masterstrife
Acolyte
Losing sanity one braincell at a time...
Posts: 80
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Post by masterstrife on Oct 23, 2011 9:43:34 GMT -5
May have found a bug with the dye system on helmets. I was attempting to make a helmet yesterday with the expanded colors palette and for whatever reason whenever I tried to use one of these colors it would apply to the armor I was wearing instead of the helmet. It works fine if you pick off of the original color palette but it does not if you pick the others. Everything else works great on this, just the color application is a little messed up for helmets. Armor dyes and adjusts as normal.
-MS
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masterstrife
Acolyte
Losing sanity one braincell at a time...
Posts: 80
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Post by masterstrife on Oct 24, 2011 20:08:24 GMT -5
I did some additional testing on T1 to see if this issue was only specific to T2 but its the same on T1 as it is on T2. If you select any other colors from the smokey group and beyond, it never applies to the helmet only to the armor. This is even the case if you are in the helmet coloring menu. If you select a color from the smoky group and further down to the end of the color list, it changes the color of the armor instead of applying it to the helmet as intended. Not sure if its something missing in the scripting for it or just an error in the coding.
Edit: This doesnt appear to have been the case in the past. On an older character I have a helmet colored with a color from the color group I cannot use now on helmets. I have a feeling something got garbled up somewhere with all the new scripting.
-MS
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Post by slidermike on Oct 25, 2011 7:55:54 GMT -5
hey MS, out of curiousity did you try removing your armor so that you only have a helm to work with? Just curious if there is no armor what the results would be.
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Post by Badwater on Oct 25, 2011 7:57:07 GMT -5
Did you try T2 again since the recompile? The only thing that would be common between the two is CEP. If it's the case with both T1 and T2 then it wouldn't be that I've missed a script somewhere...If this can't be fixed then I'll have instructions to remove armor when customizing a helm.
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masterstrife
Acolyte
Losing sanity one braincell at a time...
Posts: 80
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Post by masterstrife on Oct 25, 2011 18:42:09 GMT -5
I tried removing my armor and testing it with that too. Same result. It works only if you select colors from true black and up. The rest of the colors do not apply to the helmet but mistakenly are put on the armor (even if you are not wearing any).
Im not certain how the color application works or Id look at the script for that. Even so it might be something really simple that is conflicting with it. I do know it was working in the past. Where that leaves the problem, I could not say...
-MS
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masterstrife
Acolyte
Losing sanity one braincell at a time...
Posts: 80
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Post by masterstrife on Oct 25, 2011 20:11:37 GMT -5
I made some headway on pinpointing where the dye problem might be. In fact I happened upon a dye kit at the elven city and tried dying my helmet that way...and to my surprise it works exactly as it is supposed to. Seems the problem with the helmet coloring not working is specific to the tailoring models and not the coloring script used on the dye kit.
Something to compare at least and for all I know that may be why I was able to dye my things as normal before. The tailoring models may have always had this problem.
-MS
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Post by Badwater on Oct 27, 2011 16:10:34 GMT -5
I made some headway on pinpointing where the dye problem might be. In fact I happened upon a dye kit at the elven city and tried dying my helmet that way...and to my surprise it works exactly as it is supposed to. Seems the problem with the helmet coloring not working is specific to the tailoring models and not the coloring script used on the dye kit. Something to compare at least and for all I know that may be why I was able to dye my things as normal before. The tailoring models may have always had this problem. -MS I will look at this Fri night when I have some time. Going to try and fit it in with some other updating.
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Post by slidermike on Oct 28, 2011 10:45:02 GMT -5
BW can you tell me if it is a bug or just some percentile chance (that I seem to keep failing the last several times in a row) where I use the PAW, discover the pit then when I attempt to go around the pit or throw my grapple/rope into the pit that I "trap triggered" in the Haunted house of valahna? I believe that when you PAW discover the trap the mechanism should disable the trap because it is no longer hidden but each time I keep falling into the pit. If that is how you designed it, fine but to me it feels like a glitch. If a toon knows where a hole in the floor is, sees it and attempts to toss a rope down to explore why does he keep falling into it & losing 75% of his hitpoints. Thank you
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Post by Badwater on Oct 29, 2011 5:35:54 GMT -5
BW can you tell me if it is a bug or just some percentile chance (that I seem to keep failing the last several times in a row) where I use the PAW, discover the pit then when I attempt to go around the pit or throw my grapple/rope into the pit that I "trap triggered" in the Haunted house of valahna? I believe that when you PAW discover the trap the mechanism should disable the trap because it is no longer hidden but each time I keep falling into the pit. If that is how you designed it, fine but to me it feels like a glitch. If a toon knows where a hole in the floor is, sees it and attempts to toss a rope down to explore why does he keep falling into it & losing 75% of his hitpoints. Thank you The size of a pit may not necessarily correspond to it's real size. When you fall into a pit, regardless of the reason, it's because you crossed the trigger. Some pits may have triggers larger than the placeable. Some pits I may have designed so that there's nothing you can do to avoid falling in. Some you can't jump across. Some you can already see but you have to go down to continue. There's nothing set in stone where a pit is concerned (unless the pit is set in stone. HA! (Yeah, laugh away funny guy... )). In the case of this pit, you can't grapple in. So even though you 'found' it, you'll fall if you grapple. I chalk that up to Murphy - you can be level 40 and screw up. That's just the way it goes. I decided that I would make it possible to walk around it so I changed the trigger size. For the Haunted House I'll do that but in a more difficult dungeon it may be different, no matter that it 'feels' like a glitch.
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Post by Badwater on Oct 29, 2011 14:31:23 GMT -5
I made some headway on pinpointing where the dye problem might be. In fact I happened upon a dye kit at the elven city and tried dying my helmet that way...and to my surprise it works exactly as it is supposed to. Seems the problem with the helmet coloring not working is specific to the tailoring models and not the coloring script used on the dye kit. Something to compare at least and for all I know that may be why I was able to dye my things as normal before. The tailoring models may have always had this problem. -MS I have changed the scripting of the smokey group to see if this problem is corrected.
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Post by slidermike on Nov 2, 2011 7:39:23 GMT -5
Hello, I created a lizardfolk based on the half-orc race. Spawned in Valahna. I noticed that most (not all) of the "guard" of the town were red to me. I got killed by one of them (thinking this would reset the faction issue). Respawned at the cost of 100xp. They are still red to my toon. They almost killed me so I ran to the temple to get the free healing. The Cleric is red to me too! So with no other recourse I ran into the woods to seek freedom from the oppressors.
Anyway BW it appears there is a faction issue. Every guard in Valahna was red except the roaming guard near the docks. The cleric in the temple was red. The potion merchant/kobold merchant & misc other npc were neutral.
I did not attack anyone or squirrels.
Last time when one of my toons did attack the squirrel and that messed up the town faction a server reboot corrected it. Can we get a reboot and or also see what may be the issue? It is sort of difficult to be a lvl 2 toon without a place to get supplies or purchase/sell things.
Thanks
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Post by Badwater on Nov 2, 2011 8:43:11 GMT -5
Hello, I created a lizardfolk based on the half-orc race. Spawned in Valahna. I noticed that most (not all) of the "guard" of the town were red to me. I got killed by one of them (thinking this would reset the faction issue). Respawned at the cost of 100xp. They are still red to my toon. They almost killed me so I ran to the temple to get the free healing. The Cleric is red to me too! So with no other recourse I ran into the woods to seek freedom from the oppressors. Anyway BW it appears there is a faction issue. Every guard in Valahna was red except the roaming guard near the docks. The cleric in the temple was red. The potion merchant/kobold merchant & misc other npc were neutral. I did not attack anyone or squirrels. Last time when one of my toons did attack the squirrel and that messed up the town faction a server reboot corrected it. Can we get a reboot and or also see what may be the issue? It is sort of difficult to be a lvl 2 toon without a place to get supplies or purchase/sell things. Thanks I need to test a couple of things but I've run out of time. I'll take a quick look when I get up. T2 is password protected for now but it should be up by later today. -EDIT- After looking at T2 and rereading your post, this may be a more complicated faction issue than I initially thought. T2 might be unavailable a couple of days; we'll see.
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Post by Badwater on Nov 2, 2011 15:54:42 GMT -5
I just looked at a couple of things and changed factions on a few creatures. Just ran a new Lizardfolk in Valahna with no issues. I need to look at factions in a couple of other spots and I'll have T2 available in a few hours.
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Post by slidermike on Nov 2, 2011 16:43:02 GMT -5
If it means being locked for a couple of days or not.. i can live with avoiding guards and the healer for the time. I can deal with some of the merchants who dont mind an ugly lizardfolk.. or worse case, hang out killing and living in the woods since he is a druid anyway. Dont lock us out father please no! lol
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Post by Badwater on Nov 2, 2011 17:28:51 GMT -5
If it means being locked for a couple of days or not.. i can live with avoiding guards and the healer for the time. I can deal with some of the merchants who dont mind an ugly lizardfolk.. or worse case, hang out killing and living in the woods since he is a druid anyway. Dont lock us out father please no! lol We're not looking at a couple of days. Everything looks simple at this point.
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