Bughunter contest: combat improvements

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Jonas
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Re: Bughunter contest: combat improvements

Post by Jonas » Thu Aug 06, 2015 9:55 pm

http://forums.pkhonor.net/viewtopic.php?f=67&t=46173

And the Bone Dagger's Special attack's gfx seems really similar to Dragon Longsword's Special attack. It's just sped up.
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Rawr
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Re: Bughunter contest: combat improvements

Post by Rawr » Thu Aug 06, 2015 10:05 pm

Guys, with all due respect, this thread is meant to be for actual important bugs, especially those that have arisen due to the updates to combat. Try PKing and bridding, stress testing everything by trying every conceivable combination of scenarios. Don't just equip an item and go 'omg no stats' or 'omg wrong animation wtf' or simply restate previously known bugs and claim them as your own (ie morrigans, magic comp bow, void mace etc).
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Mike
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Re: Bughunter contest: combat improvements

Post by Mike » Sat Aug 08, 2015 1:51 am

Rawr wrote:Guys, with all due respect, this thread is meant to be for actual important bugs, especially those that have arisen due to the updates to combat. Try PKing and bridding, stress testing everything by trying every conceivable combination of scenarios. Don't just equip an item and go 'omg no stats' or 'omg wrong animation wtf' or simply restate previously known bugs and claim them as your own (ie morrigans, magic comp bow, void mace etc).
Well stated. I'm hoping that the above (melee, ranged, mechanics, tactics, etc.) have been properly tested before releasing on the production server (which will be any day now).

However, I must say I find it a bit strange to see little participation from Game Qualitee Committee members in hunting down bugs. It would be nice if some members were to do a bit of oversight over whatever they brought forward, see if it's properly worked out and check what needs fixing or improving - the GQC members are some of the most knowledgeable people about the game and they are best suited to test and check if all works as it should.
Not that I want to force any of you to do so, since I very much appreciate the time and effort put in bringing forward good (and well worked out) suggestions, making my job a whole lot easier (figuring everything is out half the work). Extra professional input on my recent updates would certainly help us a lot though.

In any case, I've hereby released a new testclient, so you'll need to redownload yours at http://client.pkhonor.net/PkHonor_testclient.jar or http://client.pkhonor.net/PkHonor_testclient.zip. In the update are the following:
> Removed the old code that tried to improved following (so following should be back to what it is on the current production server), please check if this all seems to be back to normal
> Removed the delay for switching weapons, the client now has built in logic to detect your new weapon and will immediately update your combat interface (and immediately display or remove the spec bar if needed). The server still has additional logic to check if you have the right requirements etc.
However, if a weapon switch fails (due to low level or something), the server won't revert your combat interface to what it should be. I'm still working on fixing that, will be done by tomorrow along with the rest of the (somewhat important) bugs reported on this thread
> Spec bar is now divided in 20 chunks of 5% each, instead of 10 chunks of 10%
> The spec bar now shows "Special attack: x%"
> The ancient mace special animation should be fixed now
> You now see the eating emote when eating and wielding a 2-handed sword at the same time
> The spec bar now turns blue if you don't have enough special attack energy for the weapon you're wielding (and turns green as soon as you have enough energy):
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Ali
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Re: Bughunter contest: combat improvements

Post by Ali » Sat Aug 08, 2015 7:07 am

Mike wrote:
Rawr wrote:Guys, with all due respect, this thread is meant to be for actual important bugs, especially those that have arisen due to the updates to combat. Try PKing and bridding, stress testing everything by trying every conceivable combination of scenarios. Don't just equip an item and go 'omg no stats' or 'omg wrong animation wtf' or simply restate previously known bugs and claim them as your own (ie morrigans, magic comp bow, void mace etc).
Well stated. I'm hoping that the above (melee, ranged, mechanics, tactics, etc.) have been properly tested before releasing on the production server (which will be any day now).

However, I must say I find it a bit strange to see little participation from Game Qualitee Committee members in hunting down bugs. It would be nice if some members were to do a bit of oversight over whatever they brought forward, see if it's properly worked out and check what needs fixing or improving - the GQC members are some of the most knowledgeable people about the game and they are best suited to test and check if all works as it should.
Not that I want to force any of you to do so, since I very much appreciate the time and effort put in bringing forward good (and well worked out) suggestions, making my job a whole lot easier (figuring everything is out half the work). Extra professional input on my recent updates would certainly help us a lot though.

In any case, I've hereby released a new testclient, so you'll need to redownload yours at http://client.pkhonor.net/PkHonor_testclient.jar or http://client.pkhonor.net/PkHonor_testclient.zip. In the update are the following:
> Removed the old code that tried to improved following (so following should be back to what it is on the current production server), please check if this all seems to be back to normal
> Removed the delay for switching weapons, the client now has built in logic to detect your new weapon and will immediately update your combat interface (and immediately display or remove the spec bar if needed). The server still has additional logic to check if you have the right requirements etc.
However, if a weapon switch fails (due to low level or something), the server won't revert your combat interface to what it should be. I'm still working on fixing that, will be done by tomorrow along with the rest of the (somewhat important) bugs reported on this thread
> Spec bar is now divided in 20 chunks of 5% each, instead of 10 chunks of 10%
> The spec bar now shows "Special attack: x%"
> The ancient mace special animation should be fixed now
> You now see the eating emote when eating and wielding a 2-handed sword at the same time
> The spec bar now turns blue if you don't have enough special attack energy for the weapon you're wielding (and turns green as soon as you have enough energy):
Image


Can you do an update to all the accounts and set them to their current banks, stats, passwords, etc?


EDIT: Korasi still has a delay on spec.

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Rawr
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Re: Bughunter contest: combat improvements

Post by Rawr » Sat Aug 08, 2015 10:30 am

^@Mike's GQC comment: I'd try and do more to help but considering my internet is really shitty (literally dropping out constantly and slow when it is up) I genuinely wouldn't be able to contribute much. Sorry :/
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B0rnt0b3pk
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Re: Bughunter contest: combat improvements

Post by B0rnt0b3pk » Sat Aug 08, 2015 8:46 pm

To be perfectly honest, I would like to help, but I genuinely have given up. The fact we do shit and all goes unrecognized till gods knows how long, and in the end a playre talks to you in-game or makes a topic about it, then goes all "I'm implenting it" or "that was a good idea/suggestion".
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Ryuui
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Re: Bughunter contest: combat improvements

Post by Ryuui » Sat Aug 08, 2015 9:54 pm

B0rnt0b3pk wrote:To be perfectly honest, I would like to help, but I genuinely have given up. The fact we do shit and all goes unrecognized till gods knows how long, and in the end a playre talks to you in-game or makes a topic about it, then goes all "I'm implenting it" or "that was a good idea/suggestion".
+1
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Azu rite
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Re: Bughunter contest: combat improvements

Post by Azu rite » Sun Aug 09, 2015 2:08 am

Most have either quit, given up, don't have time, or have internet issues, I keep saying we need more people. but no one has done anything about it.
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Azu rite
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Re: Bughunter contest: combat improvements

Post by Azu rite » Mon Aug 10, 2015 4:42 pm

Did you delay potions again?
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Azu rite
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Re: Bughunter contest: combat improvements

Post by Azu rite » Mon Aug 10, 2015 5:20 pm

Can you fix the morrigan's weapons special animation, it's the same as a seercull atm.



also can we get ::master for the test server, so tedious to level up accounts to test them
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