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  #1  
Old 11-15-2003, 10:55 PM
xicross
Fire Beetle
 
Join Date: Nov 2003
Posts: 18
Default 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.
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  #2  
Old 11-16-2003, 06:31 AM
Edgar1898
Senior Member
Former EQEmu Developer
Current EQ2Emu Lead Developer
 
Join Date: Dec 2002
Posts: 1,065
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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.
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  #3  
Old 11-17-2003, 09:53 AM
Wumpas
Hill Giant
 
Join Date: Sep 2003
Posts: 154
Default 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. a rellic I know hehe.
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  #4  
Old 11-18-2003, 03:42 AM
a_Guest03
Demi-God
 
Join Date: Jun 2002
Posts: 1,693
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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.
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  #5  
Old 11-18-2003, 04:05 AM
rmm99
Sarnak
 
Join Date: Nov 2003
Posts: 51
Default 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:
Originally Posted by xicross
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.
I can reproduce that lag by using movers db and attacking one of the orc camps in commons that has a TON (read: 10 times the right number at that camp) of mobs which then causes my server to go nuts while it gives every single mob it's turn to wack me. I can run away and still get hit because the server is 1-2 minutes behind now. The fix is if I live to zone, or I die, or I'll get disconned eventually, the mobs eventually reset back to their calm selves standing there looking stupid. Not sure if that was your problem, but there's another example of it. So not sure it's a bug in the code or just incorrect npc spawns in some places. Maybe the code can be made to handle that problem though, *shrug*.
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