EZ Server

General Category => Updates => Topic started by: Akkadius on April 20, 2014, 05:38:23 am



Title: Server Code Update
Post by: Akkadius on April 20, 2014, 05:38:23 am
The server code has finally landed!

  • I'm super tired so I will try to make this quick.
  • EZ's Database engine has successfully migrated to MariaDB from MySQL. The same action that Wikipedia, Facebook, Google and many other large corporations have been taking as their premier database engine of choice because of its speed/features and open source nature.

INSANE SPEED!

  • We haven't even gotten our crazy new hardware yet that Crabthewall has been slaving away working on with all the blood, sweat and tears! http://ezserver.online/forums/index.php?topic=4248.msg54179#msg54179 (http://ezserver.online/forums/index.php?topic=4248.msg54179#msg54179)

The source code changes offer many stability changes, fixes and overall great speed increases.

  • The process logging that the server has been using has been eliminated, this bogged down all of the zone servers and you should notice that things are overall super snappy from all the changes.
  • Many bug fixes and exploits have been patched out, for a full list see the 2nd post in this thread.
  • As usual, if you notice any issues, please report them here on the forums.

Known Issues
  • Some AA's might be missing, if this is the case we either will be putting them back in or making existing AA's available for those classes once again. A clean slate of AA's had to be inserted because of some AA crashes.

The train limit on instances has been completely lifted.

Special thanks to Secrets for helping out with the update!

Enjoy!

-Akkadius


Title: Re: Server Code Update
Post by: Akkadius on April 20, 2014, 05:39:49 am
Quote
EQEMu Changelog (Started on Sept 24, 2003 15:50)
-------------------------------------------------------
== 04/20/2014 ==
Secrets: Changed the functionality of EQDEBUG cmake flag. It now suppresses logs, but shows crashes in any scenario when set to 1. It will also now show crashes even if the log system is disabled.

== 04/18/2014 ==
Akkadius: Added #command error message suppression for those who don't want to see 'Command is not recognized' constantly
   - You need to have rule 'Chat:SuppressCommandErrors' set to true, this is set to false by default
   - Required SQL: 2014_04_18_Suppress_Command_Error.sql

== 04/15/2014 ==
Akkadius: Exported $client->SendMarqueeMessage(type, priority, fade_in, fade_out, duration, msg) - Will be available for simple plugin use
Akkadius: Exported $client->ExpeditionMessage(THIS, ExpdID, Message) - In use with custom expedition mod that will be released soon

== 04/12/2014 ==
Kayen: Fixed an with the slow mitigation code that would cause it to spam the message. Optimized the way the variable is handled for slow mitigation.

Required SQL: utils/sql/git/required/2014_04_12_SlowMitigation.sql
Note: This changes the variable type in the sql table from FLOAT to INT and updates your database.
(When setting slow mitigation 50 = 50%, 100 = 100% ect. You can also set > 100 which will cause slow to become haste now with appropriate in game msg given)

== 04/10/2014 ==
Kayen: Added 'no_target_hotkey' field to npc_types table. This will prevent the NPC from being targeted with F8 (Warning: Will also turn it's name YELLOW)
Kayen: Added a rule to make all (Player cast) Swarm Pets not targetable with F8 (nearest NPC) by default (Warning: Will also turn pets names YELLOW). This is semi-hack but it works.
Kayen: Player cast swarm pets can now be healed and buffed consistent with live.

Optional SQL: utils/sql/git/optional/2014_04_10_SwarmPetNotTargetableWithHotKey.sql
Required SQL: utils/sql/git/required/2014_04_10_No_Target_With_Hotkey.sql
Note: For the required new npc_types field you DO NOT need to set values for swarm pets if you enable the above rule.

== 04/09/2014 ==
Kayen: Implemented ability to use the actual live spell projectile graphics that are defined in the modern spell file.
   *This is disabled by default. Recommend enabling if your server uses an UF+ spell file AND most of your players use UF+ clients.
Kayen: Expanded the PERL ProjectileAnim(mob, item_id, [IsArrow?, speed, angle, tilt, arc, IDFile]) so you can now just set the weapon model graphic IT####
Example: ProjectileAnim($npc, 0, 0, 1, 0, 0, 0, "IT10747")  This will shoot an SK 2.0 sword.
Kayen: Updated wizard innate critical damage modifier to be from 20-70% of base damage (based on live parses)


Optional SQL: utils/sql/git/optional/2014_04_09_SpellProjectileRule.sql
Note: This sql also contains a query to check if your spell file is compatible.

== 04/06/2014 ==
Uleat: Changed Mob::CanThisClassDualWield() behavior. This should let non-monk/beastlord dual-wielding classes attack with either fist as long as the other hand is occupied.
Notes:
   See this thread for more information and to provide feedback: http://www.eqemulator.org/forums/showthread.php?p=229328#post229328

== 04/05/2014 ==
Akkadius: Fix for the Fix for the Fix: Rule Combat:OneProcPerWeapon was created so that you can revert to the original proc functionality
   for custom servers that have balanced their content around having more than 1 aug proc on weapons. By having this rule set to 'false' you revert this functionality.
   This rule is set to 'true' by default as the original functionality from Live was intended to be
Akkadius: (Performance Adjustment) Removed AsyncLoadVariables from InterserverTimer.Check() in both zone and world. By watching the MySQL general.log file on mass zone idle activity, you can
   see that the query 'SELECT varname, value, unix_timestamp() FROM variables where unix_timestamp(ts) >= timestamp' is called every 10 seconds. This function is loading
   variables that are initially loaded on World and Zone bootup. When running a large amount of zone servers, the amount of MySQL chatter that is produced is enormous and
   unnecessary. For example, if I ran 400 zone servers, I would see 3,456,000 unnecessary queries from all idle or active zone processes in a 24 hour interval.
Secrets: Added a rule to enable multiple procs from the same weapon's other slots if a proc is deemed to trigger, Defaults to true.
   If Combat:OneProcPerWeapon is not enabled, we reset the try for that weapon regardless of if we procced or not.
   This is for some servers that may want to have as many procs triggering from weapons as possible in a single round.
   
Optional SQL: utils/sql/git/optional/2014_04_05_ProcRules.sql
   
== 04/04/2014 ==
Kayen: Implemented 'Physical Resists' (Resist Type 9) to be consistent with live based on extensive parsing.
       SQL will add new field to npc_types 'PhR' and fill in database with values consistent with observations.          

Required SQL: utils/sql/git/optional/2014_04_04_PhysicalResists.sql

== 04/03/2014 ==
Kayen: Implemented live like spell projectiles (ie. Mage Bolts).

Optional SQL: utils/sql/git/optional/2014_04_03_SpellProjectileRules.sql
Note: The rules in this SQL are for setting the item id for the graphic used by the projectile on different clients.
   
== 04/01/2014 ==
demonstar55: Implemented ability for a merchant to open and close shop.
   Lua quest functions: e.self:MerchantOpenShop() and e.self:MerchantCloseShop()
   GM Commands: #merchant_open_shop (short: #open_shop) and #merchant_close_shop (short: #close_shop)
      default to status 100, just in case you need to force the merchants status
Trevius: Fixed potential endless quest loop with EVENT_COMBAT and WipeHateList().

== 03/31/2014 ==
Uleat: Fix for unconscious skillups.
Uleat: Fix for crash issue with nullptr reference in recent Client::SummonItem() work.
Uleat: Added rule for GM Status check code in Client::SummonItem().
Note: Rule default is set to 250..but, implementation is on hold until load item code handles the database 'minstatus' field.
Uleat: Added RuleB(Bots, BotLevelsWithOwner). Bots will auto-update as their owner levels/de-levels. Appearance packets are sent to show the 'leveling effect' as well as updating client entities.
Trevius: Prevented an endless loop crash related to EVENT_TASK_STAGE_COMPLETE.

Optional Bot SQL: utils/sql/git/bot/optional/2014_03_31_BotLevelsWithOwnerRule.sql
Note: This sql is required to activate the optional behavior.

== 03/27/2014 ==
Kayen: SE_Gate will now use have a fail chance as defined by its base value in the spell data.
Kayen: SE_Succor will now have a baseline fail chance of (2%). Rule added to adjust this as needed.
Kayen: SE_FeignDeath will now have a fail chance as defined by its base value in the spell data.

Optional SQL: utils/sql/git/optional/2014_03_27_SuccorFailRule.sql

== 03/22/2014 ==
Uleat: Moved the existing 'load_bots' and 'drop_bots' sqls into the emu git repository for the time being. Look to the
   /utils/sql/git/bots/ folder to find them. The 'load_bots' sql has been updated to include the below fix, as well as
   collecting the multiple files into one. This should allow HeidiSQL to now run  it properly. (You will still need to
   search for the optional scripts for the time being.)
Uleat: Fixed bot guild script failure. For existing bot databases only, use this sql file to update the affected table and view.

Required Bot SQL: 2014_03_22_BotGuildMember_ScriptFailureFix.sql

== 03/19/2014 ==
Kayen: Further refinements to root, charm, mez and fear behaviors - See commit message for full details

New rule for 'Fear' break chance, and updates to default settings of various rules.
Optional SQL: utils/sql/git/optional/2014_03_19_RulesUpdates.sql


== 03/18/2014 ==
Uleat: Fixed the name/account discrepancy in the Client::SummonItem() code as well as the origin of the mistake (thanks K_K!)
Uleat: Condensed and rearranged certain snippets of code in SummonItem(). Added a 'augslotvisible' check to validation check.
Note: If you are experiencing issues with SummonItem, please enable 'INVENTORY_ERROR' logging if it not active on your server.

== 03/17/2014 ==
Uleat: Updated Client::SummonItem() to check for valid item combinations when augmentations are passed.
Uleat: Changed the return type of Client::SummonItem() from void to bool. Calling methods and APIs have not been update as yet.
Uleat: Fixed the RoF Item structure to properly pass the 'augrestrict' variable. RoF clients now show restrictions in the Item Information window.

Optional SQL: 2014/03/17_EnforceAugmentRules.sql
Note: This adds the rules Inventory:EnforceAugmentRestriction, Inventory:EnforceAugmentUsability and Inventory:EnforceAugmentWear.
   If you run into script/recipe issues, running this sql file will set the default enforcement rules to false.
   If you still run into issues, you may want to check that your scripts are not trying to augment non-common items.
   Please post any failures as bugs and be sure to include the base item ID, as well as any augment IDs that you are using.

== 03/12/2014 ==
Kayen: Melee/Magic runes are now calculated as bonuses. Resolved issues with runes not working and not fading properly.

== 03/08/2014 ==
Kayen: Revision to lull/harmony/pacification code to be consistent with live based on extensive personal parsing.
*Lulls on initial cast do not check regular resists (MR ect) but only apply a flat ~7.5 % resist chance + level modifier
*If Lull is resisted, a second resistance check is made this time using regular resists and a charisma modifier (same as charm)
which if 'resisted' will cause the caster to gain aggro.

== 03/05/2014 ==
demonstar55: Corrected rogue's evade to be single target
sorvani: fixed crash issue 119

== 03/04/2014 ==
Sorvani: Created RemoveFromInstance and RemoveAllFromInstance to remove a single player or all players in an instance.
Sorvani: Exported to Lua as eq.remove_from_instance(instance_id) and eq.remove_all_from_instance(instance_id).
Kayen: Revision to root code to be consistent with live based on extensive personal parsing.
*ROOT has a 40% chance to do a resist check to break each buff tick.
*If multiple roots on target. Root in first slot will always and only be check to break from nukes.
*If multiple roots on target and broken by spell. Roots are removed ONE at a time in order of buff slot.
*Roots on beneficial spells can not be broken by spell damage.

Optional SQL: utils/sql/git/optional/2014_03_04_RootRule.sql

== 03/03/2014 ==
demonstar55: Implemented deadly strikes and gave rogues higher innate throwing crit chance

New rules: Combat:RogueCritThrowingChance, Combat:RogueDeadlyStrikeChance, Combat:RogueDeadlyStrikeMod
   Defaults should give fairly close to live results

== 03/02/2014 ==
Kayen: Revision to charm code to be consistent with live based on extensive personal parsing.
*Charisma ONLY effects the initial resist check when charm is cast with 10 CHA = -1 Resist mod up to 200 CHA
*Charisma DOES NOT extend charm durations.

Optional SQL: utils/sql/git/optional/2014_03_02_CharmRules.sql

demonstar55: Melee Crits, HoTs, DoTs messages should now be filtered correctly on all clients.
   Clients that also support seeing others DoTs will now see them if they don't filter them
   note: some newer clients have a 'mine only' option for HoTs but it functions the same as show

== 02/27/2014 ==
cavedude: Exported TrainDisc to Lua.

== 02/26/2014 ==
Kayen: Implemented SE_FrenziedDevestation - increase critical spell chacnce and 2x mana cost for DD spells
Kayen: Fixed SE_SpellProcChance - Now works on spell dervived procs
cavedude: Added two new NPC special_abilities. ALWAYS_FLEE, which forces the NPC to always flee ignoring FleeIfNotAlone and FLEE_PERCENT which allows you to change the HP an individual NPC will flee at. If no value is set, the rule is used as normal.
cavedude: Fixed an issue where rectangular roamboxes could cause an NPC to get stuck on a single coord.
cavedude: Added a new roambox column, mindelay allowing you to have more control over the roambox delay.
Uleat: Fix for 'sqrt' failure on vs2010 clients
image: Added idle zone timer to save CPU cycles.

Required SQL: utils/sql/git/required/2014_02_26_roambox_update.sql

== 02/24/2014 ==
cavedude: Better flee runspeed calculation. Added rule Combat:FleeMultiplier to alter this behavior.
Sorvani: Updated GetUnusedInstanceID to not recycle instance ID's unless it has reached max (65535)

== 02/23/2014 ==
Secrets: Exported the client object SendTargetCommand to Perl.
cavedude: Merchants will now keep better track of charges.

== 02/20/2014 ==
Kayen: Implemented SE_MitigateDotDamage   - dot spell mitigation rune with max value
Kayen: Implemented SE_DistanceRemoval - removed from target when target moves X amount of distance away from where initially hit.

Required SQL: utils/sql/git/2014_02_20_buff_updates.sql



Title: Re: Server Code Update
Post by: Akkadius on April 20, 2014, 05:40:02 am
Quote
== 02/18/2014 ==
Kayen: Implemented SE_TriggerOnReqCaster - triggers a spell which a certain criteria are met (below X amount of hp,mana,end, number of pets on hatelist)
Kayen: Implemented SE_ImprovedTaunt   - Locks Aggro On Caster and Decrease other Players Aggro by X% on NPC targets below level Y
Kayen: Fixed an error where SE_ChangeAggro was adding its bonus x 2 for spell generated aggro. (this applies also to spell casting subtlety AA reduction)

== 02/14/2014 ==
Kayen: Fixes for buffs not fading under certain conditions in revised numhits system, and other fixes.
Kayen: Implemented support for spell_new field CastRestrictions (limits what type of targets spells can effect).
*A detailed list describing what the values used in this field do can be found in Mob::PassCastRestriction*
Kayen: Implemented support for spell_new field not_reflectable, no_partial_resists.

Required SQL: utils/sql/git/2014_02_13_spells_new_updates.sql
Names many unknown fields in the table.

== 02/13/2014 ==
Sorvani: Renamed the instance_lockout and instance_lockout_player tables to instance_list and instance_list_player. Cleaned up the Database::GetUnusedInstanceID logic.

Required SQL: utils/sql/git/2014_02_13_Rename_instance_lockout_tables.sql

== 02/10/2014 ==
demonstar55 (Secrets): Re-wrote the entity list to be a std::map. This should be used for direct entityID lookups and is noticably faster performance-wise. Also should result in less nil pointers potentially.
Secrets: Fixed a crash issue that could occur on #repop related to quest timers.
Kayen: Divine Arbiration and other similar spell effects will now utilize a spell range check.
Kayen: Revised how heal amount is calculated to properly incorporate all current focus effects/bonuses.
Kayen: Various updates/fixes/clean-ups to focus effect related code. Focus effect limits should now all work properly.

== 02/09/2014 ==
Sorvani: Added new spawn condition onchange action: DoRepopIfReady. Choosing this will not repop mobs when the spawn condition is enabled if they have an existing respawn timer. Additionally, this condition will not even attempt repop when the condition is is changed to disabled. Will be in use on PEQ for: Cragbeast Queen in Natimbi.
Secrets: Fixed a weird crash issue with deletion of pointers if task loading fails.

== 02/2/2014 ==
Kayen: Revised how spell/dot damage is calculated to properly incorporate all current focus effects/bonuses.

Required SQL: utils/sql/git/2014_02_02_SpellCriticalsAA.sql

== 01/27/2014 ==
Kayen: Implemented SE_CriticalMend  (chance to critical monk mend)
Kayen: Implemented SE_IncreaseChanceMemwipe (increases the chance to wipe hate with memory blurr)
Kayen: Implemented SE_FcStunTimeMod (modify stun duration from casted spells)
Kayen: Implemented SE_StunBashChance (increase chance to stun from bash)

Required SQL: utils/sql/git/2014_01_27_CritcalMendAA.sql

== 01/26/2014 ==
Kayen: Revised 'dispel' type spell effects (ie cancel magic) to be consistent with live

== 01/23/2014 ==
Kayen: Implemented SE_FfLimitUseType (focus limit to numhits type)

== 01/20/2014 ==
cavedude: Live-Like weather system (Thanks to robregen for figuring it out!)
demonstar55: Implemented not_extendable spell flag
demonstar55: Moved Spell Casting Reinforcement to DB
demonstar55: Moved Mez Mastery to DB
Kayen: Complete revision of the numhits systems to utilize 'numhits type' field in spell file.

== 01/18/2014 ==
sorvani: Implemented for Lua eq.get_characters_in_instance(uint16 instance_id), return a Lua HashTable
demonstar55: NPCs will now cast their charms.

== 01/13/2014 ==
Kayen: Numerous minor fixes to spell effects.
Kayen: Changed SE_ArcheryDoubleAttack -> SE_DoubleRangedAttack (now works with throwing ect)
Kayen: Changed SE_IncreaseHitDmgTaken -> SE_TriggerMeleeThreshold (now only works on melee)
Kayen: Changed SE_MitigateMeleeDamageSP -> SE_MeleeThresholdGuard
Kayen: Implemented SE_SpellThresholdGuard (Partial Spell Rune that only is lowered if spell hits are over X amount of damage)
Kayen: Implemented SE_TriggerSpellThreshold (implemented  Trigger effect on X amount of spell damage taken)
Kayen: Changed SE_ReduceHealing -> SE_FcHealAmtIncoming (focus limited Add/Remove amount of healing on target by X amount)
Kayen: Change SE_CriticalHealChance2 -> SE_CriticalHealDecay   
Kayen: Change SE_CriticalHealOverTime2 -> SE_CriticalRegenDecay   
Kayen: Implemented SE_CriticalDotDecay   
Note: 'Decay' effects means the chance to critical decays based on the level of the spell using the effect (like focus decay)
Kayen: Implemented SE_FfLimitUseMin (focus limit to require a min amount of numhits value)
Kayen: Implemented SE_FcLimitUse (focus to increases numhits count by percent)
Kayen: Implemented SE_LimitRace   (Limits to spells cast by a certain race)
Kayen: Implemented SE_FcMute  (silences casting of spells that contain specific spell effects) ie silence only heals

== 01/09/2014 ==
demonstar55: Add pet size preservation like live (zone, camp, etc)

== 01/07/2014 ==
demonstar55: Moved pet can attack check to before it tries to attack, which is more live like.

== 01/03/2014 ==
demonstar55: Crash prevention for emote.

== 01/02/2014 ==
demonstar55: Stuns from beneficial spells (Harvest) ignore immunity

== 12/26/2013 ==
demonstar55: Added classes_required to merchantlist (same bitmask as items)

== 12/24/2013 ==
Secrets (Akkadius): Perl $client->SilentMessage("Message"); addition, this is a pre-req for a Perl plugin I've shared with EQEmu. This function essentially mimics a player speaking with an NPC - which is used in popup window responses
Secrets: Added functionality to Perl for $client->PlayMP3("name of file").
  Usage varies, but typically you can place an MP3/WAV/XMI in the EQDir//sounds, pfs, s3d, or root client folder and it will play through this Perl function. Example, $client->PlayMP3("combattheme1.mp3") or $client->PlayMP3("TUTBTrade1.mp3")
  All clients except Secrets of Faydwer and 6.2 have their opcodes identified for this function. The struct + supported params is the same throughout versions.
  Use $client->PlayMP3 with an invalid sound file to stop playback or simply wait for it to end.
KLS: Added functionality to Lua for Client:PlayMP3(filename)
KLS: Added functionality to Lua for Client:SendMarqueeMessage(type, priority/opacity, fade_in_time_ms, fade_out_time_ms, duration_ms, msg)
  
== 12/16/2013 ==
Kayen: Implemented SE_ArcheryDoubleAttack (Chance to do an extra archery attack)
Kayen: Implemented SE_ShieldEquipDmgMod (Increase damage in primary hand if shield equiped)
Kayen: Implemented SE_ShieldEquipHateMod (Increase hate generated if shield equiped)
Kayen: Implemented SE_TriggerOnAmountValue (Trigger spell if HP/Mana/End bellow X value or num pet on target)

== 12/16/2013 ==
Kayen: Fix to SE_BlockNextSpellFocus to make it functional again.

== 12/15/2013 ==
demonstar55: Moved the blocked buff check down so we get spell effects like on live
Kayen: Implemented SE_ReduceHealing (Reduces amount of healing on target by X amount)
Kayen: Implemented SE_CastonFocusEffect (Triggers spell as part of a focus, when that focus effect is used)
Kayen: Implemented SE_IncreaseHitDmgTaken (Effect is triggered when X amount of damage is taken)
Kayen: More fixes for various spell triggers/procs to now properly use their resist modifier.

== 12/14/2013 ==
demonstar55: Blocked buffs shouldn't fail, they should just not be applied.
JJ: Changed enable/disable recipe to confirm change made.

== 12/13/2013 ==
Kayen: Implemented additional functionality for SE_CurrentHP utilizing base2 values. (ie limit to body type)
Kayen: Implemented SE_MitigateMeleeDamageSP (Partial Melee Rune that only is lowered if melee hits are over X amount of damage)
Kayen: Implemented SE_SpellOnAmtDmgTaken (Effect is triggered when X amount of damage is taken)
Kayen: Fix for various spell triggers/procs to now properly use their resist modifier.
Kayen: Fix to mob->ModSkillDmgTaken(skill_num, value), setting value to -1 will now properly effect all skills.

== 12/11/2013 ==
demonstar55: Fixed issue with crippling blow from berserker frenzy not actually doing anything
demonstar55: Fix haste caps

== 12/04/2013 ==
demonstar55: Fixed SpellType_Charm case in AICastSpell

== 12/03/2013 ==
demonstar55: Added #showspellslist to view a mobs spell list
demonstar55: Fix procing off of unattackable things

== 12/02/2013 ==
JJ: Bandaid fix to CopyCharacter function.

== 11/29/2013 ==
demonstar55: Stacking issues should be resolved now, probably could be optimized more, but went from 3 loops that do stuff to 3 where only 2 really does stuff and one breaks early in most cases, so slightly better

== 11/23/2013 ==
Secrets: Fixed an issue related to a zone crash where the count of the abilities in an AA was 0, leading to a size 0 buffer issue.

== 11/19/2013 ==
Secrets: Fixed an issue with two zone crashes reported on PEQ related to the buff restrictions code and AAs.
demonstar55: Partially make use of dot_stacking_exempt (case when it's 1 is implemented, -1 case isn't)

== 11/18/2013 ==
demonstar55: Added assistradius to npc_types, defaults to aggroradius if set to 0 (old behaviour)

== 11/17/2013 ==
Sorvani: fixed leash and tether special abilities to use the specified range correctly.
demonstar55: Rewrote the Mob::_GetMovementSpeed fix an issue that arose from the change on 11/11
   - Added the rule Character:BaseRunSpeedCap (default 158) so people can customize what their runspeed cap is. Hardcapped to 225 so stuff doesn't get too crazy.

== 11/16/2013 ==
Leere: Fixed the drinking message for auto-consume, it will again correctly show up for forced consumption instead.
demonstar55: Added Mob::DoCastingChecks() which will check for various fail conditions while the casting bar is up. This is called after Mob::DoCastSpell() starts the casting and before it returns.

== 11/15/2013 ==
demonstar55: Fixed Mob::CalcFocusEffect()'s SE_LimitEffect
Leere: Fixed a stacking issue for SE_StackingCommand_Block

== 11/13/2013 ==
demonstar55: Implemented bard song effect cap. You can set the base cap with the rule Character:BaseInstrumentSoftCap, defaults to 36 or "3.6" as it is sometimes referred to.
demonstar55: Fix Echo of Taelosia and Ayonae's Tutelage to increase the mod cap instead of further improving the instrument mod
demonstar55: Implemented Singing/Instrument Mastery as an AA bonus.

== 11/11/2013 ==
demonstar55: Changed the way walk speed is calculated to allow mobs to have their walk speed equal a 100% movement reduction

== 11/09/2013 ==
Leere: Fixed Bard mana regen, they now only are affected by items and AA.

== 11/07/2013 ==
KLS: Added a system to use the BaseData system in the client.
KLS: Added an optional utility to import spells, skill caps and base data (will import from ./import and export to ./export).


Title: Re: Server Code Update
Post by: Poker-ecaf on April 20, 2014, 06:54:29 am
how many are now the pull limit in instance ?


Title: Re: Server Code Update
Post by: Chieftan on April 20, 2014, 07:20:37 am
how many are now the pull limit in instance ?


The train limit on instances has been completely lifted.


Title: Re: Server Code Update
Post by: Takishi on April 20, 2014, 07:35:09 am
No train limit, faster connection, double loot next weekend....

Hellz yeah!!!!

Great work akka, hate/love, secrets, crab and any other man/woman/troll behind the scenes!


Title: Re: Server Code Update
Post by: Ponzi on April 20, 2014, 08:06:38 am
Me and Deamon cleared T5 this morning and in a fresh guild instance, only like 3 of ten triggers worked..

All alkari didnt net Alkare, all Exobeasts didn't pop Exoking, All corals didnt pop coral bosses *or* White.. etc..

Might be worth looking into, if it has something to do with the software update.


Title: Re: Server Code Update
Post by: Fugitive on April 20, 2014, 08:21:03 am
Me and Deamon cleared T5 this morning and in a fresh guild instance, only like 3 of ten triggers worked..

All alkari didnt net Alkare, all Exobeasts didn't pop Exoking, All corals didnt pop coral bosses *or* White.. etc..

Might be worth looking into, if it has something to do with the software update.

I concur after seeing your post I cleared whole zone except coral and nothing spawned. The %chance to spawn table might be goofed in the new db.


Title: Re: Server Code Update
Post by: Fugitive on April 20, 2014, 08:24:41 am
-Spell buff timers don't seem able to be extended with items. i.e. mask this morning lasted a flat 1hr .. normally 1.5


Title: Re: Server Code Update
Post by: Claytin on April 20, 2014, 09:54:49 am
Awesome y'alls especially with train limit lifted. You guys are the best.


Title: Re: Server Code Update
Post by: Chunka on April 20, 2014, 12:34:52 pm
Unsure what the MGB cool down was before the change, but I know for a fact it was less than an hour (like a little over 30 mins). Hour and 12 minutes now. Unsure if this is intended or not.


Title: Re: Server Code Update
Post by: clbreastmilk on April 20, 2014, 01:33:36 pm
Summon newbie vender reward item has an empty vender table as of update.


Title: Re: Server Code Update
Post by: Chunka on April 20, 2014, 01:37:44 pm
Yeah, same here. No items for sale. Also.....lvl 1 chars cannot get buffs from the buff bot. You get the message "Your spell is too powerful for its intended target" and only shrew lands.


Title: Re: Server Code Update
Post by: Kruciel on April 20, 2014, 02:07:07 pm
In depth t5 stuffs with names !

So far from what we have seen, the BP / leg bosses are still working fine. The guaranteed bosses are not spawning. The % chance rare bosses are  spawning. The timed bosses are spawning. Also, the 4.5 epic chain to spawn White is not working. The names of the following bosses are the broken ones, and the mobs they are linked to spawn off of.


Similar code to the above are Illithid - % Chance to spawn Death Knight / Omadon but these are actually spawning just fine. I know the % is much much higher for these from much t5 slaying and the fact there are only 5 Illithid in the zone.

Next are the 100% spawned bosses via wiping out all of 'x' type of mob.

Alkari ===> Alkare
Exobeast ===> Exoking
Yellow Coral ===>  Alcyonacea
Blue Coral ===>  Heliopora
Green Coral ===>  Gorgonian
Red Coral ===> Corallium
Yellow + Red + Blue + Green Coral ===> White
Slarg ===> Blurb
Illthocyte ===> Yaggol
Illthidae ===> Alhoon
Sea Snake ===> Monopterus
Gel Cube ===> Ice Cube
Eye of the Deep ===> Hive Father
NTI ===> Harvester
War Boar ===> Razorback
Dark Jellyfish ===> Sea Nettle
Jellyfish ===> Malo King
Illithid ===> Mind Flayer


Title: Re: Server Code Update
Post by: Kruciel on April 20, 2014, 02:23:28 pm
On a side note, the reward item "Scarecrow Curse" appears to be giving mobs an additional 10% health regen. Just witnessed someone using it on a t5 boss and joined their instance to check it out.

(http://i.imgur.com/8vawCmu.png)


Title: Re: Server Code Update
Post by: Brokyn on April 20, 2014, 02:28:13 pm
Yeah, re-use on MGB was 30 mins.


Title: Re: Server Code Update
Post by: Akkadius on April 20, 2014, 03:24:23 pm
Unsure what the MGB cool down was before the change, but I know for a fact it was less than an hour (like a little over 30 mins). Hour and 12 minutes now. Unsure if this is intended or not.

These original properties have been restored, reboot required for full propagation.


Title: Re: Server Code Update
Post by: Akkadius on April 20, 2014, 03:39:10 pm
On a side note, the reward item "Scarecrow Curse" appears to be giving mobs an additional 10% health regen. Just witnessed someone using it on a t5 boss and joined their instance to check it out.

(http://i.imgur.com/8vawCmu.png)

This has to do with the regeneration changes Hate made.


Title: Re: Server Code Update
Post by: hateborne on April 20, 2014, 04:22:04 pm
On a side note, the reward item "Scarecrow Curse" appears to be giving mobs an additional 10% health regen. Just witnessed someone using it on a t5 boss and joined their instance to check it out.

(http://i.imgur.com/8vawCmu.png)

I'm not sure how that is even possible. The regen query was scaled off of the NPC's max health. 1% of non-warriors, 2% for warriors. If the NPC had 1,000,000 HP, the regen rate per tick would've been 10,000 or 20,000 (class dependent). The item lowers a significant amount of stats, but even if the current max hp were to triple, the regen rate was set as a static value. Once said 1,000,000 HP mob was buffed to 100,000,000 HP, the regen would still be 10k or 20k per tick.

I will test it shortly on a T5 mob. What I'm guessing is happening is the mob already had sufficiently high regeneration, but the Scarecrow Curse seems to be taking the heat for that regen.


-Hate


Title: Re: Server Code Update
Post by: Hampage on April 20, 2014, 04:24:42 pm
Resists seem to be messed up or something. I've been farming ToFS level 2 for a week for stones and charms and my Paladin with 1330 resists could pull 10-20 mobs and never come close to dying, now I'm dying every pull and being hit by everything.


Title: Re: Server Code Update
Post by: hateborne on April 20, 2014, 04:29:09 pm
It's the memblur and the new HP values. The memblur continually knocks it out of combat, allowing HUGE regen, and the max HP is lowered. Dark Jellyfish lost ~22% of his max hp with that debuff on it. It's normal regen is 2% of it's max health. With the new lower HP, the regen amount appears SIGNIFICANTLY higher because of the reduced max health pool. I'll remove the Memblur to prevent it from dropping combat continually.


-Hate


Title: Re: Server Code Update
Post by: Goth on April 20, 2014, 04:31:12 pm
Resists seem to be messed up or something. I've been farming ToFS level 2 for a week for stones and charms and my Paladin with 1330 resists could pull 10-20 mobs and never come close to dying, now I'm dying every pull and being hit by everything.

I have been seeing that also ... it seem to a stealth change every so often ... little by little over the past month


Title: Re: Server Code Update
Post by: hateborne on April 20, 2014, 04:33:09 pm
Resists seem to be messed up or something. I've been farming ToFS level 2 for a week for stones and charms and my Paladin with 1330 resists could pull 10-20 mobs and never come close to dying, now I'm dying every pull and being hit by everything.

I have been seeing that also ... it seem to a stealth change every so often ... little by little over the past month

I hate to be the one to break this to you, but you're completely insane. I've not touched ToFS short of adding a shit ton of cash to floors 5+. I suggest you re-equip your tinfoil hat friend.


-Hate


Title: Re: Server Code Update
Post by: Hampage on April 20, 2014, 04:47:22 pm
Resists seem to be messed up or something. I've been farming ToFS level 2 for a week for stones and charms and my Paladin with 1330 resists could pull 10-20 mobs and never come close to dying, now I'm dying every pull and being hit by everything.

I have been seeing that also ... it seem to a stealth change every so often ... little by little over the past month

I hate to be the one to break this to you, but you're completely insane. I've not touched ToFS short of adding a shit ton of cash to floors 5+. I suggest you re-equip your tinfoil hat friend.


-Hate

I dont know about any stealth changes over time, all I know is for the past week I've been able to pull so many mobs and the mana drain spell never hit my paladin and I never died unless I got stuck on a bookshelf or something. Today I tried my usual first pull which is only 12 mobs and I died before I even got back to the safe zone in part of level 2.


Title: Re: Server Code Update
Post by: Akkadius on April 20, 2014, 06:32:54 pm
Me and Deamon cleared T5 this morning and in a fresh guild instance, only like 3 of ten triggers worked..

All alkari didnt net Alkare, all Exobeasts didn't pop Exoking, All corals didnt pop coral bosses *or* White.. etc..

Might be worth looking into, if it has something to do with the software update.

This will be fixed on reboot of the server

EDIT: This issue has been fixed without requiring reboot.

This was a race condition with NPC's who die are sending signals to a controller and a bunch of yada yada that it doesn't matter if I explain or not. The signal would hit the controller, the controller would check to see if any NPC's are left and it would think that those NPC's are still alive because the signal happens so fast that when the NPC who just died sent the signal - is still considered alive.

Not sure if that is going to make sense to anyone or that anyone will care, but its fixed :)


Title: Re: Server Code Update
Post by: Camric on April 20, 2014, 06:56:11 pm
Character Mover needs to be updated

Warning: mysql_connect() [function.mysql-connect]: Host 'xxx.xxx.xxx.xxx' is not allowed to connect to this MariaDB server in /home3/tpw/public_html/charmove/index.php on line 51


Title: Re: Server Code Update
Post by: Akkadius on April 20, 2014, 07:45:15 pm
Yeah, same here. No items for sale. Also.....lvl 1 chars cannot get buffs from the buff bot. You get the message "Your spell is too powerful for its intended target" and only shrew lands.

This has been fixed, this is a live-like implementation with the newer source code that enforces level restrictions on spells.

It has essentially been disabled.


Title: Re: Server Code Update
Post by: Chunka on April 20, 2014, 09:33:40 pm
Seems as if people getting jailed arent getting released for good behavior.


Title: Re: Server Code Update
Post by: Akkadius on April 21, 2014, 12:45:12 am
Character mover back in business


Title: Re: Server Code Update
Post by: Akkadius on April 21, 2014, 01:11:18 am
Seems as if people getting jailed arent getting released for good behavior.

This has been fixed.


Title: Re: Server Code Update
Post by: Chieftan on April 21, 2014, 03:30:34 am
T5 working ok again,  thx akka and hate
Only thing i can't remember
Bracer bosses, 1st spawns 30mins in,  if you dont kill it, that despawns, when second appears 30 mins later
I know there has been changes, so is probably right, but just checking, just seem to remember having 2 up before despawns

Thanks again for all the updates and quick fixes


Title: Re: Server Code Update
Post by: clbreastmilk on April 21, 2014, 05:29:24 am
I believe the guardian charm mechanic from an UCv3 (maybe others) is not working with the effect that increases buff duration.  Tested with enchanter buffs/monk quickening click and I believe warrior epic click. 

I have seen many others in /ooc stating that buff duration is being increased by item effects as it was.


Title: Re: Server Code Update
Post by: Fugitive on April 21, 2014, 05:51:48 am
-Spell buff timers don't seem able to be extended with items. i.e. mask this morning lasted a flat 1hr .. normally 1.5

Yup
I think he said he found a fix for this last night so at reboot try


Title: Re: Server Code Update
Post by: Brokyn on April 21, 2014, 07:23:02 am
MGB timer still at 72 minutes after reboot


Title: Re: Server Code Update
Post by: Raygan on April 21, 2014, 07:35:53 am
Repopping of PoDragons did not respawn mobs...took me to safe spot in zone but no regeneration of mobs.
Mevermind it did....just took it a good while.


Title: Re: Server Code Update
Post by: Raygan on April 21, 2014, 08:26:17 am
HoH still sends you to jail for pulling more than the amount....thought that wasn't an issue anymore.


Title: Re: Server Code Update
Post by: Brokyn on April 21, 2014, 09:07:04 am
-Spell buff timers don't seem able to be extended with items. i.e. mask this morning lasted a flat 1hr .. normally 1.5

Yup
I think he said he found a fix for this last night so at reboot try

This fix did not take place either


Title: Re: Server Code Update
Post by: Raygan on April 21, 2014, 09:56:01 am
Also noticing that you can no longer hit mobs that are behind you.  Mass pulling HoH, for tokens, and have to keep moving around to kill mobs that I cant see, behind me.


Title: Re: Server Code Update
Post by: obut on April 21, 2014, 10:43:58 am
resists dont seem to be working in HoH.  my bots have resists of 865-1104 and are getting chewed up by abyss and valor mobs in particular.  also seeing an increased amount of stuns on my warrior.  used to be a few times a full clear of HoH.  now its at least once a pull.  doing same pulls from a week ago

edit: it seems like the charm slot isnt being added in.  the bots are getting crushed like the did before they had a UC


Title: Re: Server Code Update
Post by: Akkadius on April 21, 2014, 11:47:34 am
Taking care of a family emergency. I will respond to posts later.


Title: Re: Server Code Update
Post by: Viciouss on April 21, 2014, 01:23:20 pm
Shaman 4.5 > 5.0 epic turn in was broken as of last night, Epic Vendor kept spitting the book and epic 4.5 back out at me

At 2AM we had guaranteed spawns in T5, but no triggers.

Will double check on the latter later today though.


Title: Re: Server Code Update
Post by: hateborne on April 21, 2014, 01:56:01 pm
HoH still sends you to jail for pulling more than the amount....thought that wasn't an issue anymore.

Public?



resists dont seem to be working in HoH.  my bots have resists of 865-1104 and are getting chewed up by abyss and valor mobs in particular.  also seeing an increased amount of stuns on my warrior.  used to be a few times a full clear of HoH.  now its at least once a pull.  doing same pulls from a week ago

edit: it seems like the charm slot isnt being added in.  the bots are getting crushed like the did before they had a UC

Interesting.


-Hate


Title: Re: Server Code Update
Post by: hateborne on April 21, 2014, 02:19:42 pm
In instanced HoH, I did #aggrozone as GM and then pulled 4 wings as non-GM account. No jail.

I was also effectively immune to ALL of the spells cast on either character with ~1800 and 1181 (Hate and SK respectively).

You gents may want to recheck your AAXP trees as Akkadius mentioned in the first page.


-Hate


Title: Re: Server Code Update
Post by: obut on April 21, 2014, 02:40:19 pm
i guess i was unclear in my previous post.  i am resisting spells, just not as many as before.  my war resists everything at 1921.  my bots resist very little at 865 when last week they had no problems.  example: last week i pulled all of abyss mobs in hoh.  only the war took damage.  this week same pull gets all my mana drained and 40-60% hp loss on bots.  perhaps resist levels needed have been increased? 


Title: Re: Server Code Update
Post by: Adidis on April 21, 2014, 02:43:03 pm
860 sounds like a point where you should be getting hit by spells. Pretty sure my boxes were and I mass pulled HoH for days last week.


Title: Re: Server Code Update
Post by: hateborne on April 21, 2014, 02:50:20 pm
i guess i was unclear in my previous post.  i am resisting spells, just not as many as before.  my war resists everything at 1921.  my bots resist very little at 865 when last week they had no problems.  example: last week i pulled all of abyss mobs in hoh.  only the war took damage.  this week same pull gets all my mana drained and 40-60% hp loss on bots.  perhaps resist levels needed have been increased? 
860 sounds like a point where you should be getting hit by spells. Pretty sure my boxes were and I mass pulled HoH for days last week.

The resist levels in DB for spells have stayed the same. There is nothing that I saw in the changelog about altering the resist checks. There was one modification for SpellTrigger, TriggerOnCast, and SympatheticProcs (which has it's own thread here: http://ezserver.online/forums/index.php?topic=3969.0) which was Paldail and myself harassing the hell out of the EQEmu devs to resolve it (supplying necessary code changes).


-Hate


Title: Re: Server Code Update
Post by: hateborne on April 21, 2014, 03:00:22 pm
Extended Ingenuity DOES seem to be non-functional.

The equivalent are working on at least Wizard, Druid, and SKs right now.


-Hate


Title: Re: Server Code Update
Post by: Adidis on April 21, 2014, 03:01:21 pm
It appears Cleric pets got broke in the switch. I believe they are missing the Animation Empathy AA to let them command their pets.


Title: Re: Server Code Update
Post by: Akkadius on April 21, 2014, 03:40:02 pm
HoH still sends you to jail for pulling more than the amount....thought that wasn't an issue anymore.

Trains were only lifted inside instances, not publicly


Title: Re: Server Code Update
Post by: Akkadius on April 21, 2014, 03:41:14 pm
Also noticing that you can no longer hit mobs that are behind you.  Mass pulling HoH, for tokens, and have to keep moving around to kill mobs that I cant see, behind me.

This shoulda been this way all along. Moot


Title: Re: Server Code Update
Post by: Akkadius on April 21, 2014, 03:43:21 pm
MGB timer still at 72 minutes after reboot

There was a duplicate reference to the duration of this AA that I fixed. It will take a reboot to fully be seen in all zones. I may do a reboot before prime-time (5PM CST)


Title: Re: Server Code Update
Post by: Denzig on April 21, 2014, 06:19:45 pm
Cleric shield, Aegis of Superior Divinity (2.0) click is not working as of update.


Title: Re: Server Code Update
Post by: Akkadius on April 21, 2014, 08:35:54 pm
Plane of Fire mobs no longer leash


Title: Re: Server Code Update
Post by: Ponzi on April 21, 2014, 10:31:01 pm
Plane of Fire mobs no longer leash

/leghump


Title: Re: Server Code Update
Post by: Krupa on April 21, 2014, 11:37:47 pm
Akk are you sure thats a good idea for PoFire?? Hunter was pissed about mages afk killing in there, other reason too, talk to Hate and Secrets about that zone please. However if you choose to keep it like that I will not be upset lol.


Title: Re: Server Code Update
Post by: Brokyn on April 22, 2014, 05:54:22 am
Akk are you sure thats a good idea for PoFire?? Hunter was pissed about mages afk killing in there, other reason too, talk to Hate and Secrets about that zone please. However if you choose to keep it like that I will not be upset lol.

Leashing wouldn't keep mages from AFK killing...  Only catching them will stop them.


Title: Re: Server Code Update
Post by: Hulkpunch on April 22, 2014, 06:45:27 am
Hey thanks for the updates to the server! Will these updates in any way improve the accuracy of the hp bar as high hp characters take damage? or is that more interface based and cannot be fixed.


Title: Re: Server Code Update
Post by: Brokyn on April 22, 2014, 06:53:59 am
As of this morning's reboot MGB is back down to 30 minutes (yay) but the mask buff is still at 60 minutes with UC2 or with UC3.  Added a screenshot of the item info.  As you can see it says 600 minutes.


Title: Re: Server Code Update
Post by: Secrets on April 22, 2014, 08:19:45 am
Akk are you sure thats a good idea for PoFire?? Hunter was pissed about mages afk killing in there, other reason too, talk to Hate and Secrets about that zone please. However if you choose to keep it like that I will not be upset lol.

It was definitely performance related when I talked to Hunter.


Title: Re: Server Code Update
Post by: Adydar on April 22, 2014, 10:18:43 am
Plane of Fire mobs no longer leash

/leghump

Seconded


Title: Re: Server Code Update
Post by: Natedog on April 22, 2014, 10:20:53 am
As of this morning's reboot MGB is back down to 30 minutes (yay) but the mask buff is still at 60 minutes with UC2 or with UC3.  Added a screenshot of the item info.  As you can see it says 600 minutes.

It says 600 minutes because MQ2 doesn't show correct buff length for certain spell duration types...


Title: Re: Server Code Update
Post by: Akkadius on April 22, 2014, 10:29:29 am
As of this morning's reboot MGB is back down to 30 minutes (yay) but the mask buff is still at 60 minutes with UC2 or with UC3.  Added a screenshot of the item info.  As you can see it says 600 minutes.

I'm still investigating buff duration's with spells.


Title: Re: Server Code Update
Post by: hateborne on April 22, 2014, 10:59:30 am
Forgot to post spell file. Built spell file, tested, no go.

Nuts.


-Hate


Title: Re: Server Code Update
Post by: Duluum on April 23, 2014, 09:13:55 am
Don't know if it's update related, but weird things :

- i was farming T1-2 crystals yesterday, pulls around 30 mobs with war+6angerV
- gently moving 6 chars between guild and raid instance, some repops of instances

- after a moment, in guild instance (779, raid is 831) noticed some weird moves/lags of the running pack of mob
- long time to kill, needed to move mobs for them to get hit

- at the end, my name was changed to "Rylos000 da Scar" in my char info window and above my head, rest was still "Duluum daScar"
- a dragon (corpse ?) was still standing, but not attacking and renamed "Ornate chest"

- repoped, long time (more than usual), and repop incomplete (only around 85% of mobs, no Emissaries)
- "Duluum daScar" was renamed "Waypoint000 daScar" in the same two spots

- camped Duluum, sent all others toons out of instance for 5 mins
- all came back to normal, farmed one more hour and went to sleep

- today, impossible to log : going to char selection is ok, but kicked to login window after a long time trying to enter world
- tested a char that wasn't in yesterday's group, login okay

- char-moved to Nexus all toons from yesterday, login okay
- sent a toon in both instances, everything seems ok

- camped the toon in guild instance, relogged in, okay

Voila ...

Thank you all for hard work, testing and tunning



Title: Re: Server Code Update
Post by: Fugitive on April 23, 2014, 09:41:26 am
Yeah noticed wierd combat rounds where standing there toe to toe attack on and facing mob and nothing happens until I move mob.. we started in flat so no z issues... combat looks wierd waiting for a mob to die at 1-5% and it regens to 20%+..seems like  line of sight issue with no feed back in chat windows unable to see target


Title: Re: Server Code Update
Post by: Akkadius on April 23, 2014, 01:46:55 pm
Don't know if it's update related, but weird things :

- i was farming T1-2 crystals yesterday, pulls around 30 mobs with war+6angerV
- gently moving 6 chars between guild and raid instance, some repops of instances
- after a moment, in guild instance (779, raid is 831) noticed some weird moves/lags of the running pack of mob
- long time to kill, needed to move mobs for them to get hit

The constant need to move and re-position for mobs is related to a  change the only allows combat to be frontal which is considered (Live-Like), it may need some tweaking though. I would like to hear more from others on this and I will play around with it myself.

- at the end, my name was changed to "Rylos000 da Scar" in my char info window and above my head, rest was still "Duluum daScar"

Not sure what you mean by this

- a dragon (corpse ?) was still standing, but not attacking and renamed "Ornate chest"

This is a bug that has been around regardless of code changes. With the alignment of the stars you sometimes get standing corpses and other oddities.

- repoped, long time (more than usual), and repop incomplete (only around 85% of mobs, no Emissaries)

When you say, repop, are you expecting the entire zone to be completely respawned, not just the existing up spawns recycled?

- "Duluum daScar" was renamed "Waypoint000 daScar" in the same two spots

Huh?

- camped Duluum, sent all others toons out of instance for 5 mins
- all came back to normal, farmed one more hour and went to sleep
- today, impossible to log : going to char selection is ok, but kicked to login window after a long time trying to enter world
- tested a char that wasn't in yesterday's group, login okay
- char-moved to Nexus all toons from yesterday, login okay
- sent a toon in both instances, everything seems ok
- camped the toon in guild instance, relogged in, okay

Not sure this is related to the server

Voila ...

Thank you all for hard work, testing and tunning

No problem, thanks for your feedback



Title: Re: Server Code Update
Post by: Drep on April 23, 2014, 03:42:15 pm
On the above post....

I was in hoh last night collecting tokens.   I don't know if there is a difference between what is being displayed on the screen compared to what the actual rule is on the combat.

On my screen my tank was standing right in front of the mobs and not hitting them.  I switched to other characters screens and they all looked the same.  My warrior was in front of them but not hitting them.

I backed up a bit and he started hitting them.   But on my screen now it looked like I was standing way back from them.

I rectified this by changing the stick range in the options of mq2's move utilities.  Instead of playing my warrior manually, I set the stick range value to be smaller than everyone elses.  

It's just seems strange when your looking at the screen and you think you are in front of them but whatever the code is doing thinks your behind them.


Also
I didn't have enough time to test but it seemed like the ae augs were only hitting mobs in front of me as well.  instead of being ae.   it was more just a frontal ae or line of sight

Edit- or it may all be a coincidence and it was just the fact that nothing was hitting them till i moved them. 


Title: Re: Server Code Update
Post by: Gannicus on April 23, 2014, 03:50:31 pm
Finally got a chance to play around on server given the new changes, the whole "being in front of them" thing is causing major issues - I'm wiping constantly for no reason, they are in front of me yet I can't hit them and they can wail on me. I pull X in abyss, and I can't seem to hit any of them and the entire train is right in front of me, yet it doesn't register most of the time unless I'm literally up their arse and moving them every kill.


Title: Re: Server Code Update
Post by: Akkadius on April 23, 2014, 04:41:49 pm
I have narrowed down the issue with another developer regarding particular buff durations and Extended Ingenuity.

I have brought up issues regarding the attack/facing problem and I will let you guys know when I know more.


Title: Re: Server Code Update
Post by: Akkadius on April 23, 2014, 04:47:57 pm
On the front of 'Hit boxes' which is what the issue regarding hitting mobs relates to, can someone tell me exact NPC's that they've experienced this issue with so we can have this reproduced and analyzed for adjustment. I've brought this up with the other EQEmu coders.


Title: Re: Server Code Update
Post by: Drep on April 23, 2014, 05:32:46 pm
On the front of 'Hit boxes' which is what the issue regarding hitting mobs relates to, can someone tell me exact NPC's that they've experienced this issue with so we can have this reproduced and analyzed for adjustment. I've brought this up with the other EQEmu coders.

Avatars in HoH.

   I didnt notice it in anguish while i was there but im weak and cant train anguish.  I cant honestly say i have noticed it when just running up to singles killing. 


Title: Re: Server Code Update
Post by: Adidis on April 23, 2014, 05:46:23 pm
If I'm being honest I trained HoH for a few hours since the patch and never had an issue. I always moved in a manner to live like state as it makes AoE'ing mobs easier to begin with. On live when you trained stuff around you pretty much always had to drag a little extra to make sure they stacked up correctly and then on larger mobs move in a little if their hitbox was smaller.


Title: Re: Server Code Update
Post by: Gannicus on April 23, 2014, 11:35:40 pm
Noticed it in Abyss pretty harshly but HOH was unbelievable. I had Heavens through hell pulled (which might be the problem) but unless I killed one and pulled another in a particular adjustment, It'd just be spam of you cannot see your target.

Update: Tried a smaller pull and still the same issue in HOH.


Title: Re: Server Code Update
Post by: Ponzi on April 24, 2014, 12:30:06 am
Had the same issue in TOFS/HOH/Abyss, etc...

Gnomi brought up to me in game 'dude, you have leviatation on?"

And i was like 'err. fcU*kk'

Yeah, i'm guessing its the lev clicky thats making the new server code hate on us for being in front of mobs...

Worth looking into at least.. and makes sense. cuz obv ppl have lev on in abyss and tofs like 100% of the time...


Title: Re: Server Code Update
Post by: Chunka on April 24, 2014, 12:52:34 am
Used to be a horizontal axis bug, and it was BAD. Worse on large sized classes. Lev would completely screw large melee, and underwater was a nightmare. Maybe somehow Sony's fix for this (whatever that was) was removed, or something similar happened with new DB. Or.....maybe its with MQ2 only?


Title: Re: Server Code Update
Post by: Akkadius on April 24, 2014, 01:05:12 am
Let me be clear on this.

I don't want to hear reports if you are not facing the NPC you are trying to hit.

If you are certain you are facing the NPC and you cannot hit them, that is what we need to know.

Also need to know if what you are reporting says 'You cannot see your target'

What I also need to know is if you are using MQ2.

I tried for several hours reproducing this and I am not seeing it. I see issues when my front is not facing the NPC which makes total sense.


Title: Re: Server Code Update
Post by: Gannicus on April 24, 2014, 02:01:24 am
100% of the server uses MQ2 -
I am facing the mobs 100% -
I am getting you cannot see the target


Title: Re: Server Code Update
Post by: Ponzi on April 24, 2014, 06:12:00 am
Just for fun i went into qvic tonight with levitate on and experienced absolutely no issues with 'cannot see target' or anything, justs the usual AE splatter-a-thon we all know and love.

So its not all zones. HOH and TOFS are the big two. Its hard for me to test abyss since i was waiting till dbl loot weekend to finish off the druid's t3/t4... and without Drake III i'm obviously not going to do much AEing in Abyss ;)


Title: Re: Server Code Update
Post by: Chunka on April 24, 2014, 09:48:40 am
Here's what I saw today in HoH and ToFS:

With or without MQ2 didnt matter. Results were the same either way. Without lev....no issues. Pull what I want, back up a smidge and no cannot see target message. With lev....oy. Was worst for me in HoH or 2nd and 4th floor of ToFS. Mobs either stayed in the walls in ToFS (FAR more than they used to), or in HoH and ToFS both tried crawling up my ass like a box character with /stick and no distance mod. Either way nothing I did seemed to get the mob movement issue resolved....though moving around a TON eventually got some of the mobs out of the wall. Also some mobs appeared to be out of the wall in ToFS but were not.....and wouldnt move out. I had to 4 times just pop a pet and let them kill the damned thing pure melee and IA3 on the pet.

Anyway, thats all I have found so far that resembles what people are seeing here. Not seeing the issue in zones after Discord.


Title: Re: Server Code Update
Post by: Akkadius on April 24, 2014, 11:08:07 am
100% of the server uses MQ2 -
I am facing the mobs 100% -
I am getting you cannot see the target

Being a smart ass is not helping at all. Don't post if you're going to post garbage please.

This is a problem I am trying to resolve for everyone and all I'm asking for is specifics and commonalities so we can reproduce and adjust.

For those that have been willingly trying to give information to help I truly appreciate it. We've had a few different EQEmu developers looking at the issue. They just need to be able to reproduce themselves and they've had no luck, most of which are PEQ folk.

Once again I've not been able to reproduce it after beating on mobs for 2 hours straight given levitate, Abyss, HOH etc. This is one of the few outstanding issues that are simply more annoying than anything.


Title: Re: Server Code Update
Post by: hateborne on April 24, 2014, 11:18:43 am
Over the weekend, I tested the things I posted in thread. One of which being train limit supposedly not working in private instances (which was untrue). I pulled ~4 wings plus the scrubs between each wing and backed myself into a corner. I killed about 1/4 of the train before I got murdered (graphical lag from being stupid enough to look up from my feet).

So...yeah, there is my brief test sample.


-Hate


Title: Re: Server Code Update
Post by: Duluum on April 24, 2014, 11:43:19 am
- using UF client, WinEQ, mq2, and eqbc, Optimization Guide applied.
Happened on main window, while 5 other low-specs toons were sucking xp at zone-in.

- there may have been some facing issues considering the repetition of pulls, but some pulls were very weird.
I have no idea of the game mechanics to be of better help, and english is not my birth language, so it's not easy to describe the episode, sorry.

- the renaming issue :
A toon's name is reported at several places in its toon-window : char info mini-window (w/ hp, mana, endurance), above the head of the char, in the inventory window.
After the weirdest pull, my char "Duluum daScar" was renamed "Rylos000 daScar", then "Waypoint000 daScar" after repop, in the char info mini-window and above it's head.
The name was still Duluum in the inventory window
Other toons still seeing Duluum in every name spot.

- repop :
i'm not sure what you want to know, my experience with freeWP is :
. /say repop instance
. wait a bit for mob clear and full respawn (that's what i see with map open)
. kill the one that aggroed me from the other side of the map (if i forgot to move to a safe spot before launching repop, in HoH an PoStorms at least, not really tested yet)
. go kill.
I must have expected a full repop, and a sort of reset of the instance ... maybe wrongly.
That time, after a long smoking break (sometimes repop is longer in postorms than in other zones), the repop was incomplete (85% of the mobs, no Emmissaries, don't remember for other npcs).
Same for other toons.

Anyhow, no problemo, seems i've had just an odd episode in postorms, maybe client side, maybe graphical lag ... again : not easy to describe better.

BTW : farmed HoH hard recently, without any issues.

Cool having you guys, gameplay offer is really nice ... and sorry for funky sentences :)


Title: Re: Server Code Update
Post by: Gannicus on April 24, 2014, 12:31:58 pm
Being a smart ass is not helping at all. Don't post if you're going to post garbage please.

This is a problem I am trying to resolve for everyone and all I'm asking for is specifics and commonalities so we can reproduce and adjust.

For those that have been willingly trying to give information to help I truly appreciate it. We've had a few different EQEmu developers looking at the issue. They just need to be able to reproduce themselves and they've had no luck, most of which are PEQ folk.

Once again I've not been able to reproduce it after beating on mobs for 2 hours straight given levitate, Abyss, HOH etc. This is one of the few outstanding issues that are simply more annoying than anything.


Wasn't being a smartass bud, was being rushed and tried to squash the asked questions down faster. Maybe the MQ thing was smartass ish but rest was answering you. Mind you, it's not happening as much if I keep positioning mobs every couple seconds but I still get it.


Title: Re: Server Code Update
Post by: Akkadius on April 24, 2014, 12:44:26 pm
Being a smart ass is not helping at all. Don't post if you're going to post garbage please.

This is a problem I am trying to resolve for everyone and all I'm asking for is specifics and commonalities so we can reproduce and adjust.

For those that have been willingly trying to give information to help I truly appreciate it. We've had a few different EQEmu developers looking at the issue. They just need to be able to reproduce themselves and they've had no luck, most of which are PEQ folk.

Once again I've not been able to reproduce it after beating on mobs for 2 hours straight given levitate, Abyss, HOH etc. This is one of the few outstanding issues that are simply more annoying than anything.


Wasn't being a smartass bud, was being rushed and tried to squash the asked questions down faster. Maybe the MQ thing was smartass ish but rest was answering you. Mind you, it's not happening as much if I keep positioning mobs every couple seconds but I still get it.

Thanks for the info, every bit helps.


Title: Re: Server Code Update
Post by: Gannicus on April 24, 2014, 12:50:53 pm
Also I did notice something at least in my experience in HOH, I have to pull them onto flat ground, outside of the sectors and not over the ledges by the bushes - i.e pulling to the entrance seems to help reduce the problem.


Title: Re: Server Code Update
Post by: yiliumn on April 24, 2014, 04:18:58 pm
I'm killing "a sand scarab" in SRO right now, Auto attack is on, NO "your target is too far..." messages, and I am not actually attacking him.  Cant attack him on a hill, cant attack him on flat ground.


Title: Re: Server Code Update
Post by: Nexxel on April 24, 2014, 07:15:35 pm
I don't know if this matters but some people may recall a bit of time ago after a source update we had a "similar" problem. Where i noticed it was in the abyss. you couldn't hit mobs and they were jumping as they tracked to you. only place you could hit them was on FLAT ground and that was after you pulled them to you and repositioned them. Hunter said it had to do with Z axis and it needed to be Broadened.

Now, i have NOT played recently, work hasp prevented this but all this looks very familiar, at least to me. Hunter at the time said he made a adjustment and after reboot the problem was gone. Some know that instead of trying to change source code Hunter would make small fixes that band aided in a sense some things. is this one of those things? i will try and find the message thread concerning this time frame and maybe it will show a little light on this. Or, this is completely irreverent from this actual issue, just seams to me that a lot of the symptoms are similar.


Title: Re: Server Code Update
Post by: Gannicus on April 24, 2014, 07:16:56 pm
Might be on to something Nex.


Title: Re: Server Code Update
Post by: Nexxel on April 24, 2014, 08:37:23 pm
Well, went through all of the updates thru jan of 2013 and could not find anything where hunter posted a fix. got a headache now and heading to bed. will try and pour thru general discussions tomorrow and look there.

I remember this problem was more prevalent in certain zones. abyss, POA, paulren caverns, on the boats in dulok (but shore line was fine) HOH around ramps/stairs to dif floors. anyone else remember this? What i remember in particular was pulling in abyss, mobs would almost hop. looked like they were bouncing. like they were trying to Drop into the world some (like there Z axis was lower then mine) and you just couldn't hit them. if you ran away far and pulled a train they all were like this. but if you stopped let them catch up and go forward n back some they would then be hittable.

As i said this may be a totally different issue but i remember that this issue happened after a source update and hunter did something to fix it vs a change to the source code itself. Ill see what i can find tomorrow and maybe find some time to log in and see if its like what i experienced before.


Title: Re: Server Code Update
Post by: Ponzi on April 24, 2014, 10:58:43 pm
^^^

Hopefully that helps because it makes sense.  One mob in particular in HOH that just causes me pain to no end as far as a tiny hitbox when trying to position mobs is the Nightmare trash adds in Underworld. Died up there a couple of times, which is particularly painful since it actually takes a while for me to die in HOH and the amount of rage you can build up running in circles for a minute trying to get your toons to attack something builds up exponentially lol.

On a lighter note: all progression zones drop plat bags except Cazic Thule. Obviously its the zone that people spend the least amount of time in while progressing, so that may or may not be intentional.


Title: Re: Server Code Update
Post by: Premador on April 25, 2014, 10:34:22 am
Spawns in T7 seem borked. Had some time last time and did a almost zone clear (50 mobs left before wife aggro) with 0 bat spawns. Had most stones drop -a few but no bats. RNG usually hates me but 0 bats seems a bit unprobable.


Title: Re: Server Code Update
Post by: Chunka on April 25, 2014, 10:41:27 am
Ok, dropping this here because broken crap is locked.

T7 mobs drop v1 charms. Why? Are there actually people with boxes in T7 that DONT have at least all charms to v2?? I've let about a dozen rot today.


Title: Re: Server Code Update
Post by: Kruciel on April 25, 2014, 01:40:44 pm
Spawns in T7 seem borked. Had some time last time and did a almost zone clear (50 mobs left before wife aggro) with 0 bat spawns. Had most stones drop -a few but no bats. RNG usually hates me but 0 bats seems a bit unprobable.

That's fairly common for not having done the full clear. You usually see maybe 1-2 before finishing the trash from the random stone dropper spawns, but finishing the trash clear and then turning around and killing all of the individual stone droppers is when you see the boss chains start happening. another way to improve your run is to try and run along the road as much as possible while in the south west area and note certain possible trap locations. Setting off 10+ traps during your clear can double your amount of boss chains by the end.


Title: Re: Server Code Update
Post by: hateborne on April 25, 2014, 01:54:57 pm
Spawns in T7 seem borked. Had some time last time and did a almost zone clear (50 mobs left before wife aggro) with 0 bat spawns. Had most stones drop -a few but no bats. RNG usually hates me but 0 bats seems a bit unprobable.

This actually may have been the same issue that T5 was experiencing. The NPCs died, but the current setup is SO efficient that the signal is received before the NPC is truly "dead", making it impossible for the "if 0 mobs left" condition to be met. I've added a minor delay in the signal system for this zone. New instances from 2:54pm EST (a.k.a time of this post) or reboot should be more accommodating.



Ok, dropping this here because broken crap is locked.

T7 mobs drop v1 charms. Why? Are there actually people with boxes in T7 that DONT have at least all charms to v2?? I've let about a dozen rot today.

Removed v1 charms too. ;-)


-Hate


Title: Re: Server Code Update
Post by: Rent Due on April 25, 2014, 03:58:50 pm
Ok, dropping this here because broken crap is locked.

T7 mobs drop v1 charms. Why? Are there actually people with boxes in T7 that DONT have at least all charms to v2?? I've let about a dozen rot today.

aye, there are actually lol. I have a toon this is full T8, 8.0 and all, and has zero oracle charms lol and only a hand full of other V1's

BUT, you are correct, these should not be dropping in T7, T6, T5 even


Title: Re: Server Code Update
Post by: Dimur on April 25, 2014, 04:08:10 pm
None of my toons even have ucv1 finished when I backflag new ones until they get to T8.  The reason they exist on the loot tables at all is because before ToFS was implemented, your only options for doing so were LDoN or Shadow for v1's, HoH or Shadow for v2's.  It really sucked having to halt all progression to do UC camps, especially after Shadow got WTFnerfedHARD so Hunter added v1 and v2 drops chances to trash mobs in T5+.  That being said, the issue was addressed with ToFS and while I don't see how v1 and v2 charms dropping randomly from trash was in any way hurting anyone, it really won't bother me if they aren't either.


Title: Re: Server Code Update
Post by: Chunka on April 25, 2014, 06:30:20 pm
Floating skull is nuts regen. I'm using 4 more bane weapons than the last couple times I killed him, and I cant beat his regen.


Title: Re: Server Code Update
Post by: Chunka on April 25, 2014, 08:11:53 pm
On a positive note......654 accounts logged in atm, over 1300 instances up. No train limit on instanced pulls, and double loot check for the DB....and hardly any lag at all.


Title: Re: Server Code Update
Post by: Raygan on April 25, 2014, 09:15:02 pm
The recipe for SoA XLVI upgrade seems to be messed up. All SoA's starting with next tier require 1 EoN. When I made the T8 SoA I combined previous shield+4MBD+2SLS+2 ToV Esse+EoN= new SoA....the remaining SoA's should have been a rinse and repeat minus the EoN....but it wont combine.  Was it changed to require a EoN for every level of the ToV combines?


Title: Re: Server Code Update
Post by: Akkadius on April 25, 2014, 11:12:57 pm
I will respond to posts in a bit, been busy tonight.


Title: Re: Server Code Update
Post by: red2 on April 25, 2014, 11:49:03 pm
i dunno when the changed happened. i made the first round of SOA with T* ess and used a EoN. Did the second combine right after back in Feb or so with no EoN. Did the last 3 upgrades back in late march early april and they all required EoN.
was told at the time to suck it up that's what it says in the book, and just go farm more EoN.


Title: Re: Server Code Update
Post by: Fugitive on April 26, 2014, 08:14:49 am
Yeah, Hunter was going to remove those EONs I guess he never got around to it.  :(


Title: Re: Server Code Update
Post by: Drep on April 26, 2014, 08:39:33 am
I had a problem last night in t3.  I tried to replicate it but couldnt. Seemed random.

Twice upon token turn ins in about an hour 1/2, my team turned into the boss and its pets.  The actual boss and its pets were no where to be seen.

This was the simple worflow.
1.  Turn in token
2.  Prince of darkness spawned
3.  Killed prince
4.  Upon killing the prince, my whole team changed names and became the pets.   Example:  Dreps new name was now "the void"    slomos name was now "the void" etc etc for everyone
5.  Target windows saw them as the void and wr had fun trying to attack each other but not actually attacking.
6.  The actual pets never spawned.  My team was them.


I had to camp the team in order to bring it back to normal.   About 20 minutes later it did it again.    Then it never happened again while i was there.    I hate random things that cant be reproduced.  



Title: Re: Server Code Update
Post by: Raygan on April 26, 2014, 11:16:42 am
Ok yeah going all the way through Loping Plains on the SoA you only need EoN on the first set of combines for that tier.  When you get to ToV you have to have a EoN for each of the 5 combines.  So is just a difference between the first 45 ranks (which you only needed a EoN on 1,6,11,16,21,26,31,46...then on 47,48,49,50).


Title: Re: Server Code Update
Post by: Akkadius on April 26, 2014, 04:11:48 pm
Main issues left from this update:

1) Hitbox Issues - I won't let this go until it is alleviated - I have narrowed down this to some possibilities and the feedback has been amazing.
2) Buff Duration Issues - I have a solution for this it just requires me to code update and I don't want to introduce any possible new issues into double loot weekend.
3) Plat Loss - Not sure if this is still an issue, but I have made some investigation as to what it could possibly be


Title: Re: Server Code Update
Post by: Fugitive on April 26, 2014, 04:42:40 pm
I think Hate fixed the Plat loss issue.


Title: Re: Server Code Update
Post by: Expletus on April 26, 2014, 04:43:41 pm
Any headway on the crashing issue? Could setting affinity 1 help at all? I know in not the only one


Title: Re: Server Code Update
Post by: Akkadius on April 26, 2014, 05:02:57 pm
I think Hate fixed the Plat loss issue.

Maybe for that particular player, sounds like he had a rollover in max platinum to negative values. I still am curious if others are having any anomalies.

I will dismiss that one for now though.


Title: Re: Server Code Update
Post by: Akkadius on April 26, 2014, 05:03:19 pm
Any headway on the crashing issue? Could setting affinity 1 help at all? I know in not the only one

What is 'the crashing' issue? Is this something you're experiencing on your end?


Title: Re: Server Code Update
Post by: Expletus on April 26, 2014, 07:18:06 pm
If I zone it locks up and if I let it go it will go to the login screen. So if I die 8/12 will lockup and have to be rebooted. I d/l a new client and that didn't help either. I know there are others with the issue. Mq2 and basic client it still does it. Its weird.


Title: Re: Server Code Update
Post by: Brokyn on April 26, 2014, 09:43:46 pm
Since the update, if there is a problem while putting an augment into an item, items can be lost.

I had a crash today while removing a T7 waist augment from T8 belt in preparation to put it into my T9 belt.  Toon crashed to desktop spontaneously, and when I got it logged back in the T7 augment was missing.  It was not in the aug sealer, and I logged out and back in again and it did not reappear.


Title: Re: Server Code Update
Post by: Kruciel on April 27, 2014, 12:32:39 am
If I zone it locks up and if I let it go it will go to the login screen. So if I die 8/12 will lockup and have to be rebooted. I d/l a new client and that didn't help either. I know there are others with the issue. Mq2 and basic client it still does it. Its weird.

This has been happening when an instance zones goes nuts as of recent. You can use the Character mover to get your toons out, but every time you try to return to that instance, you will load forever / crash / get stuck all over again. So far I only had it happen once directly after I did a repop instance. One character was stuck outside, but inside I had 2 groups. They were unable to use epics / use click buff items. Thankfully gate boots still worked. I just made another instance and avoided going back to that one. The next morning I tried the first instance just because I was curious, still the same thing happening, had to character move back out and use instance #2.


Title: Re: Server Code Update
Post by: Nexxel on April 27, 2014, 02:08:38 am
Main issues left from this update:

1) Hitbox Issues - I won't let this go until it is alleviated - I have narrowed down this to some possibilities and the feedback has been amazing.


OK! sept 29th 10:30pm 2013. hows that for pinning it down. lol. Seems after some digging i looked thru my old log and screen shots and found it. It was at the time that hunter was opening T9 and making changes to the map files and something in the DB files. NOW problem is i went and looked thru the forum posts and only found nothing or links to posts that were nuked, due to at the same time he had made changes to the T7 breastplate, hence why i couldnt find the posts  the last few days, they were gone. my guess it was a UPDATE post he would make after a change. PLEASE tell me he moved that post to another Admin only room and it still somewhere you guys (HATE, AKKADIUS, WHOEVER) can look at it, i made refernce to reading what he had done but maybe this will spark some others memories. i chatted with some guildies and remember having hunter come into My GI to see what i was having and if it was corrected yet. Heres a copy of the screenshot.

(http://s18.postimg.org/g068mbhid/warps.jpg) (http://postimg.org/image/g068mbhid/)


Title: Re: Server Code Update
Post by: Nexxel on April 27, 2014, 02:11:59 am
Hope this helps..


Title: Re: Server Code Update
Post by: multilateral on April 27, 2014, 09:39:42 am
For corpses, it seems as if the z-axis is getting arbitrarily set to -26.5 if a character is out of range when created (not sure on distance... may be clipping).  For example, on floor two in ToFS, the z-axis for a character I brought in was 23.75.  Upon arriving, the corpse was submerged in the floor at -2.75.  If a character is present, the z-axis of a corpse can vary a bit... i.e. 0.06 or 0.08.  If I do the /hidec cycle, all reset to 0.0.

Just throwing it out there.  May be too specific an example, but numbers to me are an easier search.  I only got the numbers of a specific character.  I will keep a shrunk character out of range and report back if the 26.5 value varies.

Update:  Shrunk character's z-axis 21.88, and submerged corpse was at -0.88, so that 26.5 value isn't a good one.  However, the corpse depth seems influenced by the character's height (directly proportional)... i.e. 23.75 creates at -2.75, and 21.88 creates at -0.88.  This would also mean having levitate would exacerbate the issue.

Last Update:  Numbers are relative, so take all the figures above with a grain of salt.  I look at logs files all day, and patterns often emerge where none actually exist.  Perhaps this may mentally trigger an idea for someone of the dev variety, however.  The one absolute of this is corpses are submerged when a character is out of (clipping?) range.  Sorry for the verbosity.


Title: Re: Server Code Update
Post by: Akkadius on April 28, 2014, 02:49:35 pm
Made some adjustments yesterday that should bleed into today's reboot and fix some of the various hit issues.

Let me know what we observe as a result.


Title: Re: Server Code Update
Post by: Fugitive on April 28, 2014, 05:11:07 pm
BTW,

Akkadius and Hateborne-

YALL DOING AN AWESOME JOB!!!


THANKS!!


Title: Re: Server Code Update
Post by: Brokyn on April 28, 2014, 05:55:04 pm
BTW,

Akkadius and Hateborne-

YALL DOING AN AWESOME JOB!!!


THANKS!!
+1


Title: Re: Server Code Update
Post by: Takishi on April 29, 2014, 08:11:58 am
Agreed! 

Akka - thanks for popping into my Abyss instance, waiting for 15-20 minutes while my 3 year old made me play a round of mario on the WII and still having the patience to wait for me to round up a healthy train and lead them up and down halls to ensure the Z axis issue was resolved.  Came back to the screen and saw the green name and instantly thought "uh oh...." LOL

Hate/Love/others - Thanks for everything!


Title: Re: Server Code Update
Post by: Kruciel on May 02, 2014, 05:42:37 pm
Warrior AA Rampage currently causing the MGB AA to freak out and lock for a random amount of time. Not sure if it can be fixed, but temp fix is just not using Rampage. It really isn't that important, it's just fun to smash on big pulls, but yeah I'll just take it off my bar for now  :P


Title: Re: Server Code Update
Post by: zzakk on May 08, 2014, 08:53:11 pm
Hey all...my first post.  Not sure if anyone has mentioned anything about this, but I see issues with only being able to have 20 buffs/debuffs on your character.  It didn't really start being an issue until the server code changed and npcs started landing spells on us.  I started noticing that npc spells are overwriting buffs since there is no more room.  I also noticed that if your toon already has 20 spell icons in the buff window and you cast your xp mask...it won't land.  As a work around, I've been clicking off SoW to make room for my xp buff.  Is there anyway we can maybe consolidate some of the buffs...or at the very least get rid of SoW.

That all for now...
Zzakk


Title: Re: Server Code Update
Post by: Chunka on May 09, 2014, 12:19:26 am
Right click the buffs you dont want on each character, and select "Add this spell to the list of blocked spells". That buff will no longer land on this character. I got rid of all haste spells but timeless haste (chanter).