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  #1  
Old 12-17-2010, 04:42 AM
gaeorn
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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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  #2  
Old 12-17-2010, 02:56 PM
Derision
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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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  #3  
Old 12-17-2010, 05:23 PM
gaeorn
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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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  #4  
Old 12-17-2010, 05:34 PM
gaeorn
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As a side note, I found out about the problem with max hp from another player on PEQ that was using the underfoot client. I have been keeping PEQ up to date with the latest code every day for the past week and the problem was still present last night.
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  #5  
Old 12-17-2010, 05:59 PM
Derision
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Quote:
Originally Posted by gaeorn View Post
In any case, have you tried those spells in a group on PEQ?
No, I was testing on my private server. I just did a quick test on PEQ and could reproduce the problem with levitation. The first time I cast DMF, the levitate effect didn't take hold, but if I cast it again I did.

On my private server it works fine. I'll see if I can compare packets between the two over the weekend to figure out what's going on.

BTW is PEQ compiled for 64 bit ?
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  #6  
Old 12-17-2010, 09:47 PM
gaeorn
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No, PEQ is staying 32bit unless we do a lot more testing and work on 64bit. The virtual machine it is on is 32bit as well.
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  #7  
Old 12-20-2010, 01:34 PM
gaeorn
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It appears there are several other opcodes that need correcting. People leaving a raid does not appear to function properly. Interestingly, it changes their color in the raid list when they leave zone, but they were not removed from the list in the raid window until I had a client crash and logged back in.

There were other minor issues I ran into that I can not recall at the moment that appeared to also be opcode related. So I guess I'm going to learn how to figure out opcodes (/sigh, sounds like work, lol).
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