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  1. #21
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    Quote Originally Posted by Satyriasys View Post
    Thanks but I stopped reporting bugs years ago when I realized you guys don't listen.
    you say. responding to a thread about a bug that was just fixed...

  2. #22
    Community Member Satyriasys's Avatar
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    Quote Originally Posted by Deathmaster35 View Post
    you say. responding to a thread about a bug that was just fixed...
    I didn't say they never fix bugs. But they don't listen to feedback or act on bug reports. I mean, it happens rarely, just like winning the lottery happens. It doesn't make buying lotto tickets a wise financial investment. Anyone who cares about this game should be concerned over the number of reports that go ignored in testing and the player council.
    Last edited by Satyriasys; 04-12-2019 at 08:07 PM.
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  3. #23
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    Quote Originally Posted by Satyriasys View Post
    Let's see if you can bring back the Wailing sound from Wail of the Banshee.
    It took an enormous amount of effort to track this down*, but it's all set now, and should have its signature wail in the next patch. Thanks!

    * (way more than I thought it would!! If you'd like the full explanation of what went wrong here please do let me know but it's a wall of text so you've been warned!)
    Last edited by Lynnabel; 04-11-2019 at 05:20 PM.
    100% radical, enthusiasm enthusiast.

  4. #24

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    Quote Originally Posted by Lynnabel View Post
    It took an enormous amount of effort to track this down (way more than I thought it would!!), but it's all set now, and should have its signature wail in the next patch. Thanks!
    But does it have the side effect of being able to wail down more than 4 eligible monsters with one wail?

    Will it cause performance issues on the DDO Client? DDO Server?

    Also, wail of the banshee in D&D is a ranged spell. In DDO, it becomes targeted around the caster. Is this WAI?

    Wail of the Banshee
    Last edited by Tyrande; 04-11-2019 at 05:22 PM.

    With Great Power Comes Great Responsibility

  5. #25
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    Quote Originally Posted by Tyrande View Post
    But does it have the side effect of being able to wail down more than 4 eligible monsters with one wail?

    Will it cause performance issues on the DDO Client? DDO Server?
    If adding some sound is all it takes to make DDO teeter over the edge we've got some other, major problems :P (so, in short, nope nothing's changed except the sound is back and extra spooky!)
    Last edited by Lynnabel; 04-11-2019 at 05:25 PM.
    100% radical, enthusiasm enthusiast.

  6. #26
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    Quote Originally Posted by Lynnabel View Post
    If adding some sound is all it takes to make DDO teeter over the edge we've got some other, major problems :P (so, in short, nope nothing's changed except the sound is back and extra rad!)
    Ftfy
    The heart of the wise inclines to the right, but the heart of the fool to the left. - Ecclesiastes 10:2 (NIV)

    Quote Originally Posted by Lynnabel View Post
    Hi Welcome

  7. #27
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    Quote Originally Posted by Lynnabel View Post
    * (way more than I thought it would!! If you'd like the full explanation of what went wrong here please do let me know but it's a wall of text so you've been warned!)
    One serving of wall of text please! With extra sauce.

  8. #28
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    Quote Originally Posted by Xgya View Post
    One serving of wall of text please! With extra sauce.
    Alrighty, so, spellcasting in DDO. Keep in mind that I am relatively new to the project (just about 3 years on the team is not a long time compared to my mentors/peers), so if any of this is wrong please blame them for teaching me incorrectly and not myself.

    Here we go.

    Spells have specific animations that are handled by scripting resting on the character itself - and those animations/scripts control things like "how much hand waving does this spell do" and "what sound should play." Sometime many moons ago, the spell Wail of the Banshee was changed from using its specific script call-in to using a generic one - hence no specific wail sound (SFX). The visuals (VFX) in this case are handled not by the spellcast but by the actual physical Aura that is created and then destroyed when the spell is cast. I found the old call-ins for the audio, pulled them out of the specific unused call, and placed them directly on the auras VFX script.

    Now, you may ask, why not change the spell to use its old call?

    And to that (oh boy here we go again) I answer - I tried. I did try.

    Wail of the Banshee has an auxiliary component that handles the physical monitor - the spell being cast then casts a second spell (in this case, you cast Wail on yourself, and then Wail casts the Wail's Death on monsters inside of it) that corresponds to the VFX-holding part referenced earlier. If we change the script call on the first spell (the one you cast) to be Wail's specific call, you can't see the VFX anymore. If you change the second one to Wail's call, you can see the VFX and hear the SFX but you can cast the spell ONLY when it is on cooldown (????? literally no idea why) and when you try to cast it while it's NOT on cooldown the SFX and VFX do not play.

    So, in summary: ghosts, yo.
    100% radical, enthusiasm enthusiast.

  9. #29
    Community Member Satyriasys's Avatar
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    Quote Originally Posted by Lynnabel View Post
    It took an enormous amount of effort to track this down*, but it's all set now, and should have its signature wail in the next patch. Thanks!
    OK I'm impressed. Your addition to the DDO team has been a blessing. Now about those ghost lfms...
    Join Date: Nov 2009

  10. #30
    Community Member Oliphant's Avatar
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    The most visible bug in game is the social panel issue. Not sure if the bug is intentional as a server relaxation or what - I assume something is very sensitive about it or it would be fixed by now. I can't see that particular bug helping to impress new players. I like that iconics are iconless for the irony though.
    Please consider the environment before printing this post

  11. #31
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    Quote Originally Posted by Satyriasys View Post
    Your addition to the DDO team has been a blessing.
    I dunno, one time I broke Litany of the Dead for like 6 whole months...
    100% radical, enthusiasm enthusiast.

  12. #32
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    Default I could not r3sist...

    Quote Originally Posted by Lynnabel View Post
    I dunno, one time I broke Litany of the Dead for like 6 whole months...
    Going OG on this one:




    You can do it!

  13. #33
    Community Member Oliphant's Avatar
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    I didn't even need to play that video to hear the music!
    Please consider the environment before printing this post

  14. #34
    Hatchery Hero Dark_Helmet's Avatar
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    Quote Originally Posted by Lynnabel View Post
    I dunno, one time I broke Litany of the Dead for like 6 whole months...
    It was broke for a lot longer before that! We are used to such things.
    Oh, that's easy. I didn't farm them. I just cheated. -Meghan
    Quote Originally Posted by 404error View Post
    lol, I didnt give it a QA pass.

  15. #35
    Community Member Niminae's Avatar
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    Quote Originally Posted by Ovrad View Post
    Are we dropping bug reports in the forums again?

    Yes, because for some reason this seems to be far more productive than submitting a bug report. One strong reason for this might be because the forums allow for an easy back and forth between a dev and the player(s) reporting the issue. As when just above in this thread Lynnabel asked a player reporting poor shot speed with their Inquisitive build if they were playing a Halfling Male. Which they were, and that was a known issue which was just fixed in the last patch.
    Quote Originally Posted by Annex View Post
    Yngvarr Stormedge: Aye, laddie. Aye. That be a mighty fine pooop deck.
    Quote Originally Posted by Lynnabel View Post
    sometimes you just want to light the players on fire, yanno?

  16. #36
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    Quote Originally Posted by Lynnabel View Post
    Spells have specific animations that are handled by scripting resting on the character itself - and those animations/scripts control things like "how much hand waving does this spell do" and "what sound should play." Sometime many moons ago, the spell Wail of the Banshee was changed from using its specific script call-in to using a generic one - hence no specific wail sound (SFX). The visuals (VFX) in this case are handled not by the spellcast but by the actual physical Aura that is created and then destroyed when the spell is cast. I found the old call-ins for the audio, pulled them out of the specific unused call, and placed them directly on the auras VFX script.
    To be fair, I think that's how it should've originally worked, so, yay! I mean, the spell doesn't do anything but grant an aura, it makes sense for anything graphic- or sound-related not to be affixed to it directly, but to the aura itself. Kinda like I expect Eldritch and Healing Auras to currently work (and if they don't, well, spaghetti code for everyone!)

    Also, thanks again Lyn. For both your bug squashing and your presence on the forums, it's cheerful and enlightening.

  17. #37
    Community Member Valerianus's Avatar
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    Quote Originally Posted by Lynnabel View Post
    Alrighty, so, spellcasting in DDO. Keep in mind that I am relatively new to the project (just about 3 years on the team is not a long time compared to my mentors/peers), so if any of this is wrong please blame them for teaching me incorrectly and not myself.

    Here we go.

    Spells have specific animations that are handled by scripting resting on the character itself - and those animations/scripts control things like "how much hand waving does this spell do" and "what sound should play." Sometime many moons ago, the spell Wail of the Banshee was changed from using its specific script call-in to using a generic one - hence no specific wail sound (SFX). The visuals (VFX) in this case are handled not by the spellcast but by the actual physical Aura that is created and then destroyed when the spell is cast. I found the old call-ins for the audio, pulled them out of the specific unused call, and placed them directly on the auras VFX script.

    Now, you may ask, why not change the spell to use its old call?

    And to that (oh boy here we go again) I answer - I tried. I did try.

    Wail of the Banshee has an auxiliary component that handles the physical monitor - the spell being cast then casts a second spell (in this case, you cast Wail on yourself, and then Wail casts the Wail's Death on monsters inside of it) that corresponds to the VFX-holding part referenced earlier. If we change the script call on the first spell (the one you cast) to be Wail's specific call, you can't see the VFX anymore. If you change the second one to Wail's call, you can see the VFX and hear the SFX but you can cast the spell ONLY when it is on cooldown (????? literally no idea why) and when you try to cast it while it's NOT on cooldown the SFX and VFX do not play.

    So, in summary: ghosts, yo.

    Thanks for this wall of text. If i ever meet a woman and she starts to talk about, like, rune arms targeting themselves, i would propose on the spot.

    jokes aside,

    thank you, this is REAL communication. you are taking time to really explain how things are. no matter if it is just a sound effect of a spell. you are interacting WITH the players. not TO and not AGAINST. you are interacting WITH.

    thanks a lot.
    Server: Cannith

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  18. #38
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    Lynn protests too much

    She's done this enough to know whenever she says "I'd explain but it'll just be a wall of text", everyone's like "type that wall! Type that wall!"

  19. #39
    Community Member Highdracolich79's Avatar
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    Default bolts not hitting target?

    playing with Inquisitive Enhancement tree 1st time, human race. the animation feels very sluggish, i also keep shooting at things over and over and the bolts just not seeming to connect with the hard targeted enemy. they can be right in my face and i am shooting them over and over and it's like i'm not even aiming at them. i swear i've never had such trouble killing enemies in years.

  20. #40
    Community Member Highdracolich79's Avatar
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    Default inquisitive bugs...

    ok i got the rapid shot feat and the animations feel a good deal less sluggish. two things i've noticed: it seems to regularly make my 2 crossbows vanish and appear as though nothing is in my hands... until i shoot again or go thru a door. assuming this is being worked on... the other bug i noted was that when i tried to swap my light crossbow out for a repeating crossbow, the game still thinks i am holding a light xbow, it doesn't shoot 3 bolts it shoots just one at a time. pretty certain i had a repeating crossbow i used at lvl 1 that shot 3 bolts, that was before i got enough action points to get the dual weilding crossbow enhancement in Inquisitive, after which now when i try to swap a light crossbow for a repeating crossbow it thinks i am still holding a light crossbow.

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