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Messages - Bourbon

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Off Topic / General / Re: test test
« on: August 29, 2022, 07:30:04 PM »

General Discussion / Re: Introductions and a Question
« on: December 02, 2019, 08:04:10 PM »
Still around and checking on this occasionally, but haven't played the game in several years.

General Discussion / Re: Introductions and a Question
« on: October 30, 2018, 08:35:03 AM »
Sorry I don't have an answer for you, but I too am curious about this!

General Discussion / Re: Multiplayer anyone?
« on: March 24, 2016, 07:33:34 PM »
I'd like to try this sometime, but I have to warn you, I'm pretty terrible at the game.  ;D

General Discussion / Resolution
« on: October 03, 2015, 11:43:55 AM »
I think I remember reading in the Dev Blog comments that the OpenGL project was a bit too much, so it was abandoned. Someone had asked about just having a patch to render in software at higher resolutions -- any movement on that?

General Discussion / Re: A few simple Questions about AA
« on: November 10, 2014, 06:49:31 AM »
I've been working on a full port to OpenGL which will change how the system renders and allow for full up/down looking.  Until then, there is a limit that can be annoying.

Any news from the OpenGL front?

Announcements / Re: New dev blog post added
« on: February 21, 2014, 12:56:29 PM »
Just want to say thanks for continuing to work on the game! This all looks very promising!  :D

General Discussion / Re: Netbook Keyboard Configurations?
« on: November 04, 2013, 07:42:28 PM »
If I was on a netbook, I'd "mirror" the numberpad with something like uio/jkl/m,. so that it corresponds to the 3x3 grid for spells and Inv/Sts/etc.

General Discussion / Re: Stealth Bonus to Damage Possible?
« on: November 04, 2013, 07:40:12 PM »
How often do you encounter enemies that aren't in the 'alert' state? I've only come across them after I've run away and returned later. Can you actually sneak up on mobs the first time if you hold the walk button?

I tried a Rogue and had a heck of a time killing anything with a dagger...mainly because of the class speed bonus and always-run being on (haven't gotten used to holding shift when I want to turn). A Rogue's turning is just way too fast with always-run on. (And those pesky elves skitter around everywhere anyway.) Given those considerations, maybe the bonus would be good. ;)

Bug Reports / Re: Bug Reports go here!
« on: October 29, 2013, 06:04:57 PM »
I sent the character to the A&A support email address.

I'm up for trying the debug version, though I might not get a chance to try it until this weekend.

Bug Reports / Re: Bug Reports go here!
« on: October 29, 2013, 09:44:35 AM »
So we tried this again and his character got hosed (again). We were both fighting druids (Q1M4), he died, I killed the druid but was poisoned, and when I drank a potion of cure poison my game crashed. He got stuck in the spawn point with no way to get to his corpse.  ::)

The "fix" was each of us creating new characters and starting over. On our second Q1 playthrough we didn't have any crashes and we did the whole storyline. That kind of makes me wonder if it was somehow related to my character, because he had tried two different characters with my one and it kept crashing. I was a Sailor and he tried an Archer and Priest. I could upload that character if you think it would help any. (On our second playthrough, I was a Paladin and him a Mage.)

Also, I noticed that "stdout.txt" gets written in the A&A folder. When we experience a crash, would it help for us to send those to you? They can get pretty time mine was ~72MB!

General Discussion / Multiplayer questions
« on: October 26, 2013, 09:05:13 AM »
Two general questions:

1) Would it be doable to require all players in a multiplayer game to be within a certain distance of a level's exit before it will work? You know, the old "You must gather your party before venturing forth" deal. A friend and I were playing and we kept accidentally going to the next level before we were ready (that problem is mainly that we don't know where we're going/what we're doing). But we almost had a close call where I died and he almost exited the level before I could get my stuff. I had just grabbed my last piece of equipment from the ground when he walked into the teleporter.

On a public server I could see that accidentally (or maliciously) happening. At the same time, it could be annoying if someone joined a game, went idle, and kept you from proceeding. I guess you could abort and start again without them. Or maybe you could set a server idle limit?

2) Is there a way to cast Priest spells on another player? Like Rejuvenate, Heal, Purify Blood? I looked at the wiki page and didn't see anything that indicated that. And if there is a way, we haven't figured it out yet.

Bug Reports / Re: Bug Reports go here!
« on: October 24, 2013, 10:23:22 AM »
Sorry, I realize my post was a little lacking in information. I tried to recreate the scenario and then I discovered something else. More here.

I will do some more testing with my friend to see if we can narrow down on the crash. But the other aspect is a bigger problem...

Bug Reports / [FIXED] [BUG 1.03] Multiplayer crash / character saving bug
« on: October 24, 2013, 10:20:15 AM »
I was investigating the bug that I mentioned here and I stumbled upon something else related. I think it deserves its own thread.

I launched two copies of A&A to try to recreate the aforementioned issue. I think I was probably wrong about poison being the source of the crash; that could have just been a coincidence. I let druids kill both characters with poison multiple times in my testing and there was no crashing. Not sure about aspect.

But the issue where "Player 1" crashed and "Player 2" was unable to do anything else in the game environment (can't open doors, use floor switches, etc) is easy to repeat. It also results in "Player 2"'s character being saved when they abort the mission. "Player 1"'s character will be as it was before play started (since the game crashed and it wasn't written).

Basically, load two copies of the game and connect to a server with two different characters. Start a quest. Take each player's stuff and toss it on the ground (or just let them be killed). Hit each other a few times to gain some experience. Open Windows Task Manager and end one of the game processes (AA.exe). The player that's still in the game is unable to interact with the world. Abort the mission and it will prompt several times ("requesting abort" and then "force abort"). When you're back in town, go to the store and check your inventory. It will be empty (assuming you dropped everything). Start a new quest and check your stats and you'll see that experience is still there.

So what happened originally was I died, my game crashed, my friend died, and then he found himself stuck on Q1M4 with an empty inventory because he couldn't open the door right in front of the spawn point. When my game crashed he just couldn't do anything. So he went to abort the level (via the interface), and when he did that, his character was saved with an empty inventory. If he hadn't died right after I crashed then that could have been advantageous for him. But since he did, it hosed his character...

Bug Reports / Re: Bug Reports go here!
« on: October 20, 2013, 04:19:48 PM »
A friend and I had Jugurtha Map 4 (the library-like map with the secret bookcase) crash on us twice. I think it might have something to do with poison. I was the one that created the game and he joined it. I died of poison, and right around that time my friend also died of poison. So the game crashes for me. He's still in the game, but the door in front of the spawn point won't open for him some reason so he can't get to his corpse. It also saves his character when this happens so when he aborts the mission his inventory is completely empty.


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