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  #1  
Old 01-21-2003, 04:11 PM
ozme
Sarnak
 
Join Date: Dec 2002
Location: Laurinburg, NC
Posts: 62
Default a few bug reports for 4.1 and 4.2 dr 1

first thing roaming npc's work if u set them up and have only one npc to one grid. The problem is if you make the misteak of typing #repop x your database gets messed up and i have found no way to fix this
Bard songs seem to some exstent and the % on the instrments is not increasing them if u need info on them goto eqdiva.com
the zonespawn add function is nice in 4.2 dr 1, not sure if u guys r doing this but maybie make it so that you can spawn a npc_type id and then add it to the spawn2 using the command that way you dont have to go enter a faction,loot table, spells used and such

so far i havent been able to get guards to attack mobs not sure if i set it up right tho i just used common sense and the city defense table.

hope this is useful someone may have already posted all of this
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  #2  
Old 01-22-2003, 07:31 AM
Drawde
Dragon
 
Join Date: Jan 2002
Posts: 521
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Some 4.1 bugs I've encountered -
- Having a spell interrupted will lock up your interface and prevent you not only from casting but also from targeting things (or yourself) or using the inventory, until you zone or log out. I know this bug is already known, but it's very annoying for casters . Using #cast or having a weapon proc will un-lock the interface (presumably the client thinks you're in the middle of casting a spell)
- NPCs don't seem to cast spells.
- Allied NPCs (e.g. guards) don't assist you, as ozme says - also NPCs don't assist others on the same faction (hostile NPCs/mobs will aggro though when you get within range)
- When using Luclin high-detail character models, your character will always have a beard/moustache (assuming that
they're male and their race can have beards, obviously!) regardless of whether you selected one. Hair style and colour
works correctly though.
- Addon.ini settings (status required to use a # command) don't seem to work.
- Dying often boots you back to the character select screen (without crashing the zone server though)
- Guildmasters sometimes say "ERROR: String not found" or similar when clicked on - maybe the random number used to select
the "welcome" string is greater than the number of text strings available?
- Skills like channeling, dodge and riposte are sometimes used even when you have 0 skill in them.
- Weapon accuracy at low skill levels seems too low (based on my experiences in EQLive) and the STR bonus
is also a bit too low. In EQLive, my level-1 human cleric with 85 STR and 80 DEX, 3-4 skill points in 1H Blunt, and wielding a rusty mace, could hit a level-1 creature, e.g a large rat, about 30%-50% of the time and inflict between 1 and 8 damage. However in EQEmu the same character hits about 20% of the time and inflicts 1-4 damage.

- Finally, not a bug but a suggested change - it might remove the line in npc.cpp which sets NPC HP regeneration to 2
if it is set to 0. With a hp_regen value of even 1, low-level mobs are very hard for a player of equivalent or even higher
level to kill, especially when combined with the above accuracy problem - they simply regenerate faster than you can damage them. And it seems like in EQLive most low-level creatures don't regenerate during combat, or only do so very slowly. Allowing NPCs to have zero hp_regen would prevent them regenerating after a battle (if whoever was fighting them died or zoned) but this is preferable to making them near-impossible for newbies to kill! Just my opinion though.

Anyway, hope it doesn't sound like I'm complaining too much - 4.1 definitely seems to be the most stable and bug-free version of EQEmu so far.
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  #3  
Old 01-22-2003, 07:31 AM
Drawde
Dragon
 
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Posts: 521
Default

(double posted, sorry)
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  #4  
Old 01-22-2003, 07:58 AM
Trumpcard
Demi-God
 
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Location: Charlotte, NC
Posts: 2,614
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Doesnt sound like complaining at all, this is exactly the kind of feedback I wish we could get from the rest of the community...
If you notice, when you mention bugs, I try to take a look at them...

Seems that 90% of the communities feedback involves

1) Horses
2) I patched, can I get the files so I can play?
3) Can I transfer eqemu characters to live servers ppplllzzz?


lol..

Keep em coming... I'll take a look this evening when I get in at some of these, and as always, thanks for the contributions...
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  #5  
Old 01-22-2003, 08:35 AM
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fnemo
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Posts: 354
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about the transfert thing, you can do so .... just do a magelo sheet then ask the server admin to use kayodo (sorry for the spelling) to transfert it . quite easy and fast
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  #6  
Old 01-22-2003, 12:20 PM
Trumpcard
Demi-God
 
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Location: Charlotte, NC
Posts: 2,614
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To have NPC's cast spells, set a database variable called AILevel, and set it to 6 (cant remember the different levels, but 6 is the highest)

fnemo: Thats not quite what I meant...
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  #7  
Old 01-22-2003, 07:29 PM
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fnemo
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Dont care ! :P
That works

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  #8  
Old 01-23-2003, 04:29 AM
Trumpcard
Demi-God
 
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Location: Charlotte, NC
Posts: 2,614
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That works to take eq live characters to eqemu servers, not the only way around...

Nevermind, I'm sure its a communication issue (Damn French! LOL)
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  #9  
Old 01-23-2003, 04:51 AM
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fnemo
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Woohoo ! I won !! Ok .. maybe by trumpcard's withdraw, but i won !

LOL :lol:
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  #10  
Old 01-23-2003, 05:54 AM
Trumpcard
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Location: Charlotte, NC
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That would be the first time the French ever won anything !

LOL
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  #11  
Old 01-23-2003, 06:23 AM
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fnemo
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LOL but i'm sure it wont be the last
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  #12  
Old 01-23-2003, 06:39 AM
Trumpcard
Demi-God
 
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Location: Charlotte, NC
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You were saying?


LMAO
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  #13  
Old 01-23-2003, 07:10 AM
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fnemo
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I said .... i won ! pff ... admit it

PS: plz dont put your own picture as mine, thx trumpcard :lol:
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  #14  
Old 01-23-2003, 07:49 AM
Trumpcard
Demi-God
 
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Location: Charlotte, NC
Posts: 2,614
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What a sore loser ! Dont make me replace it again then change your password !

(You cant win)
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  #15  
Old 01-23-2003, 07:56 AM
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fnemo
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pfff . i dont care . every own saw that you lose :P
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