News:

SMFNew Installed

+-+-

User+-

Welcome, Guest.
Please login or register.
 
 
 

Login with your social network

Forgot your password?

Site Stats+-

Members
Total Members: 728
Latest: Cho
New This Month: 0
New This Week: 0
New Today: 0
Stats
Total Posts: 10932
Total Topics: 795
Most Online Today: 389
Most Online Ever: 854
(September 18, 2024, 07:49:37 am)
Users Online
Members: 0
Guests: 273
Total: 273

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Willis

Pages: [1]
1
Variant Classes Mod / Re: Variant Classes Bug Reports
« on: April 08, 2018, 06:06:56 am »
Alright, I found that PlagueLord did not kill the dummy on recast. It simply summon a useless dummy with same family name to replace it. But i still think it won't caused the crash. The most problematic thing is, when PlagueLord dies, it won't kill the dummy nor cast the useless dummy, but apply an affix "blood_charge_off" that clean the stat. So, that dummy will still try to keep the passive with level 0, and the skill that will trigger on caster die. When you cast the skill again, it will reapply the affix "blood_charge_on" without removing the "blood_charge_off". Will it be necessary to remove the affix for clear stats? I don't know. But I think the best practice is still removing any affix when it's not needed.

2
Variant Classes Mod / Re: Variant Classes Bug Reports
« on: April 08, 2018, 04:37:52 am »
Do you mean dummy 1 summon dummy 2, dummy 3, etc ...
So the existing dummy becomes overload (too much summon dummy).

If that is the cause, it might be overcome by loop casting. My point is the dummy 1 no longer calls dummy 2, dummy 3, etc ... Instead of dummy 1 he calls himself back. That way there is no more junk data.

Sorry if I'm wrong. :)
Not sure. But it's more like it's already loop casting. It's more like

Dummy Kitty
Skill: Apply xxx buff

Apply xxx buff
Usage: apply buff and summon dummy kitty

as single player game doesn't crash. And it called like once per second. For single player, it's fine. But for multiplayer, the package of information sent to your counterpart may become huge as it may contain several seconds (it depends on how long it took to load and how Torchlight 2 is coded, but I'm really bad at how data being transferred). If it's the case, the game client may need to load tons of affixes, effects, stat change, creation and destroy of dummy at a very short time. The loading can caused a crash.

Of course, all the above is like assumption and I'm just a self-learner. So my assumption can probably be wrong. As long as there is not a solution, we will never know what happen unless somebody can really hijack the data transaction process and see what's going on, which require much more skills that handling Guts.


I think all my assumption are wrong. The reason why the buff ignores CD is that it's a passive skill. May be switching it into active skills with short duration and shorter CD can help. In fact, if I do kill the dummy on warp and change the duration of the skill into 1.5s, it works on most toggle skills, but not this one as this one use counter to see whether the skill was on. So, can anyone give me some data on whether those classes that may crash the game all have toggle skills? So far, here are two reasons I can think of.
1. We have to kill the dummy, otherwise the game may have the possibility to crash. However, if my memory is correct, nethermancer does kill all the summon (not sure is it includes dummy) on warp and it still causes crash.
2. Duplication of skills. As I notice that sometime there were two same buff icon instead of one when I use Pludgelord. When I saw that, the client will crash for 100% of the times when I change an area.

3
Variant Classes Mod / Re: Variant Classes Bug Reports
« on: April 07, 2018, 11:59:32 pm »
More Update

Can't find when does it summon the dummy. Seems like that the dummy won't die even if you turn off the skill. It just changes the level of the dummy skill instead of resummon it. The funniest thing is CD or cast once only do no effect. I guess the dummy keeps resummon itself so CD and cast once can do nothing as every time it's a new dummy. Of course, it's also possible that another dummy keep summon that dummy. I believe the process of keep apply buff and resummon dummy cause overload on multiplayer game and finally crash the game sometime depend on network speed or other stuff. It explains the situation that sometime it crashed and sometime it didn't, and explain that even some classes use toggle skills, they cause no crash. However, I still can't find a way to fix it to prevent the resummon of dummy. I have no idea how the summon system works in Guts even after reading the engineering skill.

4
Variant Classes Mod / Re: Variant Classes Bug Reports
« on: April 07, 2018, 09:54:49 pm »
Some update.

Besides adding DIES_ON_WARP:1 to dummy, I change the duration and CD of the dummy skill to 1.5 and 1 respectively. Now the buff won't be applied too frequent and will gone shortly after switching area. However, as this skill use a dummy counter instead of checking unittheme, I have to find a way to remove the counter. Anyway, I start thinking about whether do I really need to kill the dummy on warp. I will use Ritual of the Chain, which I kill the dummy on warp too to explain.

1. 1st cast: summon a pet and apply a debuff to myself
2. Warp: kill the dummy that apply that debuff (I can't figure out how to kill the pet, as I can't really find the unit file for the pet)
3. The debuff is still there, but no more reapplication. Pet still there too. And the skill still function well.

So, the problem may exist on the first part. That's to say, why should we apply a buff/debuff with infinite duration so frequent? Is it the crash caused by (A) The dummy, (B) the frequent cast of skill by dummy, or (C) the frequent reapplication of a infinite duration skill? I quite run out of idea to test all three as the crash will not happen every time even if I modify nothing and use the original file. It requires a lot of test to different scenario.

5
Variant Classes Mod / Re: Variant Classes Bug Reports
« on: April 07, 2018, 06:19:48 pm »
I have found a possible fix for classes crashing issues during multiplayer/co-op games when transitioning from one area to another. As posted https://steamcommunity.com/workshop/filedetails/discussion/900049612/1694917906661349705/, some crashing issues are due to toggleable skills. I have tested on 2-3 classes, but mainly with Plaguelord.

After I dig into the code of Plaguelord's Body Boost, which have a visual effect of toggle off and different CD (10s after 1st cast, 3s after 2nd) so it is easy to notice the change, I believe that either the skill being reapplied too frequent, or it last after warp caused the crash. However, after I add "DIES_ON_WARP:1" to both dummy units (I don't understand why there are two dummy for this skill), turn it on and warp in game, the buff is still there. But the unittheme is gone and I can only activate the second stage of that skill but will the first stage of CD (10s). The simplest ways I can think of are either trigger the toggle off via cast on warp (but not such thing), or via cast on dummy die (I can't find either). I can't successfully turn the skill off on warp to have enough information to test whether toggleable skills really caused the crash. Can someone help?

Anyway, I will try the same on Ritual of the Chain later to see whether I did it. In fact, it is possible that the passive of Plaguelord, which work as toggleable but no toggle off function, can cause the crash too.

Pages: [1]

Recent Topics+-