death bug while command stacked and mob fol where not to go

Started by Grox, Mar 31, 2008, 12:38 AM

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Grox

ok, this is three I found at same time.... since it's all in one cap, will just post once.

1)  I setup a command stack to try to run past some monsters and get them to follow me away from my death pile...  I moved them off it, then died... however, there was still a couple rooms in my command stack that hadn't fired yet.  I died, saw the halls of the dead for just a second, then was immediately back in the room my command stack had been setup for me to go to.
2)  It appears when there is more than a few monsters following you, you apparently only get the first few monsters follow message, then several blank lines.
3)  The flaming zombies (nor ANY OTHER creatures) are NOT supposed to follow you into the crimson fort, no way, no how. never never never.

Here  is a cap of what I had:  (I am bolding the death part, and illegal mob follow. You can see the blank lines.)
You are now resting.
[HP=224]: (Resting) l w
Crimson Tunnel
    The smoothness of these dark red tunnels tell they have been carved by
humanoid hand. Some jagged scars in the wall mar the smoothness, showing signs
of a creature passing through. Intense heat radiates from the walls, and you
soon feel like a piece of meat being over cooked. Strange noise from the west
draws you on.
You notice black star key, black serpent key here.
Obvious exits: east, northwest
[HP=224]: (Resting) w
l nw
Crimson Tunnel
You notice black star key, black serpent key here.
Obvious exits: east, northwest
Crimson Tunnel
    The smoothness of these dark red tunnels tell they have been carved by
humanoid hand. Some jagged scars in the wall mar the smoothness, showing signs
of a creature passing through. Intense heat radiates from the walls, and you
soon feel like a piece of meat being over cooked. Strange noise from the west
draws you on.
You notice 1 runic coin, black star key, adamantite enforced boots, adamantite
scale gauntlets, wolf helm, adamantite scalemail leggings, adamantite wrist
guard, adamantite bracers, scalemail tunic, scale gauntlets, dwarven work
boots, pot-helm, scalemail leggings, curved heater, fine broadsword,
greatcloak, Magebane sword, adamantite scalemail tunic here.
Also here: flaming zombie, flaming waist, flaming torso, flaming waist, flaming
torso, flaming waist, flaming torso, flaming waist, flaming torso, flaming
waist, flaming torso.
Obvious exits: northwest, southeast
[HP=224]:rest
You are now resting.
[HP=260]: (Resting) nw
nw
Crimson Tunnel
You notice 1 runic coin, black star key, adamantite enforced boots, adamantite
scale gauntlets, wolf helm, adamantite scalemail leggings, adamantite wrist
guard, adamantite bracers, scalemail tunic, scale gauntlets, dwarven work
boots, pot-helm, scalemail leggings, curved heater, fine broadsword,
greatcloak, Magebane sword, adamantite scalemail tunic here.
Also here: flaming zombie, flaming waist, flaming torso, flaming waist, flaming
torso, flaming waist, flaming torso, flaming waist, flaming torso, flaming
waist, flaming torso.
Obvious exits: northwest, southeast
Crimson Tunnel
Obvious exits: west, southeast
A flaming zombie shambles into the room from southeast.










[HP=260]:w
s
s
Crimson Tunnel
Obvious exits: south, east
A flaming zombie shambles into the room from east.










The flaming zombie bludgeons you for 16 damage!
You are scorched for 27 damage!
The flaming waist spins and kicks at you, but you dodge!
The flaming waist kicks you in the stomach for 3 damage!
You are scorched for 17 damage!
The flaming torso bludgeons you for 13 damage!
You are scorched for 19 damage!
The flaming torso bites you for 14 damage!
You take 8 fire damage!
The flaming waist leaps into the air and kicks you for 51 damage!
You are knocked off your feet, and land with a heavy thump!
You are flat on your back!
The flaming waist spins and kicks at you, but you dodge!
The flaming torso bites you for 13 damage!
You take 6 fire damage!
The flaming torso bites you for 19 damage!
You take 6 fire damage!
The flaming waist leaps into the air and kicks you for 50 damage!
You are knocked off your feet, and land with a heavy thump!
You are flat on your back!
You drop to the ground!
The flaming waist leaps into the air and kicks you for 60 damage!
You are knocked off your feet, and land with a heavy thump!
You are flat on your back!
You have been killed!
Temple, Halls of the Dead
Also here: Jackote.
Obvious exits: up
[HP=454]:
Crimson Tunnel
Obvious exits: north, south
[HP=454]:
Crimson Tunnel
Obvious exits: north, south
Crimson Tunnel
Obvious exits: north, south
Crimson Tunnel
Obvious exits: north, south
[HP=454]:look
Crimson Tunnel
    The smoothness of these dark red tunnels tell they have been carved by
humanoid hand. Some jagged scars in the wall mar the smoothness, showing signs
of a creature passing through. Intense heat radiates from the walls, and you
soon feel like a piece of meat being over cooked. Strange noise from the south
draws you on.
Obvious exits: north, south
[HP=454]:l n
Crimson Tunnel
    The smoothness of these dark red tunnels tell they have been carved by
humanoid hand. Some jagged scars in the wall mar the smoothness, showing signs
of a creature passing through. Intense heat radiates from the walls, and you
soon feel like a piece of meat being over cooked. Strange noise from the south
draws you on.
Obvious exits: north, south
[HP=454]:n
l n
Crimson Tunnel
Obvious exits: north, south
Crimson Tunnel
    The smoothness of these dark red tunnels tell they have been carved by
humanoid hand. Some jagged scars in the wall mar the smoothness, showing signs
of a creature passing through. Intense heat radiates from the walls, and you
soon feel like a piece of meat being over cooked. Strange noise from the south
draws you on.
You notice black star key, rope and grapple, greatcloak here.
Also here: flaming zombie, flaming waist, flaming torso, flaming waist, flaming
torso, flaming waist, flaming torso, flaming waist, flaming torso, flaming
waist, flaming torso.
Obvious exits: south, east
[HP=454]:gos found another bug
Grox gossips: found another bug
[HP=454]:gos with command stack
Grox gossips: with command stack
[HP=454]:s
l s
Crimson Tunnel
Obvious exits: north, south
Crimson Fortress, Entrance
    The tunnel abruptly opens up to reveal a massive cavern that reaches up
farther then the eye can see. Directly south of you is a massive fortress,
crimson as the magma moat that surrounds it. Intricate designs of a crimson
flame cover the walls in various forms. A massive metal gate stops immediate
entrance into the fortress and it appears as though a great battle had just
been waged in an attempt to breach the walls and gate into the fortress.
Obvious exits: north, closed gate south
[HP=454]:s
bas s
You hear movement to the south.
You hear movement to the south.
You hear movement to the south.
You hear movement to the south.
Crimson Fortress, Entrance
Also here: flaming zombie, flaming zombie, flaming zombie, flaming zombie.
Obvious exits: north, closed gate south
You bashed the gate open.
[HP=454]:s
Fortress of the Crimson Flame, Main Gate
Obvious exits: open gate north, east, west
A flaming zombie shambles into the room from north.
A flaming zombie shambles into the room from north.
A flaming zombie shambles into the room from north.
A flaming zombie shambles into the room from north.
[HP=454]:
Fortress of the Crimson Flame, Main Gate
Also here: flaming zombie, flaming zombie, flaming zombie, flaming zombie.
Obvious exits: open gate north, east, west
The flaming zombie bludgeons you for 14 damage!
You are scorched for 13 damage!
The flaming zombie swings at you, but you dodge out of the way!
The flaming zombie bludgeons you for 8 damage!
You are scorched for 21 damage!
The flaming zombie bludgeons you for 18 damage!
You are scorched for 27 damage!
[HP=353]:e
Gon't Ge a [Brox!!!

Vitoc

Damn, thought we had fixed this. :(

Ok, will try to fix this one once and for all.



Fermouth

Broadcast from Stinkyhaze "please dont take me to the bathroom, will"

Vitoc

Quote from: Fermouth on Apr 05, 2008, 08:12 AM
It's still not fixed.
It should be fixed as of the latest deployment today.

The problem was the MoveCommand was storing the exit before the movement delay started, so even if you died and were teleported to HOD the instant the movement delay ended you went through the stored exit.  I'm fairly confident the fix today will resolve this.