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Archive::Bugs Archive area for Bugs's posts that were moved here after an inactivity period of 90 days. |

03-12-2003, 09:03 AM
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Demi-God
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Join Date: Jan 2002
Location: Charlotte, NC
Posts: 2,614
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Bug reports for 0.4.3
Please post any bugs you find with the 0.4.3 release in this thread. Also, please let us know how stable this release seems in contrast to earlier versions. The networking code was HEAVILY modified in this version, so let us know how you're doing with it.
Thanks!
__________________
Quitters never win, and winners never quit, but those who never win and never quit are idiots.
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03-12-2003, 05:02 PM
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Fire Beetle
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Join Date: Jan 2002
Location: Stuck at character select
Posts: 28
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Okay then, here we go, a list of bugs ive come accross with 0.4.2/0.4.3. Sorry if i put any DB specific bugs in here, it can be hard to know whats in the DB and whats hardcoded. Just for reference i found all these bugs when playing as a low level druid on the Darogar.net server and im on a realy bad connection.
1. People on bad connections STILL get booted at char select screen.
2. spell skills dont gain from use.
3. It dosnt remember your heading (way your facing) when you zone.
4. Doors have problems, often you have to open them twice before they open (maybe because the packet collector program has collected thier data when they are open and when they are closed so there are 2 doors there?) and sometimes all doors in a zone will just stop working.
5. loading message on zoning is always displayed AFTER it zones.
6. con messages are still often messed up, they display wrong messages or just display jibberish.
7. Insufficient mana when trying to cast a spell causes interface lockup.
8. Sometimes you will turn auto-attack on and it wont attack till you turn it off and back on again.
9. spells arn't forgotten on death (maybe purposely for now?)
10. The killing blow from a monster does WAY! more hp than normal, for example a rat that normaly hits for 2-3 hp will hit me for like 27hp (a whole health buble at the time) on the killing blow.
11. negative spell effects on mobs wear off WAY too fast and thus are useless (im low lvls with low spell skills, havnt tried it when i have good spell skills).
12. there are two different target out of range messages when you cast spells, theres the normal one and one which displays if you are within range according to the normal check, but not within range on the other check, when it displays the second one it will also lock up the interface.
13. Sometimes it wont delete a spell scoll when you add it to your spell book.
14. If your inventory is full and you purchase an item off a vendor it will still give vendor money but of course the item cant be added to your inventory.
15. You can never be interupted by mobs hitting you while you are casting, you always regain your concentration and continue casting.
16. You can cast while moving.
17. Sometimes when zoning it will drop you back to desktop with no error messages, ect.
Okay thats the bugs im pretty sure about, below is a list of bugs that im either unsure about, might be database bugs or are probably already known about.
1. The tome of order and discord displays the normal message, then at the end of the message has 2 squares (invalid characters?) then says the last thing that was said in your chat window.
2. i once created a character... but it didnt actualy create it, it did everything normal, but the char never showed up.
3. I would have thought this one would be client side, when you go linkdead it will give you the "you have been disconnected" message as soon as your laggometer reaches yellow, on live it has to get into the red before you get DC'ed.
4. items dissapear when dropped.
5. spells cost less than the price the vendor quotes.
6. sometimes (rarely) i will freeze on zoning, it dosnt give me a connection lost message or boot me back to server select or anything, just sits there forever till i close EQ.
7. Vendor items are sometimes listed downwards instead of across.
8. #showstats command dosnt work.
Okay thats all i know of for now, hope they help, and also please note that these are also bugs from 0.4.2, i left out any i think have been fixed, but there still may be some there that have been fixed in 0.4.3
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03-12-2003, 05:14 PM
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Dragon
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Join Date: Jun 2002
Posts: 776
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I don't think the code is in for spell skills to raise, so that's not really a "bug" unless it's in and just not working(only casting skill I've been able to raise is channeling, and that was once).
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03-12-2003, 10:10 PM
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Demi-God
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Join Date: Jan 2002
Location: Charlotte, NC
Posts: 2,614
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skill raises for spells arent in, we can definitely work on that.
The high damage on last hit is probably the mob getting a finishing blow. (Im guessing). I'll see about that, prolly just need an isClient() check.
Doors taking 2 clicks... I've noticed that, but I dont have a clue..lol...
Con messages are a known problem, think theres something wrong on the packet size is my guess so it's getting binary gibberish on the end.. (Another guess)
Need a check for full inventory on purchases, got it...
Casting while moving? Is that in 0.4.2 also, or just 0.4.3? I know there was a fix put in to allow bards to cast while moving.
Items disappearing, dont think we've implemented items on the ground yet, or we did and it got lost somewhere.
Spells not forgotten on death. Dont think we put that one in, that one should be an on/off switch in the variables table like LeaveCorpses...
Interrupts - Sounds like interupt probability needs to be up'ed.
Thanks for the observations!
__________________
Quitters never win, and winners never quit, but those who never win and never quit are idiots.
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03-12-2003, 10:28 PM
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Sarnak
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Join Date: Sep 2002
Location: Montreal, QC
Posts: 47
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Something I found out
A few players had been complaining about the LD problem ( mainly dialup users ) so I checked it out with Mytopie. We raised the client timeout time a bit and it seems like they drop less since then. Maybe you should check it out ?
__________________
Good, bad ... I'm the guy with the gun.
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03-12-2003, 10:57 PM
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Dragon
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Join Date: Jun 2002
Posts: 776
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Two bugs I've found so far, one of which has been around for a few releases I think - maybe I'm just thinking back to a 4.3 DR version though.
1. Kick damage is horribly broken, it's WAY too powerful. My level 65 warrior kicks for 60+ damage. I haven't tested various levels, but it may be scaling as a level multiplier.
2. Monk hand to hand is underpowered. At level 1, a monk is hitting for 1 damage every time. If you compare to EQlive, monks hit for upwards of 8 damage at level 1 with hand to hand skill and bare fists.
EDIT: After further testing at various levels, kick is broken at all levels. Even at level 2 I was able to kick for very high damage amounts...much, much more than normal.
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03-12-2003, 11:27 PM
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Demi-God
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Join Date: Jan 2002
Location: Charlotte, NC
Posts: 2,614
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Heres the current formula for kick..
For warriors:
float dmg=(((GetSkill(KICK) + GetSTR())/25) *4 +level)*(((float)rand()/RAND_MAX));^M
So, at level 60 with say a 200 str/200 skill, you get
((200+200)/25 * 4 + 60) * (0-1 rand)
16*4 + 60 * RAND
= 124 * RAND, so you have a max kick of around 124
For non-warriors
float dmg=(((GetSkill(KICK) + GetSTR())/25) *3 +level)*(((float)rand()/RAND_MAX));^M
So, you have a max of
48+60 * RAND = 108
As I have no idea what live values should be, let me know and well see if we can tone it down...
__________________
Quitters never win, and winners never quit, but those who never win and never quit are idiots.
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03-13-2003, 12:09 AM
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Demi-God
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Join Date: Jan 2002
Location: Charlotte, NC
Posts: 2,614
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Someone go to
http://nielsen-woodwinds.com/eqwatcher/main.html
and download and play on live for awhile and get some average/max information for us on kicks/bashes/standard attacking/etc, and we might be able to tweak the combat formulas.
(Different level characters would help also). Do it with a lvl 1 also.. By changing the high end marks, we dont want to mess up the low end calculations.
Note str, level and skill levels for each trial...
__________________
Quitters never win, and winners never quit, but those who never win and never quit are idiots.
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03-13-2003, 01:49 AM
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Fire Beetle
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Join Date: Jan 2002
Location: Stuck at character select
Posts: 28
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hmmm, seems i cant cast while moving, i just tried and it kept interupting spell, but i know i could for a while, i killed a mob by constantly running away and casting a direcrt damage spell on it, didnt once interupt, that was on 0.4.2, but i just tried it on a 0.4.2 server and it wouldnt let me.
Also i was wrong about the item costing money when your inventory is full, i forgot but actualy at the time i had a bag in my inventory with room in it, but i was also buying a bag, whitch couldnt fit inside the bag i already had. Im guessing that was the problem.
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03-13-2003, 02:04 AM
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Hill Giant
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Join Date: Jul 2002
Location: Chicago Suburb
Posts: 103
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Wierd Bug here...I created a level 1 Dwarf Warrior. Summoned a high-end sword, (suggested level 61) and the character went berserk and died. I thought it might have been the sword adding huge amounts of health and STA ...(hmm, now that I say that, it might take STA, didnt get a chance to look close at it). I figured it was the item, so I changed level to 50, then tried to summon another item, and it didnt show up on my cursor. I figure I typed something wrong or the item was incorrect, so I summoned it about 5 more times. I went berserk again, but did notice my health did not drop. Shortly after, I died, health still full. I respawned, died again...and thus begins the evil cycle that required I Alt-F4 EqWin to get out of because it wasnt letting me type anything before death.
Is the Emu coded so you lose life when berserk and/or when you repop does the berserk flag still stay? I not sure if it was the weapon, but I'll try it with another character tonight.
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03-13-2003, 02:20 AM
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Dragon
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Join Date: Jun 2002
Posts: 776
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It's coded that way, yes. Any item you try to equip that has a recommended level on a character below that level will slowly kill you. Or kill you fast if you don't have many hp. :p
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03-13-2003, 02:23 AM
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Hill Giant
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Join Date: Jul 2002
Location: Chicago Suburb
Posts: 103
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Oh, gotcha  thanks
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03-13-2003, 04:13 AM
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Fire Beetle
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Join Date: Feb 2003
Posts: 15
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New characters at low levels, after death are reverting to hitting for 1 point of damage. I'm still tracking this down. This wasn't happening on 4.2 on my server. I'm still trying to pin point it, will post more when I've got it nailed down.
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03-14-2003, 06:20 AM
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Dragon
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Join Date: Jan 2002
Posts: 521
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There seems to be a bug with NPCs equipping items, if they have both a weapon and a shield (or two weapons to dual-wield) they will randomly equip one of the items, never both. This didn't happen with the earlier pre-release code.
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03-14-2003, 08:49 AM
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Dragon
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Join Date: Jan 2002
Posts: 521
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A couple of other things:
Weapon skills don't seem to increase through use any more (offence and defence still do)
Quantity value doesn't work when using #summonitem to summon stackable items (you only get 1 item)
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