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[Pol098beta-2009-02-18, bugs?]
Posted: Sat Mar 21, 2009 4:08 pm
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
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 :/
Re: [Pol098beta-2009-02-18, bugs?]
Posted: Sat Mar 21, 2009 4:32 pm
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.
Re: [Pol098beta-2009-02-18, bugs?]
Posted: Sat Mar 21, 2009 8:02 pm
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.
Re: [Pol098beta-2009-02-18, bugs?]
Posted: Sun Mar 22, 2009 3:15 am
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

Not sure if it's just because of the emulator or the client
Re: [Pol098beta-2009-02-18, bugs?]
Posted: Sun Mar 22, 2009 7:09 am
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)
Re: [Pol098beta-2009-02-18, bugs?]
Posted: Sun Mar 22, 2009 7:29 am
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.
Re: [Pol098beta-2009-02-18, bugs?]
Posted: Sun Mar 22, 2009 7:35 am
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
Re: [Pol098beta-2009-02-18, bugs?]
Posted: Sun Mar 22, 2009 7:46 am
by mr bubbles
ah very cool
Re: [Pol098beta-2009-02-18, bugs?]
Posted: Sun Mar 22, 2009 7:56 am
by Turley
UOFiddler ->Animations Tab->Settings->Try to find new Graphics
The 2 new Dragons are 197 & 198
Re: [Pol098beta-2009-02-18, bugs?]
Posted: Sun Mar 22, 2009 8:01 am
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

Re: [Pol098beta-2009-02-18, bugs?]
Posted: Sun Mar 22, 2009 8:16 am
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 ?
Re: [Pol098beta-2009-02-18, bugs?]
Posted: Sun Mar 22, 2009 8:41 am
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?
Re: [Pol098beta-2009-02-18, bugs?]
Posted: Sun Mar 22, 2009 9:33 am
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
Re: [Pol098beta-2009-02-18, bugs?]
Posted: Sun Mar 22, 2009 9:50 am
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
}
Re: [Pol098beta-2009-02-18, bugs?]
Posted: Sun Mar 22, 2009 10:02 am
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?
Re: [Pol098beta-2009-02-18, bugs?]
Posted: Sun Mar 22, 2009 10:18 am
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

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
And ores.cfg (09/11/2008)
Re: [Pol098beta-2009-02-18, bugs?]
Posted: Sun Mar 22, 2009 10:19 am
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.
Re: [Pol098beta-2009-02-18, bugs?]
Posted: Sun Mar 22, 2009 10:23 am
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

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

Re: [Pol098beta-2009-02-18, bugs?]
Posted: Sun Mar 22, 2009 12:15 pm
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

) 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

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
Re: [Pol098beta-2009-02-18, bugs?]
Posted: Sun Mar 22, 2009 12:23 pm
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.
Re: [Pol098beta-2009-02-18, bugs?]
Posted: Sun Mar 22, 2009 12:44 pm
by Core Essence
Then I didn't understand that fix I think, my bad
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
Re: [Pol098beta-2009-02-18, bugs?]
Posted: Sun Mar 22, 2009 1:08 pm
by MuadDib
Shouldn't be happening from what I am seeing. Is chi an item, or character, or npc ?
Re: [Pol098beta-2009-02-18, bugs?]
Posted: Sun Mar 22, 2009 1:32 pm
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
Re: [Pol098beta-2009-02-18, bugs?]
Posted: Sun Mar 22, 2009 1:46 pm
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+)
Re: [Pol098beta-2009-02-18, bugs?]
Posted: Sun Mar 22, 2009 1:54 pm
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
I will also add more testing from other stuff if I get to test them
