Recent content by roothorick

  1. roothorick

    **REPORTED** Charged Blaster Cannon and Last Prism beam not visible to other players

    Charged Blaster Cannon: The initial projectiles are visible normally, but when the cannon charges up into the beam, other players only see a particle effect directly in front of the player firing. Last Prism: It just looks like the player is just holding an inert triangle in front of them...
  2. roothorick

    **REPORTED** Ballista firing results in SoundEffectInstance being accessed after it was disposed

    Flibit believes that this is a related if not the same bug: **REPORTED** - Crash to Desktop: This object has already been disposed Since it doesn't actually crash in a majority of cases on Windows, there's probably a race condition here.
  3. roothorick

    **REPORTED** Possessed armor (all fighter AI enemies?) position desync

    Clowns, The Groom, and The Bride have been observed doing the same thing. So I think it's any fighter AI enemy that survives the lava damage long enough to attempt to repath.
  4. roothorick

    **REPORTED** Ballista firing results in SoundEffectInstance being accessed after it was disposed

    After further testing, Flameburst firing, Lightning Aura, and Etherian Goblin death sound causes similar if not the same crash. Bizarrely, Explosive Trap is fine. I think there's something specific to (most) DD2 crossover sounds that triggers the bug.
  5. roothorick

    **REPORTED** Possessed armor (all fighter AI enemies?) position desync

    This is extremely consistent; every possessed armor observed so far has done this exact sequence with nearly identical timing. Picture of the farm attached. Behavior as seen by client: 1. Enemy (possessed armor) spawns and walks into the lava, and begins taking damage. 2. Enemy, while still in...
  6. roothorick

    Game Mechanics Summons should target dummies when whipped

    A simple one: hitting a target dummy with a whip should make that player's minions and sentries attack the dummy for a period of time, as a convenient way to test the DPS output of summons.
  7. roothorick

    **REPORTED** Ballista firing results in SoundEffectInstance being accessed after it was disposed

    This ultimately results in a use-after-free inside FNA. There's an extensive Twitter thread about how I found it here: Reproduction steps: Summon a ballista using the Ballista Rod and wait for it to fire. The access happens immediately at the end of the firing sound. This is one of those...
Back
Top Bottom