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 Post subject: KA status and bugs
PostPosted: Thu Nov 15, 2007 10:36 am 
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Tested internal build 11112007 and found lots of bugs.

First of all, the host error (presumably called in code using Error method), happened once.
Was something like that:
Code:
Host_Error: unknow bot anticipation skill level: 80

(Game returned to main menu, so no stack trace)

Then, several crashes througout the game:


Code:
- (svprogs.PlayerPawn.IsDeathInflictor)
- RunFunction
- (svprogs.PlayerPawn.IsDeathInflictor 18)
- RunFunction
- (svprogs.Actor.Died 34)
- RunFunction
- (svprogs.Actor.PoisonDamage 210)
- RunFunction
- (svprogs.PoisonCloud.DoSpecialDamage 53)
- RunFunction
- (linespec.EntityEx.Damage 235)
- RunFunction
- (linespec.EntityEx.RadiusAttack 131)
- RunFunction
- (linespec.ScriptedEntity.A_Explode 35)
- RunFunction
- (svprogs.PoisonCloud.A_PoisonBagDamage 1)
- VObject::ExecuteFunction
- (svprogs.PoisonCloud.A_PoisonBagDamage)
- VEntity::SetState
- VEntity::AdvanceState
- RunFunction
- (engine.Entity.AdvanceState 0)
- RunFunction
- (linespec.EntityEx.Tick 50)
- VObject::ExecuteFunction
- (linespec.EntityEx.Tick)
- VThinker::Tick
- RunThinkers
- P_Ticker
- SV_Ticker
- ServerFrame
- Host_Frame

ERROR: Reference not set to an instance of an object


Similar to above:
Code:
- (svprogs.PlayerPawn.IsDeathInflictor)
- RunFunction
- (svprogs.PlayerPawn.IsDeathInflictor 18)
- RunFunction
- (svprogs.Actor.Died 34)
- RunFunction
- (svprogs.Actor.PoisonDamage 210)
- RunFunction
- (svprogs.Player.PlayerTick 956)
- VObject::ExecuteFunction
- (svprogs.Player.PlayerTick)
- SV_RunClients
- SV_Ticker
- ServerFrame
- Host_Frame

ERROR: Reference not set to an instance of an object


Happened after player death nd respawn:
Code:
- (svprogs.KArenaWeapon.GetManaUse)
- RunFunction
- (svprogs.KArenaWeapon.GetManaUse 25)
- RunFunction
- (svprogs.KArenaWeapon.CheckAmmo 35)
- RunFunction
- (svprogs.Player.AddDefaultInventory 198)
- RunFunction
- (svprogs.Player.SpawnPlayer 703)
- RunFunction
- (svprogs.Player.DeathMatchSpawnPlayer 42)
- RunFunction
- (svprogs.Player.NetGameReborn 67)
- VObject::ExecuteFunction
- (svprogs.Player.NetGameReborn)
- SV_RunClients
- SV_Ticker
- ServerFrame
- Host_Frame

ERROR: Division by 0



Happens each time Cleric shoots Wraithverge and a ghost attacks an enemy:
Code:
- (svprogs.HolyFX.Touch)
- RunFunction
- (svprogs.HolyFX.Touch 9)
- VObject::ExecuteFunction
- (svprogs.HolyFX.Touch)
- VEntity::CheckRelPosition
- VEntity::TryMove
- RunFunction
- (engine.Entity.TryMoveEx 0)
- RunFunction
- (linespec.EntityEx.XYMovement 424)
- RunFunction
- (linespec.EntityEx.Physics 244)
- RunFunction
- (linespec.EntityEx.Tick 31)
- VObject::ExecuteFunction
- (linespec.EntityEx.Tick)
- VThinker::Tick
- RunThinkers
- P_Ticker
- SV_Ticker
- ServerFrame
- Host_Frame

ERROR: Reference not set to an instance of an object


Happens when Heresiarch class shoots with Unholy Hand weapon:
Code:
- (svprogs.InfernalHandFX.RoughCheckThing)
- RunFunction
- (svprogs.InfernalHandFX.RoughCheckThing 9)
- VObject::ExecuteFunction
- (svprogs.InfernalHandFX.RoughCheckThing)
- VEntity::RoughBlockCheck
- VEntity::RoughMonsterSearch
- RunFunction
- (engine.Entity.RoughMonsterSearch 0)
- RunFunction
- (svprogs.WeaponHeresiarchHand.A_HHandAttack 56)
- VObject::ExecuteFunction
- (svprogs.WeaponHeresiarchHand.A_HHandAttack)
- VBasePlayer::SetViewState
- RunFunction
- (engine.BasePlayer.AdvanceViewStates 0)
- RunFunction
- (linespec.PlayerEx.MovePsprites 2)
- RunFunction
- (svprogs.Player.MovePsprites 86)
- RunFunction
- (svprogs.Player.PlayerTick 854)
- VObject::ExecuteFunction
- (svprogs.Player.PlayerTick)
- SV_RunClients
- SV_Ticker
- ServerFrame
- Host_Frame

ERROR: Reference not set to an instance of an object



Then, there are some logical bugs here and there.
First of all, I want to mention again a kind of weird weapon disbalance. I do not know, either weapons are too powerful, or players are too weak.
1st class weapons are more or less natural, but following are too much powerful IMHO. For example:

- Fighter kills anyone with his Ripper (4th weapon) by 2-4 shots
- 2nd cleric kills 1st-2nd level players by 1-2 Morning Star (3rd weapon) hits.
- Hero killed Heresiarch with > 750 health by 2 short sword hits. (This one seems to be something more than an ordinar disbalance.)

There's something weird with Armor too. It is spent more or less naturally if there are more than 100 armor points (e.g. player took Dragonskin Bracers), but more common 20-25 points (mesh armor, falcon shield) vanish in 1-2 hits. I cannot remember same behavior earlier.

There's a logical bug with Heresiarch class. It seems that when player is morphed, all his old weaponry stays with him and substitutes Heresiarch weapons.

There's a bug with announcements during team game. If both teams are at 0 score and one of them got a point, announcer first say that team X leads, then, that other team LOST THE LEAD (which it didn't have at all).

Many obligatory Hexen sprites are missing in the package. So are Heresiarch sprites, and some monster sprites, Afrit's, Centaur's, maybe some other.

CTF is still practically unplayable. CTF maps do not have any items on them, Flags are still of one (default) colour.

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- Perfect. I shall report to Magistre Stalin immediately.


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 Post subject: Re: KA status and bugs
PostPosted: Thu Nov 15, 2007 10:57 am 
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Crimson Wizard wrote:
First of all, the host error (presumably called in code using Error method), happened once.
Was something like that:
Code:
Host_Error: unknow bot anticipation skill level: 80

(Game returned to main menu, so no stack trace)

Yes, I've seen this myself too, I've added some debug messages to the bot's code to determine what the hell happens here, heh! :)
Crimson Wizard wrote:
Then, several crashes througout the game...

Noted and added to my todo list now ;).
Crimson Wizard wrote:
First of all, I want to mention again a kind of weird weapon disbalance. I do not know, either weapons are too powerful, or players are too weak.
1st class weapons are more or less natural, but following are too much powerful IMHO.

I'll rework this stuff after all the bugs are scrapped, for now it works fine and balancing weapons is a real mess, believe me, it was a mess when we did it the first time. :roll:
Crimson Wizard wrote:
There's something weird with Armor too. It is spent more or less naturally if there are more than 100 armor points (e.g. player took Dragonskin Bracers), but more common 20-25 points (mesh armor, falcon shield) vanish in 1-2 hits. I cannot remember same behavior earlier.

Well, Janis changed some parts of this code, because armor didn't worked as needed two versions ago, this should be related to the unbalanced weapons, also note that as the players level up, so this is something to test and work on too.
Crimson Wizard wrote:
There's a logical bug with Heresiarch class. It seems that when player is morphed, all his old weaponry stays with him and substitutes Heresiarch weapons.

We need to check the logic behind player morphing in original Hexen progs, I'm sure there's something missing in our version of code, from the inventory additions.
Crimson Wizard wrote:
There's a bug with announcements during team game. If both teams are at 0 score and one of them got a point, announcer first say that team X leads, then, that other team LOST THE LEAD (which it didn't have at all).

Never noticed this, I'll test it out ASAP.
Crimson Wizard wrote:
Many obligatory Hexen sprites are missing in the package. So are Heresiarch sprites, and some monster sprites, Afrit's, Centaur's, maybe some other.

This is a real mess, I have to find a better way to work with PK3 files, it's just too messy to rebuild everything up when adding new sprites :?, I'll fix this for the final version, I promise to manually check for each entry nedded on the game :).
Crimson Wizard wrote:
CTF is still practically unplayable. CTF maps do not have any items on them, Flags are still of one (default) colour.

Because I don't have enough time to work on everything at the same time, things will be easier during the december holidays, but right now, yo'll have to bear with my development speed and free time :).

Things are progressing slowly with KA, we have fixed a number of serious things, and it's normal that as development advances, new bugs are introduced and should be scrapped, so no worries with this, the only serious bug IMO is the one from the bots skill.

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Last edited by Firebrand on Thu Nov 15, 2007 6:28 pm, edited 1 time in total.

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 Post subject:
PostPosted: Thu Nov 15, 2007 3:05 pm 
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Weapon balance means that weapons are balanced against each other. If all the problem seems to be that weapons are generally too powerful, we can simply double or triple all hit point values.


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 Post subject:
PostPosted: Fri Nov 16, 2007 2:25 am 
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Since this looks like quite a mess, I am finishing working on RPG today and join Firebrand in fixing KA.

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- Our necromancers' team have already prepared everything for the Rebirth Ritual. Soon Holy Lenin will be back with us!
- Perfect. I shall report to Magistre Stalin immediately.


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 Post subject:
PostPosted: Sat Nov 17, 2007 5:17 am 
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Fixed bugs with poison clouds (hopefully) and Wraithverge.

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- Perfect. I shall report to Magistre Stalin immediately.


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 Post subject:
PostPosted: Sat Nov 17, 2007 11:51 am 
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I've already commited fixes for the Heresiarch weapons, the logic with heresiarch morph, and other things, please update your local repository, I'll get to work on fixing the problems with the bots and the division by 0 in getmanause, which is the most strange of the bugs :).

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 Post subject:
PostPosted: Tue Nov 20, 2007 4:06 am 
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I am working on Obituaries (aka death messages), rewriting a system, since there were some logical bugs.
And also, there's something weird with Scoreboard again. :(

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- Our necromancers' team have already prepared everything for the Rebirth Ritual. Soon Holy Lenin will be back with us!
- Perfect. I shall report to Magistre Stalin immediately.


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 Post subject:
PostPosted: Tue Nov 20, 2007 4:33 am 
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Something weird? What could be the problem?

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 Post subject:
PostPosted: Tue Nov 20, 2007 7:46 am 
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Hard to say, but there are players missing after death and re-appear only after some time. Plus, sometimes game hangs-up when displaying scoreboard (it happens 100% when there's Heresiarch player in game).

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- Perfect. I shall report to Magistre Stalin immediately.


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 Post subject:
PostPosted: Tue Nov 20, 2007 9:23 am 
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I think I fixed that, could you please update your SVN and try again?

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 Post subject:
PostPosted: Thu Nov 22, 2007 5:24 am 
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OK, I've resolved other bugs and small things, I'm now ready to begin bot's CTF AI for good, I needed to tweak other things and fix bugs in the weapons to properly test the new things added for bots, with all that out, I now can finish adding other ticks for bots like anger and frustration, which should make bots choose different options for attack and aiming :), KA is about to be finished :!: :!: :!: :D

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 Post subject:
PostPosted: Thu Nov 22, 2007 5:28 am 
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Happy to hear that.

Firebrand wrote:
I now can finish adding other ticks for bots like anger and frustration

Maybe make them make some noises? Like "arghhh!!" ;)

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- Perfect. I shall report to Magistre Stalin immediately.


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 Post subject:
PostPosted: Thu Nov 22, 2007 7:02 am 
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Or bots could post chat messages.


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PostPosted: Thu Nov 22, 2007 8:14 am 
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RambOrc wrote:
Or bots could post chat messages.

That's the idea :), that's why those counters are needed, but it's very easy to implement them, the most complex stuff is the CTF AI, but that's the top priority for me now :D .

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 Post subject:
PostPosted: Thu Nov 22, 2007 11:11 am 
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What about Football?

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- Perfect. I shall report to Magistre Stalin immediately.


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