It's more of a work around for the disconnects, I'm not entirely sure what causes them yet; I suspect it's somewhere in the dying code that destroys the client a certain amount of time after death. Cause I know with #optesting the appropriate packets that you can be dead and just sit there forever and ever and ever without the client disconnecting you =o
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Okay I'm looking into it right now on the dead disconnection thing:
When a client dies they call Client::Death() which sets dead = true and dead_timer is set to go off in 5000MS From there in the main process there's entity_list.MobProcess() which runs Process() on every mob in the entity_list and if it returns false it will drop the client or depop the npc it's processing. and... in client::process we have Code:
if(dead && dead_timer.Check()) { |
oh and also
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I turned off the disconnection stuff but still cannot get the client to zone to itself. It will often just cause the corpse you make to warp to it's bind point instead(and your UI still does not respond), the respawn window does the same thing as that packet. I assume there's more packets that need to be sent to do it right or something.
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I had a play around with this a few weeks ago. IIRC, the closest I got was to use the same 'hack' as the EvacToSafeCoords and use OP_RquestClientZoneChange if the player was using SoF and died in the same zone they where bound in. The problem I had was that once the player respawned after zoning, the camera angle was from up above, looking down on them, just like it was when they died.
I don't appear to have saved a diff of the changes I made. |
J&R Music World has copies (new) of SoF for $10.92 shipped. That is the best I could find currently and even beating the Ebay.
J&R is a fine fine company and you will get yor DVD. They have been around forver. No I do not work for them ..life becoming a 24/7 Geico commercal for you? LOL, I know. $10.92 shipped new DVD SoF copies. I am hearing this DVD is becomming extinct soon. Ouch |
When I bought mine from NewEgg for $5 shipped, I almost ordered 3 or 4.
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Just deleted a message, keep in mind:
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It was me. My apologies. Guess I should read the rules. Thanks.
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I got my copy on ebay brand new sealed for $5
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I took a quick look yesterday and a warrior with the SoF client seemed to be regnerating endurance (the number the client showed didn't exactly match #showstats, but it didn't seem far out), and I didn't see endurance drop on zoning. |
Yeah, it seems to have been corrected at some point and I don't know exactly when. It could have been fixing the consume packets or something else. I do think that SoF probably wants to get endurance update packets just like the health and mana updates, but it seems to be working ok without them as far as I can tell. If we see any more issues with it, we can always try adding an endurance update packet and see if that helps.
I finally messed with the encode/decode of the inspect packet for SoF again last night and got it working fine for SoF clients to inspect Titanium clients. I think I figured out why neither client can inspect SoF clients. I think they must have changed how it works since Titanium and now instead of the OP_InspectRequest going all the way from the inspector to the inspectee, I think it now just goes to the server and the server replies with the info instead of the inspectee replying. So packet handling would need to be able to build the reply packet if the inspectee is an SoF client. |
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Wizard and shaman auras are mainly detrimental (I think), and affect mobs within the radius while mage aura adds a buff to their own pet only, and those don't create an effect buff in the window. Chanter, cleric, and melee auras are positive for the group that range from XP bonus (chanter learner's aura), and AC, or regen. There's a little more to it, but they definately don't work the same as normal buffs. |
Thanks for the info. I had never used them myself. The only aura thing I have played with on Live was some freebie veteran reward I had on my character. Clicking it showed an effect around my character, but the buff itself showed up in the normal buff window. I just assumed that was the same thing as the new aura system, but I guess it isn't.
I updated the original post in this thread with a small note about what you mentioned. I also updated and moved the Azone2 and Max Level issues into the recently resolved section, as Derision and KLS (and I think Secrets) have fixed them. |
*ignore this - i had some sort of file in use issue with azone2*
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