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Old 09-26-2003, 05:10 AM
Merth
Dragon
 
Join Date: May 2003
Location: Seattle, WA
Posts: 609
Default

Thanks for providing some good description around each item. That really helps.

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CONTAINERS: Some containers are working, and some aren't. I can't find any common ground between the working ones and broken ones aside from 100 percent weight reduction.
This is a known issue with the data itself. Our starting dataset was done as a rough guideline; unfortunately, it neglected containers and item effects altogether. While it may look like a bug, it's really just incomplete data.

The items that you find to be functional with these two things (containers and item effects) are those that have been recently collected from EQLive. See the news section for a recent post on the item collector. The more people we have item collecting on eqlive, the more of these type of problems you will see disappear.


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"ITEM ON CURSOR": When items are dropped, or overflowed to the ground from a full inventory, they get stuck on the cursor, invisible. Once zoned/camped/dead, the item being reported as being 'on the cursor' shows up in tangible form.
Can you possibly identify each and every scenario in which this will happen? The problem here is that I was not fully aware of all the rules for when an item should go on a cursor and when it should drop to the ground. If I could get all of the rules, these issues would be cleared up.

Example rule: You have an item on your cursor, and cast "summon bread". The bread goes on the cursor, behind the item currently on the cursor.

Another example rule: You have full inventory and an item on your cursor, and you try to auto-loot an item from a corpse. The item falls to the ground.

I'm looking for all of the rules that need to be followed.

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ITEM EFFECTS: These are very, very bugged, and I haven't been able to find a common thread in any of them. It seems completely random.
See above re: containers


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SPELL CASTS: This only refers to actual spell casts, not the #castspell command. When a spell is cast, the server seems to think the spell is being cast forever after it's actually done casting. You must zone or camp to reset it.
Haven't done spells at all yet. I'm surprised you have got them to go as far as you have.


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1HS WEAPONS: I address this as being only a 1HS bug, because I haven't seen it on any other skill. Some weapons, as everyone knows, are reporting as Skill: Archery instead of Skill:
I believe this is related to the incomplete data we have. The lack of augmentation data is DEFINITELY due to incomplete data. I noticed a change in the way ItemCommon_Struct::Skill is behaving, so we just need to collect all of the items to clear this up. In particular, the nodrop items are really hard for a couple of devs to collect. We need a massive audience collecting for us to get all of them!

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ZONING WITH #ZONE: Read this intro before looking at the screenshots !! This one is pretty confusing, and I *think* it only happens on zoning in and out of cshome, not sure though. I can't recall if I've seen it anywhere else. Basically, you can "#zone nexus" from, say, "freportw", and you'll land in a Virtual Nexus (Nexus Graphics) but you have the spawn table from West Freeport with you.
This is a known issue with no known reproduction steps and its cause is currently unknown. If you look on the server side of things, you will see exactly the behavior you describe: the client loads up nexus, but the server loads up west freeport. So the server shows you everything from freportw, but your client renders them in the nexus atmosphere. Dunno what causes it, and we're having a hard time tracking it down!

Keep up the good reports.
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