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Fixes for Version 6


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#1 horred the plague

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Posted 07 March 2005 - 07:21 AM

1) tracked down the reason that CPV (player vendor) merchants are double-swapning (and some of them in bad places). It was remnants of the old, outdated system I had running in the first mod of this. All the newer ones have been replaced properly, and only 1 of the old ones (it's a waypoint with tag starting CPV-vendor, and my hunch tells me in duergar lands--no, not vendor_pete in city of Grack--that's the new one).

2) fixed a problem with the racial reputation adjustments, in accordance with the 10 player factions. It was doubling, tripling, etc.--every time sombody logged in/out! We caught it when somebody on my server played a good half-drow, and was attacked on sight in Sandulee (shouldn't happen, only to a Neutral/Evil 1/2 drow). All I did was add a simple SetLocalInt, and a GetLocalInt check at the beginning of the script (hc_inc_race_ent). Since factions reset at a server reset, this is the best system to use (not persistent integers).

3) Did some rearranging in the Benzor Wrokshop--hopefully things won't be as hard to move around (esp on 2nd floor). Added infusing equipment too.

4) Added the prc epic spell books to the high treasure loot tables. Thanx for the heads up, Udoh. NOTE: I still don't know exactly how the epic lab works--I know you get there through a special feat referred to as "ESS_REST". But I'm not sure of the exact machinations. If it looks/works anything like the merchant did, I will definitely be making some changes! (Epic spells for 4GP, *grumble grumble grrrrr*)

5) Added "port to party leader" portal throughout the civilized world. The cost is 25GP per level. Not tested yet--need a party to do so.

6) Made a small fix in hc_inc_summon, that Udoh caught. Thanx again bud. ;)

7) Tracked down the renegade Mindflayer Biologist in Benzor (I really should stop trying to edit at 4am)

8) Fixed the Orc Shaman quest

9) Fixed the REALFAM familiars, so that when they die--you still lose 1% of your XP, but you won't go back a level.

10) Placed an inn in Benzor city--the SeaSide Inn. Also, did a little beautification (not much).

11) Added seperate waypoints for all those creatures in Sandulee (Elf City)

12) Made the stagecoach men plot characters, and their oxen too.

13) Newbie merchant is immortal.

14) Fixed the Smithy mapnote in Black Hills

15) Fixed the bankers in both benzor and brosna, so their listening patterns will work (speak what you want to do, and they'll do it).

16) Fixed the "Ticket to Trondor" bit with Captain Bernard in Benzor. You'll now receive, and be acknowledged for, having the ticket.

17) Lots of repair work to workshops about the world.

18) Sadusky now buys rings and amulets.

19)Added 5# weight to shovels

20) Mulrock boat service now goes to remote places (Kabu, Misty, Gurnal, and Miner's Rest). This is to allow the other races a chance to explore some of these regions (at their own risk, hehe). Mulrok is a neutral island; all races are treated equally.

21) Changed >100 CEP animals from Commoner to Animal faction, and switched the encounters to reflect this. (Commoner critters when killed, were causing townspeople to go hostile!)

22) MAJOR TABLE FIX: BBS_Messages, was set to delault zero instead of AUTO_INCREMENT, on the message id column. You can fix this manually, or you can delete your tables and let the new ones build--your choice.

Thanks to GrapeApe and crew for helping tracking down many of these latter bugs.

Edited by horred the plague, 09 March 2005 - 05:24 AM.


#2 -Guest_Leutian_*-

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Posted 07 March 2005 - 07:38 PM

5) Added "port to party leader" portal throughout the civilized world. The cost is 25GP per level. Not tested yet--need a party to do so.

these portals are the standard recall portal in the new nordock PR on the vault horred, they also have the log out capability which saves your char on logout , also do you have export chars on logout and rest? if not that is in the new pr too more than likely the only thing you would have to add to your recall portals if you used the ones from this would be the GP cost to port .

#3 horred the plague

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Posted 08 March 2005 - 11:10 AM

5) Added "port to party leader" portal throughout the civilized world. The cost is 25GP per level. Not tested yet--need a party to do so.

these portals are the standard recall portal in the new nordock PR on the vault horred, they also have the log out capability which saves your char on logout , also do you have export chars on logout and rest? if not that is in the new pr too more than likely the only thing you would have to add to your recall portals if you used the ones from this would be the GP cost to port .

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Dude, i've had those for months now. I've never seen, nor followed, what PR Nordock is doing. I'm not copying them, I assure you. Most Nordock servers out there offer this feature--some players on my server were griping about it--so I added it.

I also allow the player to save or save & exit from the PC Emote device. I have no Idea what the PR crew has to say on this issue--all I know is that I don't have their areas in my mod any more, and I'm glad. Just think od where I'd be at by now if I never had gotten caught up in that whole messy debacle. :excl:

#4 horred the plague

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Posted 09 March 2005 - 05:27 AM

Version 6 will be released later today, so keep your eyes peeled to this thread, or to the Vault Download page.

Be sure to note the database fix, to BBS_MESSAGES table. As the read me says:
You can do it manually, or delete them and let the mod rebuild them--your choice.

#5 horred the plague

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Posted 09 March 2005 - 06:28 AM

Version 6 will be released later today, so keep your eyes peeled to this thread, or to the Vault Download page.

Be sure to note the database fix, to BBS_MESSAGES table. As the read me says:
You can do it manually, or delete them and let the mod rebuild them--your choice.

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Version 6 is uploaded. Download at will! :D

#6 horred the plague

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Posted 09 March 2005 - 07:18 AM

I just added this to the readme; I'll reproduce it here, because it's sound advice.




    You can keep your alterations in-between mod versions by making an erf file. Put hc_defaults
(if you changed this), any other configuration file, and even inc_letoscript if you have your server
in a different location besides the default. When you put in the latest version, reimport these scripts.
Build the module (compile scripts) and you're all set. I'll keep you abridged if any config files
change for some reason, and exactly what (so you could add/delete it manually if you choose).



#7 GrapeApe

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Posted 09 March 2005 - 11:56 AM

Great work!

That was a decent batch of fixes and additions! :D

GrapeApe

#8 dingosatemybaby

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Posted 09 March 2005 - 05:11 PM

So I just got v5 up yesterday, made a batch of characters and started exploring the world. Amazing work, Horred...

ANYWAY, since i havent really *done* anything beyond getting it all installed....beyond the sql fix, can I just replace the mod file?

I read the readme ... with regards to the BBS_Messages table, it says:

"MAJOR TABLE FIX: BBS_Messages, was set to delault zero instead of AUTO_INCREMENT, on the message id column.
You can fix this manually, or you can delete your tables and let the new ones build--your choice."

Does anyone know how to fix this manually? I have *zero* clue how to do this.

THANKS!
./Dingo

#9 horred the plague

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Posted 09 March 2005 - 09:02 PM

So I just got v5 up yesterday, made a batch of characters and started exploring the world.   Amazing work, Horred...

ANYWAY, since i havent really *done* anything beyond getting it all installed....beyond the sql fix, can I just replace the mod file?

I read the readme ... with regards to the BBS_Messages table, it says:

"MAJOR TABLE FIX: BBS_Messages, was set to delault zero instead of AUTO_INCREMENT, on the message id column.
           You can fix this manually, or you can delete your tables and let the new ones build--your choice."

Does anyone know how to fix this manually?  I have *zero* clue how to do this.

THANKS!
./Dingo

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If you don't know how to work with MySQL Control Center (et. al.), to edit a SQL table's properties, I would highly suggest deleting the files from your MySQL/data/<name of your database> folder. Turn off your MySQL server first, or at least that database first, or it won't let you delete. Then, turn your SQL server back on and run the mod. ;)

Oh, I'd also recommend peruseing the MySQL manual, if you find the time, and learning more about MySQL. What litttle I know about it comes from reading that manual, and fumbling my way through this mod. :P


P.S (SIDE NOTE): I've beeen wrestling all day with the player houses, and furniture. Seems that a couple dozen placeables were missing, and some older nordock scripts were in place of mine. I think I know how it happened; those of you who have been following this mod, and this forum's first thread probably have a clue as well. ;) I've had the proper code in place forseveralruns, but for some reason the machine starts reading GetStringRight as GetStringLeft.....SOMEtimes !!! Talk about frustrating...I'm switching to GetSubString system, and I'll see how it goes.

This will be a version 7 fix--if I can beat this setback. Until then, I advise avoiding player housing. :crying:

Edited by horred the plague, 09 March 2005 - 09:10 PM.


#10 udoh

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Posted 10 March 2005 - 02:08 AM

Hi Horred,

Brilliant news for the new release. I've had a quick look in Benzor, Nice changes.

Looking foward to testing out some of the changes. :)

Excellent work. Keep it up.

udoh :)

#11 horred the plague

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Posted 10 March 2005 - 06:23 AM

Hi Horred,

Brilliant news for the new release. I've had a quick look in Benzor, Nice changes.

Looking foward to testing out some of the changes. :)

Excellent work. Keep it up.

udoh :)

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Thanks. I've got furniture working now--all but the master's anvil from the ones I've tried. Not sure why, yet. Stop through the server, I'll give you a tour of my nice player house in downtown Benzor. ;)

Edited by horred the plague, 10 March 2005 - 06:24 AM.


#12 qeylIS [Kahless]

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Posted 10 March 2005 - 09:45 AM

As usual, Horred, GREAT WORK!!!!

Our players are very impressed by your NEW Nordock :thumb:

But our players discovered three Bugs or rather two Bugs and one Cheat-Possibility :blush:


:excl: SPOILER AHEAD :excl:





















I. A player rested in the new Inn @ Benzor - his spells & abilities were re-activated, but he still gets the message, that he is tired. :huh:

II. One player could not complete the Farm-Quest @ Trondor. He talked to the mayor, who gave him the note to the Sgt. as well as the orer to check the Farm. He went to the Sgt. who did not respond to the player. After this, the hero reached the farm, killed all the monsters, found nothing usable (we remember, there was an item of proof @ Classic Nordock) and returned to the mayor. But the mayor again wamnted the hero to talk to the Sgt. and check the farm (he got another note). Funny thing is, that Cpt. Tucker @ Benzor realised this note as the letter of the dead militia @ Benzor River Valley and gave the player the mission to kill the shaman (he already did). :unsure:

III. An external player was observed duplicating his items. He was killed in the Benzor Sewers and before one of our heros could ressurect him, he returned from the Nexus, ran to his dead body and looted something. We re-enact the situation and realised, it is possible to dupe the equipment in this way (if you are fast enough). :ph34r:

#13 -Guest_Leutian_*-

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Posted 10 March 2005 - 10:47 AM

Horred My reference to the PR mod wasnt a suggestion to "copy" anything out of it it was simply a suggestion for you to look at how they have done some things as several of the things that you are having issues with and bugs ive seen mentioned are fixed in the new PR version of the module. so perhaps that could give you a clue as to how to track some of this down and fix it, unless youd rather do all the leg work yourself in which case this post is redundant. anyway it was simply helpful advice not anything other. i happen to have ran both PR's of Nordock and can tell you from personal experience that many of the bugs/exploits in PR 1.70 are fixed /plugged in PR 1.65 . anyway, take it as you will it is simply a suggestion.

#14 horred the plague

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Posted 12 March 2005 - 01:19 PM

I. A player rested in the new Inn @ Benzor - his spells & abilities were re-activated, but he still gets the message, that he is tired.  :huh:

II.  One player could not complete the Farm-Quest @ Trondor. He talked to the mayor, who gave him the note to the Sgt. as well as the orer to check the Farm. He went to the Sgt. who did not respond to the player. After this, the hero reached the farm, killed all the monsters, found nothing usable (we remember, there was an item of proof @ Classic Nordock) and returned to the mayor. But the mayor again wamnted the hero to talk to the Sgt. and check the farm (he got another note). Funny thing is, that Cpt. Tucker @ Benzor realised this note as the letter of the dead militia @ Benzor River Valley and gave the player the mission to kill the shaman (he already did). :unsure:

III. An external player was observed duplicating his items.  He was killed in the Benzor Sewers and before one of our heros could ressurect him, he returned from the Nexus, ran to his dead body and looted something. We re-enact the situation and realised, it is possible to dupe the equipment in this way (if you are fast enough). :ph34r:

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I. Found the fault in the innrest script that caused fatigue not being fixed. Corrected.

II. Fixed the dialogs for the trondor quest. Made sure there was a goblin scout carrying the sheath. Looks fixed (not tested).

III. It's going to be hard to do something about this, as it's caused by lagging. Do you have the lootsystem on? If so, try turning it off.