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  #1  
Old 07-08-2010, 05:57 PM
KLS
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Ah well we're fairly good at keeping up with live esp with the packet collector working as well as it does. Just more work for us to keep supporting versions as they update them but no big deal.
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  #2  
Old 07-09-2010, 09:15 PM
gibroni
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Location: glendale
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doesnt seem to have broken anything. i went ahead and patched it up on steam and made another copy of it. and started it up and went on peq server and worked fine, even went and got a brand newly updated recent ui and worked perfect with no errors. am able to play on the server and use new ui just fine. so maybe its a good thing.
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  #3  
Old 09-11-2010, 05:58 PM
wolfwalkereci
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Has any work been done to the client recently?
One thing I recently noticed was using /hidecorpse looted, while looting a corpse right after it died before it could poof (since it had no loot) would lock my character into the ducking [I am currently looting a mob] animation and I would have to /q to get out of it.
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  #4  
Old 09-11-2010, 06:15 PM
Derision
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Quote:
Originally Posted by wolfwalkereci View Post
Has any work been done to the client recently?
One thing I recently noticed was using /hidecorpse looted, while looting a corpse right after it died before it could poof (since it had no loot) would lock my character into the ducking [I am currently looting a mob] animation and I would have to /q to get out of it.
I wrote the SoD /hidecorpse code and I didn't implement the /hidecorpse looted aspect of it. All the other options should work, just don't use /hidecorpse looted
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  #5  
Old 09-11-2010, 06:23 PM
Derision
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Actually, if I remember, I will get a packet collect from Live tomorrow of the situation you describe and see if I can prevent you getting bugged.
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  #6  
Old 09-13-2010, 03:35 PM
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trevius
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Location: USA
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Quote:
Originally Posted by wolfwalkereci View Post
Has any work been done to the client recently?
One thing I recently noticed was using /hidecorpse looted, while looting a corpse right after it died before it could poof (since it had no loot) would lock my character into the ducking [I am currently looting a mob] animation and I would have to /q to get out of it.
What server did this happen on? This bug isn't an issue with hidden corpses, it was an issue with empty corpses on servers that use the rule to poof empty corpses. They would be in the process of poofing when a player with high latency was looting them, and the server wouldn't send the end loot packet because it thought the corpse was already gone. Titanium handles the end loot response differently, so this problem wasn't happening on that client. I am pretty sure that I resolved this issue for SoD a while back by changing the handling to respond with the packet that SoD wants when an end loot packet is sent. Maybe the server you are playing on hasn't updated in quite a while. Like if you are playing on THF, I don't know if they are current enough to have that particular fix. Since I added it, I haven't heard any more reports about this issue on my server at least. If the problem does still exist in the current revisions, we will probably need to take another look at it, but as far as I know, it is now resolved.

Here is the revision that I put in the fix for this:

http://code.google.com/p/projecteqem.../detail?r=1546

Quote:
SoD - Possible fix for empty corpse looting bugging clients.
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Last edited by trevius; 09-13-2010 at 03:48 PM..
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  #7  
Old 01-01-2011, 07:58 PM
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werebat
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Join Date: Oct 2010
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Just installed SoD a couple of days ago and I see an issue where my Iksar beastlord bot is healing their pet instead of me even when pet is 100% health. This happens when I am below 80% so I think it is trying to heal me but casting the wrong healing spell (Sharik's Replenishing).
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  #8  
Old 01-02-2011, 03:55 AM
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trevius
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Sounds like a like a bot related issue, which should have nothing to do with the SoD client itself.
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  #9  
Old 01-02-2011, 08:25 PM
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werebat
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Delete or move my previous post. I looked at the code and it appears to be a bug unrelated to SoD, sorry about that.

Thanks
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