View Full Version : Augments Deleted?
KingMort
05-30-2009, 11:48 AM
Having players report that their augments are deleted from the 3rd slot on their weapons...
Anyone else facing this issue?
KingMort
05-30-2009, 12:00 PM
Here is a screenshot
http://www.raidaddicts.org/files/augmissing.JPG
KingMort
05-30-2009, 12:12 PM
Also when I tried after I noticed it was deleted to summon the Shard of the Warlord the one in the 3rd slot it said
"You cannot pick up a lore item you already possess"
What's going on here??
KingMort
05-30-2009, 12:27 PM
Ignore the last post.. When I summon Shard of the Ancient Raid Addict.... It summons it right away but the aug is still deleted from sword...
It might have something to do with the absurdly high type on there. I didn't experience the same problem when using normal augments on a normal item. I'll add it to the bug list either way.
KingMort
05-30-2009, 07:02 PM
type 30 is a common aug type...
It's not happening with just 30, 4, 8 7 everything
the third aug slot is what is making the augs delete...
I'm using items with 3rd augged items fine.
KingMort
05-30-2009, 07:23 PM
What on earth could it be then ?? I just tried another weapon all together..
http://www.raidaddicts.org/files/example2.JPG
Well I don't really know, I was just guessing possible problems. Either way I'll be sure to look into it more later.
KingMort
05-30-2009, 07:29 PM
Happening to weapons and armor btw... anything augged with more than 2 augs the 3rd gets deleted..
Could you tell me where in the code augments are being handled like this ??
Perhaps I can see if we are missing something or something looks off..
KingMort
05-31-2009, 12:33 PM
Can anyone shed some light onto this or point me in the right direction in the code??
My server is DOWN until this is figured out and my players are going crazy...
King
Shendare
05-31-2009, 12:49 PM
In case this turns out to be an elusive problem to track down, would it be preferable to have the server up but inform players about the issue?
"Third augment slots are currently broken. Do not try to use them, or your aug may be lost. The problem is being looked into, and as soon as third slots are working again, every effort will be made to restore augments that have already disappeared."
It sounds like the server knows the augment is still supposed to be there, since it's giving the LORE message.
- Shendare
dune157
05-31-2009, 01:06 PM
I support you mort! We want our server back someone help!!!!!!
gaeorn
05-31-2009, 05:24 PM
If you look closely, the lore message was when he tried to summon the second augment. When he summoned the missing third augment, it did not give the lore message. So it appears the augment is truly being lost.
KingMort
05-31-2009, 10:02 PM
Yeah can't take the server up even with a warning there are TONS of people who have 3rd and 4th aug slots filled and as soon as they log on then they are deleted....
This may end up with a small rollback :(
ndnet
06-01-2009, 09:02 AM
Believe we got this fixed.
In common/shareddb.cpp: SaveInventory -
The query builder sprintf format references %lu, long unsigned integers. Above this code the array of augments is init'd as uint32. On a 32-bit system this is correct, but on a 64-bit system it appears to be giving overflows, resulting in the database getting filled with the max value for the column (default is 0 so it's not just spewing nulls).
Casting the augment item IDs to (unsigned long) in the MakeAnyLenString query build results in correct behavior. We may need to look further into our defined basic datatypes and more closely at the compiler warnings (this was one of them) to ensure the trunk operates on both architectures equally.
KingMort
06-01-2009, 11:59 AM
Devs... Is there anything else we should know when transfering over to a 64 bit system??
Seems also some times Stackable / Tradeable items become no drop after zoning...
God knows what else will happen lol
bowmaster
06-01-2009, 05:59 PM
no drop gear , turn tradeable hehe
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