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Development::Development Forum for development topics and for those interested in EQEMu development. (Not a support forum) |
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12-19-2007, 12:09 PM
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Banned
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Join Date: Sep 2006
Posts: 841
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Bugs
This is with the 1070 Build, not sure if any of this has been fixed since...
A: Players can gain exp by killing other players pets in the arena.. and very fast too
B: A person can FD and then Use archery... while still FD, mob never attacks but takes damage
C: A person can easily afk exp , by standing in a spot where mobs spawn and their pets will beat the npc's down while player is afk...
A Mob should never STOP hitting the player if the player is standing still and not casting... The Mob should ALWAYS engage the player and stay on the player (Even if the Pet is beating the mob down, the mob must NEVER turn and hit the mob UNTIL the player backs up, then mob will hit pet)
That is how it works on Live..
D: Some bard songs crash zones now this is what i got from core dump
Code:
#0 0x080f2238 in Mob::BardPulse (this=0x0, spell_id=8511, caster=0xa727c70)
at spells.cpp:1567
1567 if(buffs[buffs_i].spellid != spell_id)
Thought it was maybe the one song but it's turning out to be MANY songs...
anyway thats all for now, i hope that you can get this stuff fixed up
King Mortenson
www.raidaddicts.org
Last edited by KingMort; 12-19-2007 at 08:13 PM..
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12-20-2007, 03:52 AM
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Sarnak
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Join Date: Mar 2005
Location: Idaho, USA
Posts: 94
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Hail, and well met fair bard!
I either misunderstand you or the mechanics. Could you explain what you mean in the bold?
Quote:
Originally Posted by KingMort
A Mob should never STOP hitting the player if the player is standing still and not casting...
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12-20-2007, 01:37 PM
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Banned
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Join Date: Sep 2006
Posts: 841
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Oh you mean the Pet Dynamics ?
Will try...
The way it works on Live is,
if a player with a pet is standing in a spot afk, and a mob spawns there, the mob will attack the player... And keep attacking the player even though the pet is beating on the mob...
This will continue until the player backs up.. Then the mob will engage the pet and not the player..
As it is now, Mob will spawn and pet will engage mob instantly attacks pet and ignores the player all together.. Which is not how it should be, because people can just sit in a spot with a bunch of spawns and go AFK and level up while they are afk.
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12-21-2007, 04:16 AM
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Sarnak
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Join Date: Mar 2005
Location: Idaho, USA
Posts: 94
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Thanks, that all makes sense. I just don't understand what you meant when you said the mob would stop attacking the player if the player was casting. Or did you mean when the mob was casting?
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12-21-2007, 04:35 AM
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Banned
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Join Date: Sep 2006
Posts: 841
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Just meaning that when they are AFK ... and not doing anything.. not casting not moving... They will gain experience with this exploit...
Also another bug... For some reason SK mana caps at a ridiculously low number.. and then resets to 0 .. But only for SK's ? Is this a Client issue or something to do with the binarys
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12-22-2007, 04:27 AM
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Discordant
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Join Date: Sep 2006
Location: Green Bay, WI
Posts: 436
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Is There anyway after a player is inactive for x amount of minutes to be booted, like if you are at the char select screen to long. That would seem like a way to fix the AFK leveling. Just an idea not sure if its doable or not
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12-23-2007, 01:36 AM
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Banned
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Join Date: Sep 2006
Posts: 841
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Just needs to be done exactly like I mentioned above.. Can't throw a bandaid over this one..God knows eqemu code has enough of those lol...
I was thinking of something like that too at first though But my idea was to stick a Lifespan on pets, like they would die of old age...
But then I realized that would piss people off so it's just got to be fixed up right is all.
King
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12-23-2007, 08:15 PM
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Administrator
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Join Date: Sep 2006
Posts: 1,348
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It's definitely something I'd like to get changed sooner rather than later, I've actually implemented it before but had to scap it before checking stuff into CVS, it wasn't near ready so I had to save the diff and come back to it later and then my available time dropped off and such.
Until then best solution to this is probably:
/target exploiter
#level 1
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12-25-2007, 09:25 AM
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Banned
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Join Date: Sep 2006
Posts: 841
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Haha
Thanks KLS , it's good to see you man.
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01-04-2008, 08:10 PM
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Banned
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Join Date: Sep 2006
Posts: 841
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Bards are STILL crashing zones with their songs I haven't seen much done to fix this..
Also wanted you guys to be aware of another bug
Some characters suddenly are un-able to receive a rez.. The rez lands but nothing happens, then they can't rez again because already been rezzed...
RANDOM however most people are un-effected , but some folks get this bug... What is it that causes someone to never be able to rez again ?
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01-05-2008, 08:17 AM
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Administrator
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Join Date: Sep 2006
Posts: 1,348
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Haven't been able to crash a zone with bard songs, will need more info.
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01-05-2008, 08:54 AM
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The PEQ Dude
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Join Date: Apr 2003
Location: -
Posts: 1,988
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TGC hasn't had many, but here is the dump from one:
Code:
#0 0x080f348b in Mob::BardPulse(unsigned short, Mob*) (this=0x0,
spell_id=723, caster=0x43a4c928) at spells.cpp:1575
#1 0x0810d0d7 in Group::GroupBardPulse(Mob*, unsigned short) (
this=0x43a26d68, caster=0x43a4c928, spell_id=723) at groups.cpp:505
#2 0x080f338f in Mob::ApplyNextBardPulse(unsigned short, Mob*, unsigned short)
(this=0x43a4c928, spell_id=723, spell_target=0x43a4c928, slot=7)
at spells.cpp:1551
#3 0x080d2fdd in Client::Process() (this=0x43a4c928) at client_process.cpp:163
#4 0x080ba33f in EntityList::MobProcess() (this=0x82901c0) at entity.cpp:442
#5 0x080de70d in main (argc=0, argv=0xbfffe994) at net.cpp:479
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01-09-2008, 08:15 AM
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Administrator
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Join Date: Sep 2006
Posts: 1,348
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I'll look into possible crashes in the bard code but until I can have some situation that causes it, like a certain spell that will always cause a zone to crash I'll be shooting in the dark.
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01-09-2008, 09:36 AM
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Developer
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Join Date: Feb 2004
Location: UK
Posts: 1,540
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From Cavedude's backtrace, it looks like maybe it has something to do with pets, in this code around line 505 in groups.cpp:
Code:
#ifdef GROUP_BUFF_PETS
if(members[z]->HasPet())
members[z]->GetPet()->BardPulse(spell_id, caster);
#endif
Maybe getting a NULL pointer from GetPet() ? (this=0x0 in Mob::BardPulse in Cavedude's BT)
Could try checking if GetPet() returns NULL which may stop the crashes (although not fix the root cause):
Code:
#ifdef GROUP_BUFF_PETS
if(members[z]->HasPet()) {
Mob* tmppet;
tmppet = members[z]->GetPet();
if(tmppet != NULL) tmppet->BardPulse(spell_id, caster);
}
#endif
I've not tried to reproduce this or anything, just throwing this out there as a possible avenue of investigation.
Last edited by Derision; 01-09-2008 at 05:39 PM..
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