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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... :P

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 ... :geek:
That's probably my bad. :oops: 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 :lol: ). 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 :lol: , 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.