EQEmulator Forums

EQEmulator Forums (https://www.eqemulator.org/forums/index.php)
-   Archive::Bugs (https://www.eqemulator.org/forums/forumdisplay.php?f=622)
-   -   EQEMU 0.4.4 OFFICIAL Bug Report ! (https://www.eqemulator.org/forums/showthread.php?t=7994)

Trumpcard 06-14-2003 02:16 AM

EQEMU 0.4.4 OFFICIAL Bug Report !
 
Please post any 0.4.4 bugs you encounter in this thread. Thank you!

dcl 06-14-2003 04:00 AM

Most of the Zone connections are incorrect (though I guess that's a db issue)

So far, zoning into SolB, Paw, Kaladimb causes me to go linkdead:

[Status] Zone Bootup: paw (18)
Default weather type for zone is 1
Weather changes in 224 seconds. (weather is now 1)
Received Message SyncWorldTime
Time Broadcast Packet: EQTime [08:00 am]
[Status] 70602 New client from ip:192.168.1.101 port:1665
Loaded playerprofile for Test - size: 8460/8460
Loaded alt_adv_table for Test - size: 258/258
Client linkdead: Test
Dropping client: Process=false, ip=192.168.1.101, port=1665
Automatic shutdown
[Status] Zone Shutdown: paw (18)
Zone shutdown: going to sleep


Zoning into gfay causes the zone server to shutdown (there is an error message, but the window closes immediately after it, so I can't read it) and drops me back to server selection:

Logged in: Local: eqemu
Unknown opcode: 0x3541 size:2056
Unknown opcode: 0x3941 size:2056
Error: InflatePacket: inflate() returned -3 'unknown compression metho
Packet contents:Test
Attempting autobootup of gfaydark (54) for Test
Client disconnected
Removing client from ip:192.168.1.101 port:1599
192.168.1.100:1262: TCPConnection::RecvData(): Error: 10053
Removing zoneserver from ip:0.0.0.0 port:0 (192.168.1.100:7999)
192.168.1.100:1264: TCPConnection::RecvData(): Error: 10053
Removing zoneserver from ip:0.0.0.0 port:0 (192.168.1.100:7995)


I've only tested about 15 zones so far... but this is what I've got, hope it helps.

Trumpcard 06-14-2003 06:15 AM

Most of those sound like database related issues.

Arastiroth 06-14-2003 06:58 AM

Not a bug, but wasn't sure if perhaps you forgot to put a file in. I noticed that dbupdate.sql ties to source objects.sql, but that file wasn't included in the release anywhere. I don't know if it was forgotten about, or if the file was later removed, but I figured I'd point it out just in case. :D

For the person crashing, I haven't tried all those zones, but I know that gfay is working fine for me. As Trumpcard said, it sounds like a DB problem.

DeletedUser 06-14-2003 07:27 AM

Took out objects it was already in doors.sql

DeletedUser 06-14-2003 07:32 AM

http://forums.eqemu.net/viewtopic.php?t=8678

seh1635 06-15-2003 03:26 AM

dbupdate in the install has an error

'source tradeskillupdate.sql' should be
'source tradeskillupgrade.sql', or tradeskillupgrade.sql needs renamed.

Shadow H 06-16-2003 01:52 AM

I get this message when i try to give an item to a NPC:
ERROR: Getitem(): Unknown slot: 0x0050

I don't think i got it whith old 4.4 binaries.
Is this normal ? or a known bug ?

Drawde 06-16-2003 05:38 AM

The very annoying merchant bug (merchants charge 4x the item's cost for everything except spells, where they charge 1/4 the cost) still seems to be present (very annoying when buying tradeskill supplies, after buying one or two things you have to zone to get your missing money back)

Trumpcard 06-16-2003 05:41 AM

Yoda caught a problem with taking the money from the client inventory, should have been in this release.

I'll check tonight and see if I can pin this one down.

Velosity 06-16-2003 12:39 PM

I get the same error as dr1

tcsmyworld 06-19-2003 05:13 AM

Aggro seems to still not function in new release.
Tried using new release(44), no aggro , used my "stable0441exes" and all npc's aggroed correctly.
Is this still a z-axis check problem?

dcl 06-19-2003 06:24 AM

Well... not sure if it's a feature or a bug... but agro does work if the account you are using has a status of 0. It does not work if you have a status of 200. Not sure about any other values, as these are all that I tested.

kathgar 06-19-2003 11:24 AM

server ops shoudln't get stuff aggro'd on them, its a feature..ish thing.. dunno who put it in

Fyrre 06-19-2003 04:06 PM

I don't know if this is a database bug on my server or something found in CVS, but people on my server are having problems when they summon an item, equip it, and attempt to summon another item. It says they have an item on their cursor when they have nothing. When they zone, they have the same item on their cursor which they equiped. The item stacking bug is fixed just to lead to this =\

Not everyone had this problem, so it might be a bug for iksars, vah shir, and beastlords.

Is there a fix for this?

Bigpull 06-19-2003 04:19 PM

there was a problem with the IsEquipable(), it should work for all classes and races now.

tcsmyworld 06-22-2003 07:05 PM

I compiled source from CVS on 6/20 to get the #spawnfix command, it worked great.
Noticed new changes on 6/22 so I compiled again with the new changes and it seems to have caused a problem with the #spawnfix command.
When I tried to use #spawnfix with the newest source it crashes the zone every time.

Bigpull 06-23-2003 02:14 AM

Ok first off the topic is 0.4.4 bugs, not CVS bugs.

There have been no changes to client.cpp since 6/20, My only suggestion is to do a clean build, or refrain from using #spawnfix untill the rest of it is implemented.

booa 06-23-2003 10:38 AM

I to have been seeing the #spawnfix crash error . But it isnt everytime you use it . Seems to send client to login screen when #spawnfix is used in certain spots ( seems that way ) especially hilly terrain. I still use it and love it .


I have noticed is that all mobs hit very hard . Far more than they should . Not sure if thats a db issue or code .

**Yup was DB problem **


Thats all I have noticed so far .

Nice release.

u2mad 06-30-2003 04:54 PM

I have had the same problems, I've been trying to find a pattern but I haven't really found anything yet with the buying items taking up all of my money. It could be quite possible that it's charging 4x, but I have only noticed that it only seems to be doing this on certain items. And generally the server doesn't take off all of the money it's supposed to, so once I zone, I have most if not all of the money I had before (haven't actually recorded the numbers to see exactly.)

I have also noticed that damage over time spells don't want to stack. At least the ones that I tried. The bards second level DOT didn't seem to work at all, along with the bards spell to make him move faster (can't remember what it's called right now.)

I'm not sure if anyone else has had any trouble with the spells, and I haven't tried the druid's SOW spell to see if it's something with speed in general. Unforuntaly I don't know enough about how the server sends information to the client to help in this other then just give information.

Fyrre 06-30-2003 05:59 PM

I have no idea if this was mentioned yet, but player and mob attack is bugged. #showstats shows both player and NPC attack as being 0 or something close, and it seems to function as 0 attack (hitting for minimum damage often). Hand to hand for monks also seems to be bugged. With a 112 damage h2h weapon, they only hit for 100ish damage as compared to 200 to 500 damage with a 1h slash with the same weapon damage. a 112 damage weapon should be hitting for something close to 800 damage.

Also, high level NPCs which I use the #spawn command to create only hit a player with 4500 ac for 1 point of damage tops. After taking off all gear, the same NPC hits the player for plenty more damage. There should be a max AC code such as what EQlive has.

kathgar 07-01-2003 02:14 AM

ANYTHING related to combat is not working like EQ live, because they have tested and prodded at their formulas for around 5 years by now.. people like GN are helping leaps and bounds by collecting SPECIFIC data but it will still take time

lucan 07-01-2003 02:47 PM

4.4 errors
 
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.

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.

Zones:

Some zones don't seem to be available, Rivervale for eg.

Agro:

What agro? There is no agro in 4.4, could be the GM status.....even if GM off you get no agro though.

--------------------------------------

4.4dr1 bugs

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.

u2mad 07-01-2003 06:15 PM

Hmm, it's been a long time since I actually played EQlive. I know I've played around and leveled a few characters up to around 10th level. They all seemed pretty easy to level to me. The two hardest were the bard and the fighter just because the fighter took too damn long to heal and the bards spells don't seem to be working right (not complaining, I know how much work these things can be. Especially after working on my little project today.)
I think wheather the mobs are agro or not depends on what database your using. I know with there's a lot of things that agro. Skels, bears and orcs being the majority of them. Haven't gone close to the griffen yet to find out about that.

lucan 07-01-2003 07:07 PM

4.4 bugs
 
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.

u2mad 07-01-2003 07:38 PM

I believe I'm using Drawde's Worlddata 1.1 final. It shouldn't be too hard to upgrade to that because I think he has a reloaddb script in there. As for logging in as a non GM, look at your account and make sure the status field is set to 0. 100 should be GM status, and 200 should be System Op.

a_Guest03 07-02-2003 03:06 AM

Armor doesn't work. That's why ivy doesn't do jack for you.

lucan 07-02-2003 03:08 PM

4.4 bugs
 
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.

kathgar 07-02-2003 06:29 PM

All spells you current have on are wiped on the server when you zone, the client isn't getting told this so it still thinks you have the buffs sometimes and displays what it thinks your max hp is

IIRC Willowisps should hit for up to 26, they aren't newbie mobs you know

u2mad 07-03-2003 10:32 AM

As far as I know I'm using the latest emu, and I've leveled up about 5 different characters to at least level 5. I leveled a necro of mine to 13 before I desided to stop and wait to see what happens to the emu next.

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.


All times are GMT -4. The time now is 02:25 PM.

Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.