Icon

Furcadia Technical Resources

Back | Home Area | Data Dump | Furcadia
Icon2

Introduction

This page lists all the known DragonSpeak bugs that we have encountered so far and a little description on them. If you find faulty DS lines that aren't listed here for some reason, please let me know. Any further information about the bugs themselves would be appreciated. Contact me (Artex) or the bugges, should you find something interesting for us.

Modification Date: 26.Feb.2005


Faulty DS Lines

Causes

Additional Conditions

No faulty lines found

Areas

  • (3:10) in the space right in front of the triggering furre,
  • (3:11) # step(s) in front of the triggering furre,
  • (3:12) in the space right behind the triggering furre,
  • (3:13) # step(s) behind the triggering furre,
  • (3:500) at a random spot within the rectangle (#,#) - (#,#),
  • (3:510) at a random spot within the rectangle (#,#) - (#,#) where the floor is type #,
  • (3:520) at a random spot within the rectangle (#,#) - (#,#) where the floor is not type #,
  • (3:530) at a random spot within the rectangle (#,#) - (#,#) where the object is type #,
  • (3:540) at a random spot within the rectangle (#,#) - (#,#) where the object is not type #,
  • (3:511) at a random spot that is onscreen for the triggering furre where the floor is type #,
  • (3:512) at a random spot somewhere in the dream where the floor is type #,
  • (3:521) at a random spot that is onscreen for the triggering furre where the floor is not type #,
  • (3:522) at a random spot somewhere in the dream where the floor is not type #,
  • (3:531) at a random spot that is onscreen for the triggering furre where the object is type #,
  • (3:541) at a random spot that is onscreen for the triggering furre where the object is not type #,
  • (3:532) at a random spot somewhere in the dream where the object is type #,
  • (3:542) at a random spot somewhere in the dream where the object is not type #,

Filters

No faulty lines found

Effects

  • (5:20) Move any item present # step(s) in the direction the triggering furre is facing.
  • (5:30) play midi # to whoever set off the trigger.
  • (5:50) set countdown timer # to go off in # seconds.
  • (5:80) move any furre present # step(s) northeast (up and right) if there's nobody already there.
  • (5:81) move any furre present # step(s) southeast (down and right) if there's nobody already there.
  • (5:82) move any furre present # step(s) southwest (down and left) if there's nobody already there.
  • (5:88) turn the triggering furre clockwise.
  • (5:89) turn the triggering furre counterclockwise.
  • (5:98) turn any furre present to face southwest.
  • (5:99) turn any furre present to face northwest.
  • (5:200) emit message {...} to whoever set off the trigger.
  • (5:400) Cycle the three object types in this sequence one step forward: #, #, #.
  • (5:401) Cycle the four object types in this sequence one step forward: #, #, #, #.
  • (5:402) Cycle the five object types in this sequence one step forward: #, #, #, #, #.
  • (5:410) Cycle the three floor types in this sequence one step forward: #, #, #.
  • (5:411) Cycle the four floor types in this sequence one step forward: #, #, #, #.
  • (5:412) Cycle the five floor types in this sequence one step forward: #, #, #, #, #.
  • (5:2000) Reset the dream and kick all players out.


Idle DragonSpeak :: (0:70) - (0:73)

The server seems to reset the idle counter every minute.


Current Position Area :: (3:7) :: Not a bug!

Gives the current position at the time the trigger was initially activated, not at the time the clause is run.
As far as I see it, the argument is basicly about the difference between 3:7 and 3:5. 3:5 points at the current position of the person (even during walk) while 3:7 points to the position the person initially came from. When the cause doesn't involve movement, 3:7 and 3:5 will do the same thing. Nothing wrong here.
More Information.


Front/Rear Areas :: (3:10) - (3:13)

The lines seem to always select the square that is NorthWest!


Rectangle Areas :: (3:5[0-4]0)

Somehow, the X coordinate of a rectangle is doubled. Rectangle (10,12) - (14,16) becomes (20,12) - (28,16).
Apparently, this has something to do with the way X coordinate is given in the communication protocol (divided by 2) versus it's normal value...
Workaround: Try using X values that are divided by two - if your X is 16, specify 8 instead.


Spot Randomization :: (3:5??)

These lines may not work!


Spot Randomization :: (3:5[34]2)

Seem to be reversed (i.e.: When object is type# is actually When object is not type # and vice-versa).
Workaround: Reverse the lines to get a desired effect.


Massive Specific Movement :: (5:16) :: Not a bug?

Might cause everyone in the map to change their camera to the specific coordinates! The reason behind this is the client that is supposed to figure who's getting transported to the location by itself and due to lack of global awareness in the map (it doesn't know where's everyone on the map), it will most likely assume that it is supposed to be transported and not the others.
Workaround: This DS is supposed to be used with areas (3:?) and areas that only contain one person or a small enough range of sight - otherwise it's existence doesn't make any sense.


Item Movement :: (5:20)

No matter what direction you are facing in, the client will always think that the item was moved SouthWest. The server will place it in the right place, but the users won't see it unless they re-enter the dream or the item position is changed manually.


Music Playback :: (5:30)

Music starts twice rapidly as a result of two playback instructions being given one after another in the protocol.
Workaround: Use `entrymusic DS when possible or try using music that doesn't start rapidly.


Countdown Timer :: (5:50)

When setting up timer number 0, all the countdown timers cease to function except timer 1. More Information.
Workaround: Refrain from using timer 0.


Global Furre Movement :: (5:80) - (5:82)

Moving South-East in an area causes a cascade.
Basicly, only the movement NorthWest works the right way in these lines. It happens because the server forgets a person it moved once the movement is done. Then, next time it encounters him on the map, the person will be moved again (since the scanning goes from the top-left corner to bottom-right in a way you normally read a book)...


Furre Turn :: (5:[89][89])

Turning furre when it successfully moved make no effect to clients.


Emit Message :: (5:200)

Texts must not start with an opening round bracket ("("), for the string after it will be considered as anoter DS line if you do.
Texts must not end with a variable ("blah blah %foo") - will cause faulty strings in the TXB file or the string won't be created at all!
Workaround: Put </a> in front of the round bracket so you won't start with it (do not put a space in front of it - it doesn't help!). The user won't see any difference! Leaving a space after the variable to prevent it from touching the closing bracket should make the variable work.


Shape Cycling :: (5:400) - (5:412)

An item and floor number cannot be used more than once in the cycle (i.e: 1, 2, 3, 2). Apparently, it causes a confusion in what should we actually replace the 2 with: 1 or 3?..
Workaround: Clone the repeating shape into a new shape number (so the second 2 will become 4), avoiding such use of the DS line.


Dream Reset :: (5:2000)

DS Line tends to break dreams completely. More Information.


Copyright © 2004-2005 by IceDragon - All rights reserved