Bug thread

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Wynna
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Post by Wynna »

I've fixed many of the Uni quests but the update isn't up yet. Forget testing them further until the next update is in. Then get in there and find the next layer of bugs! I haven't managed to get class instructions in yet, but those will be going into the conversation of each prof.

I've also fixed the roofs and I know why classroom items are disappearing and not returning and will get to them, too. All except the doors. I can't figure out why the doors are vanishing. At no time do I have have a script destroying doors, so that's a puzzle that still remains to track down.
Enjoy the game
danielmn
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Post by danielmn »

*looks left, looks right, stealthily sneaks out of the uni with another door strapped to his back*

I RAN OUT!!!!!!!

*Runs to the House Invincible*

:twisted: :lol:
Swift wrote: Permadeath is only permadeath when the PCs wallet is empty.
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<Castano>: danielnm - can you blame them?
<danielmn>: Yes,
<danielmn>: Easily.

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AcadiusLost
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Post by AcadiusLost »

Runestaff wrote:Ostelle started attacking the door to the Transmutation classroom for no apparent reason.
Could this be related to the "missing doors" phenomenon? Guessing the profs are needing to be placed to make their schedules, and the doors are seen as a "hostile" impediment to their progress. Maybe try changing the door's factions, and/or making them Plot so they can't be destroyed by conventional means?
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Curmudgeon
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Post by Curmudgeon »

Did some testing Monday after the PWC update:

The AT to the Catacombs was not working.

There were a couple of shop doors (Optym's Blade and a Scroll shop?) where the doors were highlightable, although somewhat fuzzy, but unusable. Perhaps the 'dummy' doors were still in place?

The docks and the amphitheatre were very nicely walkable, thanks!

NW Gate AT from inside Silverymoon was still somewhat funky - I jumped back and forth a couple times to the exterior of Silvy area (not the Travel Map) and wound up on the wrong side of the gates twice. Maybe set that AT with a waypoint target?
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Avaz
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Post by Avaz »

I know a lot of you are concentrating on Silverymoon lately, so I didn't. :)

Still in Rivermoot, I entered the cave accessible by rowboat and shortly upon entering, came upon this visual glitch.

Image

Will continue to report as I find the buggers.
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Current PC: Claina Maynarren, halfling
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Avaz
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Post by Avaz »

Minutes later, as I had my pet companion summoned, I took the rowboat back to the main island, only to find that my poor pet got left behind.

Don't discriminate just 'cause he's a fat boar! :wink:
"Cleavage is like the sun. You can look, but it's best not to stare into it for too long." -Anon

Current PC: Claina Maynarren, halfling
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Runestaff
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Post by Runestaff »

One point I forgot to add yesterday is that the RP xp scripts don't seem to be working properly. After participating in Wynna's extravaganza on Saturday (which took around 5 hours RL), my next login with that PC only credited him with having been on 16 game hours (total of 28 xp for that duration). My PC was not idle, AFK, or dead during any of that time, so it appears the script is calculating play time incorrectly. Unless of course we're now running on 3 game hours to an RL hour, which was not my understanding.

A comment on that: given the present rate of 1.5 xp/game hour, I'd suggest either raising that to somewhere around 4-5 (assuming we can quantify how much "RP" is occurring), or simply dropping the idea entirely. Getting middling xp totals without respect to how much RP a player is doing is unlikely to encourage more frequent play during non-DMed times, and also doesn't do much to assist players who don't get to see DMs much at all due to scheduling conflicts. By comparison, one of my test PCs got nearly the same amount for doing nothing more than testing the University. Basically the scripts seem to be awarding small experience amounts just for showing up, without accounting for how the PC is spending that time.
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mishmash
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Post by mishmash »

hello,
spent about half an hour rushing around with my half orc, Roofy. First of all let me say everything looks amazing! can't wait til its ready for live! Now, I didn't have much time to test i'm afraid but i ran up to the large forest to the north of silverymoon and high hold, in this forest the rabbits, deer, stags, birds and wolves are all hostile and all attack on sight. The badgers, on the other hand, are neutral to pc and hostile to this "rabbit coalition". Hence the giant plate clad half orc crying in the forest as he dices bambi for his bloodthirsty badger chum :shock:
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Wynna
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Post by Wynna »

Fixed the hostile creatures last night. They should be peaceful denizens of nature once the new update goes up.
Enjoy the game
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Curmudgeon
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Post by Curmudgeon »

Using the new PWC, I was able to leave Silverymoon via the Moongate (NW AT) to the 03 Travel Map. Trying to re-enter from 3 ATs North of the river put me on 6D Silverymoon Surrounds. None of the ATs at the gates in the wall in this area worked, barring re-entry to the city.

With the Travel Map in place, I'm not clear on the need for the "6D Silverymoon Surrounds" map. :?
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AcadiusLost
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Post by AcadiusLost »

Curmudgeon wrote:With the Travel Map in place, I'm not clear on the need for the "6D Silverymoon Surrounds" map. :?
You'll find the travel map doesn't work well for IC RP at this point- in order to have a conversation (that's not broadcast over hundreds of miles), one needs to be in a full-scale area. There are plenty of reasons certain sorts of characters might not want to enter the city proper, or certain business may be better conducted outside the walls (and bounds of the mythal).

The way it should work is: the travel map will port you to an appropriate area of the Silverymoon Surrounds, from which you can approach and enter the city proper. The city gates are actually the ATs into Silverymoon City, though I believe there are still Obsidian ATs on the ground next to the doors, which shouldn't be there. Likewise, leaving silverymoon should put you outside the corresponding gate in Silvy Surrounds. Before I'd linked silverymoon directly to the worldmap, having forgotten about the Surrounds area at the time- I made a stab at getting all the transitions re-linked to include it, but a few need work. In particular, you tend to end up on the "wrong" side of the doors on arrival in either area, which can make for double-ATing if you're not careful (a major pain, considering the load times). The solution will likely be linking the doors to waypoint destinations (and getting rid of the "extra" ATs).
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Wynna
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Post by Wynna »

AcadiusLost wrote:The way it should work is: the travel map will port you to an appropriate area of the Silverymoon Surrounds, from which you can approach and enter the city proper. The city gates are actually the ATs into Silverymoon City, though I believe there are still Obsidian ATs on the ground next to the doors, which shouldn't be there. Likewise, leaving silverymoon should put you outside the corresponding gate in Silvy Surrounds
Check. I'll make this change in the mod for the next update.
Enjoy the game
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mishmash
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Post by mishmash »

there seems to be a missing texture in the cave underneath the temple ruins. In the same area, there are two small staircases in front of a wall behind which more skellies hide. I ran up the one on the right, right up to the end of it, and my character became completely stuck and couldn't move. perhaps a placeable to stop avatars from reaching the very edge will stop this?
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Post by paazin »

I tried resting in the environs of High Hold and was told 'You can't rest here'

Unfortunately along with that it made my character stuck so only a DM healing me could make me move again.


Also, does it seem to anyone else the water is really really blue?
People talk of bestial cruelty, but that's a great injustice and insult to the beasts; a beast can never be so cruel as man, so artistically cruel.
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Post by paazin »

I killed a wolf outside the High Hold and it dropped gold pieces. Seems like that wouldn't be intended...


Also, for some reason all of these wolves are already wounded (?)
People talk of bestial cruelty, but that's a great injustice and insult to the beasts; a beast can never be so cruel as man, so artistically cruel.
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