EZ Server

General Category => Updates => Topic started by: Akkadius on August 27, 2016, 03:34:42 pm



Title: EQEmu Server Code Update
Post by: Akkadius on August 27, 2016, 03:34:42 pm
It's been since around May since we have done server code updates, and we're due to get updated. Below is the changelog.

Changelog:
- Akkadius: Fixed an issue where clients would crash with health marquee's
- Akkadius: Fixed issues with NPC's "ghosting" when they path
- Akkadius: Overhauled worldserver logging
- Akkadius: Pets now don't actually spawn until the player has fully entered the zone (Live-like)
- demonstar/KLS: Adjusted some background workings on how spell buff tics are synced with the client
- Uleat: Optimizations to map loading and zone times
- Uleat/Akkadius: Fixed bandolier exploit where you could equip a 2H and Shield
- Demonstar55: Re-worked spell re-use timer logic
- Demonstar55: Source optimizations all over, crash fixes
- Demonstar55: Fixed some issues with illusions on zoning
- Demonstar55: Fixed some client DOT stacking bugs
- Demonstar55: Invis will now break on AA spell casts and item cast
- Demonstar55: Changed how Loot response code works
- Demonstar55: Implemented 3 additional spell gems with (Mnemonic Retention)
- Demonstar55: Instant spells now have instrument mods
- Demonstar55: Rate limit character saves
- Demonstar55: Made it so items no longer do TGB (Live-like) Rule implemented to disable
- Demonstar55: Set pet buffs to 30

As usual if you notice any issues as a result of this patch, please report them on the forums.

-Akka


Title: Re: EQEmu Server Code Update
Post by: Fecs on August 27, 2016, 05:36:57 pm
Thanks Akka, can't wait to get some time with the extra spell slots on shaman and druid especially lol.


Title: Re: EQEmu Server Code Update
Post by: walk2k on August 29, 2016, 11:31:39 am
I noticed my pets switching targets mid-fight, to a friendly target (player or another pet). I get spammed with "sorry that's not a valid target" messages, and if you watch the pet window you can actually see them switching targets. This was in Loping Plains, if it matters..


Title: Re: EQEmu Server Code Update
Post by: walk2k on August 29, 2016, 01:57:57 pm
also keys in TOFS don't stick to the keyring.
it will say "key added" when you use it, but it doesn't work.


Title: Re: EQEmu Server Code Update
Post by: Leis on August 29, 2016, 02:33:29 pm
The pet thing is often caused by a bard twisting in a movement speed buff. Its slower than what they normally use and for some odd reason gets treated like a debuff.

From personal experience I have found it best to keep those keys in the bank. It seems to give me less trouble that way and they are always available if you need them.


Title: Re: EQEmu Server Code Update
Post by: demonstar55 on August 29, 2016, 04:13:37 pm
How are the spell gems working out for everyone?


Title: Re: EQEmu Server Code Update
Post by: Fecs on August 29, 2016, 04:44:16 pm
Have had only a very limited time to log in.
New spell slots are really nice, haven't had any issues regarding them. Very nice QoL change.

EZ specific - Lots of mobs appear to be casting the wrong spells - best example i found was during Proving grounds expedition the Huvul Commanders appear to be casting Remissive remedy instead of harm touch - this results in the other NPCs in the area to attack that commander as they used a beneficial spell on a PC. Also experiencing the pet issue, with or without a bard present (though it is more frequent with a bard, possibly caused by Harmonious comp? and maybe cyclone blade or something without bard around) Pets also frequently just lose target and return to a non-aggressive state.


Title: Re: EQEmu Server Code Update
Post by: walk2k on August 29, 2016, 05:29:01 pm
I don't use a bard.


Title: Re: EQEmu Server Code Update
Post by: Nakemdun on August 30, 2016, 02:24:04 am
Have also noted the pet changing targets in ToV.  Seemed to be mostly to other pets.

Noticed mobs on ToFS level 5 agroing each other also.

New spell slots are a very nice addition  :-*


Title: Re: EQEmu Server Code Update
Post by: Mersedez on August 30, 2016, 03:50:36 am
When I hail the roaming gnome with my mage Ducati and I click on change of heart he doesn't give me the prompt for the 500k to change factions


Title: Re: EQEmu Server Code Update
Post by: Peign on August 30, 2016, 09:32:31 am
Have had only a very limited time to log in.
New spell slots are really nice, haven't had any issues regarding them. Very nice QoL change.

EZ specific - Lots of mobs appear to be casting the wrong spells - best example i found was during Proving grounds expedition the Huvul Commanders appear to be casting Remissive remedy instead of harm touch - this results in the other NPCs in the area to attack that commander as they used a beneficial spell on a PC. Also experiencing the pet issue, with or without a bard present (though it is more frequent with a bard, possibly caused by Harmonious comp? and maybe cyclone blade or something without bard around) Pets also frequently just lose target and return to a non-aggressive state.

I'm seeing npcs attack each other in loping plains as well.   Doing a standard pull (have done 100s of times), pulling the bloodmoons to the north, the bloodmoon melees attack the shamans.   Are the shamans casting a spell that is now hitting the melee npcs?



Title: Re: EQEmu Server Code Update
Post by: Tereg on August 30, 2016, 10:35:48 am
This in t9


Title: Re: EQEmu Server Code Update
Post by: Rymo on August 30, 2016, 11:01:23 am
a Bloodmoon acolyte(or brawler?) VS a loping plains zombie in Bloodmoon(T7 mini)


Title: Re: EQEmu Server Code Update
Post by: aepod on August 30, 2016, 11:14:51 am
I also saw this in the Abyss at the zone in today.

Also I have seen reports of pets attacking group members and owners haha.


Title: Re: EQEmu Server Code Update
Post by: walk2k on August 30, 2016, 02:04:33 pm
undead dancers in ToFS whipping each other, sounds more exciting than it is..


Title: Re: EQEmu Server Code Update
Post by: walk2k on August 30, 2016, 03:42:43 pm
also apparently enchanter pets are casting a rune on the enemy. this might be why they go aggro on friendlies..


Title: Re: EQEmu Server Code Update
Post by: Akkadius on August 30, 2016, 06:39:58 pm
Looking into the various source issues guys


Title: Re: EQEmu Server Code Update
Post by: Fecs on August 30, 2016, 06:43:25 pm
Almost all blackburrow mobs have a 50% stonewall now :( probably same issue as the t10 ones casting it ect


Title: Re: EQEmu Server Code Update
Post by: Nakemdun on August 30, 2016, 06:45:32 pm
Also noticed that way trivial mobs have started agroing again. Like on way to citymist castle, sharks in kedge.


Title: Re: EQEmu Server Code Update
Post by: Akkadius on August 31, 2016, 12:31:33 am
Also noticed that way trivial mobs have started agroing again. Like on way to citymist castle, sharks in kedge.

This has been disabled as of 12:30AM CDT (Wednesday)


Title: Re: EQEmu Server Code Update
Post by: Akkadius on August 31, 2016, 12:45:15 am
Still looking through the spell combat logic issues that people are experiencing.


Title: Re: EQEmu Server Code Update
Post by: Mixlor on August 31, 2016, 08:29:43 pm
undead dancers in ToFS whipping each other, sounds more exciting than it is..



I'm seeing npcs attack each other in loping plains as well.   Doing a standard pull (have done 100s of times), pulling the bloodmoons to the north, the bloodmoon melees attack the shamans.   Are the shamans casting a spell that is now hitting the melee npcs?


Yeah, no one likes to see something not working as intended...but sounds like you should take a step back, let the battle rage and bloodlust clear, grab some popcorn and watch the enemy demolish themselves.

"The enemy of my enemy is....well...my enemy!"

Keep up the great work Akk!

-Mix-


Title: Re: EQEmu Server Code Update
Post by: Akkadius on September 01, 2016, 01:15:32 am
Rebooting server at 1:15 AM CDT Thursday and applying fixes related to NPC's and pet's attacking each other.


Title: Re: EQEmu Server Code Update
Post by: Mixlor on September 02, 2016, 01:51:25 am
I got a question, with all the updates to the server code and spells and whatnot..do we need to download the ezserver files every time there is a change? Before we would have to download the updated spellfile but that is not an option anymore. I am wondering if the changes made are server wide and no longer need a spellfile or distr file like before. Just wondering what to do to make sure everything is correct when I play.

Thanks in advance

-Mix-


Title: Re: EQEmu Server Code Update
Post by: Akkadius on September 02, 2016, 02:19:56 am
Only need a new spell file when spell data changes are made.

All the source related spell changes are simply how the server interprets and mechanically behaves based on what is present in the spell data.

That spell data is also stored in a database server side, when THAT data is changed then a new spell file is made for clients to see and also act correctly with spells

Hopefully that helps


Title: Re: EQEmu Server Code Update
Post by: Mixlor on September 03, 2016, 08:47:22 am
Okay.. so basically like before. If we need to download a new spellfile.. you will post the link for it. Or is it under the EZ Server Files? I am not sure when the last time the spellfile was updated. I have downloaded that before and it had all the custom zones, spellfile and distr file. I copied them over anyway.

Sorry for the confusion,

Mix


Title: Re: EQEmu Server Code Update
Post by: Akkadius on September 03, 2016, 08:56:07 pm
Okay.. so basically like before. If we need to download a new spellfile.. you will post the link for it. Or is it under the EZ Server Files? I am not sure when the last time the spellfile was updated. I have downloaded that before and it had all the custom zones, spellfile and distr file. I copied them over anyway.

Sorry for the confusion,

Mix

Latest spell file is always available on the left or in /say #spellfile

Yes, if there is an update it will be announced.


Title: Re: EQEmu Server Code Update
Post by: Leis on September 03, 2016, 10:33:33 pm
The link on the left is gone.


Title: Re: EQEmu Server Code Update
Post by: Mixlor on September 04, 2016, 04:29:22 am
The link on the left is gone.

I didn't want to be the one to say it....muhahaha!

-Mix-


Title: Re: EQEmu Server Code Update
Post by: Nakemdun on September 04, 2016, 12:25:43 pm
EZ SERVER files  :o Its in there  :-*


Title: Re: EQEmu Server Code Update
Post by: walk2k on September 06, 2016, 12:43:27 pm
the purple color is hard to see ...

so what exactly was causing the fubar-aggro issues, or is it some boring coding thing I don't want to know, and probably wouldn't understand anyway. :)


Title: Re: EQEmu Server Code Update
Post by: Akkadius on September 07, 2016, 03:36:59 pm
the purple color is hard to see ...

so what exactly was causing the fubar-aggro issues, or is it some boring coding thing I don't want to know, and probably wouldn't understand anyway. :)

https://github.com/EQEmu/Server/commit/ec87656d583c100624bf42daaf6e315ce22e3e35

It was related to a live-like target type change that affects certain types of spells, especially some of the EZ custom ones.