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  #1  
Old 04-17-2009, 09:58 AM
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cavedude
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Quote:
Originally Posted by trevius View Post
I think the bind traps are something specific to the new PEQ database updates. I am not exactly sure what they are, but I would guess they are something similar to the Illusionist I have set on Storm Haven. Basically, I use that NPC to move players from their spawn point so you don't get 20 characters all piling up on top of each other. Otherwise, it can get characters stuck and also causes heavy position updates to be sent out wasting a ton of bandwidth. I dunno if PEQ has them set to be invisible in Titanium, but if so, they might need to do something different to make them invisible in SoF. I think race 240 works fine for invisible NPCs no matter what client. Also, I think that the invis field in the spawn structure for SoF isn't found yet, but that is on the todo list.
Bind Traps were collecting from Live. We don't use them on PEQ, as we're not sure what they are used for. However, they and I noticed many other "trigger" type NPCs are visible using SoF and are not using 0.6.2 and Titanium. I figure that will be ironed out eventually
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  #2  
Old 04-21-2009, 12:51 PM
cubber
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Couple things I noticed while playing on my server using SoF client. My server is at rev 437 using PEQ svn 4

Spell fizzles:

If you fizzle a spell the recast time on it seems extra long.

Bags:

If you purchase more bags from a vendor than you have open slots bags will start going into other bags.

Now please note I have not played on live in like 5 years and have been playing on the titanium client since it was first supported by the eqemu project. So that is pretty much what I know, and I am not sure if these are legit changes per live, or if they are bugs.

Animations:

Iksar monks have no throwing animation. Not sure if this applies to other races or not.
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  #3  
Old 04-24-2009, 02:25 PM
Congdar
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Join Date: Jul 2007
Location: my own little world
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For archery, the archery animation works, but the arrow animation doesn't show. I do see the arrow in the Titanium client so maybe the SoF client doesn't recognize the SendItemAnimation()? Code from special_attacks.cpp:
Code:
void Client::RangedAttack(Mob* other) {
...
	DoAnim(animShootBow);
	SendItemAnimation(target, AmmoItem);
...
}
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  #4  
Old 04-24-2009, 08:53 PM
cubber
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A few more bugs I have noticed:

Items such as "Silver Moon Wrist Wraps" that have a long cast time do not show the casting progress bar decrease until there is a few seconds left on the timer. This particular item has a 25 second cast timer and it does not start decreasing the timer until about 20 seconds into the cast.

Right clickable items that are labeled "Must Equip" are castable from inventory. You should have to put them into a slot to use them.
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  #5  
Old 04-25-2009, 04:37 PM
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Secrets
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Disciplines don't seem to be working from my limited testing. They say I need to be out of combat, regardless if I am in combat or not.
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  #6  
Old 04-26-2009, 05:21 AM
KLS
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That seems odd since many are designed specifically for being used in combat.
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  #7  
Old 04-26-2009, 06:00 AM
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trevius
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That may be a spell file issue. It probably depends on how you have your server setup. If you use a custom spell file, you probably need to create one to use for SoF as well so they match up. They seem to work fine for me after I did that.

What you should do is use the new import/export scripts that AndMetal made. You can import your custom Titanium spell file into the database using them. Then, export it back into the same file. What that will do is add all of the extra spell fields that are required for SoF. Otherwise, if you try to use a plain Titanium spell file on SoF, it crashes the client. But, by doing the import and export, the spell file will then work for both clients. The file is always backwards compatible (as far as I know), but it is not forwards compatible.

I may need to do more testing on Discs, but so far they seem fine to me.
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