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Adrian
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Post subject: Notoriety bug Posted: Sun Feb 12, 2006 3:18 am |
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Joined: Sat Feb 04, 2006 10:59 am Posts: 4 Location: Poland
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I just rewrite here that bug from yahoo groups, to be sure that it won't be missed.
Tooltips doesn't show correct notoriety of own character. After login it is correct, but it's enough to do a single move and notoriety info disapears (our characters name in tooltip is displayed in a yellow hue). There are certain ways to fix that for a while, ie: when character is hidden - client shows correct notoriety. Yesterday I discover, that when I toggle war mode for three times (I know it's seems incredible but it's true  ) - client shows correct notoriety. Of course - when my character moves everything backs to "normal".
The same problem is with NPC's. That one, which has aligment "neutral" and should by displayed in repsys's "attackable" color, are displayed in the same yellow color. It's some kind of "Yellow Curse", but it must be fixed. Until then, I can't switch my shard to 096 - players will kill me, when thay won't be able to check their own character status.
I've tried to fix that via a packet hook (hooked 0x22 packet), but it's seems to be wrong way (see Yahoo for details).
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MuadDib
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Post subject: Posted: Sun Feb 12, 2006 10:09 pm |
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| POL Developer |
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Joined: Sun Feb 12, 2006 9:50 pm Posts: 834 Location: Indiana, USA
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Can you please copy the yahoo posts into here for reference? Thx mate.
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Adrian
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Post subject: Posted: Sun Feb 12, 2006 10:42 pm |
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Joined: Sat Feb 04, 2006 10:59 am Posts: 4 Location: Poland
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From yahoo:
vendorex wrote: yes with 0x20 tooltips works but they are bugged yet. Doesn't show the notoriety of own player when the own player is moved because packet 0x22 is not handled fine.
Packet ID: 0x22 Packet Name: Character Move ACK/ Resync Request Packet Size: 3 bytes
Packet Breakdown BYTE cmd
BYTE[1] sequence (matches sent sequence)
BYTE[1] notoriety
Notes Notoriety
0 = invalid/across server line 1 = innocent (blue) 2 = guilded/ally (green) 3 = attackable but not criminal (gray) 4 = criminal (gray) 5 = enemy (orange) 6 = murderer (red) 7 = unknown use (translucent (like 0x4000 hue))
Adrian wrote: Yes, it's true, but it might be some kind of client issue... I have hooked this packet and I found that core always send value '65' in notoriety byte, but even if I set proper value to that byte my own character's name is still displayed in yellow hue.
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MuadDib
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Post subject: Posted: Sun Feb 12, 2006 10:59 pm |
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| POL Developer |
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Joined: Sun Feb 12, 2006 9:50 pm Posts: 834 Location: Indiana, USA
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thx mate. When I get my core pc back, i'll dig through stuff and have a look. Thx again.
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Pierce
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Post subject: Posted: Thu Feb 16, 2006 2:42 pm |
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Joined: Thu Feb 02, 2006 8:33 am Posts: 271
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I personally think, that this is the most important problem to fix if the core Devs have time to do. Because this concerns every server. I know it is hard, cause OSI changed a lot of thinks lately in the clients (no verdata, different tiledata handling etc.).
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Mithril
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Post subject: Posted: Thu Feb 16, 2006 4:13 pm |
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Joined: Sat Feb 04, 2006 5:15 pm Posts: 25
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Doesn't concern mine, we have no notoriety
But I can see where you are coming from...
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MuadDib
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Post subject: Posted: Thu Mar 02, 2006 9:45 pm |
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| POL Developer |
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Joined: Sun Feb 12, 2006 9:50 pm Posts: 834 Location: Indiana, USA
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Ok, got some decay issues out of the way (I hope). Time for this one......
It appears to go much farther than anything AOS related. So far had to rewrite handling for 2 different packets affecting this, so will try to get this one straightened out as soon as I can.
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MuadDib
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Post subject: Posted: Thu Mar 02, 2006 10:01 pm |
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| POL Developer |
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Joined: Sun Feb 12, 2006 9:50 pm Posts: 834 Location: Indiana, USA
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Hrm, I can reproduce this with myself, but not other npcs.
One issue to bear in mind is, (READ CORE-CHANGES FOR THIS), to make sure you set InvulTag=2 in the servspecopts file if using AOS Tooltips (especially important for invuls anyway).
Also, please be sure you are using the very latest test core.
What version of the test core are you using exactly?
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MuadDib
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Post subject: Posted: Thu Mar 02, 2006 10:12 pm |
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| POL Developer |
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Joined: Sun Feb 12, 2006 9:50 pm Posts: 834 Location: Indiana, USA
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Pierce
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Post subject: Posted: Fri Mar 03, 2006 3:52 am |
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Joined: Thu Feb 02, 2006 8:33 am Posts: 271
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I have just tested that core. I see no difference.
Servspecopt Settings were:
Code: UOFeatureEnable=0x20 InvulTag=2
Account expansion set to AOS. Tooltips activated. I used client 5.0.1h.
It still loses the notoriety color immediately after movement. If you change war mode 1-2 times it shows the correct colors as long as you don't move.
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MuadDib
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Post subject: Posted: Fri Mar 03, 2006 4:08 am |
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| POL Developer |
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Joined: Sun Feb 12, 2006 9:50 pm Posts: 834 Location: Indiana, USA
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Hrm, very odd. Just logged on with an admin account. My char is invul.
I show yellow perfect as I should, a hind shows grey all the time (even after both of us moving), same with a Balron.
Same wiht a "test" merchant npc who is invul.
Expansion set to AOS.
Client Version 5.0.1D
Also created a lizardman with Red noto, same. Shows fine after all chars on screen move (including myself).
Can you zip up your pol directory to send me via email so I can test with your exact setup? Send it to sroyalty@gmail.com please.
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Pierce
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Post subject: Posted: Fri Mar 03, 2006 9:31 am |
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Joined: Thu Feb 02, 2006 8:33 am Posts: 271
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The NPC's are not the problem
If i set myself criminal or murderer you only see the correct color if you e.g. hide yourself or change 1-2 times the war mode. The "mouse cursor text" than shows in e.g. red for murderer. If you make a move, the color again is shown wrong. On other players and npcs it seems to work.
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MuadDib
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Post subject: Posted: Fri Mar 03, 2006 9:54 am |
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| POL Developer |
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Joined: Sun Feb 12, 2006 9:50 pm Posts: 834 Location: Indiana, USA
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Ah, thx for the clarification bro. Will look into it when I get home from work tonight. Thx again.
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MuadDib
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Post subject: Posted: Fri Mar 03, 2006 5:40 pm |
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| POL Developer |
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Joined: Sun Feb 12, 2006 9:50 pm Posts: 834 Location: Indiana, USA
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Fixed in next core beta release. Thx for the info (my fix had a typo btw, why that other did not work, lmao).
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Pierce
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Post subject: Posted: Sat Mar 04, 2006 2:34 am |
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Joined: Thu Feb 02, 2006 8:33 am Posts: 271
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Players will appreciate that
Thx a lot MuadDib.
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