may then exit, collect health, repair now damaged vehicle or turret, and repeat.

    This was tested with mini gun and scorpion on the colonial map.
    Trooper

    Godlike
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    Joined: 05/17/2008 15:32:06
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    lol its dropping armour as health... doh
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    Flak Monkey

    Wicked Sick!
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    Joined: 08/24/2006 12:21:41
    Messages: 1098
    Location: Land of great Cheese and Beer
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    I don't know if anyone else has seen this. This was on Archipelago last week. This bot always had AR in hand, no matter what she changed to. I saw it change, but the actual weapon used is ghosted a bit, like a lucky weapon, kinda. If you look closely, you can see the Lightning gun sticking beyond the end of the AR...that is not fire fx. It happened the entire time I was following this bot. So far, I haven't seen it since.

    [Thumb - wrong weapon.jpg]
     Filename wrong weapon.jpg [Disk] Download
     Description Wrong weapon showing
     Filesize 67 Kbytes
     Downloaded:  295 time(s)


    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."
    Trooper

    Godlike
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    Joined: 05/17/2008 15:32:06
    Messages: 367
    Location: t3h interwebz
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    I've been seeing that too. all bots always have an AR along with whatever weapon they are using
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    Thè-Hättêr

    Wicked Sick!
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    Joined: 06/09/2008 23:49:41
    Messages: 615
    Location: Mexico
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    got 2 bugs..

    1)

    UT2004 Build UT2004_Build_[2005-11-23_16.22]

    OS: Windows XP 5.1 (Build: 2600)
    CPU: GenuineIntel Unknown processor @ 2995 MHz with 1534MB RAM
    Video: NVIDIA GeForce 6200 (861

    General protection fault!

    History: RenderLevel <- CTF-Megawoot2k4.myLevel <- FLevelSceneNode::Render <- FPlayerSceneNode::Render <- UGameEngine:raw <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- Level CTF-Megawoot2k4 <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 10910191 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free

    2) if u use damage shpere or safty u dont get exp for turrets .. damage

    "Only a few find the way, some don't recognise it when they do, some don't ever want to."

    Cheshire, The Cat


    Alice and the Hatter: Quotes: Alice in Wonderland
    Alice: What a funny watch! It tells the day of the month, and it doesn't tell what o'clock it is!
    The Hatter: Why should it? Does your watch tell you what year it is?
    Alice: Of course not, but that's because it stays the same year for such a long time together.
    The Hatter: …which is just the case with mine.


    HERE IS MY NEW SKIN ... please take time to download it
    MY SKIN--

    thanks road

    working on a new skill please support and advice would be great
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    Ryuxen

    Rampage

    Joined: 10/08/2009 09:10:26
    Messages: 131
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    Turrets are not affected by the spheres so you will get no exp, I wonder why
    Acyd

    Killing Spree

    Joined: 02/06/2010 21:25:15
    Messages: 71
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    Szlat wrote:

  • Monster summoning charms are not available. EDIT - now fixed on DC 


  • Szlat, just wanted to make sure you knew that the charms are being dropped, but they cannot be used unless you are Medic (I believe it's just medics that can use them anyway). I've tried to use as General, Engineer (including sublasses) and AM.


    My Characters:

    Acydreign - WM
    Acydeer - Engineer
    Acydjunk - AM
    Acyd-Medic - Monster Medic
    Acydmed - Healer Medic
    Acyd - General
    F8_AL

    Rampage

    Joined: 05/31/2008 05:21:22
    Messages: 145
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    If you shoot the ion cannon tank or turret, then leave the vehicle before the massive explosion, it will damage all friendly players, easily team killing.

    ((> > F8_Al < <))- level 159 engineer

    My skin: http://skincity.beyondunreal.com/index.php?section=models&action=show_infos&id=474

    You will also need this to see it online: http://disastrousconsequences.com/dcforum/posts/list/4274.page

    Trooper

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    Joined: 05/17/2008 15:32:06
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    My medic with max health cannot buy level 5 regen. only requirement listed is health, which I have maxed.

    also vampire surge level 1 in the info section says it costs 2 statpoints. actual cost is 5
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    Szlat

    Wicked Sick!

    Joined: 05/18/2005 18:32:41
    Messages: 2124
    Location: UK
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    Trooper wrote:
    My medic with max health cannot buy level 5 regen. only requirement listed is health, which I have maxed. 
    Ooops. A typo in the code. It is currently set to check playerlevel rather than healthbonus. So you need to be level 30,60,90,....rather than health bonus 30,60,90... I will fix in next build.

    Trooper wrote:
    also vampire surge level 1 in the info section says it costs 2 statpoints. actual cost is 5 
    Well spotted. Yes it is 5+1 for vampiresurge, as opposed to the 2+6 for adrenalsurge.
    Trooper

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    Joined: 05/17/2008 15:32:06
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    adren sent also was giving 0 adren at level 1 on general class

    EDIT: ok I got it now... its percent based, so unless you have max adren of over 200, a level 1 sent does nothing. also the description of the def sent healing skills says 10,20,30 etc. for general at least its 10,10

    EDIT EDIT: from what I understand from other players talking, smart healing is supposed to increase healing, no only from pickups, but from medic weapons too. I tested this today and there was no change in the amount of healing with 0 smart healing and with 4 smart healing, both healing myself, and others healing me. I even reconnected to be sure it wasnt one of those things where it doesnt connect till you die or whatever. is this works as intended or is it a mistake?
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    RoadKill v3.4

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    Joined: 06/03/2007 18:43:42
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    are you still looking for error code from medic/engi related crashes ?
    Szlat

    Wicked Sick!

    Joined: 05/18/2005 18:32:41
    Messages: 2124
    Location: UK
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    RoadKill v3.4 wrote:
    are you still looking for error code from medic/engi related crashes ? 
    Not if the error message says "PostRender" in it.
     
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