EQEMU 0.4.4 OFFICIAL Bug Report !
Please post any 0.4.4 bugs you encounter in this thread. Thank you!
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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. |
Most of those sound like database related issues.
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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. |
Took out objects it was already in doors.sql
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dbupdate in the install has an error
'source tradeskillupdate.sql' should be 'source tradeskillupgrade.sql', or tradeskillupgrade.sql needs renamed. |
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 ? |
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)
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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. |
I get the same error as dr1
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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? |
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.
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server ops shoudln't get stuff aggro'd on them, its a feature..ish thing.. dunno who put it in
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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? |
there was a problem with the IsEquipable(), it should work for all classes and races now.
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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. |
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. |
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. |
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. |
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. |
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
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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. |
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. |
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. |
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.
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Armor doesn't work. That's why ivy doesn't do jack for you.
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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. |
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 |
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.
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Is this why weapons Don't seem to work?
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-Hutch |
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. |
Re: 4.4 bugs
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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. |
Re: 4.4 bugs
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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 |
Re: Is this why weapons Don't seem to work?
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And yes it's been fixed in cvs already. |
Re: 4.4 errors
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[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.. |
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: |
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 |
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. |
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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. |
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