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3. Item Hotkeys - Slot based hotkeys can still be created by holding ALT+Click on a slot. The new Item Hotkeys which are created by holding Click on an item do not function yet. This was moved to low priority due to it being a new feature even though it is accessed in the same way as the old feature was (but old feature is still available). |
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Well, the normal item hotkeys should work now ... Didn't do much testing, so I could of broken something ....
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Money is disappearing that is being put into the shared bank after upgrading to RoF2, code from 02/05. Testing items next. It's only disappearing with RoF2 clients.
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https://github.com/EQEmu/Server/blob...rof2.cpp#L2340 Need to be changed to this: Code:
outapp->WriteUInt32(emu->platinum_shared); |
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https://github.com/EQEmu/Server/blob...rof2.cpp#L2496 Compared to UF, this should almost certainly work. If it works, feel free to commit it and save me the time :) |
Works, commited.
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I cannot test this right now, but I believe this may resolve some of the discipline update and combat skills window issues on RoF2:
Change this line: https://github.com/EQEmu/Server/blob...structs.h#L117 To this: static const uint32 MAX_PP_DISCIPLINES = 300; // was 200 That is just based off of a Live PP, which has 300 Disciplines. It could be that sending only 200 is causing the client to reference 400 bytes of random memory when doing discipline updates, which might explain why the combat skills window displays a bunch of unknown spells with level 255 until you zone (and the issue gets corrected by the Player Profile). I will test this later and see what it does. It could be that they increased it from 200 to 300 sometime after RoF2 and this may not work. Might be nice to add a #untraindiscs command as well since the only way to untrain them currently is using quest commands in scripts. It would also probably be good to get MAX_PP_DISCIPLINES moved into eqdictionary at some point. And, switching to use the RoF2 MAX_PP_DISCIPLINES for our internal rep at some point would be good too. |
Tested and commited.
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Did it also allow for updating the skills list without having to zone first? If yes to both, we can probably stick the same change on RoF1 if anyone cares to do so. Or, just have Uleat add them to eqdictionary and update the values to the new one :) |
Yep. And some more characters.
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Edit: Fixed. Weird issue.
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Something I've been noticing while working on the new inventory system and logging in/out frequently.
The character I'm testing with is a monk and mend is often on cooldown when I initially zone into a zone and with seemingly random times (from 1-5 minutes). Incidentally one time I went and used it and then next time I zoned in it was off cooldown instead! |
Its on cool down on live as well on log in
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Seems odd since it's never on CD the same amount and sometimes not on CD.
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I don't know offhand if we track it anywhere yet or why it would be randomly refreshed after logging in, but here is a note which I think is from Derision back from RoF1 (which I just copied to RoF2):
https://github.com/EQEmu/Server/blob...rof2.cpp#L2344 If we start passing a timestamp there, we can probably prevent the random refresh timers client-side for Mend. Since it currently sends 0, I am not sure why it is randomly working. Unless, maybe that is incorrectly identified in the PP and it is actually picking up a value from a mis-identified field somewhere. |
One thing I've noticed on PEQ is the mushrooms in the tutorial are floating in the air with ROF2, but are on the ground using the UF client. Not sure if other ground spawns are affected. Mobs are ok.
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I think they removed the clients code for stuff to find the ground, probably for player housing so the players could place stuff floating, as a side effect, anything on eqemu that is off, will be floating.
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Can someone point me to how I can upgrade my Windows SQL DB for the RoF content in the RoF client?
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I've been watching this thread for while seeing everything that's being fixed , great job btw getting everything thats been done so far. Just curious what the status is for guild bank and how progress is coming.
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Been playing with this for a while and noticed two main issues:
1. Characters in group sometimes appear as out of zone. When this is the case they cannot be seen. This can be a real pain, occasionally relogging the character that appears ooz sometimes works, but usually you have to relog the affected character too. When you have multiple characters with this issue, you just have to relog them all. Pretty sure it's not a group issue, but more generic, it's just that when you 6 box you're always in a group. To clarify: A and B are in zone. A doesn't think B is in zone. B can see A, A cannot see B. When they are grouped B shows as OOZ to A, but A looks like they are in zone to B. A cannot /target B either, it's like their spawn hasn't been sent. 2. Characters are sometimes unable to trade with other characters (or pets), you just get the single click message rather than opening a trade. Relogging works. Possibly related to #1, will check when it happens again. |
Number 1 isn't a rof2 issue.
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I see... OK so I looked at the fix/revert. Do we know what version PEQ uses, since the breaking code was reverted one day later on Feb 10th (cos otherwise the revert didn't fix the issue)?
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Ok, so unsure about whether this is general or just ROF2. When I select the chat window filter Spells>Mine, other peoples spells also go into that window too.
I'm not sure which other filter types are affected but I suspect it's not the only one. I've been trying to emulate my setup from live and it definitely doesn't separate out as discreetly. |
With ROF2 client, I have noticed that berserkers using 2-handed piercing do not show skill ups with with 2hP, they show it with 1HP.
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The emu code is not setup to handle the 2hpiercing skill, as yet.
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ok thanks Uleat
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Someone will eventually get around to it.
I did some clean-up and prep work on skills some time ago..but, there's more than just adding the skill to the list with implementation. (All of the combat code has to be gone through :( ) |
Hi there:
Setting up a new server, latest emu code and PEQ database, testing with RoF2 and Titanium. I've noticed that in RoF2 hateplane is no longer available - #zone hateplane is ignored, and #cast 666 takes you to hateplaneb (even if the spell is targeted to hateplane.) In Titanium #zone hateplane and #cast 666 work fine. Another hard coded zone like HPH or something we can change in the emu code? Thought I'd ask before digging into the code to look for it... The only other wierdness is the extra two inventory slots don't work properly and throw a bunch of errors, but I need to spend some time testing them and document exactly how they are behaving. Pretty happy with the RoF2 client otherwise, pretty sure when my server goes beta in Sept I'll recommend using it. Nice job guys :) Regards, Mg |
It appears that the hateplane.s3d and hateplane_obj.s3d files were removed by SOE by the time of the RoF2 client, which would prevent anyone from zoning into it. The Emu code was likely tweaked to redirect those users to hateplaneb to avoid the crash, similar to spawning the old version of Nektulos for Titanium clients, with the instructions to delete/rename the broken/placeholder nektulos.eqg that came with that client.
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yes, there are several other zones that are not in the ROF2 client. There is a list in a thread on the forums here
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The two extra inventory slots shouldn't show up unless you have #gm on.
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I am wondering if anyone else is having a problem with bow animations looking like throw/punch animations? When I log into my server with my underfoot install my bow animations work fine, but when I log in with my RoF install they look like a throw or punch animation as well as the sound not being the bow sound.
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That has been fixed for a while, update your server.
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