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Good old never-dying bugs, some reported many months ago. Plus a couple of new bugs.

4 respuestas [Último envío]
Mié, 08/22/2012 - 16:16
Imagen de Round-Shinigami
Round-Shinigami

A small list of bugs (some were reported in the past but still live a happy life):
1. Immortal bug - reported over a year ago (if I remember correctly). Several hits "at the same time". How it is supposed to be:
1a) when you get hit, you become invincible for a short amount of time
1b) when you get hit while having 2+ bars of health, and you're supposed to die, you survive with 1 point of health. This really helps as you never know when you're going to die in tier 3 (unless you have perfect armor).
The bug:
when you get hit from several damage sources at the same time, you get damaged several times in a row, effectively ignoring either 1a or 1b rule (or both). You either get hit and damage goes beyond 1 pip of health, ignoring 1a, or you get damaged twice in a row before invincibility period even starts.
My idea of the bug's reason:
damage calculation works in a cycle (cycles all the damage you receive in a moment of time), does not interrupt (break;) when receiving damage to start invincibility period, it keeps executing more and more damage. Fixed by adding "break;", a single line of code. Yup, its that simple (if everything works as I'm guessing and can be done using C++ operator). Basically, you can get hit-hit-hit-hit-hit and only when you stop getting hit, you get invincibility period. In tier 3 this means you just die unexpectedly. Terrible bug when you play solo, hardly an issue in good party.
Examples of this kind of attack:
I) getting hit by multiple enemies at the same time
II) getting hit by trojan charge (yup, it can kill you instantly)

2. Immortal bug or hard-to-understand game mechanics.
Bug: burning oilers can drop non-burning oil.
How it should be: burning oilers don't drop oil, they're burning! Although thats my personal opinion.

3. Immortal bug or game mechanic: zombies have a very long-lasting breath attack.
As far as I can tell, their breath has been limited to 5 seconds long after mission system introduction. How to test: stand behind any sort of barrier, close enough for zombie to breath at you without damaging you. They'll just keep breathing out, as if their lungs have infinite capacity. Just weird. Limit to 2 or 3 seconds to make it seem normal.

4. Bug introduced with new game mechanic with mission system.
When zombie jumps, he does damage when landing next to knight, or hitting them during the fly.
The problem is: they do damage the moment animation starts, not when they land! Reported back on test server as soon as I noticed it, most likely report got lost in all the rage about how zombies can damage players without actually hitting them.
Would be nice if zombies only damaged player at the moment of landing, if player didn't put up shield soon enough (in most cases, they just do damage and afterwards do the jump itself, which is just wrong).

5. New! Doing "damage" to trojan's shield interrupts its attack animation.
How to recreate: hit trojan's shield after trojan hits ground, while he's pulling his sword back. This makes him skip the animation and get into "ready" state immediately. Not much of an issue, though.

6. Immortal bug - reported over a year ago (if I remember correctly). Firestorm citadel (king of ashes mission?), depth 25 (with sprites). Upper left room's monsters get less damage than monsters in other rooms. Although they seem to take same damage before they go down, numbers are different. More confusing than anything, should be simple to fix.

7. New! Visual bug. When pick-up item (hearts) is blinking, its shadow remains solid. But it stays in the same part of the screen, not in the same place on level. If player moves, shadows seem to "run away" from under blinking object. As long as object's visible, shadow stays right under it. When object disappears, shadow starts following player (stays in the same spot of the screen, moves with player). Kind of annoying, could be my graphic card issue.

8. New! Rare lag bug: when I picked up health, my fire status effect (I had VOG at that time) burned my health together with remaining health (typically it burned 0.5-1 point of health, I picked up 1 health, fire immediately burned full 2 bars, which shouldn't happen).
On one hand, I may have picked my health too late, when fire already doomed my knight.
On another hand, health did get picked up, and it did disappear. Basically, heart was eated but effect wasn't given.

Info about my PC:
1680x1050 x max settings
GTX 570 from ASUS - 301.42 video driver version
750W PSU
Core q9550 (old)
4gb ram
Windows Vista 64-bit

The only real issue I'm having is bug number 1: going down to zero health from lots of health in one hit. As long as 1 pip rule works, I can still use a pill. But when my knight falls from full health in what seems to be a single hit, its just sad.

Every bug, except number 8, was re-created many times.

PS: being a programmer myself I just can't stand half-hearted programming. I'm a perfectionist, everything must work correctly or I lose sleep :P

Mié, 08/22/2012 - 21:35
#1
Imagen de Draycos
Draycos

As for the 'last stand' effect not working all the time, I don't know whether that's intended or not, but it may have something to do with enemies with damaging statuses. Fire and Shock deal damage when they proc, so theoretically that damage is sometimes calculated a split second after an initial hit, after the 'last stand' already started. I've died without the 'last stand' ever happening before, so likely it works on a chance-based system (which is awful) and the fire/shock stuff just makes it even worse.

For the burning oilers, I think they're supposed to drop oil then ignite it immediately since they should be on top of it. On the off chance they drop it and the oiler gets shoved away, the oil may not have enough time to trigger the burning effect.

On #8, Fire very rarely does more than normal, occasionally dealing something like 1, 1.5, 1, 1.5. From what I've seen, sometimes damage is calculated in a bigger scale than just halves and wholes: there may be quarters involved as well, or even 'bigger' fractions. Proof of this is inconsistency with whether or not you can revive someone after your 'last stand' procs; in all cases it shows one full pip but you can't always revive someone because it might actually be 3/4 of a pip. On occasion, when I've had this happen, and I grab a single heart and revive a teammate, I go from what seems to be 1.5 to 1.

...In your case, though, it's likely you just grabbed the heart after the server registered you died, but on your screen you grabbed it, so when the server decided to kill you it showed the heart disappearing as if you collected it. Or something. I don't know.

Jue, 08/23/2012 - 06:44
#2
Imagen de The-Dragon-Child
The-Dragon-Child
I will just keep this thread up-to-date :O

Here is a curse glitch I found a few months ago.

The curse glitch.

Jue, 08/23/2012 - 11:22
#3
Imagen de Nordlead
Nordlead
"bug" 2 - let's just say you

"bug" 2 - let's just say you have a bucket of oil. The top of it is burning and you drill a whole in the bottom. Do you expect the oil to be on fire or not? Just saying, that I'm fine with the oilers dropping non-burning oil since the bottom of them can't be on fire (due to lack of oxygen), but I would expect it to be ignited by the sides of the oiler as it moves. So it really should be dropping oil then igniting it pretty fast.

"bug" 3 - well, they are zombies and they don't have lungs. While I personally think it is a bug, I don't agree with your reasoning of why it is a bug. If OOO intended it to work that way then it isn't a bug.

"bug 6" - There is nothing bugged with them outside of the fact that the zombies defenses are buffed. I believe OOO buffed the zombies there so they don't die from the trojans while waiting for you to open the gates.

bug 7 - I've been wondering what those dark spots on my screen were. I never figured it out, but now I'll have to keep my eye out for it. Yea, it is annoying, but at least it isn't game breaking.

Vie, 08/24/2012 - 00:49
#4
Imagen de Round-Shinigami
Round-Shinigami
NordleadAbout bug 6 - every

Nordlead
About bug 6 - every monster receives less damage, including zombies, trojans and cubes (I think). But it seems as if they either have less health, or just have slightly higher defence (as if that is a "danger room").
They still die from same amount of damage (when I play solo), so its not really an issue, but its been there for around a year now...
Zombies die from trojans if you stand behind the transparent gate close enough for trojan to try to hit you with zombie getting in the way.

Draycos
I remember getting killed many times by "stacked" attacks, for example when 2+ zombies hit me from several directions. Or trojan charge (which is a stack of attacks on top of each other). I believe one of the problems is that stacked attacks (those that happen at the "same time" all hit player, without initiating short invincibility period. Two possible fixes: restarting damage calculation after first damage to check weather invincility period should start and to simply ignore the rest of damage when player is damaged (by a non-status-effect damage).
And yes, it seems that status effect kind of damage also ignores 1 pip rule (stun, for one, when you are hit with a stunning attack, it often kills player without 1-pip rule).

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