View Full Version : Lots of Bugs & Screenshots (5.0-DR3)
Nautfat
09-26-2003, 03:49 AM
(note: Containers, Items on Cursor, Item Effects, Spell Casts, and 1hs Weapon bugs & screenshots are from StudentQuest Server, The Zone bug & screenshots are from Legit Sucks Server)
CONTAINERS: Some containers are working, and some aren't. I can't find any common ground between the working ones and broken ones aside from 100 percent weight reduction.
See Screenshot: http://bellsouthpwp.net/s/c/sconnery/EmuSS/Container.jpg
"ITEM ON CURSOR": When items are dropped, or overflowed to the ground from a full inventory, they get stuck on the cursor, invisible. Once zoned/camped/dead, the item being reported as being 'on the cursor' shows up in tangible form. If camped, they sometimes even appear in the Secondary/Range/Ammo slot.
See Screenshot: http://bellsouthpwp.net/s/c/sconnery/EmuSS/Cursor.jpg
(No screenshot available of a sandwich in the Range slot or such, sorry. You'll just have to trust me.)
ITEM EFFECTS: These are very, very bugged, and I haven't been able to find a common thread in any of them. It seems completely random. While the Fungi Tunic, Belt of the Great Turtle, Runebanded Girdle, and Guide Armor all have the correct (Worn) or (Cast time:*) tag, most of the rest is all (Combat). On the few items that ARE reported correctly as having a (Cast Time: 6.9), they are always out of charges, even if they have unlimited charges, like the Guide Clickies, for example.
See Screenshot: http://bellsouthpwp.net/s/c/sconnery/EmuSS/ItemEffects.jpg
SPELL CASTS: This only refers to actual spell casts, not the #castspell command. When a spell is cast, the server seems to think the spell is being cast forever after it's actually done casting. You must zone or camp to reset it.
See Screenshot: http://bellsouthpwp.net/s/c/sconnery/EmuSS/Spells.jpg
1HS WEAPONS: I address this as being only a 1HS bug, because I haven't seen it on any other skill. Some weapons, as everyone knows, are reporting as Skill: Archery instead of Skill: 1h Slashing. What you may NOT have noticed, is the common grounds. 1.) All bugged weapons are NO DROP. All droppable weapons are reporting skills correctly. 2.) All bugged weapons are missing their Augmentation compatibility information. (Insert Edit: I just noticed the Singing Short Sword is missing it's "All Instruments" tag, as well as the 122 Delay bug. Note to self: Check other Bard instruments for similar bugs.)
See Screenshot:
http://bellsouthpwp.net/s/c/sconnery/EmuSS/Weapons.jpg
ZONING WITH #ZONE: Read this intro before looking at the screenshots !! This one is pretty confusing, and I *think* it only happens on zoning in and out of cshome, not sure though. I can't recall if I've seen it anywhere else. Basically, you can "#zone nexus" from, say, "freportw", and you'll land in a Virtual Nexus (Nexus Graphics) but you have the spawn table from West Freeport with you. If there are any spawns from West Freeport at coordinates that don't exist in Nexus, those spawns will warp to the safe point, which would be on top of your head, since you, yourself, are at the safe point. So, you're standing in the Nexus, Guards and such on top of your head from West Freeport. Do a /who, and it says your in West Freeport. You'll also notice upon looking up, that when you zoned, it said "You have entered West Freeport," even though your standing in the middle of a 'virtual' Nexus. One more thing that I forgot to get a screenshot of was this: If you walk to, say, "100 x 100 x -50" in your 'virtual' Nexus, which might be just the Kunark portal pad, you'll get punted for what seems to be no reason to the Safe Point Coordinates for West Freeport, only in the 'virtual' Nexus, because the coordinates "100 x 100 x -50" are 'bad' in West Freeport, and are considered to be "Under World." . . . Basically, my theory, is that the server thinks your in West Freeport, but your client thinks your in Nexus. How that stuff happens, only Dev's know.
As always, See Screenshots (in chronological order):
http://bellsouthpwp.net/s/c/sconnery/EmuSS/ZoneSS1.jpg
http://bellsouthpwp.net/s/c/sconnery/EmuSS/ZoneSS2.jpg
http://bellsouthpwp.net/s/c/sconnery/EmuSS/ZoneSS3.jpg
http://bellsouthpwp.net/s/c/sconnery/EmuSS/ZoneSS4.jpg
a_Guest03
09-26-2003, 04:24 AM
Every Bellsouth customer I ever talked to seemed to have problems with building sentences bigger than seven words... It's interesting that smart ones exist. I guess that's what I get for working technical support: a bias to believe that everyone who uses it is that stupid.
These are all very interesting problems. Good eye!
Merth
09-26-2003, 05:10 AM
Thanks for providing some good description around each item. That really helps.
CONTAINERS: Some containers are working, and some aren't. I can't find any common ground between the working ones and broken ones aside from 100 percent weight reduction.
This is a known issue with the data itself. Our starting dataset was done as a rough guideline; unfortunately, it neglected containers and item effects altogether. While it may look like a bug, it's really just incomplete data.
The items that you find to be functional with these two things (containers and item effects) are those that have been recently collected from EQLive. See the news section for a recent post on the item collector. The more people we have item collecting on eqlive, the more of these type of problems you will see disappear.
"ITEM ON CURSOR": When items are dropped, or overflowed to the ground from a full inventory, they get stuck on the cursor, invisible. Once zoned/camped/dead, the item being reported as being 'on the cursor' shows up in tangible form.
Can you possibly identify each and every scenario in which this will happen? The problem here is that I was not fully aware of all the rules for when an item should go on a cursor and when it should drop to the ground. If I could get all of the rules, these issues would be cleared up.
Example rule: You have an item on your cursor, and cast "summon bread". The bread goes on the cursor, behind the item currently on the cursor.
Another example rule: You have full inventory and an item on your cursor, and you try to auto-loot an item from a corpse. The item falls to the ground.
I'm looking for all of the rules that need to be followed.
ITEM EFFECTS: These are very, very bugged, and I haven't been able to find a common thread in any of them. It seems completely random.
See above re: containers
SPELL CASTS: This only refers to actual spell casts, not the #castspell command. When a spell is cast, the server seems to think the spell is being cast forever after it's actually done casting. You must zone or camp to reset it.
Haven't done spells at all yet. I'm surprised you have got them to go as far as you have.
1HS WEAPONS: I address this as being only a 1HS bug, because I haven't seen it on any other skill. Some weapons, as everyone knows, are reporting as Skill: Archery instead of Skill:
I believe this is related to the incomplete data we have. The lack of augmentation data is DEFINITELY due to incomplete data. I noticed a change in the way ItemCommon_Struct::Skill is behaving, so we just need to collect all of the items to clear this up. In particular, the nodrop items are really hard for a couple of devs to collect. We need a massive audience collecting for us to get all of them!
ZONING WITH #ZONE: Read this intro before looking at the screenshots !! This one is pretty confusing, and I *think* it only happens on zoning in and out of cshome, not sure though. I can't recall if I've seen it anywhere else. Basically, you can "#zone nexus" from, say, "freportw", and you'll land in a Virtual Nexus (Nexus Graphics) but you have the spawn table from West Freeport with you.
This is a known issue with no known reproduction steps and its cause is currently unknown. If you look on the server side of things, you will see exactly the behavior you describe: the client loads up nexus, but the server loads up west freeport. So the server shows you everything from freportw, but your client renders them in the nexus atmosphere. Dunno what causes it, and we're having a hard time tracking it down!
Keep up the good reports.
Nautfat
09-26-2003, 05:18 AM
Every Bellsouth customer I ever talked to seemed to have problems with building sentences bigger than seven words... It's interesting that smart ones exist.
I got screwed into a 12-month DSL contract. I break it, I owe'em $250. Otherwise, I'd be far gone. Just 4 more months . . .
Nautfat
09-26-2003, 05:57 AM
Can you possibly identify each and every scenario in which this will happen? The problem here is that I was not fully aware of all the rules for when an item should go on a cursor and when it should drop to the ground. If I could get all of the rules, these issues would be cleared up.
Example rule: You have an item on your cursor, and cast "summon bread". The bread goes on the cursor, behind the item currently on the cursor.
Another example rule: You have full inventory and an item on your cursor, and you try to auto-loot an item from a corpse. The item falls to the ground.
I'm looking for all of the rules that need to be followed.
This should really be in a thread of its own, seeing as it's gonna take a few people to compile it. Common sense says someone is gonna forget something. The more on it, the better.
1.) You have an item on your cursor, and cast "summon bread". The bread goes on the cursor, behind the item currently on the cursor.
2.) You have full inventory and an item on your cursor, and you try to auto-loot an item from a corpse. The item falls to the ground.
(note from me: some of these will contain misinformation. correct me if I'm wrong, please. also relating to pretty much every entry below, is a question . . . there is a maximum amount of items allowed to queue on a curser. i believe it's 5. what happens if, for example, you have foraged 5 [or whatever the cap is] NO DROP items, and have all 5 queued on your cursor with a full inventory. does the 6th drop to the ground? how does that work? basically any handling of NO DROP items in direct relation to cursor stacking boggles me. i need input on that. this whole post below is basically a list of ideas for what rules need to be figured out.)
3.) You Forage an item while an item is already on the cursor. Item goes/stacks on cursor by default.
4.) You Fish, then pick up an item out of your inventory and put it on your cursor, when you catch something . . . what happens? Do they cursor-stack, or drop? Not sure of that one.
5.) You Trade with another player while having a full inventory, overflow items appear/stack on your cursor. What happens after cursor-queue-cap is met? How about with NO DROP items?
6.) Combines: In EQLive, if you have an item on your cursor, you can't hit the Combine button on containers and/or enviromental containers (Forges, Ovens, Pottery Wheels, etc.) thus forcing multiple items on your cursor. For future reference when Tradeskills get implented ...
7.) Quest NPC's return an item while you have a full inventory. Items appear on cursor, or behind other items on cursor. Again, with full cursor-queue, do they drop? What about NO DROP items?
8.) In a recent patch, Enchanters recieved a new line of spells to Enchant multiple items at once (IE: Enchant 5 Platinum Bars at once) which will all appear on your cursor (stacked like they normally appear in your inventory, a stack of 5). A stack of 5 Bars of Platinum won't queue on the cursor with another stack of 5 Bars You won't be able to cast the spell with a stack of 5 Enchanted Platinum Bars on your cursor.. Same for single Enchanted Bars, or any other item that's not an Un-Enchanted Platinum Bar. When Enchanter a Bar of Platinum, or 5 Bars, you can have the un-enchanted bar on your cursor during casting. After casting, the un-enchanted bars on the cursor simply morph into enchanted bars.
9.) Mass Modulation (or something) ... Level 56 Mage spell for AE-Mod-Rod ... Not to mention the single-target Mod-Rod spells. Always appears on cursor. Again, what if Cursor queue and inventory is full? Mod Rods are NO DROP now. Do they fall? This is getting redundant.
10.) Obviously, you click in any enviromental part of the screen with an item on the cursor, the item drops to the ground, 1 at a time until the cursor-queue is empty. NO DROP items give the typical warning of "Item can't be dropped/traded/sold"
11.) Banking: When banking, no items overflow to your cursor. They drop to the ground. EX: You have a full inventory, and no items on your cursor. You take a flask of water from your Bank slot, and drop it in the Auto-Equip area of your Inventory window, it drops to the ground. Again, NO DROP items?
12.) Directly related to the above, and obvious, during normal gameplay, if you drop an item in your Auto-Equip area of your Inventory Window, and your inventory is full, it drops to the ground.
13.) Weapons that proc items. Embalmed Skinning Knife procs Bandages, Shovel of the Harvest procs munchies. Always goes to cursor (screenshot: http://bellsouthpwp.net/s/c/sconnery/EmuSS/Series2/SummonBread.jpg)
That's all I can think of at the moment.
EDIT: Heavily edited for more items, and to be less dumb-ass-ish.
Doodman
10-02-2003, 01:06 AM
1) This is incorrect, I think, unless it has been changed. For example: Summon bread, summon bread and then drop in inventory. Only one item on cursor. I think summoning an item destroys the item on the cursor and the places the summoned item on it.
2) Yes.
3) Yes, but like items do not "stack". They "queued" on the cursor. Whether no drop or not.
4) Same as 3. Queued on cursor.
5) Only the first item that does not fit in inventory (no compatible slots) goes on cursor, others go on the ground. NO DROP is not an issue since you cannot trade them.
6) Yes.
7) NPC's usaully (do they ever?) return more items then they were given. I'd have to test putting stuff in give, putting an item on cursor and then clicking give.
8 ) See #1
9) I asumme it would "fail" for you. I.e. you get no item, otherwise this can be exploited to destroy someone else items. Pretty sure they do not "queue".
10) Yup.
11) This is not related to banking, this is related to your inventory. Any item does this when dropped in auto-inv I'm pretty sure NO DROP items get the "cannot be dropped/traded/sold" warning.
12) Ya.. Same as a #11 as they are the same.
13) Same as summoned, I assume. See #8, and by extension #1.
Nautfat
10-02-2003, 02:12 AM
1) This is incorrect, I think, unless it has been changed. For example: Summon bread, summon bread and then drop in inventory. Only one item on cursor. I think summoning an item destroys the item on the cursor and the places the summoned item on it.
You can Summon Bread 5 times, all 5 queued on the cursor, and upon attempting to cast Summon Bread a 6th time, the spell cast message gives an area stating in more or less words you have too much junk on your cursor. I remember this because I was recently macro-training conjuration a bit back and ran into that error a few times.
flyrken
10-06-2003, 03:23 PM
Wow, I feel that we are playing a different game.
1) Druid casting summon bread, they only get one bread.(Can't cast with hands full so you have to drop into an open inventory slot, then recast. Magician can summons level/2 so at level 40 they can summon 20 stacked breads for one cast.) This really sucks when macro foraging a wood elf druid. :)
2. Yes how annoying that SOE didn't give Noobs a big bag when they signed in. No Drops are a PITA, they never leave your hand, so you are forced to put it inventory, swapping item for hand to drop or just plain destroy the no drop clearing the hands for another forage, loot, spell cast etc...
3. If you successfully forage an item, You have to put it in inventory slot, or next Forage button push you get message:
You can't forage with your hands full. (Forage Timer not reset, you have to wait... how rude.)
4. Fishing is a great one, especially if you practice casting summon items while fishing like I did on Live. ( You can't fish if you have something in hand just like forage.. however if you Fish, then cast summon water or bread, the successful fishing ques behind the water or bread casted.)
5. Trade request while having hands full. Hrm, Trade requests have been changed alot, to stop cheating. First you have to an item in your hand, and click on Player this starts the trade request. It also automagically puts that item that was in your hand into the trade slot 1. Now if there was a que for some strange reason, ie Modulation, then it would appear in hand and not let you put it in trade window (NODROP), so you would have to destroy the rod or put it in your inventory or swap it with the next item you wanted to have in trade window. Then you click Accept, and it locks your side, and changes to the trade window on this side will make the green name go way and you will have to press Accept again.
( I do not know if you can click Accept with an item in your hand, I will have to check that rule out on Live)
6. Absolutely correct.
7. Most quests force you to "give item to quest npc". Since the quest should have involved zoning and opening doors, the hand que should be empty. Since Give is like Trade, automatically placing one item into the give slot, the only item in hand should be the quest item needed to give to NPC. (the Accept button may not work with item in hand, I will attemp this in Live)..Lets say someone casts Modulation spell during this quest to try to break it. I believe that the quest item will "Que" as the second item, scaring the hell out the person whom was doing the quest.
8. Enchanter's spell you mention are the only exception to casting with item in hand. I read that somewhere I will find it and post the url.
9. Those damn rods, they always stack on a que and for some reason people like casting this spell in PoK scaring the hell out of people getting stuff from banker. It however worked perfectly, but scared me as the ROD is always the first in the que, the item I was getting out of the bank was safe in the 2nd que slot as I was getting my Dark Ember out of bank. (sounds like a magician thief in PoK waiting for items to drop?)
10. Yes and by default (the message comes up asking if you really want to drop it on the ground, you turned this message off?)
11. NO Drop just stays on your hand, and prints that message Item can not be drop, sold, or traded, I hate those rods :)
12. OK
13. Yes, however with the no casting with item in hand rule being a Necro with that embalming knife sucks. (Live now has alot more of those for sale in bazaar, probably how I got one so cheap.) Never had that shovel, but same applies anything that gets put into hand, stops a caster cold :(
However, This is "OUR" game and we can change these items/rule/code to not suck so much :) Knife should be right-click period and same with shovel. Forage and fishing timers shouldn't make people waste time waiting for the timer to go by because of poor inventory management, or a friend casted Rod spell.
Hope this helped :)
flyrken
10-06-2003, 03:44 PM
Forgot about new quests ie Froglok noobie. The items always went to inventory instead of hand and/or hand que. Also on hailing, the NPC saw the item in the inventory so no give was taken. Also, the NPC would give the damn items back, so hail was only needed. Just a different take on quest handling. (The quest giver also told me to dispose of the item as I saw fit ie pawn it or destroy it.)
Why do I know this much about this inventory stuff? Because it was the one thing I sucked at the most at in EQ and I always felt like I had that friggin inventory window open :(
Asigoth
10-06-2003, 11:26 PM
I've noticed that food is working properly, but drink isn't. I can spam right-click on any amount of water stacks and never become full. They also drain at a predetermined rate. For example, i've got 18 newbie food right now, but 0 newbie drink.
Asigoth
10-07-2003, 01:53 AM
Another bug, a minor one dealing with the /who command.
I tried to /who all <name>, and it turns out the person wasnt on. I didn't get the "There are no players in EverQuest that match those filters." message, and it didnt say "There are 0 players in EverQuest.", instead it gave me the total # on the server.
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