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Re: Gehn.12 Live!
Posted: Thu Dec 27, 2012 2:22 pm
by Tsar Hoikas
Lyrositor did a bit of reorganizing in the KI code to make it easier to work with. It's likely we'll see some collateral damage.
... And that nexus entry looks like uninitialized garbage. I don't understand how that got there (nor do I see any errors on the server about a failed database transaction).
Re: Gehn.12 Live!
Posted: Thu Dec 27, 2012 3:09 pm
by janaba
I just remembered when the Nexus issue occurred ... it happened when I grabbed my Kadish book
through the pole and linked back through the Nexus from Kadish with the intention to get my Nexus
book ... I have another picture like this from the other avatar, but it's as weird as the one posted, with
only a few hoods as in the other picture and with a hood with many question marks and a population
count ... OMG lol ... I spare you this one...
Why I'm posting this now, I just tried to replicate the issue with both of my avies but I couldn't, so,
maybe the server just had a hiccup or sth like this lol ...

Re: Gehn.12 Live!
Posted: Thu Dec 27, 2012 5:32 pm
by Tsar Hoikas
I suppose all these issues are a not-so-subtle hint to branan and myself... ITERATE MOAR QUICKLY, FOOLS
At any rate, I'll be doing some bug hunting for the next build, which I hope will arrive more quickly than Gehn.11 did.
Re: Gehn.12 Live!
Posted: Thu Dec 27, 2012 6:47 pm
by Lyrositor
janaba wrote:Something else ... did anyone try to use the command /clearchat lately? ... doesn't work for me anymore ...

That's probably my bad.

You might want to know that this version of Gehn is actually supposed to test the changes I've made to the KI, so it should be a bit more unstable than other versions (there are other bugs too, though).
Re: Gehn.12 Live!
Posted: Fri Dec 28, 2012 5:51 pm
by Acorn
I wasn't sure what impact Skoader's PhysX changes were meant to have had so I don't know whether what follows is relevant

, but here goes:
my impression is that I'm getting stuck more often, at steps and suchlike (eg getting to the pellet machine) - needing to jump to get unstuck.
I'm afraid my new avvie has lost a fish trap (one of the pair) so we've still got that same old issue in Gehn12. She'd finished the age, though, so not a serious problem.

Re: Gehn.12 Live!
Posted: Fri Dec 28, 2012 7:27 pm
by Tsar Hoikas
I've noticed the same (with regard to getting stuck on things), but detector regions work a lot more reliably now, so I think it's an overall improvement
Re: Gehn.12 Live!
Posted: Fri Dec 28, 2012 11:31 pm
by gabriml
I can't climb as well as before. I keep slipping down. My feet aren't sticky anymore.
Re: Gehn.12 Live!
Posted: Sat Dec 29, 2012 4:38 am
by Acorn
I just found another mad entry in the nexus - Switcher's hood had an infeasibly large population (I went there just to check I wasn't missing a great party but sadly I wasn't

). Linking back to the nexus restored things to normality.
Re: Gehn.12 Live!
Posted: Sat Dec 29, 2012 8:13 am
by Annabelle
gabriml wrote:I can't climb as well as before. I keep slipping down. My feet aren't sticky anymore.
That's shouldn't be an issue since we shouldn't be able to stick to slopes. When I will have time and free bandwith

, I will go check myself to see that.
Re: Gehn.12 Live!
Posted: Sat Dec 29, 2012 9:34 am
by Acorn
The stones and bones move by themselves in the Teledahn slave cave once again. I rather thought they might, given my fish trap had disappeared in Eder Gira, so I arranged them carefully as a test, and I found three had moved after returning to them a bit later. I'm also finding a lot of weird camera angles in Teledahn - more than there used to be.