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 Mod Build - Bugs or Errors

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DM An-Marcach
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PostSubject: Re: Mod Build - Bugs or Errors   Thu Aug 13, 2009 5:54 am

Quick reply:

The summons are done, but that version is not hosted yet. SORRY! I guess, this upcomming weekend it will be up. We call for another summontest then.

The rest, I'll have to check.

Thank you for reporting.

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Dragonology101
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PostSubject: Re: Mod Build - Bugs or Errors   Wed Sep 23, 2009 2:34 pm

Hiya guys and gals,

Firstly, cool Chemosh death area, well done! =D

Secondly, when my character entered Mishakal's realm, the portal that would take her back to where my character had previously had been was not working, thus I think it may be a transition issue.

I believe it is called - Zaradene. (according to my log, hope it is right)

I picked another portal to Caregoth, which worked smashingly. My character is having 'issues' with pesky rodents and stuck down a ladder in a sewer system. She wonders what the hell Solamnic knights have been eating because the smell is more foul than a gully dwarf farm. Maybe that's it. They've been eating gully Dwarves. o.0
She'll need a seriously long bath.

Anyway... back to the topic at hand... I'm not sure if that is a transition issue in the Caergoth sewers or my not knowing how to use the pc command system that well - yet. In case it is a transitional issue, it's the sewer transition on the ladder.

Anyway, just thought I'd report them!

Take care! =)
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PostSubject: Re: Mod Build - Bugs or Errors   Wed Sep 23, 2009 2:46 pm

OK, I'll check that and try to get it into the newest update, which should be due soon... (keep your fingers crossed!)

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PostSubject: Re: Mod Build - Bugs or Errors   Wed Sep 23, 2009 5:06 pm

Dragonology101 wrote:
I picked another portal to Caregoth, which worked smashingly. My character is having 'issues' with pesky rodents and stuck down a ladder in a sewer system. She wonders what the hell Solamnic knights have been eating because the smell is more foul than a gully dwarf farm. Maybe that's it. They've been eating gully Dwarves. o.0
She'll need a seriously long bath.


nothing like a bit of muck bogging to brighten that dull, boring day

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PostSubject: Re: Mod Build - Bugs or Errors   Wed Sep 23, 2009 8:12 pm

Sometimes some of the transitions dont work if you click on them like in the abanasinia school coming out of the quarters area, it is enterable but you cant click on it, you ahve to use the keyboard to make yourself walk into / around it then it will work. just thought id throw that in there in case that is the problem. not many of my toons visit mishakal often so, not sure about the trans to Z there.

~Des

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DM An-Marcach
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PostSubject: Re: Mod Build - Bugs or Errors   Thu Sep 24, 2009 1:49 pm

One never stops to learn! Smile
The transitions are working, but blocked by the shaft of light (Mishakal+School). They were placed after the transitions were checked. The lightshafts are CEP/ZEP-ones and they somehow hinder the trigger to work in the right way.
Well, replaced and working in the upcomming update (2.89). Smile

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Solinari
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PostSubject: Re: Mod Build - Bugs or Errors   Thu Sep 24, 2009 2:48 pm

had that lightshaft problem in past builds too, oddly enough, tried to use the lightshafts as the actual trigger, as if they were a door, can't remember if we actually got that working or not.

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PostSubject: Re: Mod Build - Bugs or Errors   Thu Sep 24, 2009 4:56 pm

I checked the transitions you spoke about. I found that clicking with the mouse doesnt seem to work all that great. However, if you go to it, then hit the "W" key to walk into it, the transition works. Funny huh?

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PostSubject: Re: Mod Build - Bugs or Errors   Thu Sep 24, 2009 5:26 pm

when in the toolset and looking at one of these naughty little transitions,, hit the red arrow key that takes your veiw down to street level, so your looking from the perspective of a toon.. Some times objects cause the transition to sit slightly above ground level, thus preventing you from clicking with the mouse, but it will still trigger when you walk on to it..
some common objects are curbs at the sides of roads.. boulders or trees near the egdes of maps..

hope this helps

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PostSubject: Re: Mod Build - Bugs or Errors   Thu Sep 24, 2009 5:35 pm

and if this is the trans i think it is, with the portal tile and the trigger shaped to fit the tile then it is a curb height issue, tried to make those trans seem more magical and there was always a problem with them.

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PostSubject: Re: Mod Build - Bugs or Errors   Thu Sep 24, 2009 7:33 pm

Cool down guys! All fixed! lol! Replaced the ZEP-lightshaft with a standard NWN-portal and gave that the look of a lightshaft and now it works! (keeping finges crossed...).

Yes, and I think it's more the Scorp-direction, cause the 2 newly added transitions in the Mishakal-area towards Zaradene and Jennison are just plainly drawn transitions.
Well, the NWN-lightshaft looks the same anyways! But strange, how things sometimes behave. cyclops

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Beyn-Ab Godik
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PostSubject: Re: Mod Build - Bugs or Errors   Sat Sep 26, 2009 10:04 pm

Bag Of Cleaning:
It was reported, that sometimes the Bag of Cleaning does not empty its content. But always, when the "reporter" checked again or me, the bag was working again. Now, I experienced the same phenomen. The bag was not cleaning! Just for a test, I logged out and relogged and then the bag was working again!
One reason could be, if things are laggy, because, I think, the bag gets a very low priority (OnHeartbeat) by the NWN-engine, so cleaning might take a while. But that is only a guess and I was not able to track it down.

So for now: IF there is the need of cleaning (especially areas like the Zaradene-surroundings, cause many go there first), please log out and relog + start cleaning the loot to prevent the server to get laggy.

And if anyone finds a regularity with this phenomen, please post it or PM me, so we can track it down.

Sorry for that and thank you.

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Maglor Pallanén
Riddarenn Inn-Rauda
Beyn-Ab Godik
Kah-Tehn Moker

Lost in time...
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Eysenfaust Kay
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Mod Build - Bugs or Errors

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