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PostPosted: Fri Jun 07, 2019 12:34 am 
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After having setup my own DSP environment, I realized several of the things that are broken for BST (mainly, latent item effects on a few items) don't work on Nasomi, but do work on more recent codebase of darkstar project (Jan 2019).

After poking through the forums here browsing bugs/complaints/thingsbrokeyo, I realized several other bugs have already been fixed on DSP.

Nasomi probably has heavy customizations to his fork, but is there any path to asking or helping him merge these bugs?

A little disappointed I spent two days getting a rune axe on BST only to discover it's latent effects don't work, even though DSP has the latents (and other things) coded and working. :/


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PostPosted: Fri Jun 07, 2019 1:38 am 
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It would be nice to have him actually collab with others so shit gets fixed at a faster rate - like other servers - but that seems like a pipe dream from what I've heard and seen since playing here sadly.

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PostPosted: Fri Jun 07, 2019 2:00 am 
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Nuke

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Last edited by The_Carrot on Fri Jun 07, 2019 2:40 am, edited 1 time in total.

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PostPosted: Fri Jun 07, 2019 2:19 am 
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The problem with DSP is that you don't know what bugs you're getting along with the fixes. In production getting an unknown bug isn't worth getting ten valid fixes.

If people want their shit to get fixed, the biggest thing they can do is be specific about what's broken. In this post for instance: what items? what latents? what bst bugs?

This thread's also probably getting nuked, we're not supposed to talk about DSP.

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PostPosted: Fri Jun 07, 2019 2:40 am 
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Oh yeh.... I forgot.....

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PostPosted: Fri Jun 07, 2019 2:43 am 
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Deadwing wrote:
The problem with DSP is that you don't know what bugs you're getting along with the fixes. In production getting an unknown bug isn't worth getting ten valid fixes.

If people want their shit to get fixed, the biggest thing they can do is be specific about what's broken. In this post for instance: what items? what latents? what bst bugs?

This thread's also probably getting nuked, we're not supposed to talk about DSP.


Thanks for the feedback, but my post was more directed toward finding a better method of reporting bugs and gathering current bug info other than IRC or forum post(s). Is there an updated bug list by chance?

I'm only asking so I don't put in time into gear, weapon skills, or other when they don't work.

To answer your questions, here are the bugs that I found annoying:
1. Rune Axe (itemid 16647): None of the latents are working (MP drain, HP regen, +ATTK).
2. Weapon Skills Energy Steal and Energy Drain: Both just do dmg and don't return MP. Unsure if this is intended. Note that Club Skill Starlight DOES return MP on Nasomi, which is cool and my reason for wanting Energy Steal/Drain.


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PostPosted: Fri Jun 07, 2019 11:09 am 
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Deadwing wrote:
The problem with DSP is that you don't know what bugs you're getting along with the fixes. In production getting an unknown bug isn't worth getting ten valid fixes.

If people want their shit to get fixed, the biggest thing they can do is be specific about what's broken. In this post for instance: what items? what latents? what bst bugs?

This thread's also probably getting nuked, we're not supposed to talk about DSP.

There's just so much wrong with the first two sentences I've rewritten my response here multiple times, trying to figure out what's the more important point to make.

Instead, well, I'll just make them all.

People deal with bugs in open source software all of the time. Including people using things in production. Would you tell someone it's not worth updating the linux kernel because you don't know what bugs are being introduced? Never updating your shit is a great way to end up with all sorts of security vulnerabilities, bugs that never get fixed, etc.

Also, the statement that unknown bugs are worse than 10 valid fixes is also just wrong. If you have a bug that causes data corruption, or brings the server down regularly, etc., getting that fixed is certainly worth the risk of maybe introducing some other bug. It depends on what you're fixing.

Even if you don't just git merge the code in, you can also just look at how they fixed the bug. It should be relatively simple to take a look at the commit message that fixed it, understand what was broken, and work from there to implement the fix in a way you're comfortable with. Even if the codebase has significantly diverged, if the bugs were introduced from the DSP code, then it's almost certain your code hasn't changed enough that you can largely use the same fix - if it had changed that much, you probably wouldn't be experiencing the same bug!

I don't know of a single professional programmer that would argue you should ignore an active codebase you forked from.

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PostPosted: Fri Jun 07, 2019 2:46 pm 
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Posts: 565
cthalupa wrote:
Deadwing wrote:
The problem with DSP is that you don't know what bugs you're getting along with the fixes. In production getting an unknown bug isn't worth getting ten valid fixes.

If people want their shit to get fixed, the biggest thing they can do is be specific about what's broken. In this post for instance: what items? what latents? what bst bugs?

This thread's also probably getting nuked, we're not supposed to talk about DSP.

There's just so much wrong with the first two sentences I've rewritten my response here multiple times, trying to figure out what's the more important point to make.

Instead, well, I'll just make them all.

People deal with bugs in open source software all of the time. Including people using things in production. Would you tell someone it's not worth updating the linux kernel because you don't know what bugs are being introduced? Never updating your shit is a great way to end up with all sorts of security vulnerabilities, bugs that never get fixed, etc.

Also, the statement that unknown bugs are worse than 10 valid fixes is also just wrong. If you have a bug that causes data corruption, or brings the server down regularly, etc., getting that fixed is certainly worth the risk of maybe introducing some other bug. It depends on what you're fixing.

Even if you don't just git merge the code in, you can also just look at how they fixed the bug. It should be relatively simple to take a look at the commit message that fixed it, understand what was broken, and work from there to implement the fix in a way you're comfortable with. Even if the codebase has significantly diverged, if the bugs were introduced from the DSP code, then it's almost certain your code hasn't changed enough that you can largely use the same fix - if it had changed that much, you probably wouldn't be experiencing the same bug!

I don't know of a single professional programmer that would argue you should ignore an active codebase you forked from.


Im not a professional programmer, and im sure that all makes sense, but when retail used to update, dsp would too and force all their servers to. The server would be fucked for weeks sometimes. Im sure dsp figured out what was wrong and fixed it, but it was completely unacceptable for someone running a server with hundreds of players to just have a potentially catastrophic update, to modern retail code, that would take weeks to fix. Nas doesnt want the current retail code, he wants a stable environment for people to play in. Stability, Stability, Stability. The server goes down for one night and people start screaming about jumping ship to eden, so there's no way he's allowing it to be unplayable for weeks like it was when DSP would force SOE updates.


Last edited by exelyon on Fri Jun 07, 2019 7:51 pm, edited 1 time in total.

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PostPosted: Fri Jun 07, 2019 4:38 pm 
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cthalupa wrote:
Deadwing wrote:

This thread's also probably getting nuked, we're not supposed to talk about DSP.


I don't know of a single professional programmer that would argue you should ignore an active codebase you forked from.


I don't for a second think that Nasomi totally ignores what happens with DSP codebase. I have seen plenty of evidence that he isn't ignoring it. But... the only person that knows exactly what he is doing is Nasomi. And it's clear he doesn't like people even talking about this stuff (for valid reasons).


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PostPosted: Fri Jun 07, 2019 7:50 pm 
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Joined: Sat Jan 19, 2019 1:36 am
Posts: 13
sakuro wrote:
cthalupa wrote:
Deadwing wrote:

This thread's also probably getting nuked, we're not supposed to talk about DSP.


I don't know of a single professional programmer that would argue you should ignore an active codebase you forked from.


I don't for a second think that Nasomi totally ignores what happens with DSP codebase. I have seen plenty of evidence that he isn't ignoring it. But... the only person that knows exactly what he is doing is Nasomi. And it's clear he doesn't like people even talking about this stuff (for valid reasons).


I do professional software development. After downloading the source and setting up my test env (with help from GodMode of eden), I started testing bugs from Nasomi forums against it, which led me to my original questions.

I'd be happy to track down commits for code changes if Nasomi dev team would be receptive to it, but I doubt that will happen at this point.

For now, I'll be contributing to the DSP project for fun and contributing to Eden - it's an interesting side project! I will not, however, be rerolling to Eden as I put too much time into my Nasomi char Richuss and made too many online friends.

I guess mods should feel free to delete the thread.


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