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-   -   Steam RoF2 Development Tracking (https://www.eqemulator.org/forums/showthread.php?t=39092)

trevius 12-08-2014 06:09 PM

Steam RoF2 Development Tracking
 
This thread was created to help keep track of the development of the Rain of Fear (version 2 - build date of May 10 2013 23:30:08) client. We are referring to this client as "RoF2" since it is still the RoF expansion, but is newer than the previous client. It is actually considered Shadows of Fear, which is a mini expansion that came via a patch, but we did not want to call it SoF2 (since SoF was already taken).

This Rain of Fear (RoF2) client is currently only obtainable via Steam.

This thread can be used as a reference for what needs work, and who is working on what. I will try to keep this post updated as people update the thread or make commits with any progress or notes.

This thread can be used for any development related work or concerns as well as to report any bugs with the client that haven't already been documented.

This thread will be focused on RoF2 specific bugs, not general bugs that exists in some or all other clients. Because we are already tracking known issues with previous clients in other threads, this thread will not repeat those same issues. For reference, see the following threads for previous client development tracking:
SoD Development Tracking
Underfoot Development Tracking
VoA Development Tracking
RoF Development Tracking


Last Updated - March 2nd 2015


Top Priority Work:
1. Guild Bank - The Guild Bank window opens, but deposit does not work. This is possibly just a slot issue that needs to be converted to the RoF slot system in the struct.


Medium Priority Work:
1. Bazaar - /bazaar searches do not function yet. This is due to several packet related changes in how bazaar is handled.


Low Priority Work:
1. Mend - The Monk Mend skill has random refresh timers after first logging in/zoning. This is most likely due to not passing a timestamp in the PP field for it.


Client Issues:
1. Many of the old world zones that were revamped have been removed from the client. This includes zones like commons, but we will need to get a full list of missing files together. The good news is the files can be added to the client folder and will work once they are there (similar to what needs to be done on the Underfoot client).
2. Due to Ornamentations using augment types 20 and 21, items cannot have both of these aug types at the same time. These slots appear large at the top of the item stat window and it can only display 1. If this causes a problem on any custom server, they should run SQL to convert type 20 and 21 to other slots on the items as well as augments (and inventory table).


Database and Source Code Changes that will be needed at some point:
1. Will need to convert the source and database to use the new Live format for item slots and to allow bags larger than 10 slots and the 2 new main inventory slots.
2. Will most likely need new Database and source changes to get the new /bazaar feature working in all zones (including bazaar itself).
3. RoF2 client does not automatically find the best Z location for ground spawn objects. This means that forges, bird baths, etc may need to be set to the correct Z location in the Database if they show as hovering.


New Systems to RoF2 that did not exist in Underfoot (that may/does require code support):
Note that many of these were carried over from the work on the RoF and VoA clients, so they need to be validated.
1. Containers can go above 10 slots and it looks like the max is at least 32 slots (though there is no reason for hard setting a max in the source with the new slot format). I tested a 100 slot bag and it worked.
2. Two new slots in the base player inventory for a total of 10 (restricted to 8 in the source for non-GM characters).
3. Merchant window now has a "Reclaim" tab. Any item you destroy during a single session of EQ (Unsure if it resets when you log) is shown in this tab and can be purchased at the cost of "Reclamation Tokens"
4. /bazaar is now searchable from all zones and you can buy/sell directly from that window and items can sell even while you are offline.
5. Item Hotkeys - The new Item Hotkey always shows the item in the Charm slot due to an issue with how item headers are serialized now. This is a new feature in addition to the old slot based hotkeys.
6. Augmentations - Augments can now be right clicked to allow them to be deleted directly from the slot without removing them, and can also be swapped without removing first. This is not yet implemented in EQEmu.
7. Guild Permissions/Ranks - There are now 8 guild ranks and each rank can have several different permissions defined for them. This would require a major overhaul to the guild management code.


Special Client Notes:
Item Hotkeys - Slot based hotkeys can still be created by holding ALT+Click on a slot. The new item-based hotkeys are created by holding left Click.


Recently Resolved Issues:
1. Empty Containers can be stored inside other containers. This is now supported!
2. Death - Reports that dying was not causing the client to zone. This was resolved by correcting the opcodes.
3. Ebon/Radiant Crystals - The totals for these did not show correctly until after you use them. This was resolved by aligning the PP.
4. Leadership AAs - The Leadership AA window did not display totals correctly. This was resolved by aligning the PP.
5. Adventure Stats - The Adventure Stats window did not display totals correctly. This was resolved by aligning the PP.
6. Logging in or Zoning Times - It was taking about 2 minutes to login/zone due to an issue that causes the client to search for a boat that does not exist. This was resolved by aligning the PP.
7. Leadership AAs - Purchasing Leadership AAs did not work. This was resolved by correcting the opcodes.
8. Recipe Searches - This did not work. This was resolved by correcting the opcodes.
9. Corpses - Corpses now show items on them again. Was broken when Client62 was removed, but has been resolved.
10. Alternate Currency Merchants - Alternate Currency Merchant buying and selling are both now functional. Structs were corrected.
11. 6th Aug Slot - Aug slots now go up to 6 max instead of the previous 5 max. Source updated to implement 6th aug slot.
12. Rest Timer, Show Helm Option, Auto-Consent Options - All fixed by correcting the Player Profile packet.
13. Resurrection - Resurrection is now fixed. There were 4 bytes added to the response struct.
14. Tracking - Tracking Window now displays correctly and track now works. Struct and opcode corrections made.
15. Cursor Buffer - This should now be working like previous clients. Had to add a work-around to handle it until the new slot system is in place.
16. Dropping Items - Dropping items now go to ground level instead of camera-height level.
17. Caster Augmenting - Cloth Armor was unable to accept type 8 (and possibly other types) augs. This has been resolved by identifying the item packet field causing it.
18. Aug Slot Type 21 - Items with Slot 21 for augs had Buy Now button instead of a slot. This was related to the Membership packets and has been fixed.
19. Looting - NPC Corpses with more than 10 items on it was not functional. This was corrected by sending the correct slot types for corpses on RoF2.
20. Looting - Sometimes the incorrect item would get looted due to slots being in the wrong order. This was corrected with the same fix as above.
21. Shielding and Key Ring - /shield (shielding) and /key (key ring) are both now functional after opcode updates.
22. Pet focus and hold - The /pet focus on/off and /pet hold on/off commands are now functional. This was an issue with the defines and case switch for the commands.
23. Guild Rank - Promote is now functional, new members are now members instead of recruits, and /guild chat works properly for new members.
24. Environment Damage - This is not functioning properly (falling, lava, etc damage). This was corrected by adjusting the struct size.
25. Item Hotkeys - The new Item Hotkeys which are created by holding Click on an item are now functional. This was resolved by adjusting the unique string length.
26. Guild Alts - Setting Guild Members as Alts in the Guild Management Window now saves and is functional for filtering. It was resolved by correcting the opcode.
27. Cross-Client Guild Invites - Guild between RoF+ and previous clients now works. Temporary work-around was added to convert the membership rank of invites/accepts.
28. Shared Platinum - Platinum put in the Shared Bank was not being displayed after relogging. This was corrected by identifying the field in the PP.
29. Bandolier - The Bandolier was displaying a treasure chest icon (836) when nothing is set in it. Had to set icon to -1 instead of 0 in the PP.
30. Discipline Updates - Disciplines were not updating when scribing a disc from a Tomb. Corrected by changing max disciplines from 200 up to 300.
31. Bazaar Trader - Buying and Selling from Bazaar Traders is now functional.
32. Bard Effects - The effects for songs on Bard Items was not displaying. This was corrected by updating the Encode to include Bard Effects.


Attaining the Steam F2P (Free to Play) RoF2 Client:
http://store.steampowered.com/app/205710/ - Note: Do not purchase the latest expansion on Steam as it is the same Download as the F2P one.
Click the "Play Game" button.
If you have Steam, you will be given the option to open it up in Steam and you can download it from there. If you do not have Steam installed, you will have the option to install it. Install it and then get the client from within Steam.
Once the client is downloaded, move the Everquest F2P folder (something like "C:\Program Files\Steam\SteamApps\EverQuest") to another location so it doesn't get patched by Steam at any point. Make sure not to start the client using the installed desktop icons. You do NOT want to patch the client to Live!
Then just follow the normal EQEmu client setup instructions to change the eqhosts.txt file and create the shortcut using the patchme argument.

This post will be updated again regularly with current development status. Devs, please feel free to edit this post as needed.

trevius 12-08-2014 06:12 PM

Development Related Patch Notes from RoF to RoF2 (removed anything that did not seem relevant to development):

Quote:

12/20/12

*** Hotfix ***


12/21/2012

*** Hotfix ***


01/16/13

*** Highlights ***

- Krono has come to EverQuest! A Krono is an item that can be bought from a link in the Marketplace and consumed for 30 days of Gold membership time. You can trade, barter, buy or sell in the bazaar, and even mail Krono to another player through the parcel system, just like any other tradeable item. You now have a new inventory slot that displays your current Krono balance.
- Platinum caps for Free and Silver members have been removed.
- The method for calculating and displaying aggro on the Aggro Meter has changed. See the Miscellaneous section below for more details.
- Code changes have been made to improve stability and reduce instances of crashing. See the Miscellaneous section below for more details.

*** Items ***

- Marketplace Player Studio housing building items have had their stack size increased. The walls now stack to 10, the cubes and tiles to 100, and the stairs to 10.
- Fixed an issue that was causing many of the collection item spawns to disappear when you went to click on them.

*** Progression Servers ***

- Fixed an issue with polls that caused them to fail to display the proper options.

*** Miscellaneous ***

- Changed how the aggro percentage is displayed and calculated in relation to an NPC's current target. The percentage is now calculated in relation to the target the NPC is currently attacking, rather than the target it hates the most. The aggro percentage displayed on the aggro meter is also now capped at 999 percent. For instance, if a player is the NPC's current target, the player will have 100 percent aggro. If there is a pet also taunting the NPC, and the pet's aggro amount exceeds the player's aggro level by four times, the aggro percentage for the pet will be 400 percent.
- Removed the Platinum caps for Free and Silver members.
- You can now send money though the Parcel system if the receiving player is offline.
- Tweaked the values in memory.ini for Minimum, Balanced, and Maximum memory modes to reduce crashing.
- Fixed a crash related to the Preview window and zoning.
- Improved the handling for texture loading. Downsampling and upsampling of textures is now more flexible and responsive to available memory levels.
- Optimized how memory for text is handled to reduce the total memory footprint of EQ.
- Restored the /particledensity command and hooked it up to sync with the particle density options in the options window.
- Fixed an issue related to precipitation that was causing crashes when switching between servers.

*** UI ***

- Added a new InvSlot type to the inventory window: inventory/Krono. This new slot is like any other slot and can be hot keyed in a hot button bar, inspected (using right-click hold or alt-left click), consumed (by right clicking), or even temporarily moved to bag slots.
- Added a button to consume Krono in the inventory window.
- Made some changes to UI processing to reduce the loading and reloading time.
- Added a label to the inventory window that now displays your remaining Gold days left on your subscription (if you have one).
- Fixed some minor UI XML typos.
- Added "Container" as a searchable type in the bazaar.
- Made the mod2 stats (Bash, Flying Kick, etc.) searchable in the bazaar.


1/18/13

*** Hotfix ***

1/23/13

*** Hotfix ***

- Resolved an issue where some players were reporting some "Gold Days Left" when they were Silver members and were only getting a few days added when they consumed a Krono.

2/13/13

*** Spells ***

- Fixed an issue where short-term debuffs were not being removed when players were resurrected.

*** Miscellaneous ***

- Returned the caps on these skills to their previous values: backstab, dragon punch, tail rake, round kick, tiger claw, and eagle strike.
- Logging into the game while in a monster shroud no longer results in a message saying that you have been granted the Summon Tome of the Hero's Journey AA.
- Fixed a rare client crash related to edit boxes.
- Fixed a client crash related to reloading the UI while certain dialog windows were open.
- Tweaked the texture loading logic when in the Guild Lobby or the Bazaar to prevent out-of-memory crashes. The functionality should be unchanged in other zones.

*** UI ***

- Added the ability to filter items in the Bazaar based on prestige status.
- Added the ability to filter augments in the Bazaar by slot type.
- The audio trigger 'Enabled' checkboxes were not being set correctly when items were moved up and down in the list. The checkboxes are now being properly set.
- The Guild Window will now properly update members' last login dates and levels when the members log in and when they experience level changes.


2/14/13

*** Emergency Patch ***

- Corrected an issue that was causing free-target heals to fail to cast.

3/13/13

*** Highlights ***

- NPC melee combat will no longer cause other NPCs to move. Players can still move NPCs and NPCs can still move players.

*** Zones ***

- The following non-combat zones have been changed so that buff timers are suspended and fall damage is negated: Nexus, Shadowrest, all neighborhoods and housing interiors, The Bazaar, The Plane of Knowledge, The Plane of Tranquility, and the Wedding Chapel.

*** Miscellaneous ***

- Added a "Sent" column to the Merchant window "Parcel" tab to display the date that a parcel was sent.
- Added the slash command /clearallchat. This functions just like /clearchat except that it clears the chat from all of your chat windows.
- Fixed an issue where /autoinventory was not properly updating the item icon when there were multiple items on your cursor.

*** UI ***

- Added some minimum sizes to some windows to prevent overlap and the accidental hiding of information.
- Added an option to the Options window to allow for the toggling of No Drop loot confirmations. This behaves exactly like the previously added /lootnodrop command.


3/15/13

*** Hotfix ***

3/20/13

*** Hotfix ***

3/27/13

*** Hotfix ***

- I'm trying to draw a pretty picture of the Guild Lobby, but you keep messing it up. I made you much easier to draw now! - Bristlebane

4/17/13

*** Highlights ***

- Shadow of Fear, the second chapter in Rain of Fear, is now available to everyone who has Rain of Fear!
- - Explore two new zones: Chelsith Reborn, and the mysterious Plane of Shadow, with new quests, missions, and raids!
- Created a new skill, Two-Handed Piercing, and renamed the existing Piercing skill to One-Handed Piercing. All existing characters will be granted equivalent skills in both types of piercing (where applicable to their class).

*** Housing Improvements ***

- House yards and interiors can now hold more items.
- - All yards have had their capacity increased by 30.
- - All one room houses can now hold 300 items.
- - All three room houses can now hold 500 items.
- - The Hermit's Hideaway now holds 400 items.
- - Evantil's Abode now holds 600 items.
- Greatly reduced the size and weight of houses when placed in your inventory.
- Added a /leaverealestate command that will exit a real estate zone. This is also available in the EQ Menu under Real Estate.

*** Items ***

- All weapon and shield ornamentations that are purely cosmetic (augments that do not offer stats or spell effects) no longer require a solvent to remove.
- 2-handed piercing bonuses have been added to Cleave. Beginning with Cleave VII, 2-handed piercing has replaced Kick when Cleave has a damage added bonus. This is a short-term fix. We are working on a long term resolution for a future release.
- Corrected several items that could sometimes fail to activate their spell effects due to timer sharing. Examples include the 'Vicious Rabbit' and the potion 'Kilva's Blistering Flesh'.

*** Spells ***

- All player spells and abilities that affected piercing or two-handed attacks have had Two-Handed Piercing added where appropriate.

*** AA ***

- All AAs that affected piercing or two-handed attacks have had Two-Handed Piercing added where appropriate.

*** Miscellaneous ***

- It is now possible to forage while on a mount.
- Added the 2H Piercing skill to the game, and renamed Piercing to 1H Piercing.
- Fixed an issue that would cause certain archery attacks to miss when accuracy was too high.
- Fixed an issue where ground spawns (such as collection items) could spawn in the air.


*** UI ***

- Added more appropriate minimum sizes to some of the windows.
- Added the ability to pull up the bazaar search (Shift+Ctrl+Left Click) and barter search (Shift+Alt+Left Click) windows from multiple different locations like inventory slots or item links.
- Changed the selections in the Loot Nodrop confirmation pulldown. "Sometimes" is now named "Not Usable". Additionally, updated /lootnodrop to now accept "usable".
- Added check boxes to filter mercenaries and pets in the Tracking Window that tie in to the existing All, Group or None filters.
- Converted all of the dragitem TGA files to the DDS format to reduce memory requirements. If you maintain a UI that uses custom images, we suggest you define these images in another XML file and add the name of that file to EQUI.xml instead of adding them directly to EQUI_Animations.xml.
- Corrected many icons that previously bled into each other.
- Added many more usable icons to the game.


4/24/13

Nothing worth noting

5/14/13

Highlights

Added melee skill and spell reuse timer groups to the combat abilities window and spell description window. Now conflicts can be seen without having to activate the skills or spells.
You can now set options to click through yourself, pets, and mercenaries when clicking on the screen. These settings can be enabled in the Options window.

Items

Classes that do not have the Two-Handed Piercing skill can once again use the rare 2HP items that they could use before the skills were split.

Miscellaneous

Improved performance in several zones.
The Guild Lobby map now includes the area leading to the Neighborhoods.
Added the /stopdisc command, which will cancel any currently running discipline.
Fixed a space issue in your name when you had a title that started with a comma.
When claiming an item that can be claimed on more than one character, it will no longer incorrectly say that the item can only be claimed once per account.
Parcels that contain only money can now be retrieved even if your inventory is completely full.
Items that have evolved to level 16 or higher will now properly display when linked in chat.
Created the /useitem <slot> [subindex] command, which allows for socials to be created that activate clickable items. This will activate the item in an inventory slot number. If that item is a container, then it will also allow for specifying which slot in that container to use.
You can now set options to click through yourself, pets, and mercenaries when clicking on the screen. These settings can be enabled in the Options window.

UI

Added melee skill and spell reuse timer groups to the UI. For melee skills, you can see the timer groups in a new column in the combat abilities window. For spells, this information will now appear in the spell description window.

Uleat 12-08-2014 08:21 PM

Some of the issues unique to this client are also unique to the RoF client.

Cursor buffer, for instance..and probably bazaar and hotkey as well.


I haven't tested the empty bag-in-bag feature yet..but, we probably need to treat it as using the old bandolier system until
the server has code in-place to block misuse of non-empty bags-in-bags. Otherwise, that will definitely lead to lost items.


EDIT: If a player thinks that they may have lost items due to a bag-in-bag situation, they can use the command #interrogateinv,
before camping or zoning, to determine if items are indeed going to be lost. This command is set to 0 status by default so that
players can 'interrogate' their own inventory.

(On servers where admins may have changed this option, only GM intervention can determine that status of these items.)

trevius 12-09-2014 05:09 PM

If anyone has a packet capture from Live from between May 14th 2013 and June 19th 2013, please send them to me if possible. I need to examine the player profile packet from that time in order to determine the packet structure so I can finalize it for RoF2.

Otherwise, I may be able to find the struct information in the client itself, but I am not very familiar with that method and am not exactly sure of how to do it yet.

demonstar55 12-09-2014 08:21 PM

Quote:

Originally Posted by trevius (Post 236060)
Otherwise, I may be able to find the struct information in the client itself, but I am not very familiar with that method and am not exactly sure of how to do it yet.

Banging your head against the wall, that's what I've concluded!

Sk0rn 12-16-2014 08:12 AM

Is RoF2 still available? I am looking on steam. However, I am seeing The Darkened Sea, not RoF.

Bohbo 12-16-2014 10:05 AM

Quote:

Originally Posted by Sk0rn (Post 236166)
Is RoF2 still available? I am looking on steam. However, I am seeing The Darkened Sea, not RoF.

If you follow the link in the OP http://store.steampowered.com/app/205710/

and just click play it should be RoF2 from what i understand.

The DLC below is the darkened sea.

trevius 12-16-2014 12:53 PM

Quote:

Originally Posted by Sk0rn (Post 236166)
Is RoF2 still available? I am looking on steam. However, I am seeing The Darkened Sea, not RoF.

Information is in the play-guide here:
http://wiki.eqemulator.org/p?Play_Gu...etting_Started

SOE does not update their Steam download for EQ very regularly. The current one is actually still the RoF client from May 10th 2013. Whether you get the F2P for free or purchase the latest expansion on Steam, you still get the same download (so get the free one unless you really want to pay for some reason). Since SOE has their patcher that will update your client to Live, it doesn't really matter what they put on Steam, or what they call it. It will get patched if you try to play Live, so it doesn't really matter. The only reason for them to update the Steam download is if they want to reduce the amount of files that their patcher has to update.

The download could be changed at any time, which is why I recommend everyone get it ASAP just in case.

Sk0rn 12-16-2014 07:03 PM

Thanks got it!

Tabaluga_Dragon 12-18-2014 01:19 AM

Hi BTW would you happen have a list the zones by number VOA and up ones so i add them my list test see if loads no issues?


EDIT


Also i found a issue it dont when in battle the rest thing dont say you in battle in client. It says not in battle can rest even when fighting stuff.

Tabaluga_Dragon 12-18-2014 03:27 PM

Dont know if it OK post this here if not can move it:

ROF Zones By Number I Have Figured Out

#zone 752 Shard's Landing

#zone 753 Valley of King Xorbb

#zone 754 Kael Drakkel, The King's Madness

#zone 755 East Wastes, Zeixshi-Kar's Awakening

#zone 756 Crystal Caverns, Fragment of Fear

#zone 757 Breeding Grounds

#zone 758 Evantil, the Vile Oak

#zone 759 Grelleth's Palace, Chateau of Filth

#zone 760 Chapterhouse of the Fallen


Zones in Rain of Fear Ubable ID Or Find ATM



Chelsith Reborn
Chelsith Reborn: Champions of the People
Chelsith Reborn: Raid Instance
Chelsith Reborn: Unveiling the Mystery

Corrupted Temple of Veeshan


Heart of Fear: The Epicenter
Heart of Fear: The Epicenter: An End to Fear
Heart of Fear: The Epicenter: Raid Instance
Heart of Fear: The Rebirth
Heart of Fear: The Rebirth: Menace, Doom, and Horror
Heart of Fear: The Rebirth: Raid Instance
Heart of Fear: The Threshold
Heart of Fear: The Threshold: Raid Instance
House Interior: Setting the Mood

Plane of Shadow
Plane of Shadow: Breaking the Seal
Plane of Shadow: Dispelling the Shadows
Plane of Shadow: Raid Instance

Theater: The Puppet Show

West Freeport: The Arcane Fair

zerjz3 12-21-2014 03:18 PM

I've downloaded this but all I get is a black screen after server select

Bohbo 12-21-2014 03:22 PM

Quote:

Originally Posted by zerjz3 (Post 236263)
I've downloaded this but all I get is a black screen after server select

That is likely server side. If the server isn't patched it will fail, if you want to test try Stormhaven (tevius) or Macrqouest MQ2 (Mine) server both should be working with RoF2

Coenxai 12-30-2014 11:13 AM

Quote:

Originally Posted by Tabaluga_Dragon (Post 236218)
Dont know if it OK post this here if not can move it:

ROF Zones By Number I Have Figured Out

...

You can always use: http://wiki.eqemulator.org/p?Zones or access your database to find zones and their corresponding data.

Coenxai 12-30-2014 11:21 AM

There's also an issue with monsters not finding an appropriate Z axis that isn't notated. Rats jumping in tutorialb is ridiculously amusing. Awesome work, Trevius.

trevius 12-30-2014 11:34 AM

Jumping NPCs is most likely due to map file issues server-side. If a zone has been changed at all, it may require a new map to be created with azone2. I haven't seen any issues with NPCs jumping in RoF2 any more than in previous clients yet. Though, I think the new way maps are handled now in the server may have more issues for all clients than the older map system. I haven't really looked into that yet.

Have you compared how the rats appear in Tutorial on any older clients to make sure it is specific to just RoF2?

Coenxai 12-30-2014 03:45 PM

Really? I suppose I naturally assumed it was an issue with animations in the steam download. I have absolutely flawless pathing on a month old unmodified source test server (UF+RoF1). There must have been changes to pathing/maps fairly recent.

trevius 12-30-2014 04:05 PM

Quote:

Originally Posted by Coenxai (Post 236439)
Really? I suppose I naturally assumed it was an issue with animations in the steam download. I have absolutely flawless pathing on a month old unmodified source test server (UF+RoF1). There must have been changes to pathing/maps fairly recent.

Do you see the issue in all zones, or just in Tutorial? If it works fine in other clients on the current source, and the jumping issue occurs just on RoF2 and in all zones, then the problem probably is with RoF2.

The only thing I can think of that might cause that would be in the OP_NewZone packet that gives all of the zone settings to the client. I checked it and it looks OK even compared to Live, but maybe I missed something still. My guess would be the gravity setting for the zone, but it looks correct for me so far.

It could also be that they changed how spawns and objects are spawned so they use the exact location provided instead of staying on the ground. This could be due to house item placement or something.

Though, it is also possible that we are missing something in the spawn struct that tells the client where to adjust the Z level of the mob/object from. I haven't found anything like that yet though.

Coenxai 12-30-2014 06:01 PM

Sorry, I'm tired and I didn't clarify properly. It wasn't an issue with with RoF2; That was a bad assumption on my part. New client--you just have to throw the blame on it ;) Someone smashed something in pathing at some point recently and now mobs are bouncy. Checked PEQTGC and it has the same issue.

Coenxai 12-30-2014 06:20 PM

SHA: 7742892377ba3a3370b34381e5b0cfedd462fe1c

Found it. Easier than explaining. :P Sorry about thinking it was a RoF2 issue and totally jumping the gun. Love your work, keep it up.

werebat 01-03-2015 06:52 PM

Just built local server today with RoF2. Couple issues I have seen:

1) Berserker class right clicked on combat skill tome but the learned skill does not show up in combat ability screen.

2) Bots still have issue with their HP being huge number (like 9 digits or more)

demonstar55 01-03-2015 10:11 PM

Quote:

Originally Posted by werebat (Post 236539)
1) Berserker class right clicked on combat skill tome but the learned skill does not show up in combat ability screen.

That's not new, nor should it be limited to berserker. Unless it's not showing up even after zone, then it's new.

werebat 01-04-2015 10:05 AM

Quote:

Originally Posted by demonstar55 (Post 236549)
That's not new, nor should it be limited to berserker. Unless it's not showing up even after zone, then it's new.

I was playing a zerker so thats why I listed it, just trying to give details. I have not tried it with other classes. As for "not new", do you mean not new to RoF2? Because it works just fine in RoF and previous clients. I purchase the tome, right click and it immediately shows up in the combat skill window [alt-C] so I can create a hot key for it. In RoF2 it doesnt show up in combat skill window.

Riklin 01-04-2015 01:46 PM

ROF2 Issue with Guild Lobby
 
Riklin from Halls Havoc here. I've had the server running for a couple years now, on and off, but just recently upgraded the server hardware (really nice stuff). Anyway I have been testing all clients from Titanium through Rof2 (except SoF - cannot find this client). In doing that testing, I found an issue that I cannot explain or work around.

When the ROF2 client is loaded, with a character that is camped in the guild lobby, the client starts normally. All the other characters can be seen, then it blinks and gives the LOADING, PLEASE WAIT... message. Then it seems to reload the zone and pops you to the entry hall. The guild lobby is then loaded with a different instance with no one else in it, with a campfire and all the custom buff NPCs are gone. My server has a bunch of npcs standing around the chair, that buff you...

The error it is giving is this:
Invalid Zone(344:0): You will be redirected to the proper instance in 10 seconds.

I have tried copying the guild lobby stuff from the underfoot client, but that doesn't help at all. This ONLY happens with RoF2. Everything works fine with all the other clients.

Any suggestions?

bakajikara 01-04-2015 07:46 PM

There is a issue purchasing LAA on ROF2 client as I had log on UF buy some the LAA when I got down last few and mark NPC was one caused issues for sure. I logged on UF was able purchase all them on your server Trev on Fievelzy my Pally.


EDIT

Just logged in Fievelzy and Mark NPC LAA shows I have 0 out 3 purchased in ROF2. In UF shows I have purchased all 3 as I have.

trevius 01-05-2015 12:43 PM

Quote:

Originally Posted by Riklin (Post 236564)
Riklin from Halls Havoc here. I've had the server running for a couple years now, on and off, but just recently upgraded the server hardware (really nice stuff). Anyway I have been testing all clients from Titanium through Rof2 (except SoF - cannot find this client). In doing that testing, I found an issue that I cannot explain or work around.

When the ROF2 client is loaded, with a character that is camped in the guild lobby, the client starts normally. All the other characters can be seen, then it blinks and gives the LOADING, PLEASE WAIT... message. Then it seems to reload the zone and pops you to the entry hall. The guild lobby is then loaded with a different instance with no one else in it, with a campfire and all the custom buff NPCs are gone. My server has a bunch of npcs standing around the chair, that buff you...

The error it is giving is this:
Invalid Zone(344:0): You will be redirected to the proper instance in 10 seconds.

I have tried copying the guild lobby stuff from the underfoot client, but that doesn't help at all. This ONLY happens with RoF2. Everything works fine with all the other clients.

Any suggestions?

Sounds like something in the DB or Scripts to deal specifically with RoF2. Did you also update your DB with the latest from PEQ? I am not sure if they have done any special work related to Guild Lobby and RoF2, but I wouldn't be surprised if so.

I do not have any issues with RoF2 and Guild Lobby, so I am 99% certain that this is not a client issue.

Quote:

Originally Posted by bakajikara (Post 236576)
There is a issue purchasing LAA on ROF2 client as I had log on UF buy some the LAA when I got down last few and mark NPC was one caused issues for sure. I logged on UF was able purchase all them on your server Trev on Fievelzy my Pally.


EDIT

Just logged in Fievelzy and Mark NPC LAA shows I have 0 out 3 purchased in ROF2. In UF shows I have purchased all 3 as I have.

I added this to the list of issue and that it needs further investigation. Thanks for the reports.

bakajikara 01-05-2015 05:44 PM

Oh BTW wanted add this only way on ROF2 get LAA show working when make group is to give leader another and back you. If dont do that shows brown like you not leader but have points spent.

Riklin 01-06-2015 12:10 AM

Quote:

Originally Posted by trevius (Post 236588)
Sounds like something in the DB or Scripts to deal specifically with RoF2. Did you also update your DB with the latest from PEQ? I am not sure if they have done any special work related to Guild Lobby and RoF2, but I wouldn't be surprised if so.

I do not have any issues with RoF2 and Guild Lobby, so I am 99% certain that this is not a client issue.



I added this to the list of issue and that it needs further investigation. Thanks for the reports.



Rick's Reply: Yes our database version matches the current binary version - 9066. I can say for a fact there is no code that we added specifically regarding Rof2.

Rick

Nibiuno 01-21-2015 09:39 PM

Quote:

Originally Posted by Riklin (Post 236564)
Riklin from Halls Havoc here. I've had the server running for a couple years now, on and off, but just recently upgraded the server hardware (really nice stuff). Anyway I have been testing all clients from Titanium through Rof2 (except SoF - cannot find this client). In doing that testing, I found an issue that I cannot explain or work around.

When the ROF2 client is loaded, with a character that is camped in the guild lobby, the client starts normally. All the other characters can be seen, then it blinks and gives the LOADING, PLEASE WAIT... message. Then it seems to reload the zone and pops you to the entry hall. The guild lobby is then loaded with a different instance with no one else in it, with a campfire and all the custom buff NPCs are gone. My server has a bunch of npcs standing around the chair, that buff you...

The error it is giving is this:
Invalid Zone(344:0): You will be redirected to the proper instance in 10 seconds.

I have tried copying the guild lobby stuff from the underfoot client, but that doesn't help at all. This ONLY happens with RoF2. Everything works fine with all the other clients.

Any suggestions?

This is due to the player.pl script in your guildlobby folder. There is a line there that detects the client version, and moves that player to a new instance if it matches.

Just comment that part out.

Uleat 01-22-2015 12:15 AM

Might need to do the same thing with the 'Guild Hall' and 'Plane of Knowledge' player.pl files as well.

I recommended a change for a fix to RoF+ issues..but, not sure if it's in the current quest repo.

provocating 01-30-2015 12:29 PM

How is the number of players per account being handled? I noticed the struct had changed and is different in the RoF clients. I normally let the players have more characters per account.

trevius 01-30-2015 06:24 PM

Quote:

Originally Posted by provocating (Post 237290)
How is the number of players per account being handled? I noticed the struct had changed and is different in the RoF clients. I normally let the players have more characters per account.

Do you mean the maximum number of characters you can create on an account, or are you referring to IP limiting?

The maximum number of players that RoF2 supports is higher than EQEmu supports. So, it is hard set to 10 max limit for character select. This is because max characters is currently hard coded everywhere to 10 instead of being something that can be defined based on client version. At some point, this may change to allow more than 10, but since 10 is a fairly reasonable number and you can have unlimited free accounts on EQEmu, it is not a high priority.

As for IP Limiting, that has nothing to do with client. That is dealt with in the server code and works the same for all.

provocating 01-30-2015 07:36 PM

I meant character select, I have my SoF, SoD and UF clients all at 26 characters per account. I am just trying to figure out how to do RoF2

granier 02-04-2015 10:30 PM

Cross client guild invites involving RoF2 do not seem to be working properly. When I do a /guildinvite from a UF client to a RoF2 client or vice versa the invite accept dialog does not show up for the invited individual. The server recognizes the guild invite for if I do a /guildinvite a second time, I get the message that the toon is already contemplating a guild invite. RoF2 to RoF2 and UF to UF /guildinvites are working properly for me. All this was tried on the PEQ server.

demonstar55 02-04-2015 10:43 PM

I think normal RoF has that issue as well, I know they changed a bit of the guild stuff, so could be related to that.

Nibiuno 02-05-2015 11:08 PM

Has anyone run into an issue upgrading to RoF2 and having all characters show naked after the database is upgraded from the perl script when you start the server? Just upgraded my test server and everyones gear is missing.

Edit: nevermind, restarted it again and now the gear is back but getting a new error message for SQL errors Ill work on fixing:

"Unknown column c.timelaston in 'field list' SELECT c.id, c.name c.class, c.level, c.timelaston, c.zoneid, g.guild_id....FROM vwBotCharacterMobs

Bohbo 02-06-2015 01:40 AM

Quote:

Originally Posted by Nibiuno (Post 237482)
Has anyone run into an issue upgrading to RoF2 and having all characters show naked after the database is upgraded from the perl script when you start the server? Just upgraded my test server and everyones gear is missing.

Edit: nevermind, restarted it again and now the gear is back but getting a new error message for SQL errors Ill work on fixing:

"Unknown column c.timelaston in 'field list' SELECT c.id, c.name c.class, c.level, c.timelaston, c.zoneid, g.guild_id....FROM vwBotCharacterMobs

I started seeing some similar sql errors and really long #repop and zone times. At least first zone (i think its waiting on popping). I posted about it in Windows Server Support.

EDIT:: One of my logs was showing it couldn't find plugins.pl yet plugins seem to load fine.

trevius 02-06-2015 01:06 PM

Quote:

Originally Posted by Nibiuno (Post 237482)
Has anyone run into an issue upgrading to RoF2 and having all characters show naked after the database is upgraded from the perl script when you start the server? Just upgraded my test server and everyones gear is missing.

Edit: nevermind, restarted it again and now the gear is back but getting a new error message for SQL errors Ill work on fixing:

"Unknown column c.timelaston in 'field list' SELECT c.id, c.name c.class, c.level, c.timelaston, c.zoneid, g.guild_id....FROM vwBotCharacterMobs

That is a bots issue, not RoF2. Unrelated to this thread and there is already a post about this in another thread.

Quote:

Originally Posted by Bohbo (Post 237490)
I started seeing some similar sql errors and really long #repop and zone times. At least first zone (i think its waiting on popping). I posted about it in Windows Server Support.

EDIT:: One of my logs was showing it couldn't find plugins.pl yet plugins seem to load fine.

Unrelated to RoF2 Development as well unless you are only having this issue on the RoF2 client and you have tried other clients and the problem doesn't occur on them.

trevius 02-06-2015 01:09 PM

Quote:

Originally Posted by granier (Post 237456)
Cross client guild invites involving RoF2 do not seem to be working properly. When I do a /guildinvite from a UF client to a RoF2 client or vice versa the invite accept dialog does not show up for the invited individual. The server recognizes the guild invite for if I do a /guildinvite a second time, I get the message that the toon is already contemplating a guild invite. RoF2 to RoF2 and UF to UF /guildinvites are working properly for me. All this was tried on the PEQ server.

I will have to test this out and take a look at it. It is almost certainly related to the new guild role/permission stuff. In older clients, there were only 3 membership levels (member, officer, and leader). In the RoF+ clients, there are now 8 levels. The last changes I made for this did a case switch to convert the membership levels to use the old system for now. Eventually, we will want to flip that implementation so that the server uses the new 8 tier membership system with permissions, and then do conversions for the older clients to use the new system. That is probably a considerable task and may take a while to complete.

Toony 02-07-2015 10:15 AM

I upgraded my server to RoF2 last night and I'm testing the RoF2 client. Seems pretty solid except item shortcuts placed on the hotbar are all the 1st item slot and don't activate the effect, anyone else seen this?


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