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  #16  
Old 01-13-2003, 02:54 AM
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fnemo
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Join Date: Dec 2002
Posts: 354
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Quote:
Originally Posted by Lurker_005
for a more information from Fnero and myself
No offence but its fnemo ... like F. Nemo .... French Nemo ... see my avatar ?

:twisted:
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  #17  
Old 01-13-2003, 03:04 AM
killspree
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Join Date: Jun 2002
Posts: 776
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Cool, thanks Drawde. I'll grab your DB and see if I can figure out how loot works in 4.1.
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  #18  
Old 01-13-2003, 05:09 AM
vortisity
Fire Beetle
 
Join Date: Oct 2002
Posts: 1
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This is a really great release. Kudos to you all!

Forgive me if these have been looked into already, but did not notice its presence on the boards....

-If you assign a mob a bogus grid assignment (#gassign 32443 when there is no 32443 in grid table), it will crash the zoneserver and the other zoneservers upon repop/char entry. Maybe add a query check for spawn2 vs. grid or abilty to ignore bogus grid assignments.

I did this because i wanted to remove a grid assignment off a npc out of lazyness just hoping it would not follow any waypoint grid, but ended up having to delete it from spawn2 table (no #gassigndel command).

I wish I could help code but I suck at C++ and moderate at SQL/PLSQL. Keep up the grand work!!

-Vort
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  #19  
Old 01-13-2003, 07:03 PM
Lurker_005
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Location: Tourist town USA
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Regarding the casting bug where you lose use of hot keys and can't cast anymore... Take a manastone, and click on it about once a second and it is fine, click faster and you get a can't concentrate message and it messed up. Zone to clear it.
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  #20  
Old 01-28-2003, 01:44 PM
Nobbe
Fire Beetle
 
Join Date: Oct 2002
Posts: 7
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Here is what I've found out:
If you go put trainingpoints in skills that's all fine until you zone because then it can mess it up real bad, atleast it have done so for me the last two times.

Perhaps you have to force-save to get your points?
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  #21  
Old 02-02-2003, 12:15 AM
Drawde
Dragon
 
Join Date: Jan 2002
Posts: 521
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A couple of bugs/problems I've noticed recently, using world.exe 4.1 with zone.exe 4.2dr1:

- The duration of most DoT, charm, debuff etc. spells seems to be too low, possibly 50% the correct duration.
For example the level 1 druid spell Flame Lick, when cast by a level 1 character, should inflict 8 points of damage, in the
form of 2 points per "tick" over 4 ticks - however it only lasts for 2 ticks. Other spells similarly
don't last long enough. I definitely remember these spells working for the correct duration in earlier EQEmu versions.

- Strange pet problems. Summoned pets seem to have names composed of punctuation, system characters and numbers - something
seems to be messed up with the name assignment routine.
Also, all pets, whether summoned or charmed, will not attack properly. They will follow their assigned targets around, and
will target things attacking you when set to "guard" but do not actually hit what they're attacking; they simply stand still
next to it.
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  #22  
Old 02-03-2003, 06:53 AM
Drawde
Dragon
 
Join Date: Jan 2002
Posts: 521
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Some other things:
- The "crash on death" error seems to only occur when you die in the same zone that you are bound. So
presumably it's something to do with trying to zone to a zoneserver that's already up?
- I've sometimes encountered a strange "pseudo-invulnerability" effect, where each NPC will attack you once only,
then simply follow you around without attacking. May be related to the problem with pets behaving in a similar way.
Zoning or logging will usually fix this problem, however.
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  #23  
Old 02-03-2003, 12:28 PM
Auldar
Sarnak
 
Join Date: Jan 2003
Posts: 61
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I can confirm both bugs Drawde.

If you die in the same zone you are bound in, you will be dumped back to Character Select screen, although I don't crash the zone in that circumstance.

I was using Telmet's more recent 0.4.2DR1-Telmet code with his DB and I also saw mobs hit once then stop attacking. I'm not sure what triggered it as it was working ok, for a while, then suddenly stopped.

I was also using EQW and was playing with an Ogre Warrior, and a Wood-Elf Druid both at level 4 in Blackburrow.


Another bug I've seen is that if I was sitting/medding/looting a corpse in one window, the other window would see that character as running forward a pace, warping back etc etc.

-Auldar
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  #24  
Old 02-03-2003, 12:53 PM
DeletedUser
Fire Beetle
 
Join Date: Sep 2002
Posts: 0
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fixed the death bug few days ago.
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  #25  
Old 02-03-2003, 02:25 PM
DeletedUser
Fire Beetle
 
Join Date: Sep 2002
Posts: 0
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Quote:
Originally Posted by Drawde
Some other things:
- The "crash on death" error seems to only occur when you die in the same zone that you are bound. So
presumably it's something to do with trying to zone to a zoneserver that's already up?
- I've sometimes encountered a strange "pseudo-invulnerability" effect, where each NPC will attack you once only,
then simply follow you around without attacking. May be related to the problem with pets behaving in a similar way.
Zoning or logging will usually fix this problem, however.
As I said I fixed the crash on death issue, and I just now fixed the "pseudo-invulnerability", what was happening was, the NPC's attack_timer was getting disabled in Mob::SetAttackTimer.
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  #26  
Old 02-05-2003, 12:15 PM
Auldar
Sarnak
 
Join Date: Jan 2003
Posts: 61
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Once again, using Telmet's latest 0.4.2-DR1 code (2/4/03):

I had an Ogre Warrior grouped with a Wood Elf druid. Ogre was the group leader.

1. When I clicked disband, I crashed the zone.


2. Using the above group, the HP display from my Druids window was not the same as the HP display in the ogre's window. The druid was not receiving the correct information from the server regarding how much HP the ogre had left. It looked to be about a bub of health short.

It looks like as my warrior leveled from level 5 to about level 9, the change in max HPs was not correctly passed to my other window.


-Auldar
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  #27  
Old 02-05-2003, 10:46 PM
Auldar
Sarnak
 
Join Date: Jan 2003
Posts: 61
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I decided to start zone.exe in a "command" window so that I don't lose the crash message when a zone crashes.

The following happened in Unrest with a Wood-Elf Ranger of Level 12. I used a Fiery Earring (I think it's a custom item - can't find it on Lucy), to cast "Greater Conjuration: Fire" to summon a fire elemental.

I told the pet to attack the "undead knight of unrest", and we fought him and the pet died but I eventually killed him. I then tried to summon another pet and the zone crashed.

Here's the log:

-------------------

Init: Loading zone lists, zone state or spawn list, player corpses, timezone dat
a - Done. ZoneID = 63; Time Offset = 0
Reading zhdr file './cfg/unrest.cfg'
Using database for safe coords.
Zone safe coords are x = 52; y = -38; z= 5
Petition 0 pettime = 0
-----------
Zone server 'unrest' listening on port:7996
-----------
Received Message SyncWorldTime
Time Broadcast Packet: EQTime [02:19 am]
Received Message SyncWorldTime
Time Broadcast Packet: EQTime [02:19 am]
101336 New client from ip: 127.0.0.1 port: 1336
Received Message SyncWorldTime
Time Broadcast Packet: EQTime [02:20 am]
Login packet 1 (OP_SetDataRate = 10)
Login packet 2
Loaded playerprofile for Auldar - size: 8460/8460
Loaded alt_adv_table for Auldar - size: 258/258
Login packet 3
Login Packet 4
Sending doorspawns...done
Sending objects...done
Sending zonepoints...done
Enterzone complete (Login 5)
Unknown opcode: 0x2042 size:4
Auldar casting #634, slot=10, invslot=1
Debug: client should have: plat: 0 gold: 82 silver: 136 copper: 191
got end loot request
Got a player save request (OP_Save)
Auldar casting #634, slot=10, invslot=1
Message:ZONEWIDE_MESSAGE: This zone caused a fatal error and will shut down now.
Your character will be restored to the last saved status. We are sorry for any
inconvenience!

----------------
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  #28  
Old 02-06-2003, 03:35 AM
Trumpcard
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Join Date: Jan 2002
Location: Charlotte, NC
Posts: 2,614
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Auldar..

1st, let me say thanks for all the feedback you've been providing. If other users took the time into making these posts that you and Drawde did, the emu would be ALOT further along than it is now.

Send me your email address in a PM, I'm going to send you a debug compiled version of the exectuables using the latest code. In fact, I recompile daily for changes, I make just make you and Drawde (and anyone else willing to help) on a distribution list to send the binaries to. The debug version has much better information in the logs, and it will spit out a emudebug.log that can help pinpoint where in the code the crash is occuring.

Thanks for all your help guys!
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  #29  
Old 02-06-2003, 02:45 PM
Auldar
Sarnak
 
Join Date: Jan 2003
Posts: 61
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Done

I'm happy to help! You guys have done such a fantastic job of this, I'll enjoy contributing by doing some beta testing

FYI, I have a sneaking suspicion this bug relates to the incomplete cleanup of the first pet after he died, such that when I create a new one, there is a clash with the old data.

I think I saw the same thing when zoneing with a pet (the pet then vanishes), then summoning another one.


Using this debug code, I can also then capture what's going on with the Ranger Archery zone crash.

-Auldar
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  #30  
Old 02-07-2003, 12:13 PM
Auldar
Sarnak
 
Join Date: Jan 2003
Posts: 61
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Trump, I got your email, but the ZoneDebug.exe starts running, then Windows XP tells me it had to stop the process.

Doesn't look like this debug binary is XP friendly.. Any idea's why that would be?

There were no errors indicated in the window I started ZoneDebug. There were no messages in eqemudebug.log..

-Auldar
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