I added a wiki page for the missing files here:
http://www.eqemulator.net/wiki/wikka...ssingFilesList I added the powater one you mentioned to that list, but in the future, anyone is able to update that wiki page if you just sign up for a wiki account. |
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Run speed spells/songs do not appear to have any effect in UF. To test, I ran my bard and then started singing a run speed song and there was no visible change in speed. I personally have not tested spells, but I have received reports that spells such as SoW are also not working in UF.
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I'm always casting it, while I am running around doing spawnfix's etc., and I do notice a difference when the buff timer runs out. |
On PEQ it seems to not be doing anything, but then my guts have run 5. How close to spirit of Bih'Li is run 5? My bard speed seems completely broke to but that may be the known client roll over bug.
What command shows run speed server side? I'll check into it on my test server. |
Run speed spell/song effects have been tested without mq2 and it still does not work in UF on PEQ. Works fine in all other clients except for UF.
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/em emotes do not work in UF. It gives a message about channel 22 similar to the one for chat channels before they were fixed.
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Level 1 Druid, Level 65 bard with run 5 and all the instrument mod AA but specifically not Fleet of Foot, and a 65 Shaman with run 5. Log in with UF client and group up. cast Bih`Li on the group. The level 1 druid runs noticeably faster and if you click off the buff wile running she noticeably slows down. There is no noticeable run speed difference on the Bard and shaman who have Run5. Clicking off the buffs I switched to Selo's Accelerating Chorus and Selo's Song of Travel. Again the druid ran noticeably faster, but not any faster than with Bih'Li. The Bard and Shaman both seemed to have no run speed change over Run5. This led to the thought that possibly the bard instrument modifier is not getting sent to the client correctly. Most other songs are modified on the server side with a packet sent to the client with the result, but isn't run speed calculated on the client? That is why we get the wrap around bug with a bard with full AA and an instrument modifer in SoD. |
The way bard songs are sent is really touchy with UF, just quickly glancing at the code it doesn't look like we are doing it right. The bard action packets always came in pairs from EQLive and I could never get it to work right unless I also sent it in pairs like EQLive.
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Possibly related: For other group members, Bard songs do not show their timer correctly until some other buff causes the client to redo the buff icons.
Options -> Display -> Show Buff Timer & Show Song Timer Sing one song with an empty buff bar. Switch to another character in the group and watch the timer. It will count down to zero then the buff will sit there with no timer unless some other spell or song get cast on the toon then it will all refresh. |
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I did a little running across WK a couple days ago and I think there may be more to it. War, Clr, Mag, Wiz, Shm, Brd in a group. Everyone has the AA Run 5. I didn't bother with a bard song since it didn't work anyway but after running across half the zone to find a grizzly bear I noticed that none of the toons were keeping up with the warrior and they normally follow well. The warrior happened to be buffless having just been rezzed prior to porting to WK, while everyone else in the group had Spirit of Bih`Li on them. I stopped and let everyone catch up and then clicked off Bih`Li on one toon and started running again. That toon was now keeping up with my warrior but all the rest were falling behind. I repeated this by clicking Bih`Li off each toon one at a time with the exact same result. Once no toon had Bih`Li on them, all of them stayed in their normal range from each other while running across the zone. According to this ZAM wiki entry Bih`Li is a run speed mod of 49% versus Run5's mod of 50% another run speed source: http://crucible.samanna.net/viewtopic.php?f=39&t=3241 |
I am pretty sure that run5 was always faster than sow,bih'li, soe etc.. Spirit of Bih'Li is an upgraded sow. Soe was about the same speed at bih'li and foe was an upgrade to soe so obviously it is faster. I always thought sow maxed out at about 50% mod. Journeyman Boots should be the same speed as a base sow which is roughly a 30% mod. As another point of reference Monk run7 was definitely faster than foe but slower than spirit of scale.
SoE could have changed all of it in one of their nerf sessions. Hope someone has a live account for testing. |
Yes, but that is not the point I was addressing. I was addressing the point that bard run speed is not being applied. In regards to that, I noticed that the Bih`Li spell movement rate seems to be overriding the AA. That should not be happening, the highest available run speed should always be applied.
Probably a separate issue from bard run speed not being applied, but I thought I would bring it up here. |
Hrmm, I certainly did miss your point sorvani.
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Never had run5 on live so I guess I never ran I to it. Did they fix it or is it a feature?
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I looked through the whole thread but didnt see anything related to the new guild creation system aside from main page just saying it was new. Any word on if this is working, will be working or no chance? Thanks
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Incidentally, is there any news on Shrink for the underfoot client? |
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Gunthak
I noticed that Gulf of Guntak, at the shore where the shipwrecks are, everything is human model. I logged in with SOF and of course it was fine. This is the strange thing though, I copied all of my Gunthack.* files from SoF to Underfoot and was expecting it to make the models correct, but it did not ? Now I have no idea how to fix it.
CORRECTION... It must had been early, way too early. It was just a missing gunthak_chr.txt, and I had my path set to my NAS, and not my local machine :) |
Confirmed it was not in mine either. I did notice that my Titanium gunthak_chr.txt and my SoD gunthak_chr.txt were different. Grabbed my Titanium file since it was larger/had more things defined.
Also updated the missing files wiki. |
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I specifically stated run speed because I have not noticed anything else that seems out of kilter. Instrument and AA mods are properly affecting other things (increase DS or spell damage, etc), though those events are all handled server side so maybe that's why. I could not find anything built in to the GM command list to determine run speeds on the client side so I used MQ2. These worked in UF Code:
Level 65 Bard Code:
Selo's Song of Travel (No AA): |
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Wanted to say I just updated my steam install to UF and I really like it.
Thanks for the work put into it to date. |
The only two issues that remain in UF that I run into is levitate is buggy and inconsistent and bard speed still does not work.
I do not know what the cause of the levitate problem is, but depending on the zone, one of the following will happen: 1. works fine 2. works fine for a while, then suddenly stops working even tho buff is still on (i think it was povalor where i noticed this, but i could be mistaken) 3. never works even tho buff is still on (potimeb consistenly is this way) 4. works for some chars, not for others (potactics has had this problem) the bard speed problem is figuring out how the focus information is sent to the client. perhaps someone could do a collect of data from live while it's still the free play. |
From the reports I have had on my server, the UF Levitate works fine in my hub zones, but not in any other zone. I may need to do more testing, but maybe something about the zone settings is causing the effect not to work. I could definitely see the possibility of a field in the OP_NewZone packet structure that prevents levitate effect or something along those lines.
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At character creation, you will always start in the tutorial even with the button unchecked.
http://www.eqemulator.org/forums/showthread.php?t=33403 |
Luclin Weapon graphics
Has anyone been able to get Luclin Weapon grahics to show on UnderFoot client?
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Updated the UFMissingFiles wiki page with current information on how to get a live patched client.
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I tried your suggestion, sorvani, and I can get to server select on both my own server as well as the emu server select. However, if I try getting into my own server, or PEQ when I tried the emu login server, I just go to a black screen and it never gets any further. I've grabbed all the missing files as I was running on older versions of the emulator a few years ago and had those files all laying around. My login server window spits out:
[Network] [08.22.11 - 23:45:24] Server list request recieved from client. [Network] [08.22.11 - 23:45:29] Application packet recieved from client (size 16 ) [Network] [08.22.11 - 23:45:29] Play recieved from client, server number 1 seque nce 5. [Network Trace] [08.22.11 - 23:45:29] User-To-World Response recieved. [Client] [08.22.11 - 23:45:29] Trying to find client with user id of 2. [Client] [08.22.11 - 23:45:29] Found client with user id of 2 and account name o f aostang. [Client] [08.22.11 - 23:45:29] Found sequence and play of 5 1 [Network Trace] [08.22.11 - 23:45:29] dumping packet of size 20: 0000: 05 00 00 00 00 00 00 00 - 00 00 00 00 00 00 00 00 | ................ 0016: 01 00 00 00 | .... [Network Trace] [08.22.11 - 23:45:29] Sending play response with following data, allowed 1, sequence 5, server number 1, message 101 [Network Trace] [08.22.11 - 23:45:29] dumping packet of size 20: 0000: 05 00 00 00 00 00 00 00 - 00 00 01 65 00 00 00 00 | ...........e.... 0016: 01 00 00 00 | .... [Network Trace] [08.22.11 - 23:45:29] Sending play response for aostang. [Network Trace] [08.22.11 - 23:45:29] dumping packet of size 20: 0000: 05 00 00 00 00 00 00 00 - 00 00 01 65 00 00 00 00 | ...........e.... 0016: 01 00 00 00 | .... [Network] [08.22.11 - 23:45:29] Client disconnected from the server, removing cl ient. My world window spits out: [Debug] [WORLD__CLIENT] New connection from 192.168.2.147:61864 [Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: First opcode 0x5d32 did not matc h expected 0x2792 [Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: Tried patch 6.2_world, and it di d not match. [Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: First opcode 0x5d32 did not matc h expected 0x2ec9 [Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: Tried patch 6.2_zone, and it did not match. [Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: First opcode 0x5d32 did not matc h expected 0x4dd0 [Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: Tried patch Titanium_world, and it did not match. [Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: First opcode 0x5d32 did not matc h expected 0x7213 [Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: Tried patch Titanium_zone, and i t did not match. [Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: First opcode 0x5d32 did not matc h expected 0x6c3c [Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: Tried patch SoF_world, and it di d not match. [Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: First opcode 0x5d32 did not matc h expected 0x737e [Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: Tried patch SoF_zone, and it did not match. [Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: First opcode 0x5d32 did not matc h expected 0xff4 [Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: Tried patch SoD_world, and it di d not match. [Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: First opcode 0x5d32 did not matc h expected 0x5a6b [Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: Tried patch SoD_zone, and it did not match. [Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: First opcode 0x5d32 did not matc h expected 0x13da [Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: Tried patch Underfoot_world, and it did not match. [Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: First opcode 0x5d32 did not matc h expected 0x4b61 [Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: Tried patch Underfoot_zone, and it did not match. [Debug] [NET__IDENTIFY] Unable to identify stream from 192.168.2.147:61864, no m atch found. It looks like an opcode problem, meaning that my client is sending something that either login or world isn't understanding. Maybe the login window is ok, I just have nothing to compare it to. Either way, it would appear that grabbing the 6.5GB straight from Sony does not give you a working client for the emulator currently. I should also note that if I let the client go to the EQLive login, I can get all the way to character select, so it does seem fine for live. Your instructions didn't say to cut off the download at any point, so I let it pull down the full 6.5GB, which was all it had so I appear to be live-patched. EDIT: I gave a couple other servers a try, including one with "SOD" in the name, and no luck. Same black, frozen screen. |
I think you may have confused the instructions.
You download Underfoot from Steam. You make a copy of it for backup, and you never patch it. The trial client is just to get the files that are missing in the Underfoot download. You don't ever connect it to the emulator, you just use it as a source for the missing files you need to make your Underfoot version complete. Then you use the complete Underfoot version to connect to the emulator. |
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http://www.eqemulator.net/wiki/wikka...ssingFilesList If I am reading it wrong and the Steam client is still needed, there *really* needs to be a note put there stating that, because that section makes it sound like you can simply do what I did and have a working emu client. |
I'll agree it might be more clear, but the line right above that says "For the missing/corrupt files that can still be gotten from a Live install, you can now get a fully patched to live client by signing up for the 14 day free trial. "
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Directly from the page/section you linked, the first 3 steps explain it pretty clearly:
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With Veil of Alaris launching in 2 months... who wants to bet the steam client is going to be updated again? There's a few things in there I want, and will assist with. Mainly bag sizes.
I'm not sure if they did this yet, but it's very possible they might change bag sizes to a variable size, probably int32 or something similar, based on these patch notes: Quote:
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If anyone hasn't backed up their steam copy, now is the time to do it.
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We will most likely see the new client on Steam a few weeks or so before the actual release if they stick to how they have done it in the past couple of years. I am really hoping that we get a complete client this time, like the SoD one. Mainly hoping that it isn't another UF-like client that is missing a bunch of files and takes extra work to make it a good client. The new bag size stuff is already in as far as I know and was one of the things keeping the current HoT Live client from being fully implemented. So, that will definitely be one of the bigger issues to resolve on the new client. We will probably have a lot of code to touch to get the larger bag sizes implemented. I am not exactly sure how slots will work with the new bag system, since our current slots just go up by 10 per bag. Once we know how they work, we can probably build a slot converter on the encode/decodes like the Titanium to SoD/SoF/UF ones that already exist. |
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