Bug Thread January 12, 2009

General forum for server information, questions, and announcements.

Moderators: Wynna, NWN2 - 03 DM

Locked
User avatar
AsteroidX
Brown Bear
Posts: 249
Joined: Wed May 07, 2008 8:06 am

Re: Bug Thread January 12, 2009

Post by AsteroidX »

This is same conditions on other servers/groups I seen recently as well. FWIW
User avatar
Ithildur
Dungeon Master
Posts: 3548
Joined: Wed Oct 06, 2004 7:46 am
Location: Best pizza town in the universe
Contact:

Re: Bug Thread January 12, 2009

Post by Ithildur »

Ithildur wrote:AL, it's not a TSM specific bug, but I couldn't find a general script bug report section so...

it appears your fears about the new patch ai overriding ALFA's scripts that prevent mobs from attacking downed/unconscious PCs have come true. I watched (and screenshot) another PC fall unconcsious from an orc hit, then while i frantically tried to target him and use a potion or heal kit on him, the mob attacked him again taking him to about -8 or-9 HPs. By the time I got to him with the attempted heal he was dead. Arguably if I could've gotten to him faster he might've had a chance, but regardless our scripts are getting overriden.
That's what's going on apparently.
Formerly: Aglaril Shaelara, Faerun's unlikeliest Bladesinger
Current main: Ky - something

It’s not the critic who counts...The credit belongs to the man who actually is in the arena, who strives violently, who errs and comes up short again and again...who if he wins, knows the triumph of high achievement, but who if he fails, fails while daring greatly.-T. Roosevelt
The_Righteous
Shambling Zombie
Posts: 64
Joined: Mon May 05, 2008 9:04 pm
Location: GMT +1

Re: Bug Thread January 12, 2009

Post by The_Righteous »

This is what I see when my pc is leaving the Brandished Blade in Silverymoon.

Image
User avatar
Ithildur
Dungeon Master
Posts: 3548
Joined: Wed Oct 06, 2004 7:46 am
Location: Best pizza town in the universe
Contact:

Re: Bug Thread January 12, 2009

Post by Ithildur »

I've seen that once on a loadscreen as well, can't recall where. Is it possibly wordgate hak update issues, or does the fact that more than one person is seeing this make it more likely that there's a missing file in the haks?
Formerly: Aglaril Shaelara, Faerun's unlikeliest Bladesinger
Current main: Ky - something

It’s not the critic who counts...The credit belongs to the man who actually is in the arena, who strives violently, who errs and comes up short again and again...who if he wins, knows the triumph of high achievement, but who if he fails, fails while daring greatly.-T. Roosevelt
User avatar
oldgrayrogue
Retired
Posts: 3284
Joined: Thu Jan 24, 2008 7:09 am
Location: New York
Contact:

Re: Bug Thread January 12, 2009

Post by oldgrayrogue »

The above missing graphic screen appears upon transitioning into the garrison at Rauvinwatch Keep.
User avatar
AcadiusLost
Chosen of Forumamus, God of Forums
Posts: 5061
Joined: Tue Oct 19, 2004 8:38 am
Location: Montara, CA [GMT -8]
Contact:

Re: Bug Thread January 12, 2009

Post by AcadiusLost »

Loadscreens are random. I'd guess there is at least one reference number from MotB that isn't in the SoZ setup, giving this screen occasionally. nothing to worry about, and probably not worth re-editing our loadscreen 2da to hunt down, as it has zero effect on playing or DMing.
User avatar
SirCobalt
Kobold Footpad
Posts: 44
Joined: Sat Mar 07, 2009 6:42 pm
Location: California [PST]

Re: Bug Thread January 12, 2009

Post by SirCobalt »

I don't know if this is really worth mentioning, but I (finally) got to Silverymoon and explored (by the way, whoever put it together very nice, looks like it would take a loooong time to do), but some of the doors on houses are either misaligned with doorframes or not there entirely.

Nothing major, and I imagine everyone else knows, but I wanted to post something.
Current Character: Zanven

"It is not fear that lets me serve, it is understanding."
User avatar
Ithildur
Dungeon Master
Posts: 3548
Joined: Wed Oct 06, 2004 7:46 am
Location: Best pizza town in the universe
Contact:

Re: Bug Thread January 12, 2009

Post by Ithildur »

Specific doors would be more helpful for the gang Cobalt.

Speaking of door, perhaps it's been mentioned but the South Constabulary in Silverymoon has two doors that you have to open to get inside (the same AT), certainly not intentional and feels odd/funny.

Also the walkmesh right by the door to the (oops, will update once I get the correct name) needs to be looked at, as it is very difficult to reach the door/AT. I had to use the wasd keys to get the toon like a micromilimeter next to the AT in order to be able to click on it; otherwise it has a very difficult time navigating the walkmesh and reaching the door/at.
Formerly: Aglaril Shaelara, Faerun's unlikeliest Bladesinger
Current main: Ky - something

It’s not the critic who counts...The credit belongs to the man who actually is in the arena, who strives violently, who errs and comes up short again and again...who if he wins, knows the triumph of high achievement, but who if he fails, fails while daring greatly.-T. Roosevelt
User avatar
Brother Humphrey
Kosher Kojak
Posts: 1116
Joined: Wed Aug 18, 2004 12:59 pm
Location: Hadera, Israel

Re: Bug Thread January 12, 2009

Post by Brother Humphrey »

I've been RPing it that the South Bank constable has a screen door, cuz he likes his fresh air. *shrugs* To each his own.

Didn't want to mention this, but last night's wandering around Rauvenwatch keep brought it to mind again. The flowers in that swath just outside the keep are a couple of inches off the ground.
<paazin> Elves I bet are kinda fun to play.
<BH|werksux> I prefer the trumpet or clarinet
<BH|werksux> elves wiggle too much

Current Server: TSM

Current PC: Delshandra
Pwned PCs: Lemuel,Skimmer,Clevon,Juno,Gilbert,BH,Dunkin,Osk & Rodney

Current Status: Highly Mobile
User avatar
KalevD
Gelatinous Cube
Posts: 334
Joined: Mon Oct 25, 2004 5:16 pm
Location: Ontario, Canada

Re: Bug Thread January 12, 2009

Post by KalevD »

Rauvinwatch Keep

- The forest on the south side of the river has a really wonky walkmesh, easy to get stuck in little crests and ridges even though they should be shallow enough to walk over.

- The ship underneath the bridge is set too low in the water, looks like it has sunk.

Silverymoon NorthEast

- Floating doorway seen in the distance [Screenshot 1] [Screenshot 2]
User avatar
Wynna
Dungeon Master
Posts: 5734
Joined: Sat Jan 03, 2004 10:09 am
Location: Seattle, WA (PST)

Re: Bug Thread January 12, 2009

Post by Wynna »

Got all the ones I could get.
Enjoy the game
Locked