Bug Thread

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CloudDancing
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Re: Bug Thread

Post by CloudDancing »

I am working on a fix now for the floating things and i'll have Cast look into the crashing of the forest. It's a dense area for all the senses so there is a lot of output when you enter.

Update: I am thinking too much jungle fog VFX on entry and exit of areas so im reducing that.
I-KP
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Re: Bug Thread

Post by I-KP »

Were the Dernal areas updated recently? If not then the P24 issues are as noted before.

P24:-
- Still has many floating objects.
- I've not been able to exit the area without the game crashing: I have to reload to AT out.
- Most of the 'deep water' and sheer surfaces are still walkable.

P23:-
- A few of the trees are hovering.
- At least one of the ground level bridges cannot be walked at its end so you can't get off the bridge onto the land.
- "Hot Britches" has a male voice.
- Three water squares turn black. (This is usually caused by too many omnilights reaching into the same grid square.)

Actually my game crashes every time I try to get around in these Dernal areas. :(
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Otyugh
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Re: Bug Thread

Post by I-KP »

Alaron, Kings Road South exterior seems to repeat with what looks like the finished area then linking on to a duplicate, earlier version sans village.

Torriage Wood areas are top notch BTW. :yeah:
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Gebb
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Re: Bug Thread

Post by Gebb »

Not really a bug as much as a recommendation, but putting a potion or other other service in temples to Cure Disease would be a big help.

After some Zombies put the plague on my PC he roamed the server looking for aid and only found a Cure Disease scroll in one of the temples that he couldn't use, so eventually he went back to BG for a cure.

Castano: 2/19/2012: Cure Disease Potions are now available
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Re: Bug Thread

Post by I-KP »

The new player/dm chat dialogue doesn't work; no-one shows up in any of the lists. Regular player char window won't open from the menu either, but I presume that is intentionally disabled in favour of the new one?

Minor annoyance with the new chat window: even tho the extended pane is hidden I can't shove the reduced pane over to the right; it seems to be as if the extended pane is still there but just not shown.

Edit: this has been address by Tech, the chat window now functions as Tech intended
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kid
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Re: Bug Thread

Post by kid »

it is annoying and it means that while you are in combat/dangerous area
you acutaly cant have the chat window open without loosing too much
screen to make it dangerous.

But .... I guess... dont be chating while in danger?
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Re: Bug Thread

Post by I-KP »

Chat thingy:

Chat works and it really does create a sense of cross-server inclusiveness, even if it is largely illusory. Top job, tech!

The “Elf Village”:

The good news is that it’s a nicely built area that makes inventive use of treehouses, ladders and winch baskets. Looks really nice as well. Definitely captures more than its fare share of ambiance.

The not-so-good news is that there are far, far, far too many trees in this exterior. The same woodsy feel can be achieved with half as many trees and two or three unique seeds. Also, the use of 2D trees for the outermost region of trees creates a sense of density whilst having negligible impact on the frame rate. The exterior that leads into the Elf Village is a fair example of achieving woodland density without spamming one kind of tree hundreds of times. (Such a dense mass of cloned trees also serves to highlight the fact that the trees are all identicle rather than hide it.)
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Re: Bug Thread

Post by jmecha »

M28 - Gywnneth Is.: Winterglen Elven Glade

There is no downward clickable on the platform one level above the Temple of Corellon. Which leaves curious explorers like myself trapped.
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Otyugh
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Re: Bug Thread

Post by I-KP »

jmecha wrote:M28 - Gywnneth Is.: Winterglen Elven Glade

There is no downward clickable on the platform one level above the Temple of Corellon. Which leaves curious explorers like myself trapped.
It's there but it's a swine to snag. I had to zoom right in and swing the camera inside the tree object to make it clickable. Press 'z' to highlight the interactable object thus making your feverish click-spamming more precise.
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Re: Bug Thread

Post by jmecha »

Q21 Alaron Is:. White Rock Flooded Mines

The AT into the Mines is One Way. Once inside there is no escape.

Castano 3/31/2012: Incorrect, I just walked back and forth thru the door 3 times. Ticket closed, actually somewhat correct the door was locked, but the AT works fine - I have unlocked it
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CloudDancing
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Re: Bug Thread

Post by CloudDancing »

The creator folder: Alfa Bows and Slings is missing

And gems spawning from from the Alfa_Gems are loosing their value when put in a container or spawned into a dm inventory and passed over.
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Re: Bug Thread

Post by jmecha »

Alaron Isle Rillifane's Run Interior

The interior of the Inn, Rillifane's Rest, is an are in which PC's can not Rest.
Current Characters: Ravik Ports
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dergon darkhelm
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Re: Bug Thread

Post by dergon darkhelm »

Q22 Alaron Inns -

The upstairs bed area is non-restable.
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paazin
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Re: Bug Thread

Post by paazin »

I noticed the bridge on the road from Koart to Kingsdale (Kingsgate?) has a bad walkmesh. You need to set that as an environmental object and then toss a helper or two to simulate a bridge.

Also, the texture says "2D TEXTURE" on it.

Castano 3/31/2012: Replaced with non buggy bridged, rebaked
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Heero
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Re: Bug Thread

Post by Heero »

The item 'Handaxe, Petrified Wood Llewyrr Elf Axe' has no model.
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