[Pol098beta-2009-02-18, bugs?]

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Core Essence
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[Pol098beta-2009-02-18, bugs?]

Post by Core Essence »

Not sure if they are bug or not, I tought this was the right section to post those questions, if it is not feel free to move / lock / delete the thread or whatever :P

I will say, It might be just because it's late and I'm just starting to check the 098 features, and maybe I am doing something wrong or didn't get how something works so correct me if there's anything wrong in my assumptions
02-03-2009 MuadDib:
Added: Character.resist_fire_mod/resist_cold_mod/resist_energy_mod/resist_poison_mod
/resist_physical_mod as R/W.
I just tried with a simple script that sets the resistance mod to 20, then restarted the server and when I relogged I saw my resistance mod was still 20, but my resistance went to 200
the code was something like this:

Code: Select all

program test(chi, parm)
  SCMsg(chi, "Fire: "+chi.resist_fire+" + "+chi.resist_fire_mod);
  SCMsg(chi, "Cold: "+chi.resist_cold+" + "+chi.resist_cold_mod);
  SCMsg(chi, "Pois: "+chi.resist_poison+" + "+chi.resist_poison_mod);
  SCMsg(chi, "Ener: "+chi.resist_energy+" + "+chi.resist_energy_mod);
  SCMsg(chi, "Phys: "+chi.resist_physical+" + "+chi.resist_physical_mod);
  SCMsg(chi, "Move: "+chi.MoveMode);
  if(parm)
    chi.resist_fire:=20;
    chi.resist_fire_mod:=20;
    chi.resist_cold:=20;
    chi.resist_cold_mod:=20;
    chi.resist_poison:=20;
    chi.resist_poison_mod:=20;
    chi.resist_energy:=20;
    chi.resist_energy_mod:=20;
    chi.resist_physical:=20;
    chi.resist_physical_mod:=20;
    chi.MoveMode:="LS";
  endif
and yes, I do know that resist_x (not the mod) and MoveMode are not R/W but was just trying if for some reason they were working anyway, then again, maybe this bugged it, I am not sure and it's kinda late so I might just see things...
Added : Character.MoveMode member. Returns the MoveMode like given in NPCDesc.
As for the MoveMode, I searched everywhere but couldn't find anything about how to change it for characters, so I tried instead to fix it (the server was off when I did that) into the pcs.txt data, by just adding "MoveMode LS", but it seems it had no effect (altough the message in the command before changed from L to LS)

And at last:
01-14 Nando
Changed: Highest allowed mobile graphic is now 0x800 (2048). Was 1024 since POL070.. wow... :)
I checked all the graphic from 0 to 2048, but didn't find anything new. This fix is to allow new graphic to be added as custom anims or should it enable other ML graphic that were not yet implemented before this fix? (see the huge dragons)


That's all for now
Sorry again if I did anything wrong but my focus is gone since some weeks cause of some problems on my live server and I was just trying to relax by trying out the new Core, since I'm planning on trying it on my live server :/
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Re: [Pol098beta-2009-02-18, bugs?]

Post by MuadDib »

I will send you a more updated core (Pre-RC 1 build) to test with. All these should be worked out now for you. I have been testing these with Tomi and a few others to work the bugs out for the first Release Candidate of 098. Expect it in a PM shortly.

You can post results to this thread so we can keep track.
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Re: [Pol098beta-2009-02-18, bugs?]

Post by CWO »

Movemode is blocked by the client. You can't move your char over water because the client refuses to send a move request or allow you to walk on water. If you can hack the client to remove that limitation, then maybe it will work.
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Re: [Pol098beta-2009-02-18, bugs?]

Post by Core Essence »

MuadDib wrote:I will send you a more updated core (Pre-RC 1 build) to test with. All these should be worked out now for you. I have been testing these with Tomi and a few others to work the bugs out for the first Release Candidate of 098. Expect it in a PM shortly.

You can post results to this thread so we can keep track.
Thanks, I'll try and report :)
CWO wrote:Movemode is blocked by the client. You can't move your char over water because the client refuses to send a move request or allow you to walk on water. If you can hack the client to remove that limitation, then maybe it will work.
Yes that is true, however if I remember correctly, if you add a ramp-like directly in the middle of the water or if you teleport directly into the sea, it should be able to work on it, I tried it once with a different emulator and had the same problem, but worked out that way :P
Not sure if it's just because of the emulator or the client
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Re: [Pol098beta-2009-02-18, bugs?]

Post by Core Essence »

Compiled all, logged in to check if it was working, then logged out cause lunch was ready, and now I notice it crashed
I didn't modify anything, just compiled, logged in and logged out and shutted down from the console

This is the dump file and the log from the console:

Code: Select all

Client connected from 10.0.0.7 (1 connections)
Script pkg/opt/disguise/logon.ecl running..984
Script pkg/opt/kf/logon.ecl running..498..791
Script pkg/opt/pglist/logon.ecl running..984
Script pkg/std/guildstone/logon.ecl running..984
Script pkg/std/spells/logon.ecl running..984
syslog [pkg/opt/bountyboard/bountyWatcher.ecl]: ////////////////////////////////
//////////
syslog [pkg/opt/bountyboard/bountyWatcher.ecl]: // Bounty System Maintenance
syslog [pkg/opt/bountyboard/bountyWatcher.ecl]: // Removed 0 expired bounties.
syslog [pkg/opt/bountyboard/bountyWatcher.ecl]: ////////////////////////////////
//////////
(1)  scin: 273595  scsl: 5905958  MOB: 25  TLI: 11011
Client disconnected from 10.0.0.7 (0 connections)
Script scripts/misc/logofftest.ecl running..984
Ctrl-C detected.  Stopping...
checkpoint: exit signal detected
checkpoint: waiting for child threads to exit
Waiting for 5 child threads to exit
checkpoint: child threads have shut down
checkpoint: writing data
Writing data files...Done!  6531 ms.
checkpoint: cleaning up vars
checkpoint: cleaning up scripts
checkpoint: cleaning listen points
Unhandled Exception! Minidump started...
##########################################################
Unhandled Exception! Writing Minidump file.
This file with explanation and last lines from log files should be given to the
development team.
Saved dump file to 'POL098beta-2009-03-05-20090322142728-0.dmp'
Last Script: pkg/std/guildstone/logoff.ecl PC: 5
##########################################################
I then tried again to see if it was a coincidence but it seems as soon as I shut it down it crashes

Code: Select all

Client connected from 10.0.0.7 (1 connections)
Script pkg/opt/disguise/logon.ecl running..984
Script pkg/opt/kf/logon.ecl running..498..791
Script pkg/opt/pglist/logon.ecl running..984
Script pkg/std/guildstone/logon.ecl running..984
Script pkg/std/spells/logon.ecl running..984
(1)  scin: 286707  scsl: 6325272  MOB: 26  TLI: 11011
Client disconnected from 10.0.0.7 (0 connections)
Script scripts/misc/logofftest.ecl running..984
Ctrl-C detected.  Stopping...
checkpoint: exit Wsaiignal tdientgected
for 7 child threads to exit
checkpoint: waiting for child threads to exit
checkpoint: child threads have shut down
checkpoint: writing data
Writing data files...Done!  14188 ms.
checkpoint: cleaning up vars
checkpoint: cleaning up scripts
checkpoint: cleaning listen points
Unhandled Exception! Minidump started...
##########################################################
Unhandled Exception! Writing Minidump file.
This file with explanation and last lines from log files should be given to the
development team.
Saved dump file to 'POL098beta-2009-03-05-20090322160437-0.dmp'
Last Script: pkg/devel/authsystem/authlogon.ecl PC: 272
##########################################################
Going to try if the other issues are now fixed
_____________________

Same command text as the first I posted, as soon as I launched the command I was given this result:

Fire: 40 + 20
Cold: 40 + 20
Ener: 40 + 20
Pois: 40 + 20
Phys: 40 + 20
Move: L

Shutted down (crash again, it seems it will just crash as soon as I stop it)

On pcs.txt I noticed there was no entry for the normal resistances, but the mod was set to 20
MoveMode is not present (but that might be because it's on default = L and it won't save)
Trying to set MoveMode from pcs.txt and starting the pol again.

Fire: 40 + 20
Cold: 40 + 20
Ener: 40 + 20
Pois: 40 + 20
Phys: 40 + 20
Move: LS

Resistances were unchanged from when I shutted down, move mode is currently setted to LS but still can't move on water


I add another issue, trying to cast the spell "Protection" (wich with my script settings should add +10 to the ar_mod, using the old methods) on an NPC seems not to affect his armor


Still no sign of new "anim" from the NPCs graphics, but again it might be because I'm currently using a client 5 instead of 6 (wich I can't use atm)
Attachments
POL098beta-2009-03-05-20090322160437-0.dmp
second minidump
(17.81 KiB) Downloaded 332 times
POL098beta-2009-03-05-20090322142728-0.dmp
first minidump
(17.81 KiB) Downloaded 332 times
Last edited by Core Essence on Sun Mar 22, 2009 7:30 am, edited 1 time in total.
mr bubbles
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Re: [Pol098beta-2009-02-18, bugs?]

Post by mr bubbles »

I really eager to hear the results of your testing core essence:)
I checked all the graphic from 0 to 2048, but didn't find anything new. This fix is to allow new graphic to be added as custom anims or should it enable other ML graphic that were not yet implemented before this fix? (see the huge dragons)
That sounds interesting, didn't know there were any huge dragons =0

I can't wait for the new core to be released.
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Re: [Pol098beta-2009-02-18, bugs?]

Post by Core Essence »

mr bubbles wrote:I really eager to hear the results of your testing core essence:)
I checked all the graphic from 0 to 2048, but didn't find anything new. This fix is to allow new graphic to be added as custom anims or should it enable other ML graphic that were not yet implemented before this fix? (see the huge dragons)
That sounds interesting, didn't know there were any huge dragons =0

I can't wait for the new core to be released.
The dragons are listed as 21675 and 21805 under the "ML Animals" in inside UO
It might be that they are not yet implemented, as they seems to be just static pictures.

This is one of them, the other one is rather similar but with a purpled-blue color and some other features
Attachments
MLdragon.JPG
MLdragon.JPG (18.29 KiB) Viewed 16227 times
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Re: [Pol098beta-2009-02-18, bugs?]

Post by mr bubbles »

ah very cool
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Re: [Pol098beta-2009-02-18, bugs?]

Post by Turley »

UOFiddler ->Animations Tab->Settings->Try to find new Graphics
The 2 new Dragons are 197 & 198
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Re: [Pol098beta-2009-02-18, bugs?]

Post by Core Essence »

Turley wrote:UOFiddler ->Animations Tab->Settings->Try to find new Graphics
The 2 new Dragons are 197 & 198
Thanks for the tip, going to check later on and will report :)
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Re: [Pol098beta-2009-02-18, bugs?]

Post by MuadDib »

From what I can see on the crashes, it is for Objtype 3921, during the cleanup process (item deletion either at shutdown or manually deleted)

What is the info on that objtype ?
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Re: [Pol098beta-2009-02-18, bugs?]

Post by Core Essence »

0xf51 Dagger combat

Nothing unusual
Is it on a specific serial or something?

Do I need to do anything to provide further infos?
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Re: [Pol098beta-2009-02-18, bugs?]

Post by MuadDib »

Post the itemdesc.cfg entry for this item and a few before it, and a few after, This is pointing to something possibly with the itemdesc
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Re: [Pol098beta-2009-02-18, bugs?]

Post by Core Essence »

Code: Select all

Weapon 0x1440
{
    Name            Cutlass
    Default         1
    Speed           50
    Damage          3d8+6
    attribute       Swords
    MaxHP           80
    Script          ::bladed
    HitSound        0x23C
    MissSound       0x23A
    VendorSellsFor  65
    VendorBuysFor   27
    blockcircle 1
    strrequired 10
    Anim            0x0009
    MountedAnim     0x001a
        hitscript mainhitscript


    equipscript equipweapon
    unequipscript unequipweapon
    destroyscript destroyweapon
}


Weapon 0x0f51
{
    Name            Dagger
    Default         1
    Speed           40
    Damage          3d5
    attribute       Fencing
    MaxHP           80
    Script          ::bladed
    HitSound        0x23C
    MissSound       0x23A
    Anim            0x000a
    MountedAnim     0x001a
    Resource        ore 3
    VendorSellsFor  45
    VendorBuysFor   10
    blockcircle 1
    BlocksCastingIfInHand 1
        hitscript mainhitscript


    equipscript equipweapon
    unequipscript unequipweapon
    destroyscript destroyweapon
}


Weapon 0x13fe
{
    Name            Katana
    Default         1
    Speed           65
    Damage          3d6+7
    attribute       Swords
    MaxHP           80
    Script          ::bladed
    HitSound        0x23C
    MissSound       0x23A
    VendorSellsFor  85
    VendorBuysFor   21
    blockcircle 1
    strrequired 10
    Anim            0x0009
    MountedAnim     0x001a
        hitscript mainhitscript


    equipscript equipweapon
    unequipscript unequipweapon
    destroyscript destroyweapon
}
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Re: [Pol098beta-2009-02-18, bugs?]

Post by MuadDib »

Ok, firstly, removing the Resource ore 3 line would be an immediate fix. HOWEVER, this does point to a problem (this should NOT be causing a crash, hehe).

FYI, this build includes over 100 memory leak fixes, some of which include the Regions and Resources systems like Ore, Wood, etc.

That being said, have you made any changes recently to your Regions or Resources areas in Regions folder of POL?
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Re: [Pol098beta-2009-02-18, bugs?]

Post by Core Essence »

If by recently you mean before I got the new pol098, yes

But the problems occurring now are new to me since I updated the version to POL098beta-2009-03-05

I never had any problems like that before, not on local nor on the live server, and most likely I'm using the same build (same Core before I changed to 098 and same scripts / config beside from some little changes that shouldn't include regions or any cfg of any kind)

That being said, I just noticed that "Resource" on the dagger, I have no idea what is used for :P
Anyway, I'll remove it...
as for the resource/regions if I'm not wrong the last change was around 27 feb 2008, I changed regions.cfg by adding some more minerals in some areas and added a new area

That is my current regions.cfg

Code: Select all

-cut-
And ores.cfg (09/11/2008)

Code: Select all

-cut-
Last edited by Core Essence on Sun Mar 22, 2009 10:23 am, edited 2 times in total.
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Re: [Pol098beta-2009-02-18, bugs?]

Post by MuadDib »

Ok, bug found (and a unique one at that!). Fixed, and recompiling now.

As soon as done, will send you a new core build to continue trying Core Essence.
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Re: [Pol098beta-2009-02-18, bugs?]

Post by Core Essence »

Ok then, I'm removing the infos about regions and expecially ores as there might be some players from my server looking here and I don't want them to see some stuff :P I should've sent them by PM now that I think about it



Did you find anything about the other issues aswell? So that I know what to test :)
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Re: [Pol098beta-2009-02-18, bugs?]

Post by Core Essence »

Fixed: Clothing on corpses. COMPLETELY! This age old bug is now 100% fixed. If it was
equipped at time of death, it will be on the corpse until the on remove script
check for the corpse is triggered for taking the item out (on remove, not can)
Seems not to be working.
Killed an NPC with some wearable items on it, then moved the items without removing them, but they still were disappearing from the in-game corpse :/

Also, if it's possible (this is not a bug but should be posted as a suggestion, but since we're there I will just ask :P) to make the corpse "save" the newbie item, so that when for example a player kills an npc that has a completely newbie equip it will not be naked on the ground.




To be back in topic, with the new version I am not getting anymore crashes during the shutdown even if I'm still using the "Resource ore 3" entry on that dagger :P so that is fixed
As for the resistance, I modified the textcommand so it will do something like that:

Code: Select all

program test(chi, parm)
	parm:=cint(parm);
  if(parm)
    chi.resist_fire_mod:=parm;
    chi.resist_cold_mod:=parm;
    chi.resist_poison_mod:=parm;
    chi.resist_energy_mod:=parm;
    chi.resist_physical_mod:=parm;
  else
    chi.resist_fire_mod:=0;
    chi.resist_cold_mod:=0;
    chi.resist_poison_mod:=0;
    chi.resist_energy_mod:=0;
    chi.resist_physical_mod:=0;
  endif
  SCMsg(chi, "Fire: "+chi.resist_fire+" + "+chi.resist_fire_mod);
  SCMsg(chi, "Cold: "+chi.resist_cold+" + "+chi.resist_cold_mod);
  SCMsg(chi, "Pois: "+chi.resist_poison+" + "+chi.resist_poison_mod);
  SCMsg(chi, "Ener: "+chi.resist_energy+" + "+chi.resist_energy_mod);
  SCMsg(chi, "Phys: "+chi.resist_physical+" + "+chi.resist_physical_mod);
endprogram
It seems that for some reason the pol is reading twice the mod, thus the resist of the player will be twice his mod


I'm now doing a list of todo-fix to check and will later on post everything I tested, but so far I'm really interested in the implementation of the resistance in that way, since I'm currently using an array of 4 elements for them and sometime it seems to bug out a bit, with this implementation it should really help out a lot :)

Next things on focus are the party and the "followers" thingie, since I'm currently using an hook for the first one and an array of serials saved as CProp on the players and I would like to get rid of them :)



Hope my tests are of help, if you want any info of anything just ask, and I'll do my best to test out everything
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Re: [Pol098beta-2009-02-18, bugs?]

Post by MuadDib »

Core handles damage and resists for AOS method storage as this:

Base for item + It's mod, gets added to the character's base Resist for that type. This is, of course accumulative. 5 items with 20 Fire base, and no mod, would be 100 Fire on the character. If 5 mod on each, 125 total fire on the character.

When you read the Resist on an item, it would return the total (base + mod). Reading mod, just returns the mod of course. Same goes for a character or npc.

Far as the clothing, once you drag the item off the corpse, that's it. Layer is removed and item no longer knows where to go (in client). If you want the item to remain, can use OnInsert/Remove scripts to save the layer when removing from a corpse as a cprop on item in case it's dropped back into the corpse. However, this would require matching corpse serial to the serial it was removed from, etc etc or else would mess with other items on other corpses when being dropped back onto them, by your scripts.
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Re: [Pol098beta-2009-02-18, bugs?]

Post by Core Essence »

Then I didn't understand that fix I think, my bad :P

As for the resistances

My char currently has 0 resistance and 0 resistance_mod
if I add +5 to my fire_resistance_mod (character, not by item), I should have 5 fire resistance, but I'm getting 10
Then I change my resistance mod to 50, I now have 100, while I should have 50, or am I wrong here? :/
I just can't see where the other points are taken from

I'm currently using no items that grants resistance nor anything else
it's just like this:

using the command text with parm = 50 this is the result from the code I posted earlier
if my assumption is correct: 0 res + 50 res mod = 50
but here I'm getting 0 + 50 = 100
Attachments
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Re: [Pol098beta-2009-02-18, bugs?]

Post by MuadDib »

Shouldn't be happening from what I am seeing. Is chi an item, or character, or npc ?
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Re: [Pol098beta-2009-02-18, bugs?]

Post by Core Essence »

chi is a character, currently it's a command text that just raises my own resistance mod from what I'm sending trough the param (es.: .test 50 should raise it by 50), and then prints the name of the resistance, it's current resistance (wich before the command was 0) and then it's resistance mod
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Re: [Pol098beta-2009-02-18, bugs?]

Post by MuadDib »

Ok, bug, in a sense, found. The issue is only in reading the Character.resist_fire member. This is due to the base being read plus the mod at the same time. Character Base is calculated at intervals, which is a combined total from all items and mods. Is the status bar showing the correct amount of Fire Resist for you? (should be auto populating if acct is AOS+)
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Re: [Pol098beta-2009-02-18, bugs?]

Post by Core Essence »

That I don't know, since I'm currently hooking them for my custom resistance handler, I will tell you tomorrow since I'm a bit drunk now and messing up with a code would result in something dangerous :P

I will also add more testing from other stuff if I get to test them :)
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