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  #1  
Old 09-18-2005, 12:07 PM
vRandom
Sarnak
 
Join Date: Jun 2005
Posts: 91
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I think the best way to look at the older code would be to browse the cvs, http://cvs.sourceforge.net/viewcvs.py/eqemulator

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  #2  
Old 09-18-2005, 12:28 PM
Dakaar
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Join Date: Apr 2003
Posts: 53
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The biggest thing that perplexes me.

Is when I kill another character, their corpse briefly appears before it fades away, and if i try to loot during this period, the server crashes.


Having a hell of a time trying to figure out whats wrong.
One thing I notice is that corpse::corpse() constructor changed, but everything else seems practically identical!

SetPKItem() just changes a single variable directly ... its a one line function so I doubt thats it...

CorpseDecayTimer.Disabled is used instead of set to 0 in the new code, might have something to do with it, as thats exactly what the corpse does, is instantly decay, as far as the client can see.

Does SendCorpsesBulkZone crash because in Client:eath the app packet does nto get deleted before a new one is sent?

Someone should try SendZoneCorpses() instead and see if it works!


UPDATE: SendZoneCorpse() to the corpse player makes it so that if you quickly loot before teh 'corpse' disappears, the server wont crash,so thats progress.

When I tried looting, I got an error the "LOOTING FOOKED3", and that is only displayed when the corpse object is not a corpse(or is null), soo i think its more of the wrong corpse being looted!

SendZoneCorpse(other); doesnt seem to do anything..

one thing i notice, is if the client isnt grouped, he doesnt get permission to loot corpse?

Last edited by Dakaar; 09-19-2005 at 03:06 AM..
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  #3  
Old 09-18-2005, 10:16 PM
Magoth78
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Join Date: Jun 2003
Posts: 345
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The only fix (very ghetto) i've found is the use of SendCorpsesBulkZone. But, it makes the player on who it's sent, crashing.

Mob::Addcorpse() is the same as it's been on old version and I don't think that the problem comes from attack.cpp. The only new thing added is the PKitem and PvPvariable added, wich is working perfectly.


There is also an other problem about corpse. A corpse be rezzed without having the dead player's approbation.


I remember LethalEncounter fixed it quickly just after he added the Pkitem/pvpvariable thing. But i don't think the fix has been sent to Sourceforge.
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  #4  
Old 09-19-2005, 04:38 AM
Dakaar
Sarnak
 
Join Date: Apr 2003
Posts: 53
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Was really tired last night... Soo ignore some of that

The big question, is why does sendcorpsesbulk crash the player, and what can be done to prevent that!

I tried making a packet with just the new corpse, but I dont think that worked , using the template of sendcorpsesbulk
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  #5  
Old 09-19-2005, 10:59 AM
Dakaar
Sarnak
 
Join Date: Apr 2003
Posts: 53
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This bug occurs because the new_corpse's id and the client's id are the same. when a player dies, that id is despawned.. the corpse gets despawned with the client.

The corpse and the client need to have differing ids.

Everything is working perfectly on my server, will have a fix in a few

Last edited by Dakaar; 09-19-2005 at 07:28 PM..
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  #6  
Old 09-19-2005, 06:02 PM
Magoth78
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Join Date: Jun 2003
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Nice one there., I've been searching for some times and did not find anything interesting.

Also, did u notice any bug when a player is killed by 'Pain and Suffering'? looks like his corpse just poofs.
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  #7  
Old 09-20-2005, 06:08 AM
Dakaar
Sarnak
 
Join Date: Apr 2003
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I think i remember seeing something in the code specifically about that where it is a seperate case, buuut i cant recall right now.


Actually while my fix worked, it apparently wasnt the root of the problem, FNW put up a new fix on CVS after I told him about what I did, im testing this out now as well
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