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 Post subject: bugs
PostPosted: Fri Sep 16, 2011 11:06 am 
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please post bugs you find in this thread. viewtopic.php?f=9&t=437&p=3474#p3474

I cleared things up for the new patch. Sacrifice display was missed, but a ton got fixed. Kudos.

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 Post subject: Re: bugs
PostPosted: Fri Sep 16, 2011 11:22 am 
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Quote:
3) Unique items

-Warriv's Warder Note that there are actually 2 rows with this entry in uniqueitems.txt (row365)
But it has no itemtype so it can't be spawned :P
Quote:
-Oskills and +class skill from different sources will not stack. It will cause issues with even using a skill (Absolute Zero oskill and Laying of Hands class skill for Frozen Armor) if you are not of that particular class. I am not sure what happens if you are actually of the 'correct' class (sorceress in the mentioned case.
Hm, dunno about it, I was using arach for +6 venom added to andys face/pestilence venom oskill on my bowzon.


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 Post subject: Re: bugs
PostPosted: Fri Sep 16, 2011 11:34 am 
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Ya, the first warriv's is just blank.

hmm. Does anybody recall what exactly was going on with that frozen armor one. I only have vague recollections of something wonky going on when those two items were equipped. I thought I had it figured out, but it appears not.

Off for lunch and whatnot.

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 Post subject: Re: bugs
PostPosted: Fri Sep 16, 2011 11:39 am 
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I know there's a weird bug when you have any oskill (lets say tele from enigma) and when you pick up just a white sorc orb with +tele(sorc only) your oskill vanishes(even if orb is, naturally, in inventory only) - must reequip armor to get it(tele) back. Maybe it's somehow connected with your doubts, but it's really a d2 bug not HU.


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 Post subject: Re: bugs
PostPosted: Fri Sep 16, 2011 1:24 pm 

Joined: Tue Sep 06, 2011 6:02 am
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Image

Image

Tested in singleplayer; with new install: (server is not up though)
Somehow I don't really think this should be happening:

My selfcastrate and mana regeneration were WAY higher..
Also, tooltips seem to be missing ? :o

Holy Bolt's healing increase? :o

seems a bit over the top, but it could just be that it's the single player clashing with the files? :o


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 Post subject: Re: bugs
PostPosted: Fri Sep 16, 2011 1:37 pm 
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sheesh... and here I was thinking it was only just a D2SE thing when I first saw that bug crop up. It seems something about the mpq's file structure does not like updating only a few data folder files instead of the whole set. The only quick way to fix this would be to upload the data folder and have people run -direct -txt in their shortcuts. Compiling and uploading new patch mpqs is going to take hours.


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 Post subject: Re: bugs
PostPosted: Fri Sep 16, 2011 1:39 pm 

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The Barbarian tooltips are a mess aswell, seems it's just the tooltips though so that's good news.


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 Post subject: Re: bugs
PostPosted: Fri Sep 16, 2011 1:41 pm 
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you should always pack ALL freshly generated .bins, not just the ones with recent changes.

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 Post subject: Re: bugs
PostPosted: Fri Sep 16, 2011 1:46 pm 
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well, I'll stick to beta2, but Baerk, double check if structure of mpq is right. Only bins matter, txt files are used for moders, final bin files are created from few txt. Like all rarepref/suffix bins are generated from magic pref/suffix txt.
@Up: Ninja'd :(


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 Post subject: Re: bugs
PostPosted: Fri Sep 16, 2011 1:53 pm 

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Baerk wrote:
The only quick way to fix this would be to upload the data folder and have people run -direct -txt in their shortcuts.


My shortcut starts D2 with Hell Unleashed's Batch file:

"Diablo II.exe" -direct -txt -w

This is how I got those messed up tooltips, do you have any other solutions? or should I / we go back to 1.03B beta for now? I am not pro enough yet to know all modified skills by heart, so that would be a problem for me.


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 Post subject: Re: bugs
PostPosted: Fri Sep 16, 2011 1:55 pm 
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the high res "lite" version is working

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 Post subject: Re: bugs
PostPosted: Fri Sep 16, 2011 1:55 pm 
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How does one exactly "check" if the internal structure of the mpq is right anyways? Anyways... once I did a little test of my own to reproduce that screen shot I quickly figured out what was wrong. Just something that been masked all the long by -direct -txt.

-- Double Post--
The lite version of the high res is working fine? that's surprising to hear. All the mpqs should of had a few bin insertions.


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 Post subject: Re: bugs
PostPosted: Fri Sep 16, 2011 2:02 pm 
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well at first glance all seems to be ok, but I only checked the skill descriptions noted in another post.

you can't tell if the internal structure is right, you just need to pack all regenerated .bins whenever you update the .mpq. Packing 1 or 2 is when it messes up the structure.

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 Post subject: Re: bugs
PostPosted: Fri Sep 16, 2011 2:04 pm 
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Edit: New properly compiled mpqs are now uploaded.


Last edited by Baerk on Fri Sep 16, 2011 4:26 pm, edited 1 time in total.

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 Post subject: Re: bugs
PostPosted: Fri Sep 16, 2011 2:10 pm 

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Baerk wrote:


Installed and tested, seems working as intended for now.
Thanks so much for the quick responses and help Baerk!

I saw you already added them to the Patchthread too, maybe DuFFBeer can edit his thread to add your links in the initial post, to avoid mass confusion.


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 Post subject: Re: bugs
PostPosted: Fri Sep 16, 2011 3:12 pm 

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either im stupid or it is a bug, but i just fooled a bit around in SP and ran to Bloodraven (players 1)
when constantly casting psychohammer (lvl15) on her, she always looses 1cm of life as soon as she gets hit and her life snaps back to full immediatly.
Doesnt matter if i cast 10 hammers or just one... the even between my castanimations she recovers every time.

It seems like either the lifebar of bigbosses is somehow bugged in the highres-version or the the selfhealing is set to milliseconds of getting not attacked... Or psychohammer hits dont prevent healing... I dont know, but it is strange anyhow.


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 Post subject: Re: bugs
PostPosted: Fri Sep 16, 2011 3:24 pm 
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Most likely explaination would be the hammer doesn't trigger counters and it's failing to trigger the counter that always go off which stops bosses from healing to full in one second for 20 seconds.


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 Post subject: Re: bugs
PostPosted: Fri Sep 16, 2011 3:25 pm 
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psy hammer has never reset the heal timer, you need to use mindblast or regular attack or blade sentinel etc to stop the heal.

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 Post subject: Re: bugs
PostPosted: Sat Sep 17, 2011 12:05 am 
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if you turn reso back and forward, i get memory error.


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 Post subject: Re: bugs
PostPosted: Sat Sep 17, 2011 3:02 am 
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I also get bugged colours in full screen, but works in window mode?
Anyone have pro tips?


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 Post subject: Re: bugs
PostPosted: Sat Sep 17, 2011 10:12 am 

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bugged colors are glide errors most likely, try running the videotest again, and select glide (if you don't have glide, download it from the forum)


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 Post subject: Re: bugs
PostPosted: Sat Sep 17, 2011 10:31 am 
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The core download includes the version of glide that's compatible with high res. It's just simply a matter of running glide-init and tweaking settings to make sure that the FPS are as good as can be and making sure no unsurported extensions are trying to be activated (it can lead to either bugs or crashes trying to activate a an unsupported extension for the glide wrapper).


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 Post subject: Re: bugs
PostPosted: Sat Sep 17, 2011 10:37 am 
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well it works in window mode, but not in full mode? :O


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 Post subject: Re: bugs
PostPosted: Sat Sep 17, 2011 10:42 am 
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It's a quirk of windowed mode that it's less likely to crash than full screen mode (as well as having the possibility of different graphical bugs). The fact it's behaving like that means for whatever reason the graphics drivers are not fully stable with the high res. While my glide video mode is fully stable with both norm and high res for some reason directdraw2D video mode is not stable in full screen mode on high res mode for my laptop.


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 Post subject: Re: bugs
PostPosted: Sat Sep 17, 2011 4:14 pm 
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Image


Image

bug?


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 Post subject: Re: bugs
PostPosted: Sat Sep 17, 2011 4:20 pm 
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just the way the game draws the parralax. It didn't have to go further then that as you couldnt see further than that on 800*600.

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 Post subject: Re: bugs
PostPosted: Mon Sep 19, 2011 8:41 am 

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Smite has a synergy listed from Defiance +15% dmg per level.
But when putting points in defiance, the Dmg-bonus of smite doesnt change.

Lvl20 smite has +410% dmg. With lvl20 defiance it should be 710%, but it is still displayed it would be only +410%

Is there no synergy, or is it just not displayed but applied or what's wrong with it?


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 Post subject: Re: bugs
PostPosted: Mon Sep 19, 2011 9:13 am 
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Smite's skill damage description function is very hardcoded. It was coded to never accept the existance of damage synergy possibilities like how defiance was coded into it. If it wasn't for the fact that any other skill description function would display a 0-1 damage on the character screen for smite I'd use an other skill description function so that it can display in the skill description damage listing properly.

It's really there, but the skill description is just too hardcoded to accept its existance.


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 Post subject: Re: bugs
PostPosted: Mon Sep 19, 2011 10:31 am 

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cant you then make the synergy apply to holy shield? it already gives bonus damage to smite so...

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 Post subject: Re: bugs
PostPosted: Mon Sep 19, 2011 2:59 pm 
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While it would indeed be bugless here's the thing... That would be a synergy to a base damage boost. That base damage boost's getting multiplied by smite's damage bonus as well as str/dex bonus for shields. Just simply transfering the bonus over to holy shield's bonus base damage as is would end up being quite a buff to smite damage.

I've already been hearing remarks about smiters being almost out of control good... I'd be more inclined honestly to just simply delete the synergy.


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 Post subject: Re: bugs
PostPosted: Mon Sep 19, 2011 6:13 pm 

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1 ) Okay. So playing as a summon necro, it doesn't actually tell me when I get my next increase in number (IE - 1 skeleton to 2) until I've already put the point in. Also, somehow I have 2 skeletal mages, while the skill tree says I should only have one. Has been like this since my first point into it. Also, +Skills don't seem to increase the numbers whatsoever. Image

2 ) The char sheet has a bunch of empty boxes. Did I install it wrong, or what?
Image
Thanks a bunch!


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 Post subject: Re: bugs
PostPosted: Mon Sep 19, 2011 6:39 pm 
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The number of skeletons is based on hard points (but is listed in the soft level progression of the skill description). The next level description part presumes you are getting +1 skills from gear... not actually spending a hard point in it. The skele mages being more summoned than listed is just simply the skill description mishap that slipped through the cracks and wasn't noted at the right time (I was fixing other skill descriptions and forgot about it).

Did you apply the core download and run d2modsetup to install the plug ins Kapi? The only reason all the added stat displays on my stat screen could not be showing is if the d2newstats plug in wasn't activating.


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 Post subject: Re: bugs
PostPosted: Mon Sep 19, 2011 6:49 pm 
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Not sure if it's a my internet problem or what. I get random lag spikes in game like chat freezes (whispers still work) and I can move my character and all Geddon isn't going off. When it un-freezes everything pops up in chat and geddon all drops at once. May be my internet but I don't really have problems with anything else.

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 Post subject: Re: bugs
PostPosted: Mon Sep 19, 2011 6:50 pm 
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If you whispers are going through fine then your internet connection is fine since the gateway is delivering and recieving your whispers fine. What's really going on is that the server you are playing on is lagging hardcore.


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 Post subject: Re: bugs
PostPosted: Mon Sep 19, 2011 7:08 pm 

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Exceptional belt strength values are still messed up. War Belt and Battle Belt need to be switched I think.


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 Post subject: Re: bugs
PostPosted: Mon Sep 19, 2011 7:40 pm 
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Baerk wrote:
If you whispers are going through fine then your internet connection is fine since the gateway is delivering and recieving your whispers fine. What's really going on is that the server you are playing on is lagging hardcore.



It's only me and every server... maybe I'm doing something wrong <_<

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 Post subject: Re: bugs
PostPosted: Mon Sep 19, 2011 8:07 pm 
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Actually when I was playing immediately after the reset I was suffering the sudden random massive spikes as well. Players often have no consideration what stress they may be putting on the server with certain skills. In reality whenever a party hits the sprite limit and makes stuff start disappearing off the screen yet keep pressing on the attack they are lagging the server (thus giving everyone else who happens to be on the server a lag spike). It could happen to any server if inconsiderate players with laggy builds happen to be playing on it.


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 Post subject: Re: bugs
PostPosted: Mon Sep 19, 2011 8:57 pm 

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Thanks Baerk, I apparently downloaded the normal res, but not the core haha. Leave it to me to mess up something simple.


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 Post subject: Re: bugs
PostPosted: Thu Sep 22, 2011 2:30 pm 
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Shards are taking up 3 spaces instead of 2.

Image

Notice the 3 green squares :D

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 Post subject: Re: bugs
PostPosted: Thu Sep 22, 2011 2:37 pm 
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ouch, thats ugly. maybe should make a new inv graphic for those

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 Post subject: Re: bugs
PostPosted: Thu Sep 22, 2011 2:57 pm 

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LockDown wrote:
Shards are taking up 3 spaces instead of 2.

Image

Notice the 3 green squares :D


My Diablo shard is only taking up 2 squares.


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 Post subject: Re: bugs
PostPosted: Thu Sep 22, 2011 3:47 pm 

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Our group just did Andy and got 2 shards (one is pictured in lockdown inv). In three of our inventories it only takes up 2 spaces, his was the only one in the group that had the shard take up 3.

Just a heads up on it.


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 Post subject: Re: bugs
PostPosted: Thu Sep 22, 2011 5:27 pm 
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I'd say odds are lockdown has a lingering data folder from the beta. The shards have been shifted to spawn on a new base item, the base item that used to be used for the soulmancer charm. In the beta the soulmancer charm was obviously 1x3. Now that base item is 1x2 and the soulmancer charm now spawns on the same base item as gheed's charm.


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 Post subject: Re: bugs
PostPosted: Fri Sep 23, 2011 12:30 am 
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I don't use the data files never have. I fixed it though.

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 Post subject: Re: bugs
PostPosted: Fri Sep 23, 2011 11:30 am 

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Not a real bug, but an inconsistency...
Bows with the attibute "shooting freezing arrows" dont use arrows at all.
Bows with the attribute "shooting explosive arrows" use arrows.


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 Post subject: Re: bugs
PostPosted: Fri Sep 23, 2011 1:18 pm 
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Probably a hangover from the fact that the mod fires freezing arrows actually used to be fires magic arrows.


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 Post subject: Re: bugs
PostPosted: Sun Sep 25, 2011 10:26 pm 

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Very minor problem in a fantastic mod. Whenever I load up HU my music has been turned right down and I have to go through the options setup to turn it up again. Shouldn't this option be remembered so you only have to set it once? Or is this only happening to me?


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 Post subject: Re: bugs
PostPosted: Mon Sep 26, 2011 9:14 am 
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Sometimes when the gets closed down certain ways it automatically does its own settings to the sound settings. Normally it should remember the music settings, but that business where the game does its own sound setting is probably your problem.


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 Post subject: Re: bugs
PostPosted: Tue Sep 27, 2011 5:26 am 

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I found out that sound settings are remembered when i dont use sandbox to load another d2 windows to mule.
I only get the sound bar down after opening another window with sandbox.


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