Core devs 
Seems the core devs finally figured out the actual problem with Achievement and Auction House data packets. In the process of testing those fixes out but they look proper.

Will add more information when I get it.

Yep it's working now after a few bits of finagling and fixing the devs sloppy code. Achievements work at login and the .fix command was removed. Auction house searching and such works. Only thing I can't get working yet is the in-game chat message when an auction is sold. But, you get the mail and all that jazz.

Name searches and all other search types work fine. Bid list works..etc. All tested. I'll be moving the update to the live servers shortly.

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Tired 
I've said on many occasions that if I did this job for the people..that I'd have quit a long time ago. While that still holds true..I do get tired of the constant whining and bickering about how we do our jobs.

People, I think, should be grateful that there are people around willing to sacrifice their lives to making this place run. We work day in and day out to get things fixed and keep things running. They shouldn't be debating or complaining about HOW that work gets done..they should be glad it is getting done at all. Because I can tell you now..there are very few people that could do what we do the way we do it.

I don't know many people would be willing to give up everything to stare at a computer screen for 10-16hrs a day and I know even less would be willing to do that knowing they're going to get bitched at on a constant basis.

I guess in summary the point of this is to be happy with what you have and that you have it at all. Be happy that we even gave the ability to track bugs and happy that we fix them. Be happy you have a place to play free of subscriptions. Be happy that you have a place to play that is stable. Be happy the place is getting more functional every day.

In short, be happy. And, for the love of god, stop bitching at us. It's not going to change the way we do things. We do them the way we have to do them with what we're given. You're not going to change..we're not going to change. So, what's the point in being pissy about it all the time?

I may not do it for the people..but getting beat down all the time takes its toll on any person.

With that said, I'm going to go eat dinner and then go back to what I'm good with..fixing shit.

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Few more things 
-- Death Knight: --
*Death Knight T11 DPS 4P Bonus - Not proccing on Death Rune or Killing Machine
-Added the Death Eater (90507) proc spell effect

-- Druid: --
*Feral Druid T11 4 Piece Set Bonus - Not proccing effect on Mangle (Cat)
-Added Strength of the Panther (90166) proc spell effect

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Updates 
-- Priest: --
*Renew - incorrect damage
-I don't recall the specifics of this..but I added the missing SP coefficients for it in the DB
*Paralysis - Currently not granting Mind Blast critical strikes the ability to stun their target
-Adjusted the proc table. Pretty sure this was already working though. If you look at the spell, you can see it is -not- a stun nor does it say it is a stun. It reduces movement speed by 100% but there are auras that raise your minimum run speed above 0 which can counteract the effect.
*Holy Word: Sanctuary - It's supposed to heal targets that are standing on the sanctuary (like Healing Rain) but it's not healing anyone for any amount.
-Added the spell effect heal trigger (with diminishing).
*Chakra: Sanctuary - does not increase the amount healed from renew by 15%.
-Added modifier
*Strength of Soul - Currently not causing Inner Focus casts to grant immunity to Silence, Dispel and Interrupts for 5 seconds.
-Not sure why this wasn't proccing..but I reworked it a bit and seems to be working ok now.

-- Hunter: --
*Piercing Shots - Doing flat damage (between 100-200) instead of 30% of the damage dealt by the crit shot over 8 secs.
-It was definitely multiplying damage by 30 then by 8..which is how it should be..shrug. I noticed it was not increasing the tick's damage but rather reapplying and recalculating though. So, I set it to increase if the buff is already present otherwise it will apply a new one.
*Crouching Tiger, Hidden Chimera - does not reduce the cooldown of disengage by 4 seconds when hit by a melee attack, and does not reduce the cooldown of deterrence by 8 seconds when hit by a spellcast.
-Added proc event and cooldown packets

-- Druid: --
*Revitalize - Currently does not have an internal cooldown of 12 seconds once it procs.
-For some reason this and a few other spells had time_t(null)+cd for their cooldown (time_t(null) = 0) where as it should be time(null)+cd (time(null) = current time in seconds). Not sure how the hell I screwed that one up..been in there awhile too.

-- Paladin: --
*Sacred Shield - No internal Cooldown
-Same as above Revitalize problem

-- Professions: --
*Lifeblood, Toughness, Master of Anatomy - Stacking all auras for all ranks at once and also causing LUA errors
-Rewrote the stacking system for granted abilities to apply the highest you know and disable the lowers. Prevents the lua errors and the stacking problem.


To be continued...

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Lied 
Ok, I lied...got a few fixes before my breakage.

-- Hunter: --
*Entrapment - Not allowing Ice Trap or Snake Trap to entrap the target preventing them from moving for 4 seconds.
*Lock and Load - Not proc'd by Freezing Trap
-Pretty sure these are both related to a bug in the trap proc system. Rewrote the trap system so, even if it doesn't fix it, it will be easier to track down.

-- Oculus --
Cleaned up the scripts and added script to Varos.

Ok ok..now I'm done.

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Hum 
Found an odd glitch in the 'Cast While Walking' aura fix. Seems that the packet sometimes gets dropped (and apparently fairly often). I've reworked the system to update periodically in case it does get dropped. Should solve the dropping packet issue in the next build.

Also found a small bug in the rune haste calculations brought up by Riviera. After running through the entire method of calculations and packets..etc..I found that there was a small glitch in the way it was sending the updates and saving the calculations. Should be fixed in next build and seems to be working fine in tests. Though it was already working fine before...I'm wondering if I might have reverted that change during the transfer last build. Who knows.

Going to be taking a small break from coding for a bit. Got real life stuff I want to do and would like some free time to goof off. I haven't had any spare time as of late. I just got a new Android phone and haven't even had the time to customize it or play around with it at all.

I was thinking about making some apps to use for the server..any ideas on stuff you'd want to be able to do on your phone?

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Small updates with big changes 
These updates took most of the day to fix correctly...not many of them..and they're not all that surprising..but they required new core components and aura types. Core is compiling right now and will be live on next crash/restart (if it happens after 5am EST).

-- Mage: --
*Firestarter - Not allowing casting of Scorch while moving
-Implemented the aura state for 'Cast while moving' effects. Works on movement to start and continue casting both. This fixes all (properly DBC'd) 'Cast while moving' spells not just this. Tested working.
*Hot Streak - Currently not having a chance to proc off Fireball, Frostfire Bolt, Pyroblast, Fireblast and Scorch critical hits.
-Improved Hot Streak was overriding the code for this (So it didn't work at all without it). Updated code to support both. Tested working.
*Cauterize - Currently not proccing when the mage is dealt a killing blow
-Implemented Cauterize's aura type and state update. Tested working.

-- Priest: --
*Shadowy Apparition - Not summoning correctly or doing the correct damage
-Completely rewrote the script and updated the spell IDs. It will now properly summon, update level and hit rate (noise is annoying I know..working on that), apply clone and shadow aura, then chase target, will last 15secs or until it catches and casts on the target, and it will cast it's death effect on death. Range is 5yrds (melee distance) for Casting it's 'Shadowy Apparition' spell and it will now, correctly, be 60% of your Shadow SP. Tested working though the movement speed may need reduced depending on feedback.

-- Death Knight: --
*Rune Regeneration - Rune regeneration currently doesn't scale with haste or haste effects (Bloodlust, Unholy Frenzy, etc)
-Added a new Rune Regen timer system to calculate haste effects into the regen timers. It may be off slightly due to the way the math is done but not more than 100ms in either direction. Tested working.

-- General: --
*Ash Realms Defender/Dominator - Procs on passive spells (talents, learning spells, etc)
-Added passive spell flag check to proc

A few more things got tossed in the update while I was working but, I don't recall them offhand. Mostly just visual stuff and a couple crash problems.

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Sigh 
Well, fixed a few things but stuck on trying to get these 'cast while moving' spells working properly. Most notable fix done so far is finishing up the visualization, damage, and ai of Shadowy Apparition. Fairly close to how it should be now and with it's proper scaling damage.

It will be in the next build when I figure out what to do with this damn movement code.

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Alright 
Cleaned up the spell mod system. This should fix bugs or incorrect reported values for:
Shadow Word: Death + Mind Melt
Mind Flay + Glyph Shadow Word: Pain (No longer affected)
Smite + Glyph
Hammer of the Righteous + Glyph
Elemental Oath
Incinerate + Immolate
Incinerate and Chaos Bolt + Fire and Brimstone
Drain Soul + <= 25% Health
Shadow Bite + 30% for each dot
Steady Shot + Glyph
Moonfire
Wrath
Eviscerate and Evenom + Revealing Strike + Executioner
Mind Blast and Spike + Shadow Orb + Shadow Orb Power
Torment the Weak
Mana Adept
Ice Lance + Glyph
Frostburn
And a few other things.

I also added some fixes to the Shadowy Apparition to see if I can make it easier to track down problems.

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Interesting.. 
So, the recent DK fixes brought up an underlying problem in the core devs method of applying spell mods. That explains the skewed results from some of my tests. It also explains the recent double damage bug that is on the core currently.

Working on rewriting the spell mod system to account for this problem.

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