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| Development::Development Forum for development topics and for those interested in EQEMu development. (Not a support forum) |

12-15-2010, 04:00 PM
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Developer
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Join Date: Feb 2004
Location: UK
Posts: 1,540
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Group leadership was completely broken. I think I have fixed it (wrong opcode). Also the HoTT opcode was wrong.
I remember Spell Awareness being spotty when I was working on SoD and I have just seen the same thing. A group of 3 players, leader casts a spell, one player gets the Soandso begins to cast a spell <Spell Name> and the other player just gets Soandso begins to cast a spell. (with no spell name).
Interestingly the toon that couldn't see the spell name was level 50, and the spell being cast was a level 56 spell. When I did a #level 65 on the toon, he could then see the spell name. I didn't think level came into it for spell awareness. Maybe it was just a coincedence.
I also comitted the fix for /dismount.
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12-15-2010, 11:27 PM
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Developer
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Join Date: Apr 2009
Location: USA
Posts: 478
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When I get a buff cast on me, for a moment I see the added hp, then it reverts to displaying the pre-buff hp. I checked with a GM and the server side is counting the buffed hp properly, so this appears to just be a cosmetic bug. If I then zone, my hp shows the proper buffed amount.
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12-15-2010, 11:34 PM
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Developer
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Join Date: Apr 2009
Location: USA
Posts: 478
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HoTT is working. I have not tested spell awareness yet but I will do so tomorrow.
Thanks so much for all the work you are doing Derision.
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12-16-2010, 02:54 PM
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Developer
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Join Date: Feb 2004
Location: UK
Posts: 1,540
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Quote:
Originally Posted by gaeorn
When I get a buff cast on me, for a moment I see the added hp, then it reverts to displaying the pre-buff hp. I checked with a GM and the server side is counting the buffed hp properly, so this appears to just be a cosmetic bug. If I then zone, my hp shows the proper buffed amount.
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Strange, I can't reproduce this one. I tried with a few different HP buffs and my HP went up to the correct buffed amount and stayed there.
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12-16-2010, 09:22 PM
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Developer
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Join Date: Apr 2009
Location: USA
Posts: 478
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I was in a group and the hp buffs were all group buffs (bot9, symbol, fo7).
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12-17-2010, 04:42 AM
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Developer
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Join Date: Apr 2009
Location: USA
Posts: 478
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Seems there might be a problem with levitate effects too. I had flight of eagles on and got no levitate effect on the client.
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12-17-2010, 02:56 PM
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Developer
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Join Date: Feb 2004
Location: UK
Posts: 1,540
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BoT9, Fo7, flight of eagles and dead man floating all appear to work correctly for me. What size is your spells_us.txt file ? Mine is:
Code:
08/07/2010 19:29 16,680,500 spells_us.txt
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12-17-2010, 05:23 PM
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Developer
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Join Date: Apr 2009
Location: USA
Posts: 478
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It should be whatever came with UF. I have done nothing to change it. I'll get you the specifics later when I am at home.
In any case, have you tried those spells in a group on PEQ? The HP buffs most definitely work, but the added HP is only shown for a moment before it drops back to the hp prior to the buff.
I have been comparing going from unbuffed to buffed, in a group with group leadership. My displayed hp goes up with the buffs to the proper total and then drops back to my unbuffed max hp. Interestingly, for the short time it goes up, it includes the totals for all hp buffs properly before dropping back.
To me, it appears there is simply some portion of code that is sending out a hp packet with the unbuffed max hp rather than the current max hp. This packet appears to only be sent shortly after a buff landing.
The hp total from #showstats is correct in all cases, so it is only the displayed amount in the client that is wrong.
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