Author Topic: OPEN BETA TEST  (Read 18823 times)

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Offline Kirei

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Re: OPEN BETA TEST
« Reply #15 on: 19 March 2019, 02:25:53 »
Found a minor visual issue in multiplayer.

Jotunn has no visible weapon on client's side and drops a club, that cannot be picked up by anybody and is invisible to the host.
The issue is temporarily fixed when Jotunn moves out of sight (is unloaded?) and has his weapon back when reappearing. However, when he dies, the bug repeats itself on any freshly summoned Jotunn.

https://imgur.com/a/iBzbqnh

Screenshots taken from client, everything appears normal to hosting player.

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Offline Bumbleguppy

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Re: OPEN BETA TEST
« Reply #16 on: 19 March 2019, 19:43:23 »
This old bug. I really wish this had been fixed by Pieces/Nordic.

I will have to attach the club to the Jotunn's mesh to solve this.

Why did I think this bug was fixed? I should know better.

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Offline Kirei

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Re: OPEN BETA TEST
« Reply #17 on: 21 March 2019, 16:32:52 »
Got some more.

Container-traps in multiplayer are not always visible on the clientside.

For example, one time I could see the shurikens, but they were not visible for me most of the time. I still got damaged though.

Also, with snowball-traps (or whatever they are called) I could see the explosions, but not the projectiles themselves.

Another minor visual - monsters summoned by traps and altars don't play their "raising out of the ground" animation, they just spawn.

All of this is clientside in multiplayer.

Will let you know if I find anything else.

Edit: apparently, it does not affect all traps and does not happen 100% of the time.
« Last Edit: 21 March 2019, 21:56:17 by Kirei »

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Offline nargil66

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Re: OPEN BETA TEST
« Reply #18 on: 23 March 2019, 16:38:14 »
This old bug. I really wish this had been fixed by Pieces/Nordic.

I will have to attach the club to the Jotunn's mesh to solve this.

Why did I think this bug was fixed? I should know better.
Does the bug apply for armors or only for weapons?

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Offline Bumbleguppy

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Re: OPEN BETA TEST
« Reply #19 on: 23 March 2019, 16:51:16 »
Edit: apparently, it does not affect all traps and does not happen 100% of the time.

Yeah, multiplayer bugs like these are just beyond the scope of the mod tools.

I can make a trap, add projectiles and build the mod. That's it. I'm helpless to address anything else.

I guess I could hit the side of my computer with a broom and yell "Come on, Emma!" BAM BAM.

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Offline Kirei

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Re: OPEN BETA TEST
« Reply #20 on: 23 March 2019, 17:42:01 »
Eh, I'm just enjoying the mod (immensely!) and reporting anything I find. Just wanna help with what I can.

Got another one, though.

One of the monsters (mini earth golems) summoned by the trio of obelisks in some Egyptian Tomb is missing a name.

https://imgur.com/a/YoiiGpl

There was also an item with an empty pet bonus, but I'll have to find it in my stash.

Also, a question. I've played earlier versions of the mod and I remember it having equipment crafting. Is this feature still here or am I mixing it up with Soulvizier?
If it is from this mod, where can the recipes be found? I remember hunting for some chest armour that dropped from embalmed casters in Act II.

Spoiler for Hiden:
I know you're not looking for design feedback, but I really like your changes to Greece, especially the pirate quest.

Also, a request/suggestion: I remember Masteries mod had summons change their appearance depending on the skill level. Like, a clockwork golem, that was half your height at level one, and ended up a huge hulking death machine at max level. Or wolves changing their fur color with levels. Thought it might be a neat feature for a summon-based mod. Just a suggestion though, I'm sure you've got enough to deal with already.

Edit: Huh, it seems that pets actually DO change skins at very high skill levels. My applause, you've thought of everything.
« Last Edit: 24 March 2019, 08:54:24 by Kirei »

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Offline sauruz

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Re: OPEN BETA TEST
« Reply #21 on: 23 March 2019, 21:31:31 »
Also, a question. I've played earlier versions of the mod and I remember it having equipment crafting. Is this feature still here or am I mixing it up with Soulvizier?
If it is from this mod, where can the recipes be found? I remember hunting for some chest armour that dropped from embalmed casters in Act II.

The formulaes you can get then only in Chang'an, in act3


edited: ups many typos in one sentence
« Last Edit: 23 March 2019, 21:45:12 by sauruz »
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline Kirei

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Re: OPEN BETA TEST
« Reply #22 on: 27 March 2019, 18:52:40 »
Found some more bugs.

Wrong name on a crocodile hero and an incorrect set bonus on craftable armor.

https://imgur.com/a/fb2vIwG

Edit: Also, nothing happens when attempting to craft Champion Hearts. I just get the recipe and it's ingredients back.

Edit 2: Dreamblossom summon from Ritualist's Robe does nothing and has no animations (T-Pose). It just kind of stands there once summoned.
« Last Edit: 27 March 2019, 19:23:33 by Kirei »

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Offline sauruz

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Re: OPEN BETA TEST
« Reply #23 on: 27 March 2019, 20:18:51 »

Edit: Also, nothing happens when attempting to craft Champion Hearts. I just get the recipe and it's ingredients back.


I think the reason its the incorrect set name/ingredients are not correctly linked, its called berseker ordinance but the ingredients is from assasin set
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline Bumbleguppy

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Re: OPEN BETA TEST
« Reply #24 on: 27 March 2019, 21:09:17 »
For some mysterious reason, all the champion heart fragment recipe for normal difficulty pointed to the wrong directory for the result of the crafting. Epic and Legendary recipes are fine. Ah well, fixed now.

TheOrdinanace torso armor for Berserker had the assassin set in the database file, updated.

The Ritualist ordnance summon had a bad controller, fixed.

EDIT: Latest build now linked in the first post
« Last Edit: 27 March 2019, 21:18:28 by Bumbleguppy »

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Offline Kirei

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Re: OPEN BETA TEST
« Reply #25 on: 27 March 2019, 21:31:27 »
Wow, that was insanely fast!

Should I expect problems if I use my old saves with this version?

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Offline Bumbleguppy

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Re: OPEN BETA TEST
« Reply #26 on: 27 March 2019, 21:33:39 »
Wow, that was insanely fast!
At this point I am very familiar with most of the mods content as far as bugs. THere are some fuzzy areas, especially the areas where there are 7 or 8 hundred files for a system like ordinance for example.

It's like having blind spots, I can see most everything but some things are fuzzy. But I know where they are, they are in my blind spots :)

Should I expect problems if I use my old saves with this version?

Nope, no problems
« Last Edit: 27 March 2019, 21:38:38 by Bumbleguppy »

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Offline Kirei

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Re: OPEN BETA TEST
« Reply #27 on: 27 March 2019, 21:38:25 »
Great, thanks a lot!

Back to enjoying the mod it is. Will report if I find anything else.

I also found an item with +1 to Invalid Skill Profile in the previous version.
https://imgur.com/a/jvNub40

Edit: Dreamblossom still appears to be broken. T-posed and shoots no projectiles at enemies or whatever it is supposed to do.
Screenshot from the latest version: https://imgur.com/a/9TEQkLP
« Last Edit: 28 March 2019, 11:27:37 by Kirei »

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Offline Kirei

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Re: OPEN BETA TEST
« Reply #28 on: 22 April 2019, 16:36:47 »
Creating a new post for visibility, sorry if it is against the rules.

I've made it to Act V and stumbled across an invisible barrier that does not let me or my pets pass.

https://imgur.com/a/bKb0RGC


On the screenshot it is located around the upper border of the undiscovered area. Can't go around it.

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Offline Bumbleguppy

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Re: OPEN BETA TEST
« Reply #29 on: 23 April 2019, 00:28:15 »
Yeah, this breaks the game.

I have updated the OP link to MEGA with the fixed map version.



I fooled around trying to get the map edges to knit in the editor for awhile and was unsuccessful, it got so bad I was trying to use the "smooth" tool to get it to knit and it was just a huge mess.

So I copied and pasted the two levels that meet at this edge from the initial map extraction files I keep as a backup.

Since there is only "force save all" and there is no "force save selected" I just added the healer to the town and nudged one proxy in the other map section that way the editor at least let me save the imported original levels.

Tested it in game and it seems to be okay now.

TBH, I have completely forgotten what I did to these two map sections that I had to redraw all the non-passable areas and rebuild them in the first place. All I think I need is the healer.

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