Here is a list of packets seen from a collect around Feb 2009 to show the order of packets between the client and the server when logging in. Adding this here for reference in case we want to investigate any of the unknowns.
Code:
[OPCode: 0x3594] [Decoded] [Client->Server] [Size: 4] - OP_AckPacket |
Here are what appear to be 3 new server->client updates for spawn position and mana/endurance. Instead of using OP_ManaChange as the only way to update Mana and Endurance, they are not both split into separate packets that update regularly like OP_HPUpdate. It looks like OP_ManaChange is still used as well for reducing mana when a spell is cast.
Code:
struct SpawnPositionUpdate_Struct Here are some examples for those 3 structs (note this char is a rogue, so there is no mana): Code:
Feb 14 2009 02:43:42:054 [Decoded] [Server->Client] [Size: 12] Code:
struct SpawnUpdate_Struct |
Well, I think I know why NPC HPs aren't updating in the target window for SoD. It seems they added new HP/Mana/Endurance packets that give the spawn ID and a percentage value to keep the client current with it's target's health and such.
So, we will need to add in new code to support these new packets. The main priority is the health update, but the others can go in as well. Code:
Feb 18 2009 01:00:21:741 [Decoded] [Server->Client] [Size: 3] - OP_MobHealth These structures should work for the above packets. We will just need to add in handling for them and set places in the code to know when to send them out. Why they didn't combine these 3 into a single 5 byte packet, I don't know (LOL), but this is how it looks now. At least it is still less than what we previously sent I think. Code:
struct MobHealth_Struct |
you are correct it's called the Targets/Target's Window , example you pull the boss he grabs five other to help him fight they all now appear in your targets/target's window. the bots have hp/mana/end as well as the player. you have to account for six total targets/target's. another example you click on a player it now shows 30+ buffs on player.
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Noport, are you sure you aren't talking about the extended targets window? That came about after UF and isn't included in starting SoD client. group Target-Of-Target leader AA is in SoD and has the same single target window only showing the single target of the mob or pc you have targeted.
The target window shows buffs on NPCs but I think 'Inspect Buffs' group leader AA was required for that, though you didn't have to have a group for it to work. The group and target windows do show health, mana, and endurance, and the old ones didn't, though I can't remember them showing endurance and mana for npcs that weren't in your group. PC and mercenary only I thought, which might be a good reason for seperate structs. |
Well, I figured out why NPC HPs weren't updating properly. It was just that the incorrect opcode was set. I corrected it and they work just fine now.
Also, I found out that targeting works just fine as it is. Turned out that I was casting an AE spell, which is why it wasn't hitting my target. I never knew wizards got an AE spell at level 1, or I would have thought to check that *blushes* LOL So, as far as I know, that mainly leaves grouping as the big thing that needs to be done to get SoD just about fully functional. We still have some minor things to adjust in the spawn struct and there is something wrong with items that make them no drop, but those 2 things shouldn't be too hard to finalize. Keep an eye out for any other bugs with the client that haven't been documented yet and post them in the SoD bug thread in the bug reports section of the forums. |
I started doing some research to try to figure out the new formula for HP/Mana/Endurance. I think I will start with HP, since that is the most important to have, and figure out the others later.
So far, I have checked a Ranger and tested by equiping an item that adds 100 STA to show how much HP it adds per point of STA. This is what I have for now: Ranger: Code:
LVL - HP Per STA - Base HP w/ 75 STA |
Great work (:
I just wanted to give thanks to all those who are working hard on this. I love what eqemulator.org is doing for SoD. It seems everyone is getting somewhat caught up to live.
Keep up the good work! - Steven |
I got bored so I started trying to figure out what race number went with what race. It is a bit messy but this is what I found so far
Code:
Race 591 - Crystal |
Came across a weird bug with bots and SoD:
I installed SoD, updated my server to svn rev 1340 and logged in. Spawned my cleric and shamy bots then zoneed to hateplaneb on my GM monk character. Went to attack the first NPC I saw and the bots took off, and all animation stopped. I was able to see the NPC's health bar drop, but was unable to hit any hotkeys (every attempt said you cannot do that right now) or do anything besides toggle auto attack, (which did nothing to my characters animation). The only other thing I could do was use /q to exit the game. When I came back in the NPC's were dead and I was in the spot I was when I /q'd. The best way to describe it is it was like I was going LD, but I was not LD... A few notes after duplicating the issue. - The issue only happens in SoD not SoF - The issue only happens when I zone into hateplaneb with a group of bots then attack something. - The issue DOES NOT happen when I log into hateplaneb from scratch, spawn bots, then attack. I then tested zoning into kurns tower with a group of bots and all was fine. So it may be on a per zone basis. I have not had time to test any further. |
Yeah, I have seen 2 types of client bugs so far that seem to be caused by various things. I am pretty sure that in both cases, they should be possible to resolve by sending the client what it is expecting.
1. The Mouselook Bug - There are a couple of odd scenarios that can cause the mouse to get stuck in mouselook mode for about 2 minutes. I think this is just because the client is expecting something it isn't getting. It is better than just crashing when it doesn't get it, at least. At least it eventually recovers on it's own. I think we just need to identify each thing that can cause this and fix them one by one. One of the things I know can cause it is trying to unmem a spell that is higher than your current level, and I think another might be related to the server removing buffs from your character. 2. The Attack/Cast Bug - This bug reminds me of the bug we used to see a lot on previous clients where the client would sometimes get out of order packets and cause itself to be unable to cast or attack or do most things until using /quit or /camp and logging back in. This bug does not seem to recover on it's own from what I have seen so far. So, I think we will need to find the exact cause of this bug and resolve it. It could be something as simple as a missing or bad opcode, or it may be something new to the client all-together. |
I'm excited about SoD personally, it may be time limited (possibly, I mean the SoD DL also gives you an SoF client), but at least it is actually commercially available to buy brand new.
I wonder what Congdar's thoughts on the merc system are hehe. |
I've never seen the merc system, but Trev said there were some ui windows that might be useful.
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I Downloaded it.. how long until I can connect to the LS with it? Just wondering :D
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