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Development::Bug Reports Post detailed bug reports and what you would like to see next in the emu here. |

01-15-2006, 03:30 AM
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Dragon
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Join Date: Jan 2004
Location: LasShithole, NV
Posts: 520
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also when trying to loot a lore item if you have one already locks you.. there is also a merchant bug that does the same thing.. but its been a while since i did that one
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Perfect quote from another site: it's immature pricks who refuse to read the numerous stickies in every forum pointing out what to do and what not to do that get flamed. Grow up and learn to do your fucking homework before opening your cake hole, junior. EQEmu doesn't like you anymore, and that's why you're getting errors. So go away.
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01-15-2006, 06:27 AM
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Developer
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Join Date: Jul 2004
Posts: 773
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these are all good examples of the ACK problem. But unless people tell me otherwise, this is NOT the current issue in question. The problem that most people are having is unprovoked. They are doing regular crap like fighting, walking, casting, etc, and then out of the blue, they can no longer send to the server.
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01-15-2006, 07:04 AM
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The PEQ Dude
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Join Date: Apr 2003
Location: -
Posts: 1,988
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Couldn't it be possible that it is povoked in some way? Maybe in some cases the player did something so small and routine that bugged them that since it was routine, they automatically dismissed it as an action. Casting I could easily see, many spells aren't fully implimented and AAs bug my client all the time since they are a mess atm. Fighting, maybe they tried using a skill not fully implimented. And walking... well something may have bugged them earlier, but since they were just walking they wouldn't know about it until they tried to do something.
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01-15-2006, 07:18 AM
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Sarnak
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Join Date: May 2002
Location: Oakland, CA
Posts: 83
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Here is what I was told by someone that actually got it working (name is omitted because of confidences):
Quote:
The problem is that the mobs are getting assigned entity IDs that are beyond what the client likes, 10k+ or so is bad, so you need to reuse previously used IDs.
For npcs, objects, clients and corpses.
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Not sure if that helps.
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The Acolyte
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01-15-2006, 09:28 AM
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Developer
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Join Date: Jul 2004
Posts: 773
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Quote:
Originally Posted by Acolyte
Here is what I was told by someone that actually got it working (name is omitted because of confidences):
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The issue of large entity IDs was resolved almost a year ago (when the issue was reported to me). Nobody could possibly claim they "actually got it working" because nobody can repeat it well enough to even know what was wrong.
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01-15-2006, 11:33 AM
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Sarnak
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Join Date: May 2002
Location: Oakland, CA
Posts: 83
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Quote:
Originally Posted by fathernitwit
The issue of large entity IDs was resolved almost a year ago (when the issue was reported to me). Nobody could possibly claim they "actually got it working" because nobody can repeat it well enough to even know what was wrong.
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SoD doesn't appear to have this problem. I know it's on older code, but something changed for the worse.
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The Acolyte
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01-15-2006, 07:52 AM
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Sarnak
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Join Date: May 2002
Location: Oakland, CA
Posts: 83
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Quote:
Originally Posted by fathernitwit
these are all good examples of the ACK problem. But unless people tell me otherwise, this is NOT the current issue in question. The problem that most people are having is unprovoked. They are doing regular crap like fighting, walking, casting, etc, and then out of the blue, they can no longer send to the server.
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In my case, this is what I am talking about. There may be other ACK/NAK issues, however the one we're running into most frequently is just an eventuality. You could be standing there AFK, or in the middle of fighting.
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The Acolyte
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