Bugs Thread - kinda updated feb 2010

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syfr
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Re: Bugs Thread - kinda updated feb 2010

Post by syfr » Mon Feb 05, 2018 4:40 pm

Long story short, there seems to be an animation que being sent from the server that fails to reach my computer, so i end up seeing what everyone else did 2-5 seconds ago, usualy.

Edit: Animations seem to be causing delay up to 15 seconds behind other players in the game, my drivers are up to date and i have a good enough system to play this game around 6 times over in parties, so idk why it would delay. problem being that my animations seem to be stacking, and until one is done, another wont start. corpse explosion does this aLOT. problem being that if you are even 2 seconds behind on pd, you probably just died. ive played the game on more than one pc with up to date drivers, current one has 6gigs of ram a low-mid range gfx card and 3.5 quad cpu.... so its not my specs that are having issues.

It seems that animations are following a que, and are not happening sequentialy (meaning i get increasing delay the more skills/attacks/movements that are used). if it all happened at once itd be fine xD. and occasionally itll just fast forward to the right moment, but its as if the server isnt sending the packets fast enough, or that there occasionally is a significant enough delay to make me see half a minute behind everyone im playing with.


ok so this is getting rediculous, ive played this game on probably 15 different computers, watched it played by other people on there account and asked about delay and the like, and i am the only person ive met that has delay spikes due to animation that span anywhere from 10-60 seconds, ive lost 3 chars over 200 in the last week or 2 due to this stacking issue, and im seriously getting pissed off, how am i supposed to keep a character alive if im 15 seconds behind.

Edit: this happens solo to, but is most noticeable with even 1 other player or a pet.
Last edited by syfr on Wed Feb 07, 2018 11:24 am, edited 1 time in total.

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LaughingCoyote
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Re: Bugs Thread - kinda updated feb 2010

Post by LaughingCoyote » Wed Feb 07, 2018 11:23 am

GP isn't added to your inventory when you kill mobs with hexblades.

egg: how is this possible? worked for me
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Re: Bugs Thread - kinda updated feb 2010

Post by CumfartPrincess » Thu Feb 08, 2018 3:42 pm

Hey babe,

skeletun's MR Bonus. Is the additional +15% only meant to effect base MR? when I equip a +5 MR item, my MR only jumps by 100, as it would without the bonus.

Fix this, baby. only mages can really benefit from this bonus. throw us skeletun fighters and rogues a BONE here.

forever truly yours,
Goemon
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Re: Bugs Thread - kinda updated feb 2010

Post by eggmceye » Thu Feb 08, 2018 5:07 pm

Devlin wrote: I have a minor complaint - but could weapons train their stats by their specific split instead of a fixed value?
that's actually on my wishlist somewhere

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Re: Bugs Thread - kinda updated feb 2010

Post by 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

Post by 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.
Desmond (AKA: Rurik)

Onyxt
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Re: Bugs Thread - kinda updated feb 2010

Post by 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

Post by 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

Post by 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

Post by 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

Post by 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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Re: Bugs Thread - kinda updated feb 2010

Post by Keighn » Thu Mar 08, 2018 3:05 am

Flamesoffire wrote: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.
I recall that happening in 2016. Must still be an issue. I wasn't sure if it was a bug.

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Re: Bugs Thread - kinda updated feb 2010

Post by LaughingCoyote » Sat Mar 17, 2018 8:54 am

If you die just before you kill a boss, it doesn't drop anything. Not sure if that's a bug or a feature, but its annoying as hell. It might be possible it might be if you resurrect just as you kill a boss, it doesn't drop anything.

P.S. Happened again, definitely repeatable. :(

egg: you don't get loot if have res sickness ... is this it?
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eggmceye wrote:pretty cool having vigour put in the manual after 14 years X-D

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Re: Bugs Thread - kinda updated feb 2010

Post by Eclips » Mon Mar 19, 2018 1:23 pm

The Necro drain doesn't end when the monster dies like 20% of the time.

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Assailant
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Re: Bugs Thread - kinda updated feb 2010

Post by Assailant » Wed Mar 21, 2018 8:56 pm

Made a ton of rings and belts of regeneration to GM enchanting and wanted to decon to get some of the materials back. Rings broke down as normal, belts keep returning as too powerful.

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Re: Bugs Thread - kinda updated feb 2010

Post by Eclips » Thu Mar 22, 2018 10:48 pm

Not necessarily bugs but two things I've noticed with quests since starting a new alt.

- volcanic glass ingot quest gives a fraction of the xp of other quests that involve the same map, and this one is the hardest to complete.

- One of the early nord quests gives a ring +2 def, but you can't wear it for many more lvls.

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Re: Bugs Thread - kinda updated feb 2010

Post by Shino » Thu Apr 05, 2018 4:56 am

sticky ctrl bug is back, was fixed for a moment and again it does that shite :(

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Re: Bugs Thread - kinda updated feb 2010

Post by eggmceye » Thu Apr 05, 2018 10:01 am

well since there hasn't been a patch, and it did work for a while, one has to ask what has changed on your pc?

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Re: Bugs Thread - kinda updated feb 2010

Post by Shino » Fri Apr 06, 2018 1:27 am

only thing changed on my pc is new hdd, didnt even re-install euo or anything o.O

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Re: Bugs Thread - kinda updated feb 2010

Post by Rumper » Fri Apr 06, 2018 4:19 am

Shino, I have the same problem, sometimes it happens, sometimes it doesn't.

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