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-   -   Steam Underfoot Development Tracking (https://www.eqemulator.org/forums/showthread.php?t=31635)

gaeorn 12-17-2010 05:34 PM

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.

Derision 12-17-2010 05:59 PM

Quote:

Originally Posted by gaeorn (Post 195306)
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 ?

gaeorn 12-17-2010 09:47 PM

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.

gaeorn 12-20-2010 01:34 PM

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).

Itchybottom 12-21-2010 07:42 AM

I wasn't sure where to post this, as I've seen some chatter about moving SoD files to the Underfoot directory to get some missing assets, so I started investigating it with an old live patched version I have in my debug archive.

The following files in the Steam Underfoot client were smaller than my archived August 17, 2010 copy of EverQuest:

blackburrow_chr.s3d
frozenshadow_Chr.s3d
gukh.s3d
bas.eqg
dest_sphere_shield.eqg
freeportacademy.eqg
mpu.eqg
dreadlands_chr.txt
gukg_chr.txt
discordtower.zon

spellsnew.eff, dbstr_us.txt, eqstr_us.txt, racedata.txt, and spells_us.txt also differed, but I don't think they're consequential as I don't think they're missing any data for this particular client version.

Hope this list helps someone.

provocating 12-23-2010 06:41 PM

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 ?

erik_llewellyn 12-31-2010 04:19 AM

Seehttp://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.

gaeorn 12-31-2010 11:11 PM

Tiny Terror does not shrink the group in UF.

gaeorn 01-13-2011 05:23 AM

Pet hold appears not to work. I was testing with a beastlord with all trainable AA

provocating 01-13-2011 09:16 AM

Oh god, then someone please fix this. Pet hold was my favorite and most sought after AA in live.

Derision 01-14-2011 03:16 PM

Quote:

Originally Posted by gaeorn (Post 196114)
Pet hold appears not to work. I was testing with a beastlord with all trainable AA

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');


banchicawawo 02-02-2011 10:49 AM

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.

Yujiro93 02-03-2011 03:43 AM

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).

banchicawawo 02-03-2011 10:00 AM

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.

sorvani 02-03-2011 11:16 AM

Quote:

Originally Posted by Derision (Post 196169)
The command code for /pet hold needed translating to the code used by previous clients. This is in Rev1821.

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


banchicawawo 02-03-2011 03:02 PM

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.

sorvani 02-03-2011 03:03 PM

SoD should work also.

Yujiro93 02-03-2011 09:06 PM

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.

trevius 02-04-2011 03:54 AM

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.

Huppy 02-04-2011 06:05 AM

I also had to grab a file called bas.eqg from a live client to stop the basiliks from showing up as humans.

Yujiro93 02-04-2011 07:14 AM

Replaced bas.eqg and globalload.txt and basilisks hatchlings are ok now.
Went to lavastorm and basilisks are ok too but found the same problem with lava crawlers. Do you know the name of .eqg file for lava crawlers?

Congdar 02-04-2011 02:06 PM

see if this fixes it for you:
lavastorm_chr.txt
Code:

14
qcm,qeynos_chr
qcf,qeynos_chr
uni,lfaydark_chr
cst,cst
dvs,dvs
dke,dke
ldr,ldr
tar,tar
dre,dre
lsp,lsp
cwg,cwg
snk,snk
sna,commons_chr
tre,southkarana_chr


Yujiro93 02-04-2011 03:04 PM

Thanks it worked. I was missing the "sna,commons_chr" line and lavastorm was loading only 13 models.

sorvani 02-04-2011 06:24 PM

On PEQ, the heal over time spells cast from my shaman and cleric show up in the Buff window and not the Short Buff (Song) window where they belong. On SoD they do show correctly in the song window.

sorvani 02-05-2011 06:50 PM

for the list of missing UF files, add in. I haven't had a chance to check out the basilisk model problem you mentioned on PEQ (where I play) will try to do that today sometime..
Code:

2010-03-26 20:16            55  poknowledge_assets.txt

nork 02-06-2011 01:10 PM

An issue to add with at the very least underfoot client not certain of SoD, but the leadership AA 'delegate main assist' is missing from the list of group abilities.

-Nork

Derision 02-06-2011 01:58 PM

Delegate Main Assist is now implemented as a 'Group Role'.

The Group Leader right clicks on the person in the Group Window, moves the cursor down to 'Roles' and then selects 'Main Assist'.

I just tested it in Underfoot and it seems to work OK. None of the other selections in Group Roles are implemented (Leader, Main Tank, Puller).

I think the Main Tank and Puller options are really only for use with Mercenaries anyway.

nork 02-08-2011 05:00 PM

Just tried this today and despite it being purchased on Titanium and working on that client the same AA doesnt translate cross clients and isnt purchaseable in underfoot in this scenario at least, asside from that TY for the prompt fix :)

-Nork

Derision 02-08-2011 05:14 PM

When I said 'is now implemented as a 'Group Role', perhaps I should have said that Delegate Main Assist was removed as a Leadership AA (since SoD) and is now a freebie that is available from the Group/Role window, hence why it doesn't appear in the Leadership AA window in SoD/Underfoot.

To be clear, I didn't make any changes to this recently, it was implemented (as a Group Role) in EQEmu in April 2010 :)

nork 02-08-2011 05:19 PM

So it is!
Bizzarely it works fone after zoning, apologies this is a non issue, it doesnt even appear in the leadership window as I actually thought at first.

/wtb glasses pst!

-Nork

nork 02-08-2011 06:59 PM

Note: The main assist ability doesnt persist if you die or zone, not sure of it should or not but there ya go.

Underfoot issue which i havent seen mentioned is when you 'loot all' (love that feature so much btw) the last item in your bag slot stays on the corpse.

At a guess this is something to do with the powersource slot?

-nork

sorvani 02-09-2011 12:29 AM

Quote:

Originally Posted by nork (Post 196803)
Underfoot issue which i havent seen mentioned is when you 'loot all' (love that feature so much btw) the last item in your bag slot stays on the corpse.

Not only an UF issue. I have had that problem ever since I got SoD.

nork 02-11-2011 10:37 AM

For info if anyones working on this or thinking about it, the issue is only when you have full inventory, thats all 8 main slots, and all equipment slots filled including charm and dual wielding so it doesnt occour if you have a 2 handed weapon in for example.

-Nork

Congdar 02-11-2011 11:43 AM

the get adventure opcode must be wrong for underfoot. all of the other ldon interactions work except that one, which crashes the client. my titanium client works for this.

Derision 02-11-2011 02:25 PM

Quote:

Originally Posted by nork (Post 196914)
For info if anyones working on this or thinking about it, the issue is only when you have full inventory, thats all 8 main slots, and all equipment slots filled including charm and dual wielding so it doesnt occour if you have a 2 handed weapon in for example.
-Nork

Thanks for the extra info. I couldn't reproduce this initially, but it should now be fixed in Rev 1855.

Quote:

Originally Posted by Congdar (Post 196915)
the get adventure opcode must be wrong for underfoot. all of the other ldon interactions work except that one, which crashes the client. my titanium client works for this.

Do you mean when clicking on the 'Request Adventure' button ? I just tried this at the BB camp (Xyzelauna Tu`Valzir) and clicking on 'Request Adventure' and also 'Accept' worked fine for me. That was with a 2 person group (both running UF).

Congdar 02-11-2011 02:41 PM

I had one running titanium, and the leader running underfoot... do they need to be the same clients in the group?

Derision 02-11-2011 02:50 PM

No, it shouldn't matter having a mix of clients, I also tried with a SoD/UF combo. I'll test with Titanium and UF later.

EDIT: Leader on UF and another on Titanium worked OK too.

Congdar 02-11-2011 03:07 PM

i had the titanium client be the leader and then invited the underfoot client. then i did /makeleader from the titanium client to the underfoot client and then it worked. something's up with underfoot creating groups?

When i make a group from the UF client my name doesn't turn green. when doing the /makeleader from titanium it turns green, so i'm not the leader of the group "all the way" when i create a group from UF.

gaeorn 02-14-2011 01:18 PM

It appears that instrument modifiers do not appear in the item stats window in the UF client. I don't think this is a UI problem on my end because I should be using the default stats window, but if somehow this is only affecting me, I apologize and will go beat my UI into shape.

sorvani 02-15-2011 02:22 AM

add powater_chr.s3d to the list of missing files in UF.


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