Login | Register


All times are UTC - 5 hours


It is currently Thu Apr 18, 2024 1:34 pm




Post new topic Reply to topic  [ 45 posts ] 
Author Message
 Post subject: Re: Textfile bug list (updated 9-16)
PostPosted: Sat Sep 17, 2011 4:08 pm 

Joined: Mon Jul 04, 2011 6:45 pm
Posts: 8
**fixed**


Last edited by deer_dance9 on Sat Sep 17, 2011 4:15 pm, edited 1 time in total.

Top
 Offline Profile  
Reply with quote  
 Post subject: Re: Textfile bug list (updated 9-16)
PostPosted: Sat Sep 17, 2011 4:09 pm 

Joined: Mon Jul 04, 2011 6:45 pm
Posts: 8
Baerk wrote:
deer_dance9 wrote:
a bunch of crazy values listed


Concerning all the things you mentioned. That's because you downloaded the initially available norm/high res full/light mpqs. Those mpqs I had packed incorrectly resulting in corrupted data on the inside that runs without crashing (which results in all the crazy values you just listed).

The fix is to download and install one of the new r2 mpq downloads which were properly compiled. You do not have to redownload the core download since it had no mpqs in it in the first place.


ah ok, thanks for the help


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: Textfile bug list (updated 6-2)
PostPosted: Sat Jun 02, 2012 10:39 am 
User avatar

Joined: Tue Sep 01, 2009 9:01 pm
Posts: 1413
updated for 1.3c beta1

_________________
The reader should not be discouraged if...he does not have the prerequisites to read the prerequisites. P. Halmos


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: Textfile bug list (updated 10-9)
PostPosted: Tue Oct 09, 2012 10:44 pm 
User avatar

Joined: Tue Sep 01, 2009 9:01 pm
Posts: 1413
quick update for 1.3f done

_________________
The reader should not be discouraged if...he does not have the prerequisites to read the prerequisites. P. Halmos


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: Textfile bug list (updated 10-10)
PostPosted: Sat Oct 13, 2012 10:54 am 
User avatar

Joined: Thu Jan 14, 2010 6:02 pm
Posts: 1627
replenish is now 1 per sec (sent files to Drrod a day before reset) so you can remove it

I'm currently not playing but I'd like to know if hydra fireball issue is going to be fixed (soon) before I start making one.


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: Textfile bug list (updated 10-10)
PostPosted: Sat Oct 13, 2012 11:54 am 
User avatar

Joined: Tue Sep 01, 2009 9:01 pm
Posts: 1413
Thanks Steel.

I sent the file before the reset but after things were compiled, so the line just needs to be copied to the newest missile file.

_________________
The reader should not be discouraged if...he does not have the prerequisites to read the prerequisites. P. Halmos


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: Textfile bug list (updated 2-14)
PostPosted: Thu Mar 14, 2013 10:44 am 
Game Server Host
User avatar

Joined: Mon Aug 31, 2009 12:33 am
Posts: 4291
Oblivion Knights use moncurse I believe. Chances are theres a minor hardcode needed to fix the phys res reduction, but I'm not in a position to check it atm.

I fixed all the errors is skills.txt, I hope to have something for you guys to test before the end of Easter.

IIRC Hydras are odd and seem to have a hardcode somewhare that forces the missile to always behave like firebolt serverside. (forcing 1/1 SrvDoFunc/SHitFunc)

_________________
Bron wrote:
There's no cure for being a cunt.


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: Textfile bug list (updated 3-15)
PostPosted: Tue Mar 19, 2013 8:53 am 
User avatar

Joined: Thu Jan 14, 2010 6:02 pm
Posts: 1627
6FD0AAE5 should be the value for monsters' amp.


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: Textfile bug list (updated 3-19)
PostPosted: Tue Mar 19, 2013 12:48 pm 
User avatar

Joined: Tue Sep 01, 2009 9:01 pm
Posts: 1413
thanks fellas. added notes.

_________________
The reader should not be discouraged if...he does not have the prerequisites to read the prerequisites. P. Halmos


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: Textfile bug list (updated 10-13)
PostPosted: Sun Jun 22, 2014 11:26 pm 

Joined: Sun Jun 22, 2014 11:02 pm
Posts: 1
Bug in tristram - RIP, I could not make screen.
debug log here


Attachments:
debug.rar [77.8 KiB]
Downloaded 620 times
Top
 Offline Profile  
Reply with quote  
 Post subject: Re: Textfile bug list (updated 10-13)
PostPosted: Mon Jun 23, 2014 2:01 pm 
User avatar

Joined: Tue Sep 01, 2009 9:01 pm
Posts: 1413
Could you explain what happened please?
It's possibel that you didn't run D2ModSetup.

_________________
The reader should not be discouraged if...he does not have the prerequisites to read the prerequisites. P. Halmos


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: Bug list (updated 6-23)
PostPosted: Mon Jun 23, 2014 10:06 pm 
User avatar

Joined: Tue Sep 01, 2009 9:01 pm
Posts: 1413
Edited intial post for 1.41b.

_________________
The reader should not be discouraged if...he does not have the prerequisites to read the prerequisites. P. Halmos


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: Bug list (updated 6-23)
PostPosted: Mon Jul 07, 2014 7:01 pm 

Joined: Sun Jun 26, 2011 11:59 am
Posts: 70
Thought I'd share this amulet with you. It spawns without any +sorc skills.
Image

Can somebody confirm this is a bug? I remember it always spawning with +skills.


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: Bug list (updated 6-23)
PostPosted: Mon Jul 07, 2014 11:08 pm 
User avatar

Joined: Tue Sep 01, 2009 9:01 pm
Posts: 1413
hmmm.
please take a gander at the item changelog and see if this is the way it is supposed to be. I took a quick glance and did not see any of Tal's stuff changed...i could have missed it though. If you see nothing there, I can take a look at the text file.

thanks for the catch.

_________________
The reader should not be discouraged if...he does not have the prerequisites to read the prerequisites. P. Halmos


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: Bug list (updated 6-23)
PostPosted: Tue Jul 08, 2014 6:06 am 

Joined: Sun Jun 26, 2011 11:59 am
Posts: 70
I too did find nothing written in the changelog. However, I also found a +2 sorc skills tal rasha's amulet. So the range is apparently 0-2


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: Bug list (updated 6-23)
PostPosted: Tue Jul 08, 2014 6:58 am 

Joined: Sun Jun 26, 2011 11:59 am
Posts: 70
Minions:
- Chimera located in The Abyss ( Act V) still drops the hellforge hammer.
This is especially awesome for new characters.
Image

Item Affixes:
- elemental pierce affixes spawn on necromancer wands
Image


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: Bug list (updated 6-23)
PostPosted: Tue Jul 08, 2014 10:04 am 
User avatar

Joined: Fri Apr 12, 2013 10:42 pm
Posts: 70
I say make us more dependable on uniques, and not crafted items


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: Bug list (updated 6-23)
PostPosted: Tue Jul 08, 2014 10:55 am 
User avatar

Joined: Mon Aug 31, 2009 6:42 am
Posts: 726
you're still in normal and nightmare.. although there are exceptions uniques and runewords win out in diablo 2 I don't think there is anything wrong with the items as they currently are.. but then again there's still a lot more to find :)


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: Bug list (updated 6-23)
PostPosted: Tue Jul 08, 2014 12:01 pm 
User avatar

Joined: Wed Oct 21, 2009 2:01 am
Posts: 88
kramuti wrote:
Isolated Purgatory 2 crash: possible fix is given here
viewtopic.php?f=8&t=6257


I believe this can be fixed clientside with the attached edit. Place it into data\global\excel folder and run shortcut with -direct -txt


Attachments:
LvlTypes.rar [2.15 KiB]
Downloaded 637 times
Top
 Offline Profile  
Reply with quote  
 Post subject: Re: Bug list (updated 6-23)
PostPosted: Thu Jul 10, 2014 8:15 pm 

Joined: Sun Dec 25, 2011 12:58 pm
Posts: 225
+x to barb masteries will not spawn on rare circlets (at least gambled ones)
+x to barb skills don't spawn on helmets anymore at all until way later in the game(or was this intended?)
+x to assassin skills don't spawn on claws until ac5 nm (intended again?)

Elite unique claws spawn with +x to A evil Force instead of their proper MA skill (massive problem). The new unique phoenix claw is named A evil Force and suffers from the same problem.

Random claws can spawn with +x to a evil force as well.


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: Bug list (updated 6-23)
PostPosted: Fri Jul 11, 2014 6:24 pm 
User avatar

Joined: Mon Aug 31, 2009 6:42 am
Posts: 726
Vampire Gaze also spawns with +x to an evil force.


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: Bug list (updated 6-23)
PostPosted: Sat Jul 12, 2014 8:46 am 
User avatar

Joined: Tue Sep 01, 2009 9:01 pm
Posts: 1413
Do we know what skills are trying to be called on these items that are spawning with 'an evil force'? Seems liked a cloned skill with no description in the table files.

_________________
The reader should not be discouraged if...he does not have the prerequisites to read the prerequisites. P. Halmos


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: Bug list (updated 6-23)
PostPosted: Wed Jul 16, 2014 10:25 am 
Game Server Host
User avatar

Joined: Mon Aug 31, 2009 12:33 am
Posts: 4291
+x to an evil force on vamp gaze looks like it's supposed to be "Bone Golem". Not sure what/when/by who it was added. The skill has no skilldesc.txt entry, hence an evil force. You don't actually get the skill because it's not a class skill and the item uses "skill" rather than "oskill" so it won't be applied anyway. If it is to be added, it needs a skilldesc entry and a proper skill icon entry or the game will crash when you open the skill list.

Additional bug: Thunder storm calls the skill "Static" for one of it's synergies. Should be "Static Field" so it's only got 1 synergy from Nova at the minute.

_________________
Bron wrote:
There's no cure for being a cunt.


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: Bug list (updated 6-23)
PostPosted: Wed Jul 16, 2014 10:39 am 
Game Server Host
User avatar

Joined: Mon Aug 31, 2009 12:33 am
Posts: 4291
Any items that spawn with the following skills via staffmods will not get the skill as the skills have been moved out of the grouping.

Might
Inferno
Fanat
Fists of Fire (original - will show up as an evil force because silldesc points to invalid skilldesc.txt line)
(See line #59 in AutoMods.txt)

Easier to just add staffmods back onto items and move skills into proper groupings.

_________________
Bron wrote:
There's no cure for being a cunt.


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: Bug list (updated 6-23)
PostPosted: Wed Jul 16, 2014 8:44 pm 
User avatar

Joined: Tue Sep 01, 2009 9:01 pm
Posts: 1413
Rage: It looks like you are fixing the item issues. I will leave this out of the listing since it doesn't seem they are going to be problems much longer.

I will edit the post again after these changes are sent through. (like the sound fix that SapphireRawk linked).

_________________
The reader should not be discouraged if...he does not have the prerequisites to read the prerequisites. P. Halmos


Top
 Offline Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 45 posts ] 

All times are UTC - 5 hours


Who is online

Users browsing this forum: No registered users and 14 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron