Re: Typos

... post your favorite game bugs here for the coders' attention. Please, please, please, show the steps necessary to repeat the bug. Otherwise they can't be solved and they will be ignored...
Saline
Posts: 1
Joined: Thu Aug 03, 2017 9:14 am

Re: Typos

Postby Saline » Tue Aug 22, 2017 11:23 am

Road to Tear
Once healthy and grassy, the village green now resembles the rest of
Cairhien, parched, barren and dusty. Dust-devils rage overhead, gauging
trenches in their wake. Further trenches are dug by the carts on the way
south to Tear, now using the green as a road. Few of the villagers stay
here for any length of time, most hurrying to be about their business
elsewhere. An inn lies due east of here, overlooking the green, and the
main road through the village to the north.
[ obvious exits: N E ]



I'm not really sure if this is a typo or not. It just seems an odd name for this room in Maerone. I mean, it's not even close to the Tear Road and the room itself only connects to the e/w road in Maerone. Also the room description is a village green, not a road.
Last edited by Elysia on Thu Aug 31, 2017 6:00 pm, edited 1 time in total.
Reason: I always just assumed this was the road to Tear that Mat marched south on, on the eastern side of the river.

Taziar
Posts: 514
Joined: Sat Mar 21, 2015 10:28 pm
Location: Seattle

Re: Typos

Postby Taziar » Mon Aug 28, 2017 7:57 pm

Circle of Ravens
Somewhere in the heavens, the Circle of Ravens is the rebirthing point of
the honored dead. From here those points held by the Imperial Armies may be
reached. A fountain remains placid and still allowing for peace and rest.
New characters should LOOK NAMES, TELL GUARDIAN KIT and LOOK NOTICE. To
find exit locations you should LOOK EXITS. It is strongly recommended that
new players look at our website at wotmud.org, before starting out, for the
rules, maps, and more.

[ obvious exits: S W U D ]
The News Board is mounted on the wall here.
A sculpture of a mounted warrior is centered upon a splashing fountain.

* HP:Scratched MV:Full > l exits

East - The Eye of the World
Up - Isle Jafar
Down - Falme
West - Seandar

* HP:Scratched MV:Full > where
exits
You have no sense of location here.

* HP:Scratched MV:Full > Obvious exits:
South - The Great Circle
West - Seandar Central Square
Up - Main Street Fountain
Down - Waterfront Square


The look exits sign does not match the existing exits.
Last edited by Elysia on Thu Aug 31, 2017 6:03 pm, edited 1 time in total.
Reason: Fixed.

Jael
Posts: 84
Joined: Mon Dec 19, 2016 1:12 am

Re: Typos

Postby Jael » Thu Aug 31, 2017 12:21 pm

* HP:Healthy MV:Strong > A Small and Cramped Cell
This cell is the darkest and most cramped of them all. Set back a little
ways from the others, the torch light does not reach well. Many small
rustlings can be heard in the old, >>moldy<< straw that lines the floors. Eerie
echoes bounce off the walls of the small cell, creating a frightening
atmosphere. The >>>>abscence of natrual<<<< light and wind is almost enough to
drive a person mad.
[ obvious exits: N ]
North: A Sun Palace dungeon guard attends to his post.
Alric the Overseer is standing here.
A cowering cook is here, hunched over and shivering.
A quivering kitchen maid stands here, tears damp on her cheeks.

mouldy unless moldy vs mouldy is like honor and honour??
The absence of natural light and wind
Last edited by Elysia on Thu Aug 31, 2017 5:53 pm, edited 1 time in total.
Reason: Fixed, except moldy, which is apparently correct.

Raeza
Posts: 193
Joined: Sun Apr 09, 2017 11:21 am

Re: Typos

Postby Raeza » Thu Aug 31, 2017 8:55 pm

Sunset message in Far Madding:

"The sun's blinding light is reflected in the lakes waters as it sets."

Should be "...in the lake's waters..."
Last edited by Cynthiel on Tue Sep 05, 2017 12:32 am, edited 1 time in total.
Reason: Fixed south zone. (North was already fine.)

laci
Posts: 23
Joined: Sun Aug 06, 2017 11:46 pm

Re: Typos

Postby laci » Sat Sep 02, 2017 10:26 pm

The bountyhunter says 'Namely, master Culyn Sumner, master Bryn Plambo and layd Mirnavaere.'

Should be Lady Mirnavaere.
Last edited by Cynthiel on Tue Sep 05, 2017 12:40 am, edited 1 time in total.
Reason: Fixed

Taziar
Posts: 514
Joined: Sat Mar 21, 2015 10:28 pm
Location: Seattle

Re: Typos

Postby Taziar » Sun Sep 03, 2017 2:11 pm

Paper from corpse of Patros Leander

* R HP:Wounded MV:Tiring > l paper
There is something written upon it:

Patros,,


Paper from A dark-haired bandit up the Illian Road In the Cellar

exa paper
There is something written upon it:

Friends,
Last edited by Elysia on Mon Sep 04, 2017 8:42 am, edited 1 time in total.
Reason: This is the 2nd time I've fixed this. Not sure if this will stick.

Taziar
Posts: 514
Joined: Sat Mar 21, 2015 10:28 pm
Location: Seattle

Re: Typos

Postby Taziar » Sun Sep 03, 2017 10:48 pm

Illian Countryside (Smitty smob zone) north end, 1d 1e of vines door.

A Small Sandstone Cavern
The walls of this room are smooth and seamless. A small channel filled
with rubble on the west wall shows where the underground river once
streamed through this room. The walls are carved with strange writing that
is almost impossible to see, let alone understand. Littering the smooth
brown sandstone floor are dried bits of flesh and small bones from a long
dead kill.
[ obvious exits: W ]
A chunk of sandstone lies on the ground.

Weather command shows this room is flagged outside and I think it should be an inside room.
Last edited by Elysia on Mon Sep 04, 2017 8:40 am, edited 1 time in total.
Reason: Fixed.

Taziar
Posts: 514
Joined: Sat Mar 21, 2015 10:28 pm
Location: Seattle

Re: Typos

Postby Taziar » Mon Sep 04, 2017 2:27 am

Zone line connection between Western and Eastern Plains of Maredo (west zone)

On a Small Trail
The small trail becomes wider as it heads east, but thinning out to the west.
Ruts from wagon wheels show that the trail sees a lot of traffic, probably
mostly merchants making the long way from Tear to the city of Lugard. A large
abandoned barn sits to the side of the trail to the north, with no doors
and no animals, belaying the loneliness of the plains which stretched out.
[ obvious exits: E W ]

An extra space between abandoned & barn (forum formatting doesn't show extra space).
Last edited by Cynthiel on Tue Sep 05, 2017 12:48 am, edited 1 time in total.
Reason: Fixed

Taziar
Posts: 514
Joined: Sat Mar 21, 2015 10:28 pm
Location: Seattle

Re: Typos

Postby Taziar » Mon Sep 04, 2017 1:02 pm

Western Plains of Maredo zone, all 5 rooms are in a row on the new path leading to the Countryside of Far Madding zone.

Each room name has an additional blank space at the end of their names. I have placed a bold X in each location in the following quote to help locate these blank spaces.

As a note: the room names and descriptions for two of the rooms are identical (A Turn Deep in the Crevice), not sure if this was intended as this is not general practice.

Crevice in the EarthX
The crevice of shale rock now towers four or five times the height of a horse cart
over the trail that continues to the west or to the east. No vegetation grows on
the rocky soil, which is formed from a fine red and black dust, intermingled with
pieces of broken rock.
[ obvious exits: E W ]

A Turn Deep in the CreviceX
The walls of the crevice continue their long, gentle arcing from the south and
further to the east. A single, solitary scrub brush has managed to somehow cling
to life where the crevice's floor meets the northern wall. The fine red and black
powder of the crevice floor is piled up in small mounds by some unknown force.
[ obvious exits: N W ]

A Turn Deep in the CreviceX
The walls of the crevice continue their long, gentle arcing from the south and
further to the east. A single, solitary scrub brush has managed to somehow cling
to life where the crevice's floor meets the northern wall. The fine red and black
powder of the crevice floor is piled up in small mounds by some unknown force.
[ obvious exits: E S ]

Through the CreviceX
The walls of the crevice gradually slope lower from east to west, following the
route of the trail. Peeking over the edge of the red and black walls, a few tufts
of spindly grass and other scrub vegetation can be seen. A few random boulders of
some kind of gray rock litter the floor of the crevice, like a giant's playthings.
[ obvious exits: E W ]

Rise to the GrasslandsX
The slope of the crevice floor has risen to be level with the rest surrounding
plains. The trail from the crevice cuts through the sparse, waist-high grasslands
from the crevice to the west to the horizon in the east. Further to the east off
the edge of the trail lies a small hut made of some timbers and thatched grass.
[ obvious exits: E W ]
Last edited by Cynthiel on Tue Sep 05, 2017 12:52 am, edited 1 time in total.
Reason: Fixed room names. Did not modify duplicate room description (not sure if intended)

Taziar
Posts: 514
Joined: Sat Mar 21, 2015 10:28 pm
Location: Seattle

Re: Typos

Postby Taziar » Mon Sep 04, 2017 4:47 pm

New Remen on west side of Rugged Hills of Murandy zone west of Lugard.

Street off the Docks
This wide and bustling paved town street seems to double as a dock.
Directly to the east, the River Manetherendrelle flows on southward, a
swiftly rushing body of cold, clear water. Barrels, crates and sacks lie
stacked on the dockside, where several river ships lie moored. A large inn
constructed of river stones lies to the west, bearing a sign.
[ obvious exits: N E S W ]

Missing city room flag, like docks 2s 1e.

Remen Town Square
The beating heart of the town, the central square is the focal point for
all its main streets before twisting in chaos in every direction. Coupled
with buildings roofed in shingles of every color imaginable has given the
town a unique architecture quite unlike any other city. A manor lies to the
west while the dock road leads east towards the docks on the River
Manetherendrelle. The main road snakes its way north and south.
[ obvious exits: N E S W ]
The Remen town crier stands here, spreading the news.

Missing city room flag, like docks 1s 1e.

End of the Town Street
A riverside town sprawls out to the north in a dazzling display of colorful roof
shingles. The buildings have been erected in various colors of stone that
have been hauled from the river. A hard packed and well-traveled road leads
out of the town towards the west, where it ascends a plateau.
[ obvious exits: N E W ]

Missing city room flag, like docks 1e.

Road Entering Town
The hard packed merchant road turns to run perpendicular to the river that
lies to the east, but parallel to the wall that surrounds the town to the
north. A hole in the city wall to the east seems to contain no gates,
perhaps they have long since decayed, or their wood was repurposed.
[ obvious exits: E S ]

Missing road room flag.


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