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twostars

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Everything posted by twostars

  1. Descent bug since Halloween Patch.

    Unless you have a better theory, I already pointed out a probable connection: Who exactly is having this issue? Where are they from? What are their connections / PCs like? I'm not ruling out that the patch is involved (in fact I even stated that the extra spawns from the pumpkins etc are probably what's contributing to it), but I can only go by what I know / can find out for sure. And what I do know is more spawns (from Halloween patch) = more to reload = slower render times (in addition to the delay from actually having to download all this data). Which is evident for those with less capable PCs and/or slower connections to our server. Additionally, as above, I've acknowledged that this official behaviour (reloading everything) is also unnecessary for a great deal of the time, so we can look to flat out remove that in these situations.
  2. Descent bug since Halloween Patch.

    To be clear, it's difficult for me to see what you're pointing out with the video precisely. You're just referring to the delay after using Descent, right? If that's the case, I don't think it was introduced by the patch exactly; I think you're just lagging more connection-wise and/or rendering wise because there's more players + NPCs/monsters for it to load than usual (even just because of the extra pumpkins maybe). It's realistically no different to normal. Nothing changed relevant to warping/Descent that would affect that; it's the same as it is officially. Having said that, there are some unofficial optimisations we can make for when warps are nearby which should help alleviate this. Officially, when you're warped, it will reload all players + NPCs/monsters and all accompanying data (like merchants, etc). Reloading this sends a ton of data to the client (which may take a bit to receive if your connection is slow) it needs to process and forces the client to reload and re-render entities that it probably already knew about (which can be slow, especially for older PCs). When you're warping to the same region or an adjacent region (maps are broken up into regions), there's realistically no need for a full reload. It should behave the same as simply walking there, i.e. remove only those who left range and introduce those who are now in it. However, we're doing a full reload regardless. Right now this is required because the client is expecting this to happen, so it is removing all players + NPCs/monsters. So I'll be playing around with this to try and stop it from doing that, so we can handle it as-needed on the server's side; be it not needing to send any new data [same region], making minor changes when entering adjacent regions, or a full reload [further than adjacent regions]. I think that will help. I'm still unclear as to why this is an issue right now (as opposed to before), but my best guess - as above - is lag on your end. I'd be curious to know who exactly's experiencing this and what their PCs/connections are like, as well as where they're from. I'd wager those having issues have lower end PCs or terrible lag to our server. This particularly indicates terrible connection lag, and a different issue entirely. I'd need a character name to check it out though.
  3. A few bugs/issues

    So you were talking about Moradon achievements? That's normal then. There's no rewards for them, despite what it tells you. They were removed a while back due to abuse.
  4. A few bugs/issues

    For which achievements? We removed rewards from Moradon achievements but never actually updated those in the client, so they still show visually.
  5. Random disconnections

    We fixed a few issues with it as of the last restart. We will probably continue to fine-tune this to behave satisfactorily, but for now it seems a lot better.
  6. Implemented the Dark(Holy) Knight Mace "anti-heal" effect. This allows damaging enemies with healing spells for half their healing amount. Removed the stacking DoT proc from the Dark(Holy) Knight Mace. Weapon effects can now be proc'd by attacking or being hit by monsters. Monsters will no longer take AoE splash damage from weapon procs when they also hit a player. This is to avoid accidentally pulling monsters while attacking players. Fixed a couple of issues with speedhack detection. This should alleviate issues with disconnects.
  7. Changelog Fixed a bug with Draki's Chest exchanges. Players who abused this had appropriate items wiped and the initial reporter was rewarded. Fixed a bug that caused bows to potentially double-proc their skills. Area of Effect procs (e.g. "Splash") now correctly affect all targets around the appropriate player. Previously only the target was affected. Staff defensive procs now trigger correctly. Previously they could only proc if they were in the shield slot (which is obviously not possible). Added support for procs which recover Kurian/Porutu stamina. Fixed a bug causing certain weapon procs to potentially trigger another proc (and so on, and so forth). They will now only ever be able to proc once per hit. Fixed various issues with Dark(Holy) Knight weapon procs, causing them to not apply at all. Note: The mace's proc isn't implemented yet. This will require bigger changes that will take more time. This has been implemented as of the subsequent restart. Made some tweaks which should alleviate disconnection issues for excessively laggy players.
  8. Random disconnections

    The disconnections are caused by the reimplementation of our speedhack detection. We've been monitoring and tweaking as needed. I'd suggest disabling anything that could be causing that (be it third party tools or anything that can cause excessive lag; our lag tolerance is pretty high right now, but excessive lag can still cause you to DC), and if it persists, contact Aesteris with your character name so he can check you out. Thanks for your patience while we fine tune this
  9. A few bugs/issues

    Regarding the UI bug, it's unlikely this will ever be fully fixed (at least, not with the official client). However, as of patch 2.126 I've fixed some of the major causes which should mean it happens a lot, lot less. This we couldn't reproduce. There was an issue that we'd already patched with the DC shop not working, but assuming your client was actually up-to-date (i.e. you didn't skip any patches), it should be patched already. I'm assuming that's what happened, though.
  10. Experiencing a lot of lag via server

    Sorry for not responding sooner, but does this issue still occur after patch 2.126?
  11. Chaos event reward

    This should be fixed as of 2.126.
  12. Changelog Updated the client to be on par with USKO 2.171. Fixed a text encoding bug in our export process. With this fixed, all data's been resynced with USKO to ensure it's correct and up-to-date. Fixed a server performance issue. New bulletin boards are now fully working correctly. Note: Player rankings under "war" are now rankings from wars, not current Ronark Land rankings as they were previously. Fixed a bug with the UI bugging/freezing when requesting to trade with a player. Also, when requesting to trade with a player, we no longer close their UIs in addition to auto-declining their trade request. We just auto-decline now. Fixed a bug with inns causing players out of range to bug/freeze their UI (which can happen on warp, etc). Fixed the "NP event" description in the top-right menu. It now correctly explains that it's an NP event, not a coin event. Fixed a client crash that could occur while moving and attacking. Fixed a client crash that could occur on shutdown or at random when ingame. Reworked some generic patches to be more robust and work consistently across versions. This fixes a potential client crash that could occur when receiving the right requests. Re-enabled the in-game chat filter. Chaos Dungeon rankings now correctly take into account deaths so if you're tied on kills but have died less, you're ranked higher than the player(s) with more deaths. Killing players attempting the Infiltration quest no longer rewards National Points. Added the Dark(Holy) Knight armours and their recipe materials to the buying merchant search feature. Fixed a typo in the "Dark(Holy) Knight <class> Gauntlets" items. The [Monthly] A small challenge quest now correctly rewards 5 day versions of items, not 3. Implemented the missing Dark Knight weapon procs. Introduced the Halloween event.
  13. Chaos event reward

    Will take a look at that.
  14. Deleted Mythril +11 Gauntlets

    You should have it in your mail. You may need to relog if you were logged in when I did it. Thanks for your patience.
  15. Deleted Mythril +11 Gauntlets

    What's your character's name?
  16. Recover Account

    Have you tried recovering your account details via our Account recovery page? You should be able to use your e-mail address (provided you remember this) to recover your account details.
  17. The problem with #2 & #3 is that you need to define what "idling" actually means. If you define idling as not using any skills or attacks, then you can just use something every so often to workaround it, while still not actually effectively contributing. Which then leads you down the rabbit-hole of determining what should and shouldn't count, what does actually contribute, how much it needs to contribute for it to matter, etc, etc, etc. We actually did intend to do something like #1 though, but I guess we got side-tracked with other issues.
  18. A few bugs/issues

    Yeah, they both toggle a flag which disables all UI input. I believe I've fixed the more common trigger for this. There's 2 that I'm aware of: managing to trigger a generic out of range error (which is fixed), and the warp in the client closing the UIs before they've finished (which is not). Trade requests could trigger this for requests from anything it closes, i.e. vendor UI (e.g. sundries), inns, VIP storage, inventories, etc. This is fixed. Regarding other trade interactions, essentially what needs to happen to trigger this is for some external factor to close a UI that's currently waiting on a response, e.g. when warps close all UIs, or trade requests. I'm not too sure if this can apply to other trade interactions, but it wouldn't surprise me. Warps, as above, are not. I need to find a clean way of dealing with this. Essentially, I think the most generic way I can deal with this is to ensure it receives a response before anything else, but implementation-wise it's tricky to get right without screwing up anything else. For one, I need to be aware of everything that actually toggles this flag, and even trying to generically implement that from the client's side could be rather hit or miss.
  19. A few bugs/issues

    Right, so these 2 are definitely different issues. The first (with warping triggering it) should be fixed for the next patch. This specifically occurred when the player was out of range of the inn hostess. The second (involving trade requests) I'm working on a patch for now (edit: this is now done, for the next patch). This same issue theoretically affects vendoring, inns, and inventories, which I assume is where inventories factor into it. To be clear, mouse input getting bugged like this is an issue that can be caused by a lot of different things, since the game intentionally disables mouse input during requests. So I just want to be sure that I'm at least addressing the specific cases being reported here, as it's very likely there's other cases that won't be addressed by this patch.
  20. A few bugs/issues

    If I can reproduce it, sure. Any tips for reproducing this in a fairly consistent manner?
  21. A few bugs/issues

    Are you still using the old client or did you reinstall? I say this because there's a flaw with mgame's data system in that data is never be replaced, only added to, which means their files can only grow. I fixed this in an experimental launcher but we never released it. Reinstalling though will reset it back to a nice clean state (I made sure to clean these when releasing the new client). Specifically, if your object\object.src file is huge, that's probably why it's struggling. Could you check its size for me? Mine's about 295MB. It should be fixed for the next restart. I'm just trying to figure out where the inventory plays into it, because I could manage to break the inn, but not the inventory.
  22. A few bugs/issues

    Alright, will look into it. Thanks
  23. A few bugs/issues

    Hm. Is there anything you can remember doing before/when it got stuck? Every detail's important. We've been unable to reproduce this one, so there's evidently something we're missing.
  24. A few bugs/issues

    No, we removed its cast time to match orcs.
  25. Changelog Fixes a server performance issue introduced by the last patch. Fixes a bug with the King's clan not being identified correctly, causing things like Clan Nation Transfers to error (if you're particularly unlucky). Mostly updated bulletin boards, which should fix it crashing the client (unless the bottom 2 panels will still cause it). Only the 2 bottom panels (for war / PVP heroes) aren't quite updated yet, but they'll be fully updated soon. Also fixed a few issues with bulletin boards ranking people oddly (first player was ranked 10th, second 1st, etc). Blame mgame's odd indexing logic. >_<
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