Secrets of Faydwer - Bug Tracking
This post is created to allow us to track bug reports with Secrets of Faydwer. A current list of the known issues for development tracking can be seen here:
http://www.eqemulator.net/forums/showthread.php?t=27429 If you find a bug that is not already on that list, please post it in this thread (not the development thread linked above) and I will get it added to that list. The list is updated regularly, so check back for current status and updates on bug reports and resolutions. Here is a list of some of the known issues/bugs with SoF and what is known about them: 1. /who - /who actually works almost perfectly now. But, if you search for /who <name> or use /whotarget, it returns all players in the current zone. 2. Item Trading - Appears trading items may not always work perfectly. This is almost certainly a slot issue with the trade window and can probably be corrected with an adjustment to the encode/decode of it. Unverified Bug Reports: 1. Disciplines Failing - Reports of some disciplines failing to execute. I think this happens on all clients. SoF Bugs with the client iself: 1. Highhold Keep - From the brief testing I did on this, it appears that trying to enter the old HHK zone causes the client to crash and it needs to be moved out of the zone for them to be able to log in again. The old HHK zone was removed from the newer clients, and so they cannot access that zone. Fixed Bugs from this post: 1. Fast Food/Drink Consumption - Food and Drink now get consumed at the proper rate. 2. Throwing/Ranged Animation - The throwing animation is now working (thanks Derision!) 3. Animation - All Animation issues are now resolved (thanks Derision!) 4. Drakkin Corpses - Drakkin corpses (as well as Froglok corpses) now show properly even after a zone dump occurs (thanks Derision!) 5. Spell Fizzles - After fizzling a spell, there is an especially long delay before the spell can be recast. It appears that there may be different ways of handling spell fizzles in SoF. In Titanium, I believe it was treated like a normal spell interrupt. 6. Disconnect on Death - You are no longer disconnected on Death in SoF. 7. Potion Belt - Potion belt appears to function correctly now. 8. Total Spent AAs - This is now reported correctly for all clients including SoF and SoD. I will add more to this list later. |
I was messing around on my 30 days that came with SoF, and this would go under new systems. There appears to be the rest system now. Once a player leaves combat a 30 second timer begins, once that 30 second timer is up the player can med/regen 2x faster while sitting. I didn't see it on the list so figured I'd throw it out there.
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What's with the bind traps? Human guys with "Bind Trap" for a name. There is one near the bank in POK.
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If this clutters this thread too badly, feel free to move it to its own thread.
Besides the things like the bind traps in pok, or the shortened item link text, I've noticed a number of things that either haven't been mentioned, or have been talked about a bit but not the same symptoms I found. Quick info: using rev408-bots (binaries). DB and quests aren't newest, but merely a few days old (April 8th?). Most testing done in sof, some comparisons done in titanium, all done with minilogin. In previous sessions, I've had issues with zone going to sleep when I'm zoning, so set up a boot3zones.bat to test if issue's with launcher or zone. Quicker stuff first: Code:
Every time enter a new zone, sound effect of closing backpack plays. |
Now the larger part, with clips of feedback from world and zone windows.
Code:
Books don't work. Attempt to open book, prevents mouse from interacting with |
Qeynos Zone:
Code:
[Debug] Unable to convert EQ opcode 0x66c8 to an Application opcode. Code:
[Status] Booting poknowledge Ran Titanium client, created nearly identical character, read note, no issues. Upon linkdeath in shadowhaven, debug net errors occurred again, preventing access to feedback in zone screen due to the number of these errors. World feedback: Code:
[Debug] [WORLD__CLIENT] mini: Logged in. Mode=(Zoning) |
Thanks for the reports, but remember when testing SoF and reporting issues, it is very important that you are using the absolute latest updates from the SVN. While the binaries try to stay somewhat current, they can get behind fairly quickly considering how quickly the SoF updates come in at times.
Almost every issue you mentioned has already been corrected as of Revision 432, which is the current one ( quite a few updates since R408 ). See the change list here for recent updates: http://code.google.com/p/projecteqemu/source/list I think the only issue you mentioned that hasn't been addressed yet is the issue with books. I haven't even tested them yet personally, but I would guess that we probably need to adjust the structure for them to work properly. As for the hex you are seeing in your log files, that can be any number of things. Most of the stuff you see in there atm should be perfectly normal. I think the bind traps are something specific to the new PEQ database updates. I am not exactly sure what they are, but I would guess they are something similar to the Illusionist I have set on Storm Haven. Basically, I use that NPC to move players from their spawn point so you don't get 20 characters all piling up on top of each other. Otherwise, it can get characters stuck and also causes heavy position updates to be sent out wasting a ton of bandwidth. I dunno if PEQ has them set to be invisible in Titanium, but if so, they might need to do something different to make them invisible in SoF. I think race 240 works fine for invisible NPCs no matter what client. Also, I think that the invis field in the spawn structure for SoF isn't found yet, but that is on the todo list. |
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Couple things I noticed while playing on my server using SoF client. My server is at rev 437 using PEQ svn 4
Spell fizzles: If you fizzle a spell the recast time on it seems extra long. Bags: If you purchase more bags from a vendor than you have open slots bags will start going into other bags. Now please note I have not played on live in like 5 years and have been playing on the titanium client since it was first supported by the eqemu project. So that is pretty much what I know, and I am not sure if these are legit changes per live, or if they are bugs. Animations: Iksar monks have no throwing animation. Not sure if this applies to other races or not. |
Arrow
For archery, the archery animation works, but the arrow animation doesn't show. I do see the arrow in the Titanium client so maybe the SoF client doesn't recognize the SendItemAnimation()? Code from special_attacks.cpp:
Code:
void Client::RangedAttack(Mob* other) { |
A few more bugs I have noticed:
Items such as "Silver Moon Wrist Wraps" that have a long cast time do not show the casting progress bar decrease until there is a few seconds left on the timer. This particular item has a 25 second cast timer and it does not start decreasing the timer until about 20 seconds into the cast. Right clickable items that are labeled "Must Equip" are castable from inventory. You should have to put them into a slot to use them. |
Disciplines don't seem to be working from my limited testing. They say I need to be out of combat, regardless if I am in combat or not.
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That seems odd since many are designed specifically for being used in combat.
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That may be a spell file issue. It probably depends on how you have your server setup. If you use a custom spell file, you probably need to create one to use for SoF as well so they match up. They seem to work fine for me after I did that.
What you should do is use the new import/export scripts that AndMetal made. You can import your custom Titanium spell file into the database using them. Then, export it back into the same file. What that will do is add all of the extra spell fields that are required for SoF. Otherwise, if you try to use a plain Titanium spell file on SoF, it crashes the client. But, by doing the import and export, the spell file will then work for both clients. The file is always backwards compatible (as far as I know), but it is not forwards compatible. I may need to do more testing on Discs, but so far they seem fine to me. |
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