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-   -   A few bugs that need squishing. (https://forums.graalonline.com/forums/showthread.php?t=76151)

Rufus 08-07-2007 12:57 AM

A few bugs that need squishing.
 
Here's a few bugs that are irritating a lot of people x_x
  • In the Graal Castle Quest, not all of the statues come out for the final battle preventing some people from killing the boss.
  • The boss in the quest can not be killed for some people even if the statues have come out, while he can be killed in one hit for others.
  • The Lantern NPC is messed, it appears to be a gani issue. When the Lantern is turned on, the last object you have picked up will appear on your head too.
  • Hats can't be removed by "sethat" alone anymore.
  • Hats can't be set using PermaClothes, nor are they saved.
  • Hats sometimes disappear when you log off or reconnect.
  • Staff time ALWAYS MESSES UP :mad::mad::mad:
  • Iris is bugged and Bell is a woman on edge with her around, might as well remove her from the public for now.. or indefinitely.. either way.
  • Horses can't eat bombs.. it was worth a try!

I know half of these issues, if not all of them are not at fault because of the Classic staff, but they're preventing some people from completing quests, and providing general annoyance. Plus, who wants a buggy server? If we did we would have all moved to Zodiac!

Luda 08-07-2007 04:25 AM

The horses not being able to eat bombs isn't really a bug, the scripter (WhiteDragon I think?) just didn't add it.

Another bug, which is really annoying to me is when you die with an arrow and have 40 AP and under you respawn with .5 of a heart.
Also relating to that, gralats,bombs and arrows only drop when you get killed by the arrow.

Crono 08-07-2007 02:04 PM

You can hit yourself with your own bow if you stand right next to a wall. Very annoying, specially when coupled with the fact that you'll only respawn with .5 hp.

zokemon 08-07-2007 02:23 PM

I hate how you can get hit by your own thrown items. That can easily be fixed with an account check of the thrower and the one being hit.

Rufus 08-09-2007 01:59 AM

Quote:

Originally Posted by Luda (Post 1338092)
The horses not being able to eat bombs isn't really a bug, the scripter (WhiteDragon I think?) just didn't add it.

Quote:

Originally Posted by Rufus (Post 1338070)
  • Horses can't eat bombs.. it was worth a try!

:p

Quote:

Originally Posted by Luda (Post 1338092)
Also relating to that, gralats,bombs and arrows only drop when you get killed by the arrow.

I'd love to see this make a return.

Tyhm 08-09-2007 06:55 PM

Quote:

Originally Posted by zokemon (Post 1338133)
I hate how you can get hit by your own thrown items. That can easily be fixed with an account check of the thrower and the one being hit.

I dunno about that, I'm pretty sure they're Projectiles. Projectiles tend not to care who threw them, though the damage scripts do. Should be thrown from a different origin based on playerdir, IMHO

Rufus 08-10-2007 10:24 PM

  • You can hurt your own guild members/allied guilds with the Knife of Fiends

Luda 08-10-2007 10:43 PM

  • The Knife of Fiends is a piece of ****

Bell 08-23-2007 07:35 PM

Last I heard the final boss in the castle quest can now be killed with one hit.

Switching levels back and forth rapidly while riding a horse can warp you to a differant location on the map.

Polo 08-23-2007 09:25 PM

Did a number of bug fixes today...

Fixes:
  • Saying 'sethat' to remove your hat correctly works again.
  • PermaClothes should be working correctly again (regarding hats).
  • You cannot hit yourself with arrows and other projectiles (thrown things) anymore.
  • Damage from projectile hits is correctly reflected in the players HP.
  • Projectiles no longer kill you from high HP (related to the above).
  • After dying from a projectile hit, players now respawn with the correct health (instead of 0.5).
  • Saints (players with 100AP) are correctly protected from projectiles.
  • Projectiles now correctly injure saints in GC event levels. Before, the bugs with projectiles meant that saints could sometimes have an advantage.
  • Players now drop gelat (rupees) and bomb/bow ammo when dying. Before it only dropped from projectile deaths. Items wont drop in spar rooms or some GC events.
  • Players with over 98AP are dropped to 98 if they attack a fort. This is to prevent saints from easily taking the flag.
  • Turning on the lantern no longer displays the last item you carried over your head. (This was surprisingly hard to fix!)

Known New Issues:
  • You might recoil in a funny direction after a projectile hit. This will be fixed in due time.
  • The lantern appears in a slightly wrong position, and may be cut in half. As far as I know, that was a problem before I made the fixes above.

Rufus 08-24-2007 04:19 PM

Like I said to you on Graal, very impressed with all the speedy and efficient bug fixes. Got another one for you >_<
  • Projectiles only accounting for deaths, not kills. Projectiles also not showing as the "Last Killed" or "Last Killed By" profile stat.

Polo 08-24-2007 06:00 PM

Thanks Rufus. Here's a list for changes made so far today. I'll update it as I make more edits, though I don't think I'll be on for that long today.

Did a number of bug fixes today...

Fixes:
  • Players now recoil in the correct direction when hit by an arrow/projectile.
  • The 'Knife of Fiends' will move saints even though it does not injure them. This allows it to be used to move players with 100AP who are blocking doors.
  • To compensate as it's use as a path clearer, hitting saints with the Knife of Fiends does not cause the player to suffer damage. This may only be a temporary change until better path clearing methods are added.
  • I checked into the report of projectile kills not correctly updating the attackers stats, but cannot reproduce it. It seems the profile data was just slow to update.
  • Improved the hit detection for arrows. Before you had to hit quite high on a player (around the head), whereas now body shots count instead. Thrown projectiles were unaffected by the issue.

Known New Issues:
  • If the player has used the lantern since logging in, a glow is shown when lifting things. The cause of this is similar to that of the previous lantern bugs, and may affect other GANIs too.

I might make a thread to put all these fixes/updates in. ^^

DustyPorViva 08-24-2007 06:09 PM

Just add it so that the players can push/pull each other :)

Rufus 08-25-2007 01:09 AM

  • Knife of Fiends doesn't register kills either, it does register deaths though; not a case of lag this time. It also is not showing as the "Last Killed" or "Last Killed By" profile stat.
  • Saints with Knife of Fiends can use it to PK, without loosing their sainthood. Saint + Fiend = x_x

Polo 08-25-2007 07:23 PM

Only a few fixes today, as I'm quite busy this weekend with other things. ^^

Fixes:
  • Knife of Fiends will now drop saints to 95AP if they successfully injure an opponent with it.
  • Staff who have enabled god mode and then gone off tag are now correctly injured by the Knife of Fiends.
  • Similarly, staff who went off tag whilst god mode was enabled now lose health when dropping small hearts.

Known New Issues:
  • Knife of Fiends does not count towards kills stats, nor does it affect AP or spar ratings. This is because it bypasses the main damage system. This is easy enough to fix, but will take a while.

Rufus 08-25-2007 10:15 PM

  • The command "/summon all" no longer works on the staff tool.

Polo 09-18-2007 01:35 AM

Got some fixes done which I forgot to add here; now I don't remember what they all were, so I'll just start again with the latest ones. ^^

Fixes:
  • Fixed a long standing problem with hit detection that would cause swords to sometimes miss completely or hit in a different place to where you swung. This should improve sparring and PK dramatically. This was due to the order in which data is sent to the server; causing the players direction to sometimes be misread (serverside).
  • Fixed a similar problem which could caused the hitbox to be slightly offset from the players position. As above, this should dramatically improve the hit detection.

Rufus 09-18-2007 01:58 AM

  • Classes such as rocks, signs and bushes "break" when they hit into water, where as the bomb we have doesn't. Default systems point to "splashing". Not important, at all, but a bug never the less.

Bell 09-18-2007 04:09 AM

Yep, hit detection is better. I suck even more so its gotta be getting good. Nice job Stormina =D

Crono 09-26-2007 01:43 AM

Hit detection is still god awful. I'm still getting hit from miles away.

Can we just get rid of serverside detection in sparring rooms? PLEASE?

Rufus 12-10-2007 08:11 AM

  • Players are no longer being healed when lying in a bed.
  • The Lantern is still broken.
  • The Boomerang effects players that are on the same guild tag, it shouldn't.

DustyPorViva 12-10-2007 08:26 AM

Players are effected in no-pk rooms by the boomerang.

I can fix!

Rufus 07-23-2008 11:33 PM

  • Sword freeze time needs increasing. Currently it doesn't freeze much at all, so 0.3 freeze time would probably be better.
  • There doesn't seem to be a buffer on being hit. If you don't know what I mean, it's often referred to as the "blink". In the default system there is a cool down once you've been hit once to being hit again. The blink appears by default for 1.5 seconds serverside (probably in the gani) unless you move, in which it goes to clientside (player only) blinking for 1 second. If the blink runs out serverside and you haven't moved, it goes to the clientside, so in all it lasts for 2.5 seconds.

  • The boomerang takes your AP if you've got 100ap, what the hell? The boomerang also no longer bounces the player away when being hit, it just hits them and they blink.
  • The hammer also doesn't have a buffer at all, nor does it have a blink or even a knock back making it incredibly lame. I'm not sure if the hammer should even be a weapon, as it does have multiple purposes already (hitting down stakes, shrinking players) so it doesn't need to be a PK weapon, but if it is going to be one it needs a buffer blink and a knock back.
  • You respawn "hammered" when you've died whilst being in "hammered" mode, it should probably reset.
  • Arrows go through walls, etc and while this is Classic it completely ruins things like MoD fort where you're expected to reach the top to attack, ruining the purpose.

Crow 07-24-2008 12:19 AM

Quote:

Originally Posted by Rufus (Post 1407514)
[LIST][*]Sword freeze time needs increasing. Currently it doesn't freeze much at all, so 0.3 freeze time would probably be better.

Default is 0.25 iirc :D

Rufus 07-24-2008 12:20 AM

Quote:

Originally Posted by Crow (Post 1407539)
Default is 0.25 iirc :D

Tried it and compared to UN, it doesn't seem right.

Crow 07-24-2008 12:35 AM

Hm, weird, I did some comparisions on my own before I started rescripting the sword system on Atlantis, and it seemed 0.25 was the correct amount of time to freeze. Will recheck later.

DustyPorViva 07-24-2008 12:53 AM

I did a check offline that timed it... seems to be .3

Problem is it could be off by 0.05 :P which doesn't help in this case.

Either way, I did so by starting a timer when pressing S and ending it when I walked away(holding left while I swung, so I would move immediately when I could).

Polo 07-24-2008 01:10 AM

I always though it was 0.25 seconds long, as the sword animation is 5 frames (at 0.05 seconds per frame) and movement seemed to resume immediately after the slash had finished. Classic was set to 0.2, so I've changed it to 0.25 and it now completes the animation before allowing the player to move (as expected). Hope that feels a little better.

DustyPorViva 07-24-2008 01:16 AM

I have to agree with MS on this one... the animation does take .25 seconds, and it ends(or you should assume it does, that would be logical) when the animation does... .25 sounds reasonable to me.

Crono 07-24-2008 01:21 AM

Feels much better.

Rufus 07-24-2008 01:22 AM

It's funny how much 0.05 freeze makes a difference, because it feels so smoother now. I don't know about PKing, but sparring has changed a bit.

Crow 07-24-2008 01:34 AM

Quote:

Originally Posted by Rufus (Post 1407560)
It's funny how much 0.05 freeze makes a difference, because it feels so smoother now. I don't know about PKing, but sparring has changed a bit.

Well, 0.05 is 1 out of 20 frames x]

Rufus 07-24-2008 01:49 AM

Alright, Stefan was just on RC and he confirmed that 0.25 is indeed the correct value after all.
  • Freeze time when being hurt (slashed for instance) is far too short as well. For this I couldn't get a value, but it definitely is too short as Crono and I were trying on different servers.

Tyhm 07-26-2008 02:37 AM

Ya know what kills me? LAST time I left I was trying to coordinate a Basic Core Script so every single bloody server wouldn't have to go through this process Every Single Time!


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