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 Post subject: Old notoriety bug
PostPosted: Sun Dec 31, 2006 8:42 am 
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hi there... im happy to notice that finally the walk packet correctly sends the notoriety of the chraracter, but there is still something missing :P

i mean, when your notoriety changes withouth you walking around, you can't notice until you move... that's because when noto changes pol probably doesn't send the update packet...


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 Post subject:
PostPosted: Sun Dec 31, 2006 12:36 pm 
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Location: Indiana, USA
That's because the client doesn't update fully, IIRC, until you move. You get the update, but the client does not change it till you move. It is actually the same way on OSI, I still complain about that myself to the devs there because it sucks for my Paladin (Enemy of One changes them to guild enemy color). :(

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 Post subject:
PostPosted: Sun Dec 31, 2006 3:45 pm 
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omg its the same on osi? O_o
sad... -_-'

strange btw, i believed that on runuo for example it worked without moving... must check


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 Post subject:
PostPosted: Mon Jan 01, 2007 12:42 am 
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Location: Indiana, USA
If it does, then there must be something "extra" they do to trick the client first ;)

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 Post subject:
PostPosted: Mon Jan 01, 2007 5:26 am 
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just checked, runuo does the trick...

i'm investigating HOW it does it...

edit: found

it just sends a 0x77 packet (update player)

just tried a quick script on POL to see if it works, and it does

Code:
use uo;
use os;
use polsys;

program textcmd( who )
    var pkt := CreatePacket(0x77, 17);

    pkt.SetInt32(1,who.serial); //player serial
    pkt.SetInt16(5,400); //model
    pkt.SetInt16(7,who.x); //x
    pkt.SetInt16(9,who.y); //y
    pkt.SetInt8(11,who.z); //z
    pkt.SetInt8(12,who.facing); //direction
    pkt.SetInt16(13,0); //skin color
    pkt.SetInt8(15,0); //flag
    pkt.SetInt8(16,2); //notoriety
   
    pkt.SendPacket(who);
endprogram


now, wouldn't be veeeery nice to have the core correctly update the notoriety changes ? :oops:

(i can't do it by script, i can't hook something to know exactly when notoriety changes (unless something changed from a year ago :P ))


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 Post subject:
PostPosted: Mon Jan 01, 2007 6:20 am 
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POL Developer
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Joined: Sun Feb 12, 2006 9:50 pm
Posts: 836
Location: Indiana, USA
Noted, I'll look into doing this within the week. Definitely before next core releases if possible. Thanks for the extra effort. :)

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 Post subject:
PostPosted: Mon Jan 01, 2007 6:22 am 
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np, happy to help :D


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 Post subject:
PostPosted: Mon Jan 01, 2007 6:25 am 
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Location: Indiana, USA
Can you try this packet command, with 2.0.0 client, to ensure it works there too? Trying to keep backwards compatibility after all :)

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 Post subject:
PostPosted: Mon Jan 01, 2007 7:09 am 
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Location: Indiana, USA
Also, is this with just YOU, when YOURS changes, or when people around you change, you don't see theirs till they move also?

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 Post subject:
PostPosted: Mon Jan 01, 2007 9:26 am 
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to my knowledge, this is only a problem with aos tooltips, so this packet should only be sent to who has aos,se,ml account (gonna check btw)

however, and i am pretty much sure of this, it applies only to YOUR own character... notoriety update of other ppl around you is fine

edit: update

checked now with a 2.0.0 client and the packet seems to cause no trouble, however i dont feel like its needed, cause with the pre-aos names the only way you have to know your notoriety is to click yourself, and this is handled correctly with pre-aos accounts (always been)

confirmed btw that the problem is only on your character, not the others around you


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 Post subject:
PostPosted: Mon Jan 01, 2007 10:29 pm 
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Location: Indiana, USA
Fixed and will be committed soon tonight.

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