This is becoming the norm.

General issues.
Dreos
Posts: 489

Re: This is becoming the norm.

Post#81 » Fri Apr 17, 2015 11:32 pm

Vaion wrote:I'm assuming you are referring to the Radiant chest type Aug? If so you should be able to put two in an item without using bot commands or dummy augments. If you cannot then we will need to fix that :)

And it should work in RoF2 also. RoF2 augmenting no longer requires the use of a bird bath. You simply pick up the augment and put it in the requested slot.


On another server I've played on with ROF2 enabled you still need the #augmentitem command to force multiple augs (like multiple radiants/glowing) into an item. This also didn't work on the other server with the inventory-based augmenting, you still needed to go to an augment pool. Not sure if it's changeable, though, just what's happened on other servers!

User avatar
Nilbus
Posts: 1258

Re: This is becoming the norm.

Post#82 » Fri Apr 17, 2015 11:45 pm

Vaion wrote:Ooooo tricky... When equipping or unequiping them? Or both?


The issue I ran into was while it was worn, no equip change. My bard has the werewolf illusion worn 2 mask, I cast shrink, then it re illusions in a second and he's back to size
Nodyin-Nilbus-Pockit-Tiah-Rakas- Funeral
Likeatruck-Khaltos-Nilbie-Ziknaf-Prathun-Missus
Elidor
Youme-Yumme-Blazingtide-Sublin-Lissanda-Darmok
Djarik-Ikat-Nerys-Ometi-Tarana-Biln

I know way too much random stuff.

Vaion
Posts: 3712

Re: This is becoming the norm.

Post#83 » Sat Apr 18, 2015 8:51 pm

Dreos wrote:
Vaion wrote:I'm assuming you are referring to the Radiant chest type Aug? If so you should be able to put two in an item without using bot commands or dummy augments. If you cannot then we will need to fix that :)

And it should work in RoF2 also. RoF2 augmenting no longer requires the use of a bird bath. You simply pick up the augment and put it in the requested slot.


On another server I've played on with ROF2 enabled you still need the #augmentitem command to force multiple augs (like multiple radiants/glowing) into an item. This also didn't work on the other server with the inventory-based augmenting, you still needed to go to an augment pool. Not sure if it's changeable, though, just what's happened on other servers!


The Inventory based augmenting is definately working with our code. I went through it and cleaned up a few of the common bugs that we noticed while experimenting with it. As for the multiple augments, I haven't had a chance to play with it yet, but should have some extra time tonight.

Some bad(ish) news though; the resurrect hover window will not be active for awhile. I was under the impression that it was fully operational in the stock code, but after spending 8+ hours trying to debug a major issue with it, I found out from another Emu Dev, that it was never 100% completed. For now, it will remain disabled until I get more time to dig deeper and have a closer look into what can be done for it.
Oh the fun you all are going to have in DSK3...
Simon says.. touch the green one! Nooooo BLIQUE NOT THE RED ONE! zomg you just got me "Vaion Touched"!

Vaion
Posts: 3712

Re: This is becoming the norm.

Post#84 » Sat Apr 18, 2015 9:46 pm

Nilbus wrote:Not sure it's a bug that's fixable, but if worn2 illusions could respect shrink status that would be awesome.


Ask and thee shall receive :) Worn2's and casted illusions now respect shrink status. Couple caveats to the rule though:

A) If you go from a casted illusion to a worn2 illusion (remove the illusion buff) you will go back to normal size.
B) If you remove all forms of illusion (remove the illusion buff and take off worn2) you will go back to normal size (and race).

How it works:
If you are in an illusion from a worn2 item (werewolf mask), and cast shrink. You will stay shrinked until you zone or fall under rules A or B above.
If you are in an illusion from a worn2 item (werewolf mask), and cast shrink, and then cast an illusion spell, you will stay shrinked until you zone or fall under rules A or B above.


Tl;dr - shrink and illusion just became good friends 8-)
Oh the fun you all are going to have in DSK3...
Simon says.. touch the green one! Nooooo BLIQUE NOT THE RED ONE! zomg you just got me "Vaion Touched"!

Dreos
Posts: 489

Re: This is becoming the norm.

Post#85 » Sun Apr 19, 2015 1:40 am

Vaion wrote:
Dreos wrote:
Vaion wrote:I'm assuming you are referring to the Radiant chest type Aug? If so you should be able to put two in an item without using bot commands or dummy augments. If you cannot then we will need to fix that :)

And it should work in RoF2 also. RoF2 augmenting no longer requires the use of a bird bath. You simply pick up the augment and put it in the requested slot.


On another server I've played on with ROF2 enabled you still need the #augmentitem command to force multiple augs (like multiple radiants/glowing) into an item. This also didn't work on the other server with the inventory-based augmenting, you still needed to go to an augment pool. Not sure if it's changeable, though, just what's happened on other servers!


The Inventory based augmenting is definately working with our code. I went through it and cleaned up a few of the common bugs that we noticed while experimenting with it. As for the multiple augments, I haven't had a chance to play with it yet, but should have some extra time tonight.

Some bad(ish) news though; the resurrect hover window will not be active for awhile. I was under the impression that it was fully operational in the stock code, but after spending 8+ hours trying to debug a major issue with it, I found out from another Emu Dev, that it was never 100% completed. For now, it will remain disabled until I get more time to dig deeper and have a closer look into what can be done for it.


Sorry - I didn't mean that inventory-based augmenting didn't work, just that it wouldn't work with the #augmentitem command and that the command was still needed to aug multiple of the same aug in an item.

User avatar
Nilbus
Posts: 1258

Re: This is becoming the norm.

Post#86 » Mon Apr 20, 2015 5:40 pm

Vaion wrote:
Nilbus wrote:Not sure it's a bug that's fixable, but if worn2 illusions could respect shrink status that would be awesome.


Ask and thee shall receive :) Worn2's and casted illusions now respect shrink status. Couple caveats to the rule though:

A) If you go from a casted illusion to a worn2 illusion (remove the illusion buff) you will go back to normal size.
B) If you remove all forms of illusion (remove the illusion buff and take off worn2) you will go back to normal size (and race).

How it works:
If you are in an illusion from a worn2 item (werewolf mask), and cast shrink. You will stay shrinked until you zone or fall under rules A or B above.
If you are in an illusion from a worn2 item (werewolf mask), and cast shrink, and then cast an illusion spell, you will stay shrinked until you zone or fall under rules A or B above.


Tl;dr - shrink and illusion just became good friends 8-)


Cause I needed another example of you being awesome. Thanks V!
Nodyin-Nilbus-Pockit-Tiah-Rakas- Funeral
Likeatruck-Khaltos-Nilbie-Ziknaf-Prathun-Missus
Elidor
Youme-Yumme-Blazingtide-Sublin-Lissanda-Darmok
Djarik-Ikat-Nerys-Ometi-Tarana-Biln

I know way too much random stuff.

Vaion
Posts: 3712

Re: This is becoming the norm.

Post#87 » Sat May 09, 2015 8:08 pm

Been awhile since we posted the latest changes on Test:


- DoT spells base damage calculations have been fixed.
- HoT spells base calculations have been fixed.
- DD spells base calculations have been fixed.
- Fixed a few memory/data loss issues in spell damage calculations.
- Resurrect Hover window has been disabled due to issues with how corpses are handled.
- Worn2 Illusions and Buff Illusions now respect shrink more often.
- Partial spell damage calculates more closely to previous amounts.
- Fixed a calculation error that was allowing critical spells to land more often then they should.
- Pets now accept single items as well as bags of items again.
- Pets will now display weapon graphics again.
- Fixed an exploit with Radiant/Ebon Crystals.
- Fixed binding inside of instances.
- Fixed issue with players randomly loading into a non-instanced version of their bind point if they were bound inside an instance.
- Fixed stacking issue with Gift of Mindbender.
- Players are now limited to summoning a maximum of 12 temporary pets at a time.
- Drakkin Heritage now restores correctly after an illusion fades.
- Guild Hall Porter and Spirit of Sune are now targetable and use default DB Names instead of XXX's Pet.
- Wizards are now able to summon their AA Familiars again.
- Extended Target Window now refreshes on quest based Hatelist wipe.
- Pets will no longer dupe any single item given to them.
- Fixed a bug with handing more than 1 item to a NPC at a time.
- Pets are no longer as stringent with accepting new items when handed to them. Players can now swap weapons out more easily.
- Pets will now delete items in their inventory if they are handed something new. This fixes the issue with pets respawning (after zone/camp) with different weapons than the latest.
- Faction messages are now white again.
- Pets who are not held will now defend their master's when a NPC attacks but misses.

Bots are pretty much the last major thing to fix up which we plan to tackle this coming week. Stay tuned :)
Oh the fun you all are going to have in DSK3...
Simon says.. touch the green one! Nooooo BLIQUE NOT THE RED ONE! zomg you just got me "Vaion Touched"!

mezzerin
Posts: 11

Re: This is becoming the norm.

Post#88 » Sat May 09, 2015 9:10 pm

Great work!

Nizzy
Posts: 705

Re: This is becoming the norm.

Post#89 » Sat May 09, 2015 11:35 pm

Vaion wrote:Been awhile since we posted the latest changes on Test:



Are these changes active on THF Test or Vaion Test?

If on THF Test has the server be enabled to accept connections from ROF2?

If not... Ignore this post.
Nizzy

Vaion
Posts: 3712

Re: This is becoming the norm.

Post#90 » Sun May 10, 2015 9:28 am

Vaion Test is my internal server where I run the latest code as changes are made. THF Test is updated every few days but is still in Dev testing stage. The plan is to open public testing shortly once we hash out the last few major issues. We could technically launch public testing now, but certain things are still a bit wonky (Bots specifically are not working at all).

And Yes during testing phase RoF2 will be enabled. We haven't decided if we want to fully support it just yet due to the number of issues with the client still (bazaar not working, guild bank issues, inventory issues, etc)
Oh the fun you all are going to have in DSK3...
Simon says.. touch the green one! Nooooo BLIQUE NOT THE RED ONE! zomg you just got me "Vaion Touched"!

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