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CubeBox
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Post subject: Rideable creatures are disappearing Posted: Fri Jul 14, 2006 12:23 am |
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Joined: Thu Jul 13, 2006 10:44 pm Posts: 4
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Theres something very fishy going on.
Example: Player1 rides with a giant beetle and then logs out. After hours, when he logs back, the giant beetle is gone. This doesn't happen with normal horses, only with these "rare" creatures.
Also, when the server crashes and goes up again happens something weird. All the custom creatures have warped way back in history, though everything else continues from the last worldsave.
Stable master also bugs... Player put a drake in stable yesterday. Now the stablemaster tells that the creature cannot be found, because it has been too long in stable.
Known bug? Is there a fix for this?
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CWO
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Post subject: Posted: Sat Jul 22, 2006 8:38 pm |
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Joined: Sat Feb 04, 2006 5:49 pm Posts: 745 Location: Chicago, IL USA
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For the stablemaster, you'll have to find out in your script what makes it say that and go through the stable code to see why that condition was met.
As for people's mounts disappearing, I'm still trying to figure that one out myself. Sometimes they end up as ship pieces too.
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OldnGrey
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Post subject: Posted: Sat Jul 22, 2006 9:56 pm |
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Joined: Sat Feb 04, 2006 6:26 pm Posts: 539
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Yeah, I get the mount showing up in the backpack as a non-displayable ship part. It happens once in a blue moon or even less, but never been able to see why. Bugs that you can't reproduce on demand are always the hardest.
It wouldn't surprise me if it happened at the same time as a .dmp file being generated - ie critical scripts dont finish.
However, that doesn't sound like CubeBox's problem. If horses are okay then there was something in the scripts that didn't get changed when AoS/LBR rideable stuff was added to the scripts.
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MuadDib
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Post subject: Posted: Sat Jul 22, 2006 10:15 pm |
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| POL Developer |
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Joined: Sun Feb 12, 2006 9:50 pm Posts: 834 Location: Indiana, USA
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This is a script problem, not core.
Now, I do know this, from Icronticshard, however. It's a problem with the Mount section in the tamed.src. I say this because, while they are in the "horse barn", they go untamed, and another problem is, if they are an aggressive creature, they kill other mounts and so on, in the horse barn. I've seen it happen many times on several shards.
So the issue is handling in tamed.src, especially for mount section, and handling while mounted. Also for handling when the rider logs out (also make sure it checks to see if they even logged in, for server loads and such!!!).
_________________ POL Developer - The Penguin Scripter
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CWO
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Post subject: Posted: Sat Jul 22, 2006 10:16 pm |
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Joined: Sat Feb 04, 2006 5:49 pm Posts: 745 Location: Chicago, IL USA
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well I get a lot of problems with mounts disappearing even non-LBR/AOS. They worked fine in 095 but as soon as we started using 096, that problem appeared.
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MuadDib
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Post subject: Posted: Sat Jul 22, 2006 10:50 pm |
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| POL Developer |
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Joined: Sun Feb 12, 2006 9:50 pm Posts: 834 Location: Indiana, USA
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Hrm.
Interesting.
My question is, how are YOU handling them CWO? I know folko and I had discussed in the past, about destroying pets when mounted, and just storing their info on them. I had done that on Lost Souls and it worked very nice (even used a controlscript to continue the "happiness" rating crap). But dunno if folko added it to Crystalgate.
_________________ POL Developer - The Penguin Scripter
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Yukiko
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Post subject: Posted: Sun Jul 23, 2006 11:46 am |
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Joined: Thu Feb 02, 2006 1:41 pm Posts: 1120 Location: Southern Central USA
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The way Drocket handled mounts in World of Dreams is he created an invisible item in the backpack of the player when the player mounted a creature. On this item he placed CProps with all the vital info for the creature. I suppose the CProps could just as easily be placed on the player. I like that method because it avoids the untamed nasty in the horse barn issue. Also I would assume it lowers script overhead because all those mounted beasts don't exist until they are dismounted.
_________________ Sincerely,
Yukiko
I know you think you understand what you thought I said but what you heard is not exactly what I meant.
Titus 2:13
Last edited by Yukiko on Mon Jul 24, 2006 5:37 pm, edited 1 time in total.
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CWO
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Post subject: Posted: Mon Jul 24, 2006 2:00 am |
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Joined: Sat Feb 04, 2006 5:49 pm Posts: 745 Location: Chicago, IL USA
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ya the mount is destroyed when they mount on it and recreated when they dismount. I havent completely looked into it, moreso I've been trying to use a modified version of our stablemaster's stabling code in our logon/logoff scripts but even that isnt working completely as much as I see no problem in the code.
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Lad
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Post subject: Posted: Mon Jul 24, 2006 5:13 am |
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Joined: Sun Feb 05, 2006 3:48 am Posts: 23
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there is a bug in who.connected and maybe you use this member?
sometimes, after restart server, when player is disconnected, it returns 1
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AsYlum
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Post subject: Posted: Mon Jul 24, 2006 5:52 am |
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Joined: Sun Feb 05, 2006 5:24 am Posts: 30
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Lad wrote: there is a bug in who.connected and maybe you use this member?
sometimes, after restart server, when player is disconnected, it returns 1
But this is only on linux core. There's problem with inactivity of characters too.
_________________ <uninitialized object>
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Pierce
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Post subject: Posted: Mon Jul 24, 2006 6:26 am |
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Joined: Thu Feb 02, 2006 8:33 am Posts: 273
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@CWO:
Does your problems only appear, when you dismount a horse by double clicking? If so, the problem is perhaps an item visible or not at your position (e.g. house sign, nodes, ...). Surely that depends on the exakt method you handle mounts.
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CWO
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Post subject: Posted: Mon Jul 24, 2006 7:27 pm |
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Joined: Sat Feb 04, 2006 5:49 pm Posts: 745 Location: Chicago, IL USA
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no mounting/dismounting in game is fine. Its logging off/on when the mounts sometimes disappear. And the other problem with it is that it doesnt always happen.
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