|
Post by sevendust on Jan 17, 2009 1:34:03 GMT -5
Was killed in the goblin zone before Beregost (another player fighting 3 sappers vanished and they turned on me , then re-appeared after I died - neat trick). I ran to Myrkul and chose to return to the land of the living. After that I chose return to corpse and lost 546xp - nothing happened. I then chose return to my realm, and lost an additional 533. Alot of time lost.
I am not sure if this is just a random glitch, but people may want to be careful of it.
Skauld
|
|
|
Post by DEV Akavit on Jan 17, 2009 1:48:50 GMT -5
This bug has been reported before. I suggest that people avoid returning to their corpse until it is confirmed that the problem is fixed.
|
|
|
Post by Raph on Jan 17, 2009 10:55:10 GMT -5
Returning to corpse was fixed a couple of weeks ago. I just tested it and it worked as expected. Were there any special circumstances around your death, sevendust?
|
|
|
Post by sevendust on Jan 17, 2009 13:36:44 GMT -5
None that I can think of. After I made the return to corpse selection, one message gave me me exp loss, and another telling me my character saved. I waited around 45 seconds before trying the other option. I remeber using the corpse option before in the bandit caes with a party and the loading was immediate. Can it take longer then a minute ?
|
|
|
Post by malfak on Jan 17, 2009 19:18:27 GMT -5
I also experienced this Bug.
Trying to return to my corpse I was penalized 2478 XP points and my character was saved.
I waited and never returned to my corpse.
I then again, against better judgement, opted for the option to return the Elfsong Tavern and was penalized an additional 2124.
I am all for harsh death penalities but sheesh! This is a nasty bug and needs to be worked out.
I would appreciate it if a DM could help me resolve this issue. The amount of XP I should receive is 2124.
Thank You.
|
|
|
Post by Raph on Jan 17, 2009 21:18:33 GMT -5
I'm still looking for possible causes of this. I still haven't been able to reproduce the bug myself. Neither of you, I suppose, got the "ERROR: Target location invalid. Please report this to a DM." message? (It should pretty much be impossible to get that.)
As for times, there's a 1.5 second delay before the teleport. Of course, lag could also play into it, but it should definitely never take anywhere near 45 seconds, so that's not what's going on here.
You had this both working and bugging with the same character, sevendust?
|
|
|
Post by DEV Driller on Jan 17, 2009 21:56:07 GMT -5
Hmm, it has been a while. But I am pretty sure that I set the XP loss on area exit. If you do not exit the are then you do not lose XP.
-driller
|
|
|
Post by malfak on Jan 17, 2009 23:09:40 GMT -5
Thanks to the DMs for helping me resolve this issue first of all. As far as helping troubleshoot... There was no error message displayed upon choosing the "return to my corpse" option. It simply took the XP, and saved the character. There was no area transition and there I stood... (I am pretty sure I heard Myrkal laughing... but maybe thats just my imagination ) In all seriousness though. I have also had it work since it has been fixed. Something else I just though of was the fact I was also in the "goblin" area of the south trade way. Perhaps something to do with trying to respawn to corpse in that particular area?
|
|
|
Post by sevendust on Jan 17, 2009 23:43:06 GMT -5
Yes, it did work correctly with my current character when I was in the bandit caves, I was in a party though.
|
|
|
Post by Raph on Jan 18, 2009 7:37:20 GMT -5
Driller, we moved the XP penalty to Myrkul's conversation, because in OnAreaExit it fired even if you were raised and should not lose any XP. So if the teleportation fails, it is logical that the player is penalized without getting out.
Now, if we can't find a way to fix the teleportation itself, moving the XP penalty back to OnAreaExit would work if we only kept track of whether or not the player should be penalized. (I remember seeing a variable in the old code that might have been intended for that, although for some reason it didn't work.) Then, for freak reasons, it might sometimes be impossible to return to your corpse, but at least you wouldn't lose double XP.
On the other hand, if this problem is--as it now seems--confined to a specific area, then it will probably be easier to look for the cause. I'll keep you all updated of any progress on this.
|
|
|
Post by DEV Driller on Jan 18, 2009 8:23:25 GMT -5
Your right, a local variable was set on the PC via the conversation with Myrkul. If the PC doesn't have that variable then he wouldn't get penalized. Also I seem to remember that I checked for a valid location also. I think the root cause is that the player's location on death isn't always valid. I will add some test code to write this information to the logs to find out. Thanks, -driller Driller, we moved the XP penalty to Myrkul's conversation, because in OnAreaExit it fired even if you were raised and should not lose any XP. So if the teleportation fails, it is logical that the player is penalized without getting out. Now, if we can't find a way to fix the teleportation itself, moving the XP penalty back to OnAreaExit would work if we only kept track of whether or not the player should be penalized. (I remember seeing a variable in the old code that might have been intended for that, although for some reason it didn't work.) Then, for freak reasons, it might sometimes be impossible to return to your corpse, but at least you wouldn't lose double XP. On the other hand, if this problem is--as it now seems--confined to a specific area, then it will probably be easier to look for the cause. I'll keep you all updated of any progress on this.
|
|
|
Post by Raph on Jan 18, 2009 8:28:31 GMT -5
Your right, a local variable was set on the PC via the conversation with Myrkul. If the PC doesn't have that variable then he wouldn't get penalized. Also I seem to remember that I checked for a valid location also. I think the root cause is that the player's location on death isn't always valid. I will add some test code to write this information to the logs to find out. Thanks, -driller All right, sounds good. You have gotten all the latest scripts, then? Wouldn't want us working on different copies. The "return to corpse" option only appears if the corpse is a valid object, so clearly the corpse must have been created even in these cases. May it be that the module tries to create the corpse in an invalid location, which makes it a valid object but not located in any accessible area?
|
|
|
Post by DM haunted on Jan 18, 2009 9:42:54 GMT -5
Just had the same problem,lost about 1500 total on my pc....
|
|
|
Post by DEV Driller on Jan 18, 2009 9:53:36 GMT -5
I think this is an Obsidian bug with locations. I mean this shouldn't be that hard. I say do away with the corpse check and just rely on the location save in the db. If for some reason that location is invalid. Grab the nearest object on PC death and use that. At least that way, the PC can port back to the area he died in. Josh will always have the code. From now on, I will not update the server. Only one person needs to do that and all code needs to be funneled through that person. Thanks, -driller Your right, a local variable was set on the PC via the conversation with Myrkul. If the PC doesn't have that variable then he wouldn't get penalized. Also I seem to remember that I checked for a valid location also. I think the root cause is that the player's location on death isn't always valid. I will add some test code to write this information to the logs to find out. Thanks, -driller All right, sounds good. You have gotten all the latest scripts, then? Wouldn't want us working on different copies. The "return to corpse" option only appears if the corpse is a valid object, so clearly the corpse must have been created even in these cases. May it be that the module tries to create the corpse in an invalid location, which makes it a valid object but not located in any accessible area?
|
|
|
Post by DEV Jlf2n on Jan 18, 2009 12:43:00 GMT -5
Yeah just a bit of confusion. I should have paid closer attention. I'll do the updates like Driller said so we are all on the same page.
|
|