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#1302 - 02/21/08 10:45 PM
Flying without wings
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carmy
member
Registered: 10/14/07
Posts: 164
Loc: South Korea
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I'm pretty sure you can still do this, but if it's been fixed, just ignore me
If you step on a trans rune that drops you in the sky, you are able to 'move' back down to the ground, just by typing down, and take no damage. So essentially, let's say someone made a cano rune OVER the volcano, you take the initial cano damage, but you can move east a couple times, and down to land on the ground and take no damage from the fall.
Unless you have wings, or magical flying abilities, you should not be able to move in the sky, you should simply freefall and take damage appropriately.
I also don't really enjoy the idea of taking damage everytime you fall 'down' one room, seems silly to take damage for falling in the actual sky, maybe total up the damage, and take it once you've hit the ground. Could give some people time to cast a flying spell, and not hit the ground.
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#1303 - 02/22/08 08:51 AM
Re: Warding rune
[Re: Kim]
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Cerberus
addict
Registered: 11/28/07
Posts: 608
Loc: Arlee, MT, USA
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Warding rune doesn't change owner in castles, like all other runes do, including healing rune. I think it's because Warding rune was added from test after the runes had been changed on live, so, it was done before the change, and never fixed. Easy fix: Rune is inheriting the wrong rune file. Fixed.
Also, Warding runes don't last long in non-save rooms. They usually get cleaned in a couple of minutes... Since it's biggest use is in hunting people (tracking movement), that makes it almost useless. it should at least always last the 12 minutes it's supposed to. THough, it really needs longer duration to be really useful... 24 minutes would make it actually worth it... But it getting cleaned a minute after you cast it makes it... So worthless I imagine this is because we don't like keeping rooms loaded if nothing's happening in them other than memory usage. I'll talk to Mactorg and see if making warding runes dodge clean mems is an option.
I've never liked how warding runes operate, which is to say, they only inform people online of enter/exits. Going to look into making them use logs to tell owners the goings on of a room, unless that seems spammy/unneeded/boring/etc.
Opinions welcome.
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#1318 - 02/26/08 09:08 PM
Re: Death Knights
[Re: Kim]
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Cerberus
addict
Registered: 11/28/07
Posts: 608
Loc: Arlee, MT, USA
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I like Death Knights.
I don't like heart beats.
Seriously though, I tracked down the problem today. I have a stop-gap measure that will solve all the heartbeat issues with them, but I don't have the real fix yet. So, what I've elected to do is leave them as is (yes, everyone knows they're broken. Yes, it's been many, many years they have been broken. No, another few weeks won't make any big difference) in order to figure out the right full fix and track down whether or not I'll have to hand-edit those that have already been made in order for it to stick.
In short, they'll be fixed as soon as I have the time to learn our save system.
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#1331 - 02/29/08 08:35 AM
Re: Death Knights
[Re: Charon]
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Cerberus
addict
Registered: 11/28/07
Posts: 608
Loc: Arlee, MT, USA
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I've determined that it'll take someone more adept at the save system than me to unravel how to fix it, so I'm going to spend this afternoon coming up with a patch.
I'm thinking I'll be able to add a line in query_armour_ob(limb) to exclude and remove 0's from the return array. If that works, Death Knights should all be fixed after a reboot, and any future equipment-using pets should be safe from errant heartbeat problems.
I'll keep you posted.
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#1337 - 02/29/08 03:19 PM
Re: Death Knights
[Re: Charon]
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Cerberus
addict
Registered: 11/28/07
Posts: 608
Loc: Arlee, MT, USA
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It's more likely that since clones are temporary, they aren't bugging out during a save...
Still trying to work around the 0's issue. Likely to be fixed tonight if there's even so much as a player on to chat with and jog my memory about it. Right now I've been busying myself with an area recode, so I haven't spent much time on it.
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#1338 - 03/01/08 02:43 PM
Re: Death Knights
[Re: Cerberus]
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Cerberus
addict
Registered: 11/28/07
Posts: 608
Loc: Arlee, MT, USA
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As of the next reboot, this issue is resolved. This opens up the possibility of more pets using equipment, so if anyone has any ideas, please post them.
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