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This is a discussion on "Crashing" in the Top Mud Sites MUD Coding forum : I'm not the coder for the mud but I am one of the owners, and I was wondering what could be causing this. Tonight a player killed a migaard cityguard and it crashed the game which we found out was createing a loop of giving eq to the player. We than tested the other mobs in migaard and they didn't cause the mud to crash. We are ROT code base, and there are no visable errors in the logs. Also we noticed that when you kill the cityguards sometimes you get eq from other areas or newbie eq. ... |
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#1 |
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Member
Join Date: Apr 2002
Location: Aberdeen MD
Posts: 56
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I'm not the coder for the mud but I am one of the owners, and I was wondering what could be causing this. Tonight a player killed a migaard cityguard and it crashed the game which we found out was createing a loop of giving eq to the player. We than tested the other mobs in migaard and they didn't cause the mud to crash. We are ROT code base, and there are no visable errors in the logs. Also we noticed that when you kill the cityguards sometimes you get eq from other areas or newbie eq. We deleted the resets for the city guards so there are none now, but what could be causing this?
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#2 |
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Member
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What was the last thing you changed before this problem started occurring?
Kas. |
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#3 |
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Member
Join Date: Apr 2002
Location: Aberdeen MD
Posts: 56
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Our coder changed slay so it wouldn't affect him, we tried that, we even tried putting in the old migaard with the old code that worked with no problem and it still came up with the same problem. We than thought it was a memory problem, but we got pleanty of memory so it wasn't that either. Than we thought it might be because these 2 areas are overlaping vnums, we fixed that and it still did the same thing. Me and the coder are baffled, confused and confuggled about what happened and why it did happen. We have fixed it so mortals can't log in with old immortal names and edit the areas.
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#4 |
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Member
Join Date: Apr 2002
Location: Aberdeen MD
Posts: 56
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I have just tried doing a reset with a cityguard and a watchtower guard because also the watchtower guards do the same and the mobs are fine. I did a reset and tested it by doing an aedit reset and killed it and it didn't crash, could it be possible that it's a piece of eq that's doing it?
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#5 |
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Member
Join Date: Apr 2002
Location: Aberdeen MD
Posts: 56
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It turns out it was the cityguard signet ring, but now the players are buggy, when 1 dies the game crashes.
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#6 |
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Member
Join Date: Apr 2002
Location: Aberdeen MD
Posts: 56
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Once again we found the problem, the rings that are being worn are set as treasure, when killed it creates duplicates of items. We went through and changed all of the rings that came up as treasure to jewelry and that seems to have fixed it :-).
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#7 | |
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Posts: n/a
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Quote:
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#8 |
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Member
Join Date: Apr 2002
Location: California, USA
Home MUD: Alsherok
Posts: 169
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Or it could just be his coder did so as part of a running gag, much like I did with our mud. It became somewhat of a silly arms race - find a way to kill the coder.
So it's hardly a "waste of flesh" to do such things. Humor is part of the equation. If you can't have a little fun at the expense of your code, then why bother? Besides, I think it was adequately explained by Keljorian that the problem had little if anything to do with the slay issue. Chances are the slay issue simply brought it forth because someone he slayed was carrying the buggy rings. |
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