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

12-23-2010, 06:41 PM
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Demi-God
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Join Date: Nov 2007
Posts: 2,175
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I notice that my Underfoot bounces on the health and such like my SoF used to. I have the latest opcodes from SVN, is this just a work in progress or should mine be working correctly ?
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12-31-2010, 04:19 AM
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Sarnak
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Join Date: Dec 2006
Posts: 98
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See http://www.eqemulator.org/forums/sho...=buff+duration in reguards to my testing on the buffs not showing correctly using UF client. To sum it up, ANYTHING that extends buff duration will cause the buff to NOT report correctly in the inventory window after 1 tick until a zone as of EQEmu SVN 1790, PEQ db 1751 with all updates required to bring it up to 1790.
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12-31-2010, 11:11 PM
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Developer
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Join Date: Apr 2009
Location: USA
Posts: 478
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Tiny Terror does not shrink the group in UF.
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01-13-2011, 05:23 AM
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Developer
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Join Date: Apr 2009
Location: USA
Posts: 478
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Pet hold appears not to work. I was testing with a beastlord with all trainable AA
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01-13-2011, 09:16 AM
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Demi-God
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Join Date: Nov 2007
Posts: 2,175
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Oh god, then someone please fix this. Pet hold was my favorite and most sought after AA in live.
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01-14-2011, 03:16 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
Pet hold appears not to work. I was testing with a beastlord with all trainable AA
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There were three issues here.
The first is that when you type /pet hold in Underfoot, the client now appears to check if you have that ability before sending it to the server, whereas before the client sent it regardless and let the server decide if you could use it.
There were no rows in aa_effects for Pet Discipline (AAID 288 ), which didn't really matter in prior clients due to the above.
The command code for /pet hold needed translating to the code used by previous clients. This is in Rev1821.
The aa_effect rows for Pet Discipline are:
Code:
INSERT INTO `aa_effects` (`id` ,`aaid` ,`slot` ,`effectid` ,`base1` ,`base2`) VALUES (NULL , '288', '1', '257', '1', '0');
INSERT INTO `aa_effects` (`id` ,`aaid` ,`slot` ,`effectid` ,`base1` ,`base2`) VALUES (NULL , '288', '2', '267', '1', '31');
INSERT INTO `aa_effects` (`id` ,`aaid` ,`slot` ,`effectid` ,`base1` ,`base2`) VALUES (NULL , '288', '3', '267', '1', '32');
INSERT INTO `aa_effects` (`id` ,`aaid` ,`slot` ,`effectid` ,`base1` ,`base2`) VALUES (NULL , '288', '4', '267', '1', '33');
INSERT INTO `aa_effects` (`id` ,`aaid` ,`slot` ,`effectid` ,`base1` ,`base2`) VALUES (NULL , '288', '5', '267', '1', '15');
INSERT INTO `aa_effects` (`id` ,`aaid` ,`slot` ,`effectid` ,`base1` ,`base2`) VALUES (NULL , '288', '6', '267', '1', '16');
INSERT INTO `aa_effects` (`id` ,`aaid` ,`slot` ,`effectid` ,`base1` ,`base2`) VALUES (NULL , '288', '7', '267', '1', '17');
INSERT INTO `aa_effects` (`id` ,`aaid` ,`slot` ,`effectid` ,`base1` ,`base2`) VALUES (NULL , '288', '8', '267', '1', '18');
INSERT INTO `aa_effects` (`id` ,`aaid` ,`slot` ,`effectid` ,`base1` ,`base2`) VALUES (NULL , '288', '9', '267', '1', '19');
INSERT INTO `aa_effects` (`id` ,`aaid` ,`slot` ,`effectid` ,`base1` ,`base2`) VALUES (NULL , '288', '10', '267', '1', '20');
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02-02-2011, 10:49 AM
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Fire Beetle
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Join Date: Nov 2007
Posts: 15
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Files that need to be added to UF client
For anyone else using Underfoot (UF) that is looking for all the missing files to resolve the bugs, here's what I've found from Trev's first post plus a few other files that need to be added.
You may notice certain weapons don't appear in your character's hand when equipped. The graphics don't display because the Gequip3.s3d file is missing, which needs to be added from a live or SoD client that you've purchased.
Male drakins will float sideways instead of moving because the animation file for them is missing (dkm_ainms.eqg).
Certain AAs and combat abilities show DB errors for the description because the dbstr_us.txt in UF doesn't contain all of the correct info. Copying from Live or SoD should fix.
There are some zone files missing as well (listed below)
These are all of the files I've needed to add so far:
1. Gequip3.s3d
2. postorms.s3d
3. bothunder.s3d
4. delveb.eqg
5. qvicb.emt
6. qvicb.s3d
7. qvicb_chr.txt
8. qvicb_obj.s3d
9. dkm_anims.eqg (to fix the male drakin animation Trev discussed)
10. dbstr_us.txt (to resolve AAs and combat abilities not displaying the correct info)
There may be some others, but that's all I've found so far.
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02-03-2011, 03:43 AM
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Sarnak
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Join Date: Jan 2011
Posts: 34
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Thanks for the tips banchicawawo
there are other zones requiring changes, some of them are :
-i had to change Nektulos.eqg to Nektulos.bat (it seems there is no way to make basilisks hatchlings not appear as humans).
-North ro
-South ro
-Plane of Fire
-Blackburrow
-lavastorm
-Plane of water
I needed to replace zones files by my live client zones files to have the mobs appear with a correct skin (not as humans).
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02-03-2011, 10:00 AM
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Fire Beetle
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Join Date: Nov 2007
Posts: 15
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Yujiro93, so you just replaced those zones with zone files from Live? I know that I see human characters in some zones (like one of the GM pets, beastlord I think, in Temple of Marr, on the SH server), but I wasn't sure how to fix that. Exactly what files did you replace (the s3d file, eqg, emt, xmi, zon, etc)? I have the SoD client as well, and I'm wondering if I could copy over the files from that client to fix the issues with human models.
Thanks.
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02-03-2011, 11:16 AM
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Dragon
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Join Date: May 2010
Posts: 965
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Quote:
Originally Posted by Derision
The command code for /pet hold needed translating to the code used by previous clients. This is in Rev1821.
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Is this related to the 2009 Sony change that made pet hold a toggle instead of a once off command that you had to reissue after each combat?
Additionally I've been running the UF: All-In-One download from steam for over a week now on PEQ and it's seems to be running well. Here is the compiled list of files I have had to bring in to date.
Missing or Corrupted Files in Steam download (all files copied from an archived live folder)
Code:
2010-03-26 19:06 8906873 postorms.s3d
2010-03-26 21:33 7127397 bothunder.s3d
2010-03-26 17:48 873955 gequip3.s3d
2010-03-26 17:46 3088488 qvic_obj.s3d
2010-03-26 19:27 17836 qvic.emt
2010-03-26 20:41 3446081 qvic.s3d
2010-03-26 19:26 212 qvic_chr.txt
2010-03-26 15:41 2415064 blackburrow_chr.s3d
2010-03-26 16:58 3144939 frozenshadow_chr.s3d
2010-03-26 21:25 2239485 gukh.s3d
2010-03-26 21:07 2269493 dest_sphere_shield.eqg
2010-03-26 16:34 6904245 freeportacademy.eqg
2010-10-08 13:29 1407159 mpu.eqg
2010-10-08 14:38 162 dreadlands_chr.txt
2010-10-08 14:38 262 gukg_chr.txt
2010-03-26 16:16 1702782 discordtower.zon
2010-10-08 13:27 169644 spellsnew.eff
2010-10-08 13:25 4314928 dbstr_us.txt
2010-10-08 13:25 155069 RaceData.txt
2010-10-08 13:27 18733617 spells_us.txt
2010-03-26 21:10 1944364 bas.eqg
2010-03-26 20:25 25 bothunder_chr.txt
2010-03-26 17:02 2743860 bothunder.mp3
2010-03-26 20:39 3988692 bothunder_obj.s3d
2010-03-26 17:29 3090804 bothunder_chr.s3d
2010-03-26 16:14 8825512 dkm_anims.eqg
2010-03-26 20:22 7481382 pofire_chr.s3d
Titanium files copied in to fix human models (same list as I used for SoD)
Code:
2005-10-17 11:37 178030 blackburrow_2_obj.s3d
2005-10-17 11:30 2520 freportw_sounds.eff
2005-10-17 11:28 163048 freportn.xmi
2005-10-17 11:29 1809356 freportn_chr.s3d
2005-10-17 11:29 102 freportn_sndbnk.eff
2005-10-17 11:29 1344 freportn_sounds.eff
2005-10-17 11:29 68840 freportw.xmi
2005-10-17 11:30 2628677 freportw_chr.s3d
2005-10-17 11:29 184 freportw_sndbnk.eff
2005-10-17 11:35 24 freportw_assets.txt
2005-10-17 11:28 26548 nro.xmi
2005-10-17 11:28 2569236 nro_chr.s3d
2005-10-17 11:34 84 nro_chr.txt
2005-10-17 11:33 301167 nro_obj2.s3d
2005-10-17 11:28 137 nro_sndbnk.eff
2005-10-17 11:28 2940 nro_sounds.eff
2005-10-17 11:30 73800 nro2_chr.s3d
2005-10-17 11:30 2856 oasis_sounds.eff
2005-10-17 11:29 73802 oasis2_chr.s3d
2005-10-17 11:33 373067 oasis_2_obj.s3d
2005-10-17 11:30 2544081 oasis_chr.s3d
2005-10-17 11:34 52 oasis_chr.txt
2005-10-17 11:29 153 oasis_sndbnk.eff
2005-10-17 11:39 19505 oot_chr2.s3d
2005-10-17 11:39 512580 rathemtn_chr2.s3d
2005-10-17 11:37 2856 soltemple_sounds.eff
2005-10-17 11:36 244516 soltemple_chr.s3d
2005-10-17 11:37 85 soltemple_sndbnk.eff
2005-10-17 11:30 2772 sro_sounds.eff
2005-10-17 11:33 297528 sro_2_obj.s3d
2005-10-17 11:29 2484461 sro_chr.s3d
2005-10-17 11:35 21 sro_chr.txt
2005-10-17 11:29 178 sro_sndbnk.eff
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02-03-2011, 03:02 PM
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Fire Beetle
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Join Date: Nov 2007
Posts: 15
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Sorvani, for the first list of files you had to copy over from Live, would my SoD client work, or are they corrupted in that install as well? I have the Titanium client, too, so I can easily copy the 2nd set of files.
Thanks.
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02-03-2011, 03:03 PM
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Dragon
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Join Date: May 2010
Posts: 965
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SoD should work also.
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02-03-2011, 09:06 PM
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Sarnak
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Join Date: Jan 2011
Posts: 34
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exactly, i replaced or added the files in sorvani's list from my live client. Only bugs i seem to have is the persistant human skin for basilisks hatchlings in nektulos and a very bugged Commonlands zone.
If i #zone commons or ecommons i have no problems (old zones) but #zone commonlands (new one) have mobs with crazy pathing and no loot.
Also Commonlands.map is missing in maps folder so it may comes from there.
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02-04-2011, 03:54 AM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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The new revamped versions of zones like commonlands haven't been worked on at all in the PEQ DB as far as I know. So, you will see mobs that are from packet collects, but that is about it. Lots of cleanup and loot tables, quests, etc have to be done manually to really finish a zone.
As for the new basilisk models showing as humans, I think that is due to them being removed from the global load file. You should be able to copy that file (globalload.txt) from another install like SoD or maybe Live and fix it.
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02-04-2011, 06:05 AM
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Demi-God
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Join Date: Oct 2010
Posts: 1,332
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I also had to grab a file called bas.eqg from a live client to stop the basiliks from showing up as humans.
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