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Messages - Moocha

Pages: [1] 2
1
Technical Help: Problems BEFORE entering the game /
« on: March 06, 2006, 06:49:58 pm »
... and since the file apparently needs a reseed, and the mirrors atill aren\'t up, one could conceivably google for the filename (PlaneShift_CBV0.3.013.exe). Don\'t forget to check the MD5 sum on the downloaded file though.

2
Technical Help: Problems BEFORE entering the game /
« on: February 07, 2006, 10:57:28 pm »
Similar issue here -= InstaCrash on psclient / pssetup / psupdater (basically any Win32 CS app). I *can* start and run the game, but stricly when starting it under a debugger and stepping over the first two push-es and the first call. And only if I let it crash once first.
This holds true for the Win32 distribution and any CVS version I compile. The crash is at 0x00747865 (obviously part of a string, not a real address). Seems to be related to the w* family of string functions.

3
Technical Help: IN GAME bugs (after loading world) /
« on: February 02, 2006, 01:45:17 am »
I\'m not sure what exactly you mean by \"your training stats won\'t load\". Not all NPCs train all levels of a stat - in fact, there is no single NPC that would train all levels.
For example, Harnquist only trains Light Armor up to level 10. After that, you will need to hunt for a different trainer for Light Armor.
It\'s similar for stats.

4
Technical Help: IN GAME bugs (after loading world) /
« on: January 25, 2006, 06:21:41 pm »
Quote
Originally posted by DaveG
Weird that I get so much praise for fixing a bug that I probably created.  :)
Um, I have yet to see a programmer that doesn\'t at times create bugs that, upon discovery, cause eyebrows to spontaneously achieve orbit... Fscking up is a fact of life. The art to *fix* the mess one inevitably creates is much rarer...

5
Technical Help: IN GAME bugs (after loading world) /
« on: January 24, 2006, 11:23:19 pm »
Thank you *so* much, Dave. Nice debugging :).

6
Technical Help: IN GAME bugs (after loading world) /
« on: January 16, 2006, 02:00:53 am »
After the restart I was able to drop a few items around and pick them up immediately again (normally once the limit kicked in it was impossible to pick up items that had been dropped a few seconds before).
Killed a Tefu.
You looted a Tefusang skin.
The Tefusang Tooth will be too much for you to carry
You looted a Tefusang Tooth, but can\'t hold anymore
You start casting Life Infusion
You transfer healing energy by your touch.
Your wounds were healed a bit (hah, 100% Health)
Samadin Cerillo picked up (garbage, supposed to be the Tooth)


*edit*

Just noticed the following - it\'s not strictly health-related. Instead of casting Life Infusion or eating something, it lets you pick up items even after casting Defensive Wind.

Edit 2: Waiting until the DefWind effect ceases (\"The defensive wind stops blowing\") works too - after that message one can pick up items.
Killing a monster causing loot to be dropped with \"too much to carry\", then waiting for the next spawn and killing it with magic so the mana and mental stamina stats change does not do the trick, no matter how quickly one tries to pick them up after killing the monster.

Edit 3: Note that no matter what you do it does not seem possible to exceed the real maximum weigth. The reason message one gets when trying to pick up excessive weight is the same as above - The (item_name) will be too much for you to carry

Edit 4: Thank you for taking the time to work on this. Hope you will find it! Good luck and tracy debuggers :).

------------------------------

(Reply instead of edit to make sure the thread is flagged as new)

We don\'t do that around here ;) Bumping threads can be done by editing your post as well. Please avoid posting two or more successive posts before others have replied, since it doesn\'t make people read your thread any faster, and serves only to raise your Deleted Posts count. Thanks :) --Karyuu

I was under the impression that an edit doesn\'t perform a bump. Whoops.

7
Technical Help: IN GAME bugs (after loading world) /
« on: January 16, 2006, 01:43:58 am »
No debug output yet (the server wasn\'t restarted - I assume it\'ll need to so the modifications kick in...)
Edit: Was just restarted. Will reproduce as soon as it\'s back up.

I\'m not sure it\'s the stats recalculation that triggers the allowing to pick up behavior, since I did this:
1. Kill Tefusang, loot 1 skin + 1 tooth, both drop to the ground.
2. Yell at morons who try to interfere and keep picking up the dropped items.
3. Wait till another spawns, attack it on Defensive, clear target, let it hit me down to 50-ish % health, then (while it was still hitting me) try to pick up items from the ground. Still denied.
4. Yell at morons some more.
5. Kill Tefu, try to pick up items. Still denied.
6. Cast one Life Infusion, bringing health up a few points. Can now pick up.
7. Kill a few more Tefus, confirm that the character can still pick up loot.
8. Once it denied the pickup again, use one health potion, confirm that one can pick up again.

Lather, rinse, repeat.

8
Technical Help: IN GAME bugs (after loading world) /
« on: January 16, 2006, 01:08:22 am »
Quote
Originally posted by DaveG
Edited to add yet more:
Does this only happen after looting?
I\'m currently killing Tefus to fill it up faster, to see if your debug output appears. Araye mentioned it happens on buying too, a few posts back (http://planeshift.oodlz.com/wbboard/thread.php?boardid=33&threadid=21572&page=1#20).

9
Technical Help: IN GAME bugs (after loading world) /
« on: January 16, 2006, 12:09:02 am »
Still happening here too (assuming a non-bugged inventory, since a new character is also affected).
Current inventory: 97.50 / 195.0
Current capacity: 148.00 / 750.00
Items in inventory are Samadin\'s standard spare gear and stuff picked up while sweeping the dungeon, partly from loot, partly cleaning up whatever some litterers left behind).
Killed 1 Clacker, loot: 1 Leg, 1 Meat.
Trying to loot => You looted a Clacker Leg, but can\'t hold anymore; You looted a Clacker Meat, but can\'t hold anymore. The two items get dropped onto the floor.
All stats displayed as 100% (I waited for a few minutes, while writing this).
Trying to pick them up either via UI or via /target and /pickup results in You can\'t carry anymore Clacker leg, etc.
Casted one Life Infusion (remember, the character\'s health had been  displayed as 100%, and I waited for approximately 200 seconds, which should have brought it up to 100% no matter what, so the spell should\'ve been a nop).
Result => Items can now be picked up, and killing the Clacker again lets one loot whatever it has. Steuben was right on the first count...

Edit: Please feel free to log into the character / duplicate its data into a new one (just /tell me beforehand in-game so I can log off).

Edit 2: Killing the next clacker spawned in the very same spot results in the no space left warning. Health still at 100%. Life infusion => can pick up.

10
Technical Help: IN GAME bugs (after loading world) /
« on: January 15, 2006, 10:21:48 pm »
Thanks for being on the ball, DaveG. Your hard work is highly appreciated - trust me on this! :)

11
Technical Help: Problems BEFORE entering the game /
« on: January 15, 2006, 03:52:30 pm »
Also please note that a Vanta-class card is well under the minimim system requirements for the game, as it will have 8, 16, or at most 32 MB of video RAM and is only AGP 1x or 2x. In cases like these the card will have to resort to using AGP for fetching a lot of textures from the main system RAM, so you better have at least 512 or 768 MB of system RAM and a stable AGP controller, and additionally you will have to make sure that the AGP aperture setting in your BIOS configuration is set to at least 128 MB, or a quarter of your system RAM, whichever is lowest.
Even if you get it to run, you will experience poor performance.

Edit: Spelling, AGP aperture tip.

12
Technical Help: IN GAME bugs (after loading world) /
« on: January 15, 2006, 06:04:57 am »
Dumped out then reloaded inventory and equipment as instructed, with a login cycle inbetween. No unexpected items (re)appeared and everything equipped back properly. Status quo so far.
I don\'t know whether The issue still applies to this character - haven\'t been able to pick up enough items yet (had just died by the ruins when the server yoyo-ed again). I\'ll look into it later - it\'s Sunday, 7 AM here already :).
Thanks for all the help so far!

13
Technical Help: IN GAME bugs (after loading world) /
« on: January 15, 2006, 04:40:46 am »
I\'ll do that (and look over my shoulder to see whether anyone\'s following me :D).

I *did* (ab)use the mugs 10-ish times to reset stamina regen to what it should have been (found out by accident, checked the bug tracker only after talking to Bereror). I can\'t open them though (never trained Lockpicking) and I doubt they can be opened by players - one of them requires 20 and the other 120 :).

Edit: D\'oh, just re-read DaveG\'s post and managed to actually grok what was meant there... By those terms, nope, never used a container.

14
Technical Help: IN GAME bugs (after loading world) /
« on: January 15, 2006, 04:33:59 am »
That\'s one of the Tips of the Day, displayable at any time using the /tip command. Most of them are truncated.
They were cut off at some point. The reason, I assume, was to fix another visually annoying issue where the Loading... page would display a longer tip inside a widget that had scrollbar arrows, but since on the Loading screen you don\'t get a mouse cursor the arrows would be unusable and the tip truncated. It\'s also possible that the maximum length of the database column holding the tips got lowered and the tips didn\'t get rewritten - I don\'t know, didn\'t look.
Of course, this replaced one truncation issue with a different one, but still...

15
Technical Help: IN GAME bugs (after loading world) /
« on: January 15, 2006, 04:18:50 am »
This is what I can recall about inventory operations on Samadin:
- Samadin had a second, non-equipped Ring of Summon Familiar, which disappeared about the time I noticed the issue.
- At the same time 14 extra Tefusang Skins appeared in the inventory.

I\'m not sure what exactly you mean by using a container...

My gut feeling would be #1 too, but the effective upper capacity (as opposed to the client\'s displayed maximum) varies, so I\'m not sure it\'s a case of undisplayable / non-parsable item still in the inventory, since in that case that effective capacity should be more or less fixed. Currently it seems to constantly decrease.

I\'ve tried shuffling the inventory around using up every single slot that the client displays as empty, but to no avail. None of the slots were unusable.

I\'ll try to train up Strength to see if increasing it influences anything.

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