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PostPosted: Tue Aug 24, 2010 11:45 pm 
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Darkshine Knight (Extremist fanatic)
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Somehow I don't think the problem is hardware...

Also, ns89: For future reference, we have an "Edit" button.

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PostPosted: Tue Aug 24, 2010 11:54 pm 
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Sheep (Developer)
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Oh really?! I would've never guessed!

oh and Zefz, the potion trader still couldn't use his magic book he has.

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PostPosted: Wed Aug 25, 2010 12:02 am 
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Darkshine Knight (Extremist fanatic)
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The whip animation seems to divert it skywards, though the damage particles are still where they should be (in front of the character). Sometimes, I will even "get one in the back" with a whip. Messages similar to those of backstabbing are often displayed twice in a row. Lastly, blah blah blah, the Iron Ball messages of not being able to be put away are displayed twice in a row but in a different way, so there are probably just two scripts saying the same thing.
Quote:
The Iron Ball is too big to be put away...
The ball is too big...


EDIT: Tried out the Elf Starter again, but the module crashes just half a second after the level begins. No explaination, no apparent reason. Worst of all, I don't know where the error log is anymore.

EDIT 2: I just tried out the old unfinished modules from the DevPack (and added them to the list as unlocked), but it keeps coming up as having a problem with wawalite.txt (not enough :'s). Something's not right here, obviously.

Also, has anyone seen the Bounty Tavern module?

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PostPosted: Wed Aug 25, 2010 1:17 am 
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Squirrel Knight (Administrator)
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penguinflyer5234 wrote:
oh and Zefz, the potion trader still couldn't use his magic book he has.


He has a magic book? :o

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PostPosted: Wed Aug 25, 2010 2:34 am 
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Darkshine Knight (Extremist fanatic)
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Zefz wrote:
penguinflyer5234 wrote:
oh and Zefz, the potion trader still couldn't use his magic book he has.


He has a magic book? :o

That IS a strange glitch.

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PostPosted: Wed Aug 25, 2010 9:18 pm 
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Sheep (Developer)
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is he not supposed to have a magic book?

I've killed him twice and both times he dropped a book and nothing else.

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PostPosted: Thu Aug 26, 2010 12:17 am 
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Squirrel Knight (Administrator)
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Nah, it's supposed to be a cinqueda. He had an incorrect slot number in his hand :)

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PostPosted: Thu Aug 26, 2010 7:53 pm 
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I keep getting messages of items in the hands of enemies being kursed, especially with Lumpkins.

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PostPosted: Thu Aug 26, 2010 8:04 pm 
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Squirrel Knight (Administrator)
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Try the latest revision.

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PostPosted: Thu Aug 26, 2010 10:12 pm 
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Darkshine Knight (Extremist fanatic)
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Zefz wrote:
Try the latest revision.

!

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PostPosted: Sat Aug 28, 2010 4:19 pm 
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Acid Blob (New member)
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Hi guys,

Some bugs I found in the latest revision:

General:
After changing the sound config there is no music played.
WARN: sound_restart() - Cannot get the sound module to restart. ()

When attacking stone items with a burning torch the character is pushed away with a high force. This also happens when the character is carrying the torch in one hand and walks against the obstacle (e.g. a grave or an idol).

When the character dies he drops some of his coins. This gold shows abnormal behaviour. Everytime the character jumps the coins jump too.
The berserk rune has a wrong description.. It's called "berserk.obj" but in the naming.txt it reads "Rune of Voodoo".

The rune of combat blessing is broken. After casting/activating it almost all life points are drawn. Then the sound is played. Then it seems it stucks in an infinite loop resulting in the spell being cast again and again. When being hold the casting costs divine mana when dropped it doesn't.

The rune of confusion is broken. The first time the spell is used there is a purple cloud created for aiming. After using it a second time, there's no cloud displayed.
The rune of resist elements can't be deactivated.
Some runes aren't identified after use. (holy bolt, rune of restoration)

Healer Starter:
The necromancer sometimes runs against the brazier resulting in death.

Bishopia:
The suspicious mushrooms in Olaf's junkyard can't be picked up.

Archmage Trials:
After solving the mirror puzzle (with the minotaur) my character gets supersized.
After fighting the viking an invisible wall blocks my path. So i can't talk to the door.
The warlock on the cess board (actually only the left one) is attacking the player with magic missiles even when the game hasn't started.

Tourist Starter
In the tourist starter the spike traps are hurting the character even when he doesn't touches them. (They hurt even when standing some steps away...)

Rogue Starter
When reaching the exit in the rogue starter the character keeps getting experience points.

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PostPosted: Sat Aug 28, 2010 5:56 pm 
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Squirrel Knight (Administrator)
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Tank you for the report. The first bug is caused by SDL_mixer and can't be fixed by us (unless we switch to a different audio system than SDL_mixer)

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PostPosted: Mon Aug 30, 2010 4:59 pm 
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Darkshine Knight (Extremist fanatic)
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Khaos89 wrote:
Healer Starter:
The necromancer sometimes runs against the brazier resulting in death.

I think the AI of the Necromancer is missing the I....
Khaos89 wrote:
Tourist Starter
In the tourist starter the spike traps are hurting the character even when he doesn't touches them. (They hurt even when standing some steps away...)

I have also seen this in the Adventurer Starter, but it's rare.

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PostPosted: Mon Aug 30, 2010 6:30 pm 
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{]-[0{0|307 (Developer)
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Maxaxle wrote:
Khaos89 wrote:
Healer Starter:
The necromancer sometimes runs against the brazier resulting in death.


I think the AI of the Necromancer is missing the I....


As I reported before, this is because the hitbox for the particles in the brazier is too large and any creature that is hit by it will be trapped in their "hit" animation and get stuck there until it dies.


Last edited by bgbirdsey on Tue Aug 31, 2010 7:04 am, edited 1 time in total.

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 Post subject:
PostPosted: Mon Aug 30, 2010 10:14 pm 
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Darkshine Knight (Extremist fanatic)
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bgbirdsey wrote:
Maxaxle wrote:
Khaos89 wrote:
Healer Starter:
The necromancer sometimes runs against the brazier resulting in death.


I think the AI of the Necromancer is missing the I....


As I reported before, this is because the hitbox for the particles in the brazier is too large and any creature that is hit by it will be trapped in their "hit" animation and get stuck there until it dies.

Well, maybe the brazier should make creatures stray away from it (or push them off)?

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