Bugs Thread - kinda updated feb 2010

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Re: Bugs Thread - kinda updated feb 2010

Postby Onyxt » Mon Feb 12, 2018 3:12 pm

Not sure how long this has been like this, but all the items on top of Sylvengarde Tower are all in a neat pile next to the ladder. They're normally on the tables.
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Re: Bugs Thread - kinda updated feb 2010

Postby LaughingCoyote » Mon Feb 12, 2018 6:36 pm

LordMortiferus wrote:On the devserver I was able to see a mob bleeding while it was not within line of sight. However, I am not using the latest gamefiles.


That's been happening to me for a while, didn't know it was a bug. Not on Dev server, obviously.
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Re: Bugs Thread - kinda updated feb 2010

Postby Keighn » Tue Feb 13, 2018 2:42 am

Gotta watch that tower and summoned swords. Unless egg fixed it a flurry chain can happen and dwindle your all to death. Got a perm that way once. And i was tanked and top hp. Doubt logging would have stopped it.
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Re: Bugs Thread - kinda updated feb 2010

Postby Onyxt » Tue Feb 13, 2018 3:02 am

Keighn wrote:Gotta watch that tower and summoned swords. Unless egg fixed it a flurry chain can happen and dwindle your all to death. Got a perm that way once. And i was tanked and top hp. Doubt logging would have stopped it.

I'm pretty sure he doesn't summon as many thing as he use to. Think that change was done years ago.
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Re: Bugs Thread - kinda updated feb 2010

Postby Keighn » Tue Feb 13, 2018 9:04 am

Takes a while if you camp it. Rather random tbh. But that flurry bug has got to be rare. I suppose i should have tested on alpha and see if i died again from flying scimitars. Funny how 1s can whitle ya down.
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Re: Bugs Thread - kinda updated feb 2010

Postby LordMortiferus » Wed Feb 14, 2018 3:02 am

Underscores "_" are not appearing in the chat window. This makes it difficult to chat with Ched about scripts and API functions :lesson:
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Re: Bugs Thread - kinda updated feb 2010

Postby EmoMage » Wed Feb 14, 2018 8:01 am

don't if a bug or not, but you used to be able to click a link just below "Board Index" on the forums to take you back to euotopia.com. that link seems to be gone now.
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the zombies are pulling the arrows out of their ass
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Re: Bugs Thread - kinda updated feb 2010

Postby Zilverlight » Thu Feb 15, 2018 1:23 pm

speed wrote:
AlexisMagnus wrote:Then I entered again and went into Heroic Mino - but portal sent me to Blood instance again, and now I can't access Heroic Mino. That was with SirNoobs. I logged off, tried to reproduce the opposite with other char (Carago), so entered Heroic Mino and now Blood Mino portal sends it to Heroic: Blood instance is now unaccessible for him. Logged in again with SirNoobs, problem persists, for him only Blood Mino instance is available.


This has been around for a while, but I don't know if it's a bug or not. From what I can tell, stepping through the heroic portal for the first time sets the difficulty of the separate instance to heroic (at least for that character) until the map resets. If it was an intentional feature, my best guess would be that it was to either save server space, or that it was easier to code.


Not sure if you're right and it is an intentional feature, but it's still doing this. I can understand it being a feature, just haven't seen anywhere that it was one.
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Re: Bugs Thread - kinda updated feb 2010

Postby Keighn » Thu Feb 15, 2018 1:55 pm

Considered almost same instance. Probably minor bug. One of the aubox i had told me when any particular instance i was in would reset. Forget which one. Yeah, it'd be cool to clear each back to back but atm they are just shared (similar to tangled that had heroic and epic instances).
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Re: Bugs Thread - kinda updated feb 2010

Postby EmoMage » Thu Feb 15, 2018 2:30 pm

i don't recall that being a bug. you walked into an instance of THAT MAP. so when you walk out and walk back into another instance, or in this case "the other" instance, it hasn't had time to reset. it's always done that.
eggmceye wrote:
ParadoxOfChoice wrote:Zombie using bow/sling probably shouldn't give disease.

the zombies are pulling the arrows out of their ass
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Re: Bugs Thread - kinda updated feb 2010

Postby Zilverlight » Wed Feb 21, 2018 2:42 pm

So I decided today to name a statue for my house. Bought a name certificate and wielded then named it. Only, the statue doesn't glow purple. I tried dying in hopes it would make it glow suddenly but to no avail. The statue also got a funky sub-name now. When you look at it, it reads "Astaroth (venomous)" but in your inventory it reads "Astaroth (shadowlord+head) venomous statue (NOTHING)" It was just a shadowlord statue before :?

I mean, there's a venomous shadowlord on my lawn, that's a plus! But I wonder if it's a bug causing it to become venomous, change the inventory text so drastically, and cause it to not glow.
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Re: Bugs Thread - kinda updated feb 2010

Postby Onyxt » Mon Feb 26, 2018 12:27 am

So I got a crystal coin the other day on PD from a nixie (this is an old bug). So I got to thinking about why it could be happening. Is it possible that the Giant Crab or Kraken is despawning at the moment you kill a different mob and the server just assumed you kill it so you get the coin? Could you easily replicate this on the dev server?
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Re: Bugs Thread - kinda updated feb 2010

Postby Keighn » Mon Feb 26, 2018 6:26 am

Plain nixie or a boss? I believe any boss has a chance to drop a coin instead of an item. Water mobs don't drop items on most servers but i guess a coin is possible. Used to be a bug with boss mobs not revealing they were bosses. In any event hard to tell if you can 1 shot kill mobs.

Just my thoughts since i recall the crystal coin droppings mentioned before.

As for kraken & crab. I personally enjoyed when they camped around somewhere. As is you better know when they appear or they will despawn (so i am told).
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Re: Bugs Thread - kinda updated feb 2010

Postby Devlin » Mon Feb 26, 2018 7:08 pm

Keighn wrote:Plain nixie or a boss? I believe any boss has a chance to drop a coin instead of an item. Water mobs don't drop items on most servers but i guess a coin is possible. Used to be a bug with boss mobs not revealing they were bosses. In any event hard to tell if you can 1 shot kill mobs.

Just my thoughts since i recall the crystal coin droppings mentioned before.

As for kraken & crab. I personally enjoyed when they camped around somewhere. As is you better know when they appear or they will despawn (so i am told).


I remember the days when it was impossible to get into S'line because a giant crab was blocking the way and it straight up killed me because I was a weakling at the time.

I'd rather they despawned, but maybe some kind of notification to say they're present would be nice - maybe something like when you enter a town "you overhear a rumour that a <boss> is currently attacking <town>"
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Re: Bugs Thread - kinda updated feb 2010

Postby LordMortiferus » Sun Mar 04, 2018 5:12 am

eggmceye wrote:so I think I have this after being showed the area, and have fix very soon.

what was happening is this:
when the drac lady around 78, 137 in the 2nd lvl of ToLS dies, she 'upgrades' all the nearby dragons
the crash was caused by the upgrade of a large dragon into a regular one: the pointers in the map were not getting cleared for the large part of the old mob, and when it died, there were pointers to dead dragons (crash inducing)
fixed by the enduring upgraded dragon stays large


Sorry for crashing the server.I looked into the code and found a general problem with the scaling - that is when the draconian, shadow or bloodkin mage is large:
Code: Select all
   local c = m:get_hp_max()/680
   local qBump = c + 1

hp_max would not be what was expected by me if the mage is large, though I have no clue what the result would be for the surrounding mobs that are upgraded - they probably will be as strong as a 2x2 mob. I have to look into this.

However, I do not understand why the server crashed with a 2x2 mob around. A wild guess would be the monsters:copy_from_base(mc, ptr) part. Max could you please go into some more details about the problem, I would like to understand this.
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Re: Bugs Thread - kinda updated feb 2010

Postby Onyxt » Tue Mar 06, 2018 2:17 pm

The hiboss on regular is a phoenix egg boss, which as far as I know is impossible to do. Maybe make that one to be kill Angela?
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Re: Bugs Thread - kinda updated feb 2010

Postby eggmceye » Wed Mar 07, 2018 8:49 am

LordMortiferus wrote:However, I do not understand why the server crashed with a 2x2 mob around. A wild guess would be the monsters:copy_from_base(mc, ptr) part. Max could you please go into some more details about the problem, I would like to understand this.


firstly you have nothing to apologise for ... not only because you made an awesome map but because the server shouldn't crash for any reason, even a scripted reason - it should be resilient to lua problems. and this wasn't even a lua problem.

so what happens is this: a large boss mob goes from occupying 4 tiles to 1 because it shrinks - keep that in mind

In c++ every mob is an object and for reasons of speed (which on a fast server I might not even need anymore) there are not 1, but 2 pointers to every mob (caveat incoming). There is a pointer in an array (actually a hashmap I think, or maybe a vector who knows) by mob id (so you can find a mob by it's id really quickly) and also every map (which is just a 2x2 array) has a pointer to the mob as well, so you can get the mob really quickly by x,y,z (with fast servers might not even need matter. also with better skills I might be able to come up with a better indexing system for storing mobs by id and xyz, but that is another story).

ok so you have your large mob. there is a pointer to it in the vector and a pointer to it via the map. *** well actually there are 4 pointers to it on the map because it takes up 4 squares! - 5 pointers total (that was the caveat: large mobs have 4 pointers on the map)

consider the scenario when the mob shrinks. you used copy_from_base or something, which reset the mob to small (in c++), which is fine. however when it shrunk, the 3 extra pointers used by the map to point to the mob are still there - set to the large mob. so as far as the map is concerned, the mob takes up 4 squares. this isn't crash inducing yet. it was at this point those pointers should have been nulled

the mob dies. what happens is the engine deletes the mob and clears the pointers. if it was a large mob it has 5 pointers to clear: the one in the vector and 4 on the map. however the mob is no longer large (yet it takes up 4 pointers on the map). only the vector pointer and 1 map pointer are cleared. 3 pointers to a DELETED object (the mob) remain. this in c/c++ is when crashes happen

later on, probably within microsecs, some other function is looking for mobs on a map - and finds one of the pointers to the now deleted monster. in short as soon as that pointer gets used, the server crashes because it is accessing invalid (deleted) memory (as a fun side note, if you just access the deleted mobs params, such as x, y,z name etc, it won't crash: but if you call one of the mobs methods, such as get_align() that is when the crash happens)

how I fixed it was the easy way: when you copy mob from base, don't change the large flag. So when mob changes code, or morphs, if it was large it stays large

how to fix it the proper way!:
1) let the mob reset to small, but when that happens ensure the map pointers are cleared - easier said than done
2) have a better data structure or system for mapping ids & coordinates such that you can pull a mob pointer any time - but not have to worry about deleting pointers twice - i think this is the ideal way but would require some effort to research it - but might be interesting one day
3) possibly keep the map pointers to mobs but remove requirement for 4 of them for a large mob: this will make other shit messy
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Re: Bugs Thread - kinda updated feb 2010

Postby eggmceye » Wed Mar 07, 2018 8:50 am

Onyxt wrote:The hiboss on regular is a phoenix egg boss, which as far as I know is impossible to do. Maybe make that one to be kill Angela?


I saw that when reviewing it and thought it would be a cool furphy for you guys to think about and get upset about
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Re: Bugs Thread - kinda updated feb 2010

Postby Onyxt » Wed Mar 07, 2018 9:06 am

eggmceye wrote:
Onyxt wrote:The hiboss on regular is a phoenix egg boss, which as far as I know is impossible to do. Maybe make that one to be kill Angela?


I saw that when reviewing it and thought it would be a cool furphy for you guys to think about and get upset about

I was more surprised it was even an option. Not upset at all.
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Re: Bugs Thread - kinda updated feb 2010

Postby Flamesoffire » Wed Mar 07, 2018 10:02 am

From what I can test, some enchants make bloodbolt not cast if the enchant fires at the same time. Vog and aep seem to be fine. But ijo and vf have been taking the rage but doesn't fire bloodbolt. It's not exactly common having both fire at the same time but when it does and I don't even fire bloodbolt, kinda sucks.
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