5.0 Release version bugs
1)It might just be me but NPC's are no longer moving with a moving database that worked fine with DR5. The MPC's are moving around the zone but the NPC animation is staying in one spot and turning circles. If you rezone back in the NPC's are still standing in one spot turning but have moved to a new spot. If you try to attack any "moving" npc it says "target is to far away"
2)using npcspawn delete command kicks you out and doesnt remove the spawn. 3)using spawnfix moves the mob fine, but from that point on it ALWAYS spins circles in its spot doing the running animation. Still does it after a zone repop too. Same with the npcspawn command. 4)Extreme lag at times. Server is running on a Duron 1200mhz with lots of ram and with only 2 people sometimes for no apparent reason the log-o-meter as i call it spikes up to 10000+. It only goes back down after it crashes both clients and both log back in. This is on a 100mbps LAN too. 5)EQemu database for items seems to have alot of weapons that are listed as ARCHERY instead of their proper skill class. THis causes the weapon to do 1 punching damage. |
1. Db issues not code issues.
2-3. Commands that shouldnt be used as they were originally buggy and still are. They were not written by the dev team. I'll fix them when I have time.. 4. Must be your setup or something one of you are doing. If you find a reproducable way to produce this then let us know, but until then its probably your setup. 5. Only the uber items that havent been collected yet are this way. If you want it fixed go on live and collect them. Otherwise use normal weapons instead of the ones that are brand new on live and we dont have accurate data for them. |
oddities with 5.0 (some might be DB issues not sure)
I am using EqEmu 5.0 with TCSmywold moving database 3_3 and have noticed a few oddities and am trying to track them down in the database and source code but still don't know exactly whare to look.
First oddity - Mobs are assisting whare they shouldn't be (If engaged with a rat a snake might help "me"??? I have never seen this kind of behavior of mobs assisting PC's in eqlive and was curiouse if it is intentional in EqEmu and if so whare do i look for change it. Second oddity - Guards should help in a fight if your close enough but they should also engage mobs on there own if they are within range such as keeping rats and beatles out of city. (((Merchants and other NPC's should not assist PC in most circumstances!))). This created an intresting effect when i was using every merchant, NPC, and guard in north Qeynos to slaughter all the mobs it was quite humorouse and for some reason the guards turned on eachother after long enough. (corrupt guards mabe???) Third oddity - (may be considerd a bug im not sure) when Mobs are wandering on a path they seem jittery almost like there slightly jumping forward instead of nice smooth flowing movement. (though kodos to all that made it work this well!) Fourth oddity - (mabe not implimented yet) when mobs wander It seems there animation speed stays constant both engaged or not. Mobs in eqlive will meander at a slower pace unless engaged and if engaged speed and animation speed up drasticly. I am not sure how many of these are DB issues or actual hard coded issues (that mabe just are not implemented fully) I know this is very beta so i wasn't expecting and won't for a long time eqlive performance however if these are normal issues id like to know If they are easily fixable or if anyone else is looking into them. P.S. I suspect the code in question is in mobAI.cpp am I right? I looked through it but i need more time to get a hold on whats going on with all the source as I try to figure out how C++ works :lol: Im fresh out of my Quick Basic cave. :oops: a rellic I know hehe. |
Faction's cause: database problems. The faction settings must be wrong. They obviously work, or they wouldn't assist. To set the faction, you edit the database under... mobtypes or something like that, where a_snake has indiff faction to everything, a_spider has indiff to everything, and a_guard has hate faction for all orc pawns, spiders, whatever it takes.
|
Re: 5.0 Release version bugs
Great job on the emu, found everything I need to get it working in these forums.
1) GM Summoning another GM is disbanding the group. Bug or intentional? Quote:
|
All times are GMT -4. The time now is 12:12 AM. |
Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.