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  #1  
Old 03-14-2004, 04:04 PM
eq_addict_08
Hill Giant
 
Join Date: Nov 2003
Location: Drunk tank
Posts: 199
Default Health bar update 0.5.5-DR1

This has happened with my own compiles (off shawn's site) and windcacher's precompiled zoneproxy ready binaries. Player char health does not update during fight. Could die and still show 100% health. Code or slow mysql update? My server is not that great, ie low mem and proc power...

-----

Ok, just went to iceclad snowcougar hunting with my very equiped level 9 monk. He took 368 HP damage (that showed in client) and has a rated 1348 HPs. Dead. So, maybe the extra 1000 HPs didn't get into DB? how does show on client?
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  #2  
Old 03-25-2004, 07:48 PM
nattini
Fire Beetle
 
Join Date: Mar 2004
Posts: 15
Default

I'm seeing this as well on my well-equipped characters. On my untwinked newbies this doesnt seem to be an issue. So perhaps the +hp from items isn't getting factored in correctly.

Interesting to note, when my roommate and I are grouped, we each see the other's hp% dropping normally, but our own generally stays fixed at 100% until its too late - and then it only dips to maybe 70% before were dead. (I haven't done any parsing to see if its actually the correct %, or the % without +hp gear, but at least we can shout out when the other person is about to die

Also interesting to note, when the health bar is obviously showing the wrong value, doing a #showstats on yourself seems to show a more accurate current hp.

-nattini
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  #3  
Old 03-26-2004, 02:01 AM
animepimp
Dragon
 
Join Date: Jan 2004
Posts: 860
Default

This is because we don't kknow the exact formulas Sony uses to calculate hp. We estimate what the formula is and are usually close enough its not a big deal but in extreme circuumstances like yours it really messes up ebcause the client calculates the hp radically differently than the server. A more common example of this problem wihtout uber twinked out gear is a lot of people always end up at 95% or so as their maximum hp and can never heal to 100% because the server caluclates their hp as lower than the client does.
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  #4  
Old 03-26-2004, 08:05 AM
nattini
Fire Beetle
 
Join Date: Mar 2004
Posts: 15
Default

Interesting. I was under the impression that the formulas were pretty common knowledge. If theres any question, theres a thread on the magelo forums (labratory section) that has it mapped out very precisely - My main characters are always within a few hp (literally 2 or 3 hp off) on magelo - and my lower level ones where generally dead on.

At any rate, your theory doesn't explain why the client shows other PC's hp accuratly, but not your own. Nor does it explain why #showstat would seem to show your own accurately.

-nattini

edit:
also, if what you're talking about is what I'm observing, then my level 65 warrior would never be able to heal above about 60%
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  #5  
Old 03-26-2004, 08:08 AM
RexChaos
Dragon
 
Join Date: Feb 2004
Location: Everywhere you want to be
Posts: 582
Default

Quote:
Originally Posted by nattini
Interesting. I was under the impression that the formulas were pretty common knowledge. If theres any question, theres a thread on the magelo forums (labratory section) that has it mapped out very precisely - My main characters are always within a few hp (literally 2 or 3 hp off) on magelo - and my lower level ones where generally dead on.

At any rate, your theory doesn't explain why the client shows other PC's hp accuratly, but not your own. Nor does it explain why #showstat would seem to show your own accurately.

-nattini
You bring up some interesting points. I too wonder why there's a difference between the client and server when the client can use gm commands and see their hp's reflected accurately.
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  #6  
Old 03-26-2004, 09:32 AM
smogo
Discordant
 
Join Date: Jan 2004
Location: 47
Posts: 339
Default

suppositions :

#commands call the server for information, and the server replies much like a tell, so HP is what server knows, but not what client has computed. Client does not update its state from this command, it just prints the server message in reply to #command

group info is sent by the server. The client has no way to call other clients for actual client-side-thought values. Thus it uses what the server tells.
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  #7  
Old 03-26-2004, 02:36 PM
eq_addict_08
Hill Giant
 
Join Date: Nov 2003
Location: Drunk tank
Posts: 199
Default hmmm

So, one solution might be a custom GUI that updates the HPs and HP bar from the server instead of clientside??
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  #8  
Old 03-26-2004, 11:00 PM
nattini
Fire Beetle
 
Join Date: Mar 2004
Posts: 15
Default

I played with this a bit more. It definately seems to have something to do with +hp gear. to reproduce this:

#level to 65, attack a mob with no gear on (base hp) when you get down to 0%, you die as expected.

repeat, but this time throw on some +hp items. the more +hp, the more noticable it will be. At first, your health bar will remain constant at 100%, even though youre obviously taking damage. eventually it starts dropping, and sometime before 0% (dependant on how much +hp gear you have on) you unexpectedly die. If half your hp total is from gear, you die with your health bar showing about 50%

If you follow along durring the fight spamming #showstats on yourself, you'll see you hp going down normally the whole time, and you die when they get to 0, as expected. So, the server is obviously doing the calculations correctly, its just that the client's health bar (and inventory screen incidentally) is somehow treated differently.

I'm currently using the default skin - so I see the health bar but no actual numbers, can someone try this with a modded one that displays actual hp instead of just the bar, and see how that reacts?

-nattini
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  #9  
Old 03-28-2004, 06:28 PM
nattini
Fire Beetle
 
Join Date: Mar 2004
Posts: 15
Default

It appears as though this is fixed on the official eqemu server (5.5rc2)

great job guys!


/em stops digging through code
-nattini
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