Quote:
Originally Posted by Kroeg
This is a code issue, from what I understand. Yesterday I saw LE helping someone with this problem, and the fix seemed to come from (trying to remember) somewhere in the code where you see Getplayer () and you need to change it to Getplayer ()-1 to stop the above error from crashing your client, if in fact it does so. (don't ask LE to clarify.. wait for the next release).
|
I'm not entirely sure if it's the cause of the crash or not, I do know from the output I posted with the bug that it's happening when i'm offline (which is odd since it describes it as a client issue) but it's a very possible cause. If I can get the CVS version working I'll try what you said, thanks for the advice!
Quote:
I've noticed this myself, typically when an npc is assigned to an incomplete grid... it begins to run its course, but doesn't find the next closest waypoint and just runs off into the 'great abyss' yet the target circle remains.
|
That makes perfect sense, I've also seen NPCs disappear for a second or two while changing directions.
Quote:
This, from what have been able to figure out is a problem with the npc's/mob's Z coordinate. If it's told to spawn above ground, it drops to the ground upon spawning and sometimes causes an undesirable animation.
|
Hmmmm.... The problem with that theory is that I can't find any NPCs that can move that are standing still, unless they're doing this. Likewise I can't find any NPCs that don't move that have the problem. If it was a spawn point problem I would guess that it would happen to both moving and non-moving NPCs.
But most importantly it used to happen reliably to me on live when I lost connectivity with the server, which is what really lead me to believe it's a problem of the server not sending a packet that the client is expecting.
I'm by no means a professional on the issue, but I thought I would mention it anyway.
Quote:
Hehehe. Stay out of blackburrow until the npcmovdb team can fix this (I'm currently working on this one). Dungeon-style zones are extremely difficult to get working correctly.
|
Ah, so it's a DB issue then, I never would have guessed that.
Quote:
Don't you remember how bad the trains were in BB on eqlive? On eqemu, BB is just evil
|
Yes, actually, I caused plenty of them and got hit by plenty more when I used to level there. And you're right, I learned that the hard way being only level 4 and having the splitpaws come and bash me. :|
Now I just have to figure out where to go, since I've leveled EVERY character of mine from 4 to 11 - 12 there, even my vah shir. What can I say, i'm a create of habit.
Quote:
Whenever a #command in eqemu doesn't seem to toggle, it usually means there are command options. In this case, the proper use of the #flymode command is #flymode 1/0 (1 for ON, 0 for OFF)
|

I can't believe I didn't think of that. I looked it up in three different command lists and even tried #flymode on, but I didn't think of 0/1, even after having read the readme.
Thanks for correcting me.
Quote:
Not exactly sure about this one, but if I had to make a money-based-guess, I'd say this was fixable in your DB.
|
Same here, but beings I don't know SQL or have any clue how the databases work I thought I would mention it anyway.
Quote:
Hope I helped you a bit, and thank you for posting your bugs... many people don't understand this is the only way requested features will be fixed imho.
|
Yeah, a lot of people would probably think "It'll be fixed in a future version" and let it go. It's sometimes true, but if everyone thought that nothing would get fixed.

I'm actually an amature game developer myself so I can understand some of the hardships,
especially in a case like this: trying to create a server to work with a closed source client made by someone entirely different.
Quote:
Excellent bug post.. This is without a doubt the best laid out and thought about bug post I've seen... Not only did you describe the problem, you tested around the problem to try and get more information so we could analyze it as opposed to simply posting 'XXX don't work!'
Bravo !
|
Thanks!

I was hoping noone would get annoyed at the length and long-windedness of it, but I wanted to make sure I didn't leave out any, potentially important, information. I hope some of it is useful, as I would love to see EQEmu grow into something comparable to EQ live, even if it isn't perfect. If I gather more bugs and am able to gather sufficient information on them I'll post again, I also intend to look into some of the other bugs more thoroughly (like testing the S. Qeynos crash on some public servers).
Oh, and on a final note I've updated the original post with some new information on the client crash and a bug status line for easier reference.

It works like this:
Open = Still open to suggestions
Possibly solved = A possible cause has been identified
Solved = The cause of the problem has been identified beyond a reasonable doubt
Fixed = Problem solved, case closed