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A few bugs that need squishing.
Here's a few bugs that are irritating a lot of people x_x
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! |
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. |
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.
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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.
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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. |
Did a number of bug fixes today...
Fixes:
Known New Issues:
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Like I said to you on Graal, very impressed with all the speedy and efficient bug fixes. Got another one for you >_<
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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:
Known New Issues:
I might make a thread to put all these fixes/updates in. ^^ |
Just add it so that the players can push/pull each other :)
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Only a few fixes today, as I'm quite busy this weekend with other things. ^^
Fixes:
Known New Issues:
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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:
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Yep, hit detection is better. I suck even more so its gotta be getting good. Nice job Stormina =D
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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? |
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Players are effected in no-pk rooms by the boomerang.
I can fix! |
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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.
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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). |
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.
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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.
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Feels much better.
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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.
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Alright, Stefan was just on RC and he confirmed that 0.25 is indeed the correct value after all.
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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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