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-   -   EQEMU 0.4.4 OFFICIAL Bug Report ! (https://www.eqemulator.org/forums/showthread.php?t=7994)

longwide1 07-04-2003 04:28 AM

Is this why weapons Don't seem to work?
 
Quote:

Originally Posted by a_Guest03
Armor doesn't work. That's why ivy doesn't do jack for you.

I'm playing with iskar shadownight, and regaurdless of what is on the player it punches.

-Hutch

a_Guest03 07-04-2003 04:44 AM

Weapons are a different matter.

I've done some studying into damage, but the extra punch is something the devs need to look at. I think it requires a second look at the opcodes for combat.

Bigpull 07-04-2003 10:01 AM

Re: 4.4 bugs
 
Quote:

Originally Posted by lucan
4.4 exes
4.4 base db
Drawde's Worlddata 1.1 beta 5

I had 4.4dr1 working fine, to upgrade and keep chars/accounts i just added 4.4 db and left drawdes as is and then used the exes with acompaning files.

Firstly there seemed no way to log in as a non gm and the damage sucked.

From my EQlive experience a willow wisp should never hit for 70hp damage. Typically at low level 1 to 10hp damage is normal. Remember players do not have all the cool equipment at this level to make them into gods.

Gm status accounts automaticly have there gm flag set, don't wanna be a gm don't play on a GM account. if you wanna hide turn it off manualy, thats why there's a #gm command, or use /hideme

As for the willow wisp, thats a db issue, with out damage set in the database it'll hit more like you expect. A level 15 mob will hit from 1-30.

Bigpull 07-04-2003 10:05 AM

Re: 4.4 bugs
 
Quote:

Originally Posted by lucan
a max hit from a low level mob even when you are naked should be 10 or so.

No one could level up a level 1 character with starting equipment the way the code is on the 4.4 release. 4.4dr1 damage code was close to correct.

Damage scales by level, mobs under level 28 hit for thier level*2
aka level 1 mobs hit for a max of 2 and level 27 mbs hit for a max of 54. And actualy on live it's a bit more complicated than that and the mobs hit a little bit harder, level 25 lockjaw for instance i seem to remeber maxing out at 56 damage

Bigpull 07-04-2003 10:09 AM

Re: Is this why weapons Don't seem to work?
 
Quote:

Originally Posted by longwide1
Quote:

Originally Posted by a_Guest03
Armor doesn't work. That's why ivy doesn't do jack for you.

I'm playing with iskar shadownight, and regaurdless of what is on the player it punches.

-Hutch

Thats part of the IsEquipable() bug mentioned earlier, Lizards Cats and beastlords. If you zone and your stuff isn't where you put it, this means you were/are effected by the bug.

And yes it's been fixed in cvs already.

Bigpull 07-04-2003 10:21 AM

Re: 4.4 errors
 
Quote:

Originally Posted by lucan
Combat:

Combat was working closer to EQ live in 4.4dr1, now it seems mobs are hitting 3 to 4 time harder than they should. I tested this at level 11 with a ranger in ivy armour. It would be imposible to play a new char with the combat damage like it is in 4.4. I have been able to level up a char on a 4.4dr1 exe with no problems , it was about right on difficulty.

Just saying stuff hits to hard isn't much help, do you have damage set on the mob in the database, if not what level and class is the mob, how much does it hit for
Quote:

Accounts:

All accounts seem to flag as GM, even when logging in with a non GM log on. If I turn it off and zone it turns back on again.
Show an effected account, odds are it has a gm status set, or your pc is possessed and you should flee the building.
Quote:

Zones:

Some zones don't seem to be available, Rivervale for eg.
Database issue, doors zone points and stationary objects are the major culprits. bad doors or objects will generaly close the zone server with an error.
Quote:

Agro:

What agro? There is no agro in 4.4, could be the GM status.....even if GM off you get no agro though.
This has been covered a billion times, the gm flag is irrelevent to agro, it checks your status not the gm flag, and no it's not gonna be changed, make a status 0 account for "client" testing, unlike live a gm should never be agroed by a mob not even the awakened sleeper. we've all seen shots of that poor gm running for his life i imagine....
[qoute]
Spells:

HP buffs don't drop properly sometimes.
EG; You zone on full life with a Heroism, First mob hits you and your HP drop to you base HP but buff is still there.
After you HP drop you can not heal above your base HP.
[/quote]

Buff syncinzation sucks, Feel free to dig into the code and propose fixes. One issue i know of for sure is if a buff timer expires while your zoneing, the server can't send the "buff removal" nor will the client send the "buff removal".
The second half of that problem is caused by the first, the client thinks it has a buff while the server doesn't..

Shadow H 07-04-2003 10:55 PM

I just find HP recovery is too fast for low level characters.
Level 1 mob hits for about 5 or 6 points of damage and player character (level 1) recovers about everything he loose between hits... making low level fights too easy :wink:

Bigpull 07-04-2003 11:21 PM

I just mentioned above the formula for mob damage, if your level 1 mob hits for anything higher than 2 and you don't have damage set in the database. We need to know what Os the server runs on, if you're running self compiled binarys or the time stamp of the binary zip you downloaded from sourceforge, and a link to your addon database.

The client regen rate might need slowed down but i'm relativly certain it's no higher than 1 per tick standing. With the mob melee delay at between 26 and 32(yeah i don't remeber that either sue me it's 4:30am) it's posible to regen more than you take, and still posible to die quite rapidly

Drawde 07-05-2003 03:53 AM

A couple of old bugs:
- NPC pets appear at the exact same location as their master. In previous versions (before 4.2 I think)
they appeared next to them. (Presumably the code for this has got broken somehow)
- Firing arrows from a stack does not seem to delete them from your inventory server-side, only client-side (unless you use up the whole stack, when you zone the stack size goes back to 20.).

and one new one:
- NPCs that are KOS to a player will still attack them even if they con green. Previously they would (correctly) only
aggro if blue or higher. With EQLive there are some creatures (e.g undead) that always behave like this, maybe
a value like AlwaysAggro in npc_types could be used to determine whether a NPC will attack when green.

Bigpull 07-05-2003 11:29 AM

Quote:

Originally Posted by Drawde
A couple of old bugs:
- NPC pets appear at the exact same location as their master. In previous versions (before 4.2 I think)
they appeared next to them. (Presumably the code for this has got broken somehow)

Someone refresh my memory which quadrant pets try to stay in again, i think it's North east of thier owner.
Quote:

- Firing arrows from a stack does not seem to delete them from your inventory server-side, only client-side (unless you use up the whole stack, when you zone the stack size goes back to 20.).
That "only client-side (unless" is a bit confusing, I'll assume the server never deletes ammo
Quote:

and one new one:
- NPCs that are KOS to a player will still attack them even if they con green. Previously they would (correctly) only
aggro if blue or higher. With EQLive there are some creatures (e.g undead) that always behave like this, maybe
a value like AlwaysAggro in npc_types could be used to determine whether a NPC will attack when green.
Green con agro is based off of int
Green con will assist if thier int is <= 100
Green con will aggro if thier int is <= 75

last time we talked about this everyone flinched at haveing to setup stats for npc_types, If you wanna go ahead and take the leap i'll connect up Base stats ac attack and a melee delay. Theres likely some npc stats i'm missing there, feel free to make suggestions.

Drawde 07-06-2003 03:39 AM

Regarding arrows (and throwing weapons) what I meant was that when you fire them, the number
of items in the stack goes down, but when you zone, the number goes back to 20. However if you
fire the entire stack, then zone, the stack will not return. So presumably the charge value (stack
number) is not being set on the server, only the client, but when the stack is used up, it is correctly
deleted on the server as well.

About stats for NPCs, this would be easy for me to add to my DB, I just need to modify the parser to set
the NPC's stats based on race. (it already does this for STR).
Maybe set the INT threshold values a bit lower though, it would mean you'd have to give ogres, orcs etc. an INT
of 100 for them to behave correctly :D - maybe 25 for greens ignoring you, 50 for assisting.
Also, what are the default attack and delay values?

Another thing which is probably a missing feature, not a bug - the npc_types values for faces (both the "face"
value and the various Luclin values, e.g hair colour) do not seem to work. Also the speed value for NPCs doesn't
seem to work.

lucan 07-06-2003 03:19 PM

thanks for the feed back.

I have managed to get the char to log on as a normal user.
It seems that the first char made will always be linked to the first account (in this case the gm account). So even if you log on using the new non gm account, if there are no characters then it will be created under the 1st account name. Maybe this is to do with having only on set of ip addresses /shrug.

I have started my data bases fresh so I can see what is going on with mob damage. It seemed a lot better with new databases (some problem with damage settings on mobs between versions ?). I did notice there was no damage cap though, this is something they put in on EQlive.......I don't think I have ever played a character at this level without those restrictions :) Also I imagine the no AC was making the damage seem a bit harsh.

As a non GM there is still no Agro atm on a sleeping mob, I have noticed people reporting this a lot so I guess there is no need to bring it up here as you guys are aware of it.

Also Spell stacking is really up the shit atm too :)

dcl 07-06-2003 03:38 PM

Quote:

As a non GM there is still no Agro atm on a sleeping mob, I have noticed people reporting this a lot so I guess there is no need to bring it up here as you guys are aware of it.
It doesn't matter if you are a GM or not... what matters is if the account you are using (not the character) has a status greater than 0.

If you want aggro, change the status of your account, in the database, to 0.

kathgar 07-07-2003 01:53 AM

AGGRO DEPENDS ON YOUR ACCOUNT ADMIN STATUS AND WHICH DATABASE YOU ARE USING.
IF YOU HAVE A BAD FACTION TABLE OR AN ACCOUNT WITH HIGH ENOUGH STATUS NOTHING WILL AGGRO ON YOU

dcl 07-07-2003 01:57 AM

whoa, isn't that what I said? :)


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