Myth II 1.8.1 Public Beta
Myth II 1.8.1 Public Beta
Project Magma is proud to announce that the official public beta of Myth II version 1.8.1 is now available.
Myth II 1.8.1 is an incremental update over Myth II 1.8, providing improved support for modern operating systems (e.g. HiDPI/Retina display support) and various bug fixes and improvements.
Download it here: http://tain.totalcodex.net/items/show/m ... ublic-beta
To see the detailed list of changes, consult the ReadMe here: Readme_1.8.1_beta.pdf
Everyone is encouraged to install the beta, and help test the next version of Myth II. We need your help to find any bugs, so that we can fix them before the final version.
Please post all bug reports regarding Myth II 1.8.1 in this thread.
Note: This beta is set to expire September 1st, by which time we expect to have the final version released.
Myth II 1.8.1 is an incremental update over Myth II 1.8, providing improved support for modern operating systems (e.g. HiDPI/Retina display support) and various bug fixes and improvements.
Download it here: http://tain.totalcodex.net/items/show/m ... ublic-beta
To see the detailed list of changes, consult the ReadMe here: Readme_1.8.1_beta.pdf
Everyone is encouraged to install the beta, and help test the next version of Myth II. We need your help to find any bugs, so that we can fix them before the final version.
Please post all bug reports regarding Myth II 1.8.1 in this thread.
Note: This beta is set to expire September 1st, by which time we expect to have the final version released.
Re: Myth II 1.8.1 Public Beta
h) Disabled tilde/deselect interaction with inventory and made the inventory menu hide immediately after an item is chosen.
What is the reason for this change? Using the tilde to select inventory 0 was one of the best UI changes in 1.8. I don't want to have to reach all the way across my keyboard to hit 0, especially since inventory 0 is going to be the most frequently selected inventory.
Please revert this change or make it optional.
What is the reason for this change? Using the tilde to select inventory 0 was one of the best UI changes in 1.8. I don't want to have to reach all the way across my keyboard to hit 0, especially since inventory 0 is going to be the most frequently selected inventory.
Please revert this change or make it optional.
Re: Myth II 1.8.1 Public Beta
People complained back when 1.8 was released that they didn't like the change. Instead of adding an option I thought I'd just revert it and see if anyone cared - which it seems that you do . We can make it optional for the final.hmp wrote:h) Disabled tilde/deselect interaction with inventory and made the inventory menu hide immediately after an item is chosen.
What is the reason for this change? Using the tilde to select inventory 0 was one of the best UI changes in 1.8. I don't want to have to reach all the way across my keyboard to hit 0, especially since inventory 0 is going to be the most frequently selected inventory.
Please revert this change or make it optional.
Re: Myth II 1.8.1 Public Beta
Awesome work guys! Let's organize a night to do some further testing on this client. In particular to try and get some 1.8.1 "gameplay" testing just to ensure there aren't bugs.
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- Posts: 16
- Joined: Wed Dec 19, 2012 8:55 pm
Re: Myth II 1.8.1 Public Beta
Can't connect to GoS. Locks up in the 'connecting' dialog. Have to force quit.
os:
OSX 10.5.8
cpu:
2.1Ghz PPC
ram:
1GB RAM
video:
ATY,RV380
vram:
128MB
In the interim, have played 20 or 30 coops. Mostly seems pretty solid. However, see this attached film. Think that qualifies as a bug? Never seen anything like it.
The warrs clumped at the bridge would not respond to any commands.
Also, filed a bug ages ago w/ 1.8 when the extended camera zoom was added. The solution was to disallow zoom on my machine. That was unnecessary and I re-enabled it using a powerusers setting. Specifically,
[Renderer.OpenGL]
UseCMapTiles=True
UseShaders=True
The original bug was that the sprites did not render, only their shadows. I haven't seen it since and still don't know the original cause.
Thanks always for keeping my favorite game of all time alive into another decade.
--- edit ---
Upon reviewing the film, I have to add on note. The film was made using the TFL Coops Plug made by Renwood and OogaBooga. I'm no longer aware of its location online, so here is a description.
The scenario was Siege of Madrigal.
Upon crossing the bridge, clumped warriors fought and killed a clump of thrall right at the foot of the bridge on the town side. From some unknown cause, 4 of the surviving warrior became stuck on the mesh, rapidly fluctuating their animation but remaining in place. They do not respond to any commands. This might be an edge case bug, which would make it worthwhile to track down the plug. I see from the readme that some of the new features are associated w/ bug regarding the interaction of objects on the mesh. The falling bits of the dead thrall may have been involved here.
os:
OSX 10.5.8
cpu:
2.1Ghz PPC
ram:
1GB RAM
video:
ATY,RV380
vram:
128MB
In the interim, have played 20 or 30 coops. Mostly seems pretty solid. However, see this attached film. Think that qualifies as a bug? Never seen anything like it.
The warrs clumped at the bridge would not respond to any commands.
Also, filed a bug ages ago w/ 1.8 when the extended camera zoom was added. The solution was to disallow zoom on my machine. That was unnecessary and I re-enabled it using a powerusers setting. Specifically,
[Renderer.OpenGL]
UseCMapTiles=True
UseShaders=True
The original bug was that the sprites did not render, only their shadows. I haven't seen it since and still don't know the original cause.
Thanks always for keeping my favorite game of all time alive into another decade.
--- edit ---
Upon reviewing the film, I have to add on note. The film was made using the TFL Coops Plug made by Renwood and OogaBooga. I'm no longer aware of its location online, so here is a description.
The scenario was Siege of Madrigal.
Upon crossing the bridge, clumped warriors fought and killed a clump of thrall right at the foot of the bridge on the town side. From some unknown cause, 4 of the surviving warrior became stuck on the mesh, rapidly fluctuating their animation but remaining in place. They do not respond to any commands. This might be an edge case bug, which would make it worthwhile to track down the plug. I see from the readme that some of the new features are associated w/ bug regarding the interaction of objects on the mesh. The falling bits of the dead thrall may have been involved here.
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- Posts: 3
- Joined: Fri May 13, 2016 4:15 pm
Re: Myth II 1.8.1 Public Beta
Gonna get to testing this and get back to you guys! Thanks for a NEW BUILD WOO!
Re: Myth II 1.8.1 Public Beta
Thanks for the bug report film! I don't think we changed anything related to monster movement in 1.8.1, so I suspect it's an old bug, but will take a look.
EDIT: Looks like it is actually caused by 1.8.1, by the fix for the "teleporting bottle/pus" bug. We'll fix it for the final or for beta 2 if we have one. The issue is some projectiles that would have previously dropped to ground level remained in air and stuck between the two warriors, causing collisions and the warriors unable to move.
EDIT: Looks like it is actually caused by 1.8.1, by the fix for the "teleporting bottle/pus" bug. We'll fix it for the final or for beta 2 if we have one. The issue is some projectiles that would have previously dropped to ground level remained in air and stuck between the two warriors, causing collisions and the warriors unable to move.
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- Posts: 16
- Joined: Wed Dec 19, 2012 8:55 pm
Re: Myth II 1.8.1 Public Beta
Glad to help.
Since the connection to GoS attempt locks up and I have to force quit, I can't think of any further useful information other than to be clear that I have no problem connecting w/ 1.8 and can also host. If there is anything further, PM or post here.
Since the connection to GoS attempt locks up and I have to force quit, I can't think of any further useful information other than to be clear that I have no problem connecting w/ 1.8 and can also host. If there is anything further, PM or post here.
Re: Myth II 1.8.1 Public Beta
Thanks. Can you post what your myth_log.txt says when you try to connect to GoS?ScaryMonster wrote:Glad to help.
Since the connection to GoS attempt locks up and I have to force quit, I can't think of any further useful information other than to be clear that I have no problem connecting w/ 1.8 and can also host. If there is anything further, PM or post here.
Also, when this happens, can you open Activity Monitor, find "Myth II" and click "Sample Process" (or "Inspect" -> "Sample Process") and attach the output of that as a file here? That would help us understand what's going on. Thanks!
EDIT: Nevermind, figured it out. Will be fixed for next build we post.
- juliocpaes
- Posts: 1263
- Joined: Mon Feb 14, 2011 12:07 am
- Location: Madrigal - Brazil
- Contact:
Re: Myth II 1.8.1 Public Beta
Hi Project Magma,
I would suggest the following script :
In Loathing "edit map action" (type sound) add a new script named "dialog" where we could write the text of dialogues of the characters without need to make a "string list"
I would suggest the following script :
In Loathing "edit map action" (type sound) add a new script named "dialog" where we could write the text of dialogues of the characters without need to make a "string list"
Re: Myth II 1.8.1 Public Beta
By the way, if there are more instances of the "units getting stuck" bug that happens, please submit your films. It's a tricky issue and I'd like to make sure our fix for it completely addresses it.
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- Posts: 16
- Joined: Wed Dec 19, 2012 8:55 pm
Re: Myth II 1.8.1 Public Beta
- myth_log.txt
a sample at the main screen before trying to connect.
a sample after pressing connect from the Multiplayer Game screen.
Happy Hunting.
--edit--
I only let this run 1 minute initially. While making these samples I let the connect run longer. It still fails, but it displays a dialog saying that there are no rooms available.
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- Posts: 16
- Joined: Wed Dec 19, 2012 8:55 pm
Re: Myth II 1.8.1 Public Beta
Found another bug candidate.
Look at Vegdrasil's health bar at 1:28.Re: Myth II 1.8.1 Public Beta
Thanks! Keep em coming!
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- Posts: 16
- Joined: Wed Dec 19, 2012 8:55 pm
Re: Myth II 1.8.1 Public Beta
This is another one.
Pay attention to the sound after the wight explodes. Something's wrong with it. I could try and guess, but you're just going to have to listen to it anyway. From about 25:30 on.