Go Back   EQEmulator Home > EQEmulator Forums > Development > Development::Bug Reports

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

Reply
 
Thread Tools Display Modes
  #1  
Old 08-12-2007, 11:15 AM
moydock
Discordant
 
Join Date: Jun 2005
Posts: 286
Default Helmets

Helmets aren't showing on my server, they show at char select but not in-game. Also, mobs that use helmtexture to define their texture will only show their base models. Such as kunark goblins 137.
__________________
-Croup (the rogue)
Creator of Pandemic (PvP-Racewars)
Reply With Quote
  #2  
Old 09-07-2007, 12:08 PM
moydock
Discordant
 
Join Date: Jun 2005
Posts: 286
Default

Anyone else have this issue?
__________________
-Croup (the rogue)
Creator of Pandemic (PvP-Racewars)
Reply With Quote
  #3  
Old 09-07-2007, 01:15 PM
Angelox
AX Classic Developer
 
Join Date: May 2006
Location: filler
Posts: 2,049
Default

What client do you use? I was having problems like this with Titanium client, but none with the older clients.
Reply With Quote
  #4  
Old 09-07-2007, 01:52 PM
KLS
Administrator
 
Join Date: Sep 2006
Posts: 1,348
Default

How old is your server's code? This was a problem in the past with titanium but it should be resolved with the latest code.
Reply With Quote
  #5  
Old 09-07-2007, 02:11 PM
Angelox
AX Classic Developer
 
Join Date: May 2006
Location: filler
Posts: 2,049
Default

My source is new, hadn't noticed the fixes - I need to revert to Titanium then.
Reply With Quote
  #6  
Old 09-08-2007, 06:49 AM
John Adams
Demi-God
 
Join Date: Jul 2006
Posts: 1,552
Default

Helmets miraculously showed up on mobs and players for us around build 1034 (there abouts). I jumped from 992 to 1034, so I don't know exactly when.

I'm still more troubled about missing hair on certain races and giant heads all being cyclopes, than helms that most people turn off anyway.

Which, btw... "Show My Helm" doesn't work now either. =) Now you cannot get rid of your helm.
Reply With Quote
  #7  
Old 09-08-2007, 02:10 PM
moydock
Discordant
 
Join Date: Jun 2005
Posts: 286
Default

I'm on 1019, using titanium. I'll try updating, thanks.
__________________
-Croup (the rogue)
Creator of Pandemic (PvP-Racewars)
Reply With Quote
  #8  
Old 09-08-2007, 04:08 PM
KLS
Administrator
 
Join Date: Sep 2006
Posts: 1,348
Default

Revision 1035 fixed helm and npc head textures on titanium.
Reply With Quote
  #9  
Old 09-09-2007, 02:03 PM
moydock
Discordant
 
Join Date: Jun 2005
Posts: 286
Default

Thanks guys that fixed it. And thanks for all the awesome work you've been doing KLS!
__________________
-Croup (the rogue)
Creator of Pandemic (PvP-Racewars)
Reply With Quote
  #10  
Old 09-10-2007, 09:25 AM
sfisque
Hill Giant
 
Join Date: Oct 2006
Posts: 248
Default

Quote:
Originally Posted by KLS View Post
Revision 1035 fixed helm and npc head textures on titanium.
any chance of listing which files diff'ed to fix the helms, for those of us using older builds with custom code (e.g. to manually patch rather than wholesale upgrade).

== sfisque
Reply With Quote
  #11  
Old 09-10-2007, 09:43 AM
oldlurker
Fire Beetle
 
Join Date: Jul 2007
Posts: 27
Default

The Sourceforge CVs has the "Diff to previous" feature. that could help you locate the necessary changes.

Or you could diff the 1034 and 1035 source release.

Or you might try to diff your custom code against the code release you started from(and thus creating a patch) and see if it applies to an more recent release.
Reply With Quote
  #12  
Old 09-10-2007, 10:04 AM
sfisque
Hill Giant
 
Join Date: Oct 2006
Posts: 248
Default

Quote:
Originally Posted by oldlurker View Post
The Sourceforge CVs has the "Diff to previous" feature. that could help you locate the necessary changes.

Or you could diff the 1034 and 1035 source release.

Or you might try to diff your custom code against the code release you started from(and thus creating a patch) and see if it applies to an more recent release.
i was considering #2, but it would then require some work to isolate just the helm fix, as well as anything that had been mod'ed between 992 and current that i didnt want to incorporate.

#3 would be a nightmare because i'm running 992 with some fixes between 992 and 1020-ish manually patched in, and some custom code for my server.

i did a recursive diff one time (against 1032 iirc) and the resulting patch file was hairy to look at.

== sfisque
Reply With Quote
  #13  
Old 09-10-2007, 10:23 AM
KLS
Administrator
 
Join Date: Sep 2006
Posts: 1,348
Default

Code:
Index: common/patches/Titanium.cpp
===================================================================
--- common/patches/Titanium.cpp	(revision 1034)
+++ common/patches/Titanium.cpp	(working copy)
@@ -464,7 +464,7 @@
 //		eq->padding0070 = emu->padding0070;
 		eq->eyecolor1 = emu->eyecolor1;
 //		eq->unknown0115[24] = emu->unknown0115[24];
-		eq->showhelm = emu->showhelm;
+		eq->showhelm = true;
 //		eq->unknown0140[4] = emu->unknown0140[4];
 		eq->is_npc = emu->is_npc;
 		eq->hairstyle = emu->hairstyle;
@@ -484,6 +484,7 @@
 		for(k = 0; k < 8; k++) {
 			eq->set_to_0xFF[k] = 0xFF;
 		}
+
 		eq->runspeed = emu->runspeed;
 		eq->afk = emu->afk;
 		eq->guildID = emu->guildID;

Index: common/patches/Titanium_structs.h
===================================================================
--- common/patches/Titanium_structs.h	(revision 1034)
+++ common/patches/Titanium_structs.h	(working copy)
@@ -240,8 +240,8 @@
 /*0238*/ uint32 guildID;        // Current guild
 /*0242*/ char     title[32];      // Title
 /*0274*/ uint8 unknown0274;
-/*0275*/ uint8  set_to_0xFF[8]; // ***Placeholder (all ff)
-/*0283*/ uint8  helm;           // Helm texture
+/*0275*/ uint8  helm;           // Helm texture
+/*0276*/ uint8  set_to_0xFF[8]; // ***Placeholder (all ff)
 /*0284*/ uint32 race;           // Spawn race
 /*0288*/ uint32 unknown0288;
 /*0292*/ char     lastName[32];   // Player's Lastname
Reply With Quote
  #14  
Old 09-10-2007, 10:44 AM
sfisque
Hill Giant
 
Join Date: Oct 2006
Posts: 248
Default

woot, u rule man, thanks kindly!!!

== sfisque
Reply With Quote
  #15  
Old 09-10-2007, 11:05 AM
moydock
Discordant
 
Join Date: Jun 2005
Posts: 286
Default

Noticed today that helms disappear when you zone. You can just take them off and put them back on and they show up, but just FYI. Thanks.
__________________
-Croup (the rogue)
Creator of Pandemic (PvP-Racewars)
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 08:58 PM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3