Bugs - 1.21

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Bugs - 1.21

Postby Cassiel » Mon May 31, 2010 8:54 pm

Thanks to everyone for your reports. An update is now available.


How to report a bug:

1. Make sure it's actually a bug and not you just misunderstanding what's going on.

2. Reproduce the bug in as few steps as possible and post these steps.

3. Provide a replay of the bug using the steps you've posted.
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Re: Bugs - 1.19

Postby Merlin » Wed Jun 02, 2010 1:55 pm

I haven't been able to reproduce this bug reliably at all, but it seems that Blood Bath can bug randomly and give your hero obscene stats for the duration.

I got +312 damage at level 4 with a half bar, and some one else got 4k hp at a similar level. Forgot to save the replay though. :(

Also there might be some map related desync problems.
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Re: Bugs - 1.19

Postby boogieman » Wed Jun 02, 2010 5:37 pm

Just got the same bloodbath bug, 4k+ hp and over 300 damage. I have the replay saved, where is a good place to upload it?
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Re: Bugs - 1.19

Postby Cassiel » Wed Jun 02, 2010 5:41 pm

If it's small enough you can attach it here. Otherwise use filehosting. And note the time the error occurs.
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Re: Bugs - 1.19

Postby boogieman » Wed Jun 02, 2010 6:42 pm

OK, I will host it up later when I have finished playing.

Also another bug which you may or may not know about and probably wont care about; if you play tob then go to play another map ie dota it fucks up. In dota if you play tob then play dota it server splits but you can still talk to everyone else in chat...
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Re: Bugs - 1.19

Postby Cassiel » Wed Jun 02, 2010 6:53 pm

Supposedly not widgetizing doodads/destructables fixes that, but obviously not.
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Re: Bugs - 1.19

Postby theboogleman » Wed Jun 02, 2010 7:50 pm

I've experienced that before too but that was with an older version.
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Re: Bugs - 1.19

Postby Cassiel » Wed Jun 02, 2010 7:54 pm

Indeed, if it's there now it should have been there all along.
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Re: Bugs - 1.19

Postby theboogleman » Wed Jun 02, 2010 7:55 pm

Cheers. Also it has nothing to do with witgetwazer, it's bnet smiting you for playing inferior maps.
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Re: Bugs - 1.19

Postby boogieman » Wed Jun 02, 2010 8:23 pm

Here is the replay of the blood bath bug http://www.mediafire.com/?zxnwi1nwynq. It happens at 18:20 at the top expo, Juliet gets 4306hp and + 304 attack damage. It happens when Juliet has her ult activated but I'm not sure if this is a contributing factor or not.
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Re: Bugs - 1.19

Postby Merlin » Wed Jun 02, 2010 11:22 pm

Just played a game where we had to stop after 35 minutes because the FPS suddenly dropped to like 10.

replay
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Re: Bugs - 1.19

Postby Cassiel » Thu Jun 03, 2010 12:33 am

That's the bug I mentioned in the patch notes--thought it would be a lot less likely to come up without the option to add spawns. I looked through the replay, but didn't see anything that seemed like it could cause it. I've already run separate tests on the projectiles system spawning 8 siege per hall per wave, let it run for an hour and never a hiccup, so it's not that, at least not entirely.

If you can ever figure out a way to reproduce it let me know. I may have to release a special testing version with debug enabled so you get the error messages the second it goes south.
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Re: Bugs - 1.19

Postby Merlin » Thu Jun 03, 2010 4:54 pm

Now that I have a working GHost bot, it has become clear that there are desync issues with the map. I had not noticed any before, and I just hosted 1.16 to see if this was new. It isn't, I'm afraid.

I'll post any triggers or patterns that seem to cause them I find.
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Re: Bugs - 1.19

Postby theboogleman » Fri Jun 04, 2010 1:42 pm

There's still the pory beetlejuice bug. I had 8 scarabs, clicked beetlejuice, 7 exploded and 1 kept spamming bettlejuice and then it died cause of enemy. After this I could only summon 7 scarabs, not 8. Then I don't know what happened and it only let me summon 6.

Also dual nature doesn't work with reliq.
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Re: Bugs - 1.19

Postby Merlin » Fri Jun 04, 2010 3:07 pm

Had a timer error in one game.

replay
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Re: Bugs - 1.19

Postby Cassiel » Fri Jun 04, 2010 3:38 pm

If you guys think I'm going to sit through whole games waiting for something to go wrong you're crazy.
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Re: Bugs - 1.19

Postby Merlin » Fri Jun 04, 2010 4:28 pm

Ah, sorry. Forgot to say include the time. It happens at around the 30 minute mark.
Last edited by Merlin on Fri Jun 04, 2010 5:13 pm, edited 1 time in total.
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Re: Bugs - 1.19

Postby Cassiel » Fri Jun 04, 2010 5:05 pm

When "Error: Timer Release" appears it doesn't cause any errors with the game. It just means there was an attempt to release a timer that had already been released. The second release is blocked and the game goes on just fine. I added the message to see if there were any such cases and whether I can actually track them down.

If it doesn't cause any problems, why track it down, you ask? Because WC3 debugging is garbage: I can't do a stack trace, and thus I can only block the duplicate release of the timer if it hasn't been reassigned yet. This means the only way I can fix the errors you don't see, which will cause problems, is by looking at the errors you do see, which cause no problems at all. So much fun!
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Re: Bugs - 1.19

Postby Merlin » Fri Jun 04, 2010 5:22 pm

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Re: Bugs - 1.20

Postby Cassiel » Fri Jun 04, 2010 9:05 pm

New map, new bugs.
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Re: Bugs - 1.20

Postby SamuraiWindu » Fri Jun 04, 2010 10:38 pm

There is a bug that entails using Phantom Arrows in conjunction with Haunt. Normally you can interrupt a unit’s attack by commanding it to move, by commanding it to attack a different unit, or by giving some other command. However, when Haunt is activated and Phantom Arrows is set on auto-cast, once the Phantom Queen attacks, she is committed to that attack. If you time a command between when she starts her attack’s back-swing and when her attack fires, the command is ignored. You can only give a different command in the brief period between attacks. I noticed this in both versions 1.19 and 1.20.

Attached is a replay that demonstrates this bug. It is demonstrated every time the Phantom Queen uses Haunt. A prime example starts 2 minutes in. Unfortunately, just watching the replay doesn’t prove much. You really need to reproduce it for yourself.


Being I am on the subject of Phantom Arrows and Haunt, the tool tips are slightly misleading. Phantom Arrows says, “The Phantom Queen can attack with Phantom Arrows while ethereal.” Haunt says, “Turns the Phantom Queen insubstantial, making her immune to physical damage but unable to attack without Phantom Arrows.” Does Haunt make the Phantom Queen “insubstantial” or “ethereal”? Whichever distinction you choose is inconsequential, but consistency in terms would make the descriptions more straightforward.
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Haunt and Phantom Arrows.w3g
(35.34 KiB) Downloaded 245 times
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Re: Bugs - 1.19

Postby theboogleman » Fri Jun 04, 2010 11:12 pm

Cassiel wrote:If you guys think I'm going to sit through whole games waiting for something to go wrong you're crazy.


I just assume that if our description isn't enough you'll ask for a time in the replay
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Re: Bugs - 1.20

Postby Cassiel » Fri Jun 04, 2010 11:41 pm

SamuraiWindu wrote:There is a bug that entails using Phantom Arrows in conjunction with Haunt.

That's intentional, not a bug. Tirion says it's necessary for some reason I don't recall.

SamuraiWindu wrote:Being I am on the subject of Phantom Arrows and Haunt, the tool tips are slightly misleading. Phantom Arrows says, “The Phantom Queen can attack with Phantom Arrows while ethereal.” Haunt says, “Turns the Phantom Queen insubstantial, making her immune to physical damage but unable to attack without Phantom Arrows.” Does Haunt make the Phantom Queen “insubstantial” or “ethereal”? Whichever distinction you choose is inconsequential, but consistency in terms would make the descriptions more straightforward.

The terms are intentionally different because ethereal is a subset of insubstantial. She can always attack while ethereal, even if she's made ethereal by something other than Haunt. Haunt, on the other hand, makes her insubstantial, which means she's both ethereal and able to pass through enemy units as if they weren't there. If you look, you'll see that she has two different buffs while Haunt is active, one of which comes and goes when she's attacking. This kind of stuff is just a byproduct of working within the limitations of WC3.
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Re: Bugs - 1.20

Postby SamuraiWindu » Sat Jun 05, 2010 5:43 am

It appears that any player that is not red will now crash if they moving any items in their inventory.
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Re: Bugs - 1.20

Postby Merlin » Sat Jun 05, 2010 5:46 am

I had an eventful morning...
FATAL ERROR: Exception 0xc0000005 (access_violation) at 0023:6F4c2657. The instruction at '0x6F4C2657' referenced memory at '0x2277DC00'. The memory could not be written.

Happened within 3 minutes.

Someone said Bloodmage crashes the game. Unable to reproduce in Single Player.

FATAL ERROR: Exception 0xC0000005 (access_violation) at 0023:6F4317D1. The instruction at '0x6F4317D1' referenced memory at '0x00000020'. The memory could not be written.

Happened within 2 minutes. Didn't see anything.

FATAL ERROR: Exception 0xC0000005 (access_violation) at 0023:6F4317D1. The instruction at '0x6F4317D1' referenced memory at '0x00000020'. The memory could not be written.

Happened within 30 seconds. Someone picked Pory, and I got the bot to autosave a replay.
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GHost++ 2010-06-05 09-39 Tides of Blood AOS (00m21s).w3g
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