[CF-Devel] Re: Arrow, thrown object and generic attack fixes

Michael Toennies mtx93 at tzi.de
Thu Nov 2 17:08:52 CST 2000


Jan
There is one bug out, still in crossfire since a long time and kill the
server.

If you go for the mopoons quest in lake city, you get teleported
when you say the password "Kashu".

For some reason, if you play this quest with 2 players, and both are now in
the first
level of the wiz tower with "Kashu" and one recall to scorn and enter
mopoons quest
again with saying "Kashu", the server often crashes badly.

This also happens on other points in cf where the teleport mashine
of mopoons is used.

I never can see why, it happens some time and some times not.

Also, is it possible to do a autosafe if you leave your appartment?
Its a easy way to dupe items, simply drop them a few seconds before a
reset in your appartment and then leaving it.

Michael


>
     
      -----Original Message-----
     
     >
     
      From: 
      
      crossfire-devel-admin at lists.real-time.com
      
      
     >
     
      [mailto:
      
      crossfire-devel-admin at lists.real-time.com
      
      ]On Behalf Of Jan
     
     >
     
      Echternach
     
     >
     
      Sent: Thursday, November 02, 2000 9:57 PM
     
     >
     
      To: 
      
      crossfire-devel at lists.real-time.com
      
      
     >
     
      Subject: Re: [CF-Devel] Re: Arrow, thrown object and generic attack
     
     >
     
      fixes
     
     >
     
     
     >
     
     
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      On Thu, Nov 02, 2000 at 02:42:51PM +0100, Jan Echternach wrote:
     
     >
     
      > New version of the patch.  Fixes a bug in stop_item() (you couldn't
     
     >
     
      > light torches in your inventory with flint and stell) and includes a
     
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      > complete rewrite of decrease_ob_nr() which had two bugs and now handles
     
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      > removed objects better.  I've also written a detailed change log for
     
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      > the patch.
     
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      This should be the final version.  Even though I've already tested all
     
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      modifications to a reasonable extent, it could be tested more in normal
     
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      situations (completing some quests etc.) since I have changed even more
     
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      basic parts of crossfire (esp. insert_ob_in_map()).
     
     >
     
     
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      What has changed since patch37c that doesn't appear in the attached
     
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      comments:  Fixed a small bug in explode_object() introduced in
     
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      patch37c.  Allowed hitter and target to be in any inventory in
     
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      get_attack_mode(), not only in each other's inventory, because this is
     
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      needed for runes in doors (the rune that strikes back when a door is
     
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      attacked is in the door's inventory, not in the hitter's inventory).
     
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      Difference between patch37c.comments and patch37d.comments:
     
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      +common/object.c: insert_ob_in_map():  Call check_walk_on() after
     
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      +update_object() because the latter needs to update some very
     
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      +important flags used by a lot of code before this code is called
     
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      +by check_walk_on().
     
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      +
     
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      +server/apply.c: move_apply():  Added recursion limit.
     
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      +
     
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      +server/apply.c: move_apply(): FBULLET and BULLET:  Call
     
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      +check_fired_arch() only when the victim blocks the square (FLAG_NO_PASS
     
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      +or FLAG_ALIVE).
     
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      +
     
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      +server/c_object.c:  Fixed two typos in "can't pick up xxx" messages.
     
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      +
     
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      +server/rune.c: spring_trap():  Fix unlimited trap recursion.  Since
     
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      +traps are triggered by move_apply(), the result of triggering a trap
     
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      +may trigger the trap again before it is deactivated.
     
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      +
     
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      +server/rune.c: spring_trap():  Runes that don't cast spells can only be
     
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      +triggered by living objects.
     
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      --
     
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      Jan
     
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