jtr7 on 15/1/2009 at 20:43
Oh man, Tos, that's terrible!:laff:
Whew! Disgust indeed. Thanks for your awesome dedication!:D
BioGenx2b on 17/1/2009 at 20:50
I suppose my comment on the ease of setup comes from me using the Vista kernel (on Windows 7 now).
Basically, every time I update to a new build, I have to run a virtual machine with XPSP2 to apply DDFix and the Widescreen patch properly, which is of course NOT something you're responsible for fixing. There is something that you might be able to identify though. I could apply DDFix manually to the executable and that works fine, but then when I apply the Widescreen patch I get corrupted graphics and (in Running Interference, for example) the game crashes if I turn the camera in any direction.
I'm guessing it's due the the large changes in code? I don't really understand since I repeated the manual steps with the "vanilla" executable and had no problems, same with Thief Gold, but now I'm required to run the GUI version or it fails terribly.
In short, for Vista (kernel) users, the method required to properly patch your MP executables for DDFix and then Widescreen requires about 6-7 minutes worth of work for a 30second job. It really only applies to users on that platform, but I assume that it'll only get worse and perhaps there's something that either you or I am missing?
Also, can you give me a brief explanation as to why picking up Arrows/etc is broken? Many thanks. :)
Tos on 17/1/2009 at 21:31
Quote Posted by BioGenx2b
Basically, every time I update to a new build...
Hmm, not sure what to tell you about the ddfix and widescreen patch issues since I'm on XP. There's an easy solution though: there's actually no need to replace the executable when you upgrade to a new build. The .exe was only modified to load ThiefMP.dll at startup, which is what's responsible for all of the real changes. The .exe file in the archive is actually the same one that's been distributed since the first release, so if you already have it there's no need to extract it again.
I'll be switching over to an installer for the next release (though I'll still give people the option of downloading a .zip), and I'll see if I can have it run a CRC check on the executable to determine whether it's already patched or not and avoid replacing it if so. Thanks for letting me know about this.
As for the arrows, I posted an explanation of this a while back (
http://www.ttlg.com/forums/showthread.php?p=1794482#post1794482) here, a few paragraphs down. The next build will fix the pick up problems for every type of item other than projectiles, but I'm not sure how I'm going to fix those just yet. Not being able to pick them up is definitely an annoyance and coming up with a fix is pretty high up on my to-do list, so I hope to have it solved eventually.
sNeaksieGarrett on 18/1/2009 at 22:40
Ah, the infamous post-respawn bug. I've had that happen to me as well. Rather strange isn't it? Not sure why it happens though, (
http://www.ttlg.com/forums/showthread.php?p=1796181#post1796181) but it was mentioned once before.
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Quote Posted by Tos
While I'm on the subject, I have a request for anyone who knows more about DromEd than I do: is it possible to create a trigger of some sort that will apply the Knockout stimulus to an AI and actually knock them out?
Right now, when clients hit an AI object with a blackjack the host determines whether the AI is currently aware of the player or not, and then applies a BashStim with an intensity of 9999 to it if they're not (thereby killing it, which is why they appear to die). ...
Hmm, I was going over an old post of yours, and was wondering if you had done just what you asked from there, as I know that player blackjacking works correctly in the latest build now.
Quote Posted by Tos
It's been my experience that health potions always work, but some of the throwable inventory items (mines, flash bombs) will occasionally either not work at all for some players, or will appear to have infinite uses (the number remaining won't go down in that player's inventory, but it will actually disappear from your inventory anyways when you're out of them).
Could you add this little bit to the readme? I know you mention that items "won't work properly" in the readme, but that's rather vague. For the benefit of those that don't feel like reading through all these posts, it would be nice to mention the "appearance of infinite uses" bug. ;)
Tos on 19/1/2009 at 19:29
Quote Posted by Child Of Karras
Somthing I recently experienced at Gervasius' after I died. This was even stuck in the saves...
Hmm, I don't know why this keeps happening. It seems to be extremely rare (at least for me), so I haven't had much luck tracking it down. I don't suppose you were doing anything unusual at the time it happened or have any idea how to reproduce it?
I did find a minor problem in the respawn code that
could have been causing this, but it's hard to say whether I've fixed it or not since I don't know how to get it to happen. If the problem persists into the next release, I may have to just disable the whole "head tilting" thing on death in multiplayer games to stop this.
Quote Posted by sNeaksieGarrett
Hmm, I was going over an old post of yours, and was wondering if you had done just what you asked from there, as I know that player blackjacking works correctly in the latest build now.
Blackjacking was fixed when I found a way for players to forward some act/react events to the hosts of remote objects.
Quote Posted by sNeaksieGarrett
Could you add this little bit to the readme? I know you mention that items "won't work properly" in the readme, but that's rather vague. For the benefit of those that don't feel like reading through all these posts, it would be nice to mention the "appearance of infinite uses" bug. ;)
This has been fixed already, along with the other inventory problems.
Child Of Karras on 20/1/2009 at 13:08
I see. Well, I can't remember having done anything unusual, well, it was a cannon ball that sent me to hell. :eek:
RavynousHunter on 21/1/2009 at 00:06
I noticed that if you die again after that happens, it seems to correct itself. It might be a problem in respawning that the timer doesn't give the tilting time to elapse fully, causing you to slowly tilt.
davidsung on 29/1/2009 at 18:27
Quote Posted by Tos
The next build should be released within the next week or so [...]
Did I miss the new Build while ttlg.com was down?
sNeaksieGarrett on 29/1/2009 at 21:18
Nope, I was helping Tos test recently; it's not ready yet as far as I can tell. We found an issue with the server browser, but I know that it has been fixed now.