Go Back   EQEmulator Home > EQEmulator Forums > Support > Support::Windows Servers

Support::Windows Servers Support forum for Windows EQEMu users.

Reply
 
Thread Tools Display Modes
  #1  
Old 10-01-2014, 09:08 PM
Mortow's Avatar
Mortow
Hill Giant
 
Join Date: Apr 2013
Posts: 215
Default Death not wiping aggro?

I'm not sure if this is something that has been covered or not or if it is a known issue but I seem to be having trouble on my server with death not wiping agro. I use the new tutorial zone and if a player dies while fighting they mob they were engaged with will run after them after they respawn up at the revolt camp. It happens every time. Some times I don't see it because the guards take care of the critter but a player died today fighting the Pit Fiend and the fiend made it up to the camp coming after the player. It happened a short while later with another player but this time it was the Kobold Captains and three of them made it to the top. Not sure if this is a code issue or a me issue. Any thoughts?
Reply With Quote
  #2  
Old 10-01-2014, 10:25 PM
Uleat's Avatar
Uleat
Developer
 
Join Date: Apr 2012
Location: North Carolina
Posts: 2,815
Default

That's an interesting bug..I may look at it when I get home.

(Someone will probably beat me to it though :P )


EDIT: It is probably a 'dies in bind point zone' bug rather than just a tutorial zone one.
__________________
Uleat of Bertoxxulous

Compilin' Dirty
Reply With Quote
  #3  
Old 10-03-2014, 06:15 PM
Uleat's Avatar
Uleat
Developer
 
Join Date: Apr 2012
Location: North Carolina
Posts: 2,815
Default

I tried to rep this and had no luck...

If you're still having issues, can you post back with more details?

Would need to know:
- have you customized your server?
- what are your rules settings that may pertain to this?
- are you using a static tutorial zone?
- what clients are affected?
- are you using an up-to-date source?
__________________
Uleat of Bertoxxulous

Compilin' Dirty
Reply With Quote
  #4  
Old 10-03-2014, 08:48 PM
Mortow's Avatar
Mortow
Hill Giant
 
Join Date: Apr 2013
Posts: 215
Default

Yes I have done a bit of customization but the only thing I have touched in the source code pertains to beastlord pets. I added pets for races that are not on live.

I have experience loss on death turned off as well as have it set to leave an empty corpse so players respawn on death with all their items.

Yes tutroialb is a static zone.

All of my players use the UF client.

Last compile was done 10/02/2014.

Thanks for looking into it Uleat. It very well may be something on my end rather than an actual bug if you have been unable to reproduce it easily.
Reply With Quote
  #5  
Old 10-03-2014, 09:29 PM
Asylum
Sarnak
 
Join Date: Jun 2013
Posts: 81
Default

I agree with Uleat, it is probably a 'dies in bind point zone' issue. One question to ask of those experiencing this would be, "Do you actually 'zone' upon the death or just warp to bind point?" I.e., does the loading screen show between death and respawn at bind? The answer to that question will assist in finding the source of the effect. Can you replicate it in another zone such as gfaydark where you can die in the same zone as your bind point?
Reply With Quote
  #6  
Old 10-03-2014, 10:00 PM
Mortow's Avatar
Mortow
Hill Giant
 
Join Date: Apr 2013
Posts: 215
Default

I have not tried to replicate it in another zone but as for the death in tutorial, I do not get a loading screen, it just warps me to bind point.
Reply With Quote
  #7  
Old 10-03-2014, 10:05 PM
Asylum
Sarnak
 
Join Date: Jun 2013
Posts: 81
Default

Interesting. Could this stem from the 'no xp loss on death' setting? I'm not versed enough in the back code to answer that, but seems plausible. Try setting that back to normal 'loss of xp on death' and see if it changes.
Reply With Quote
  #8  
Old 10-05-2014, 07:21 PM
Uleat's Avatar
Uleat
Developer
 
Join Date: Apr 2012
Location: North Carolina
Posts: 2,815
Default

I still could not repo this..

I changed to respawn from hover window and it did a movepc instead of zonepc for SoF->UF clients... (There are still issues here...)

Amazingly, RoF did a proper zone.

But, even on moving, the mobs did not leave their home.


EDIT: I'll look again if more supporting information arises.
__________________
Uleat of Bertoxxulous

Compilin' Dirty
Reply With Quote
  #9  
Old 10-05-2014, 08:40 PM
Mortow's Avatar
Mortow
Hill Giant
 
Join Date: Apr 2013
Posts: 215
Default

Thanks for looking into it Uleat.
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 02:52 AM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3