Title: 7-15-2017 Post by: Akkadius on July 15, 2017, 02:35:31 pm Changelog
MQ2 AutoLogin
Double Loot will be on today Saturday (7/15/2017) until the 4AM reboot due to the server being in disarray from some bad code this morning. An official Double Loot weekend will be upcoming in the next few weekends, I will make sure folks have about 2 weeks notice in advance for this. After many months of being offline, Donations have been brought back up for those that had been asking for them Some people have wanted to know about the nitty gritty of the changes that have been made recently. You can read about them below. EQEmu Commits
Notable Changes
Title: Re: 7-15-2017 Post by: Raelin on July 20, 2017, 12:05:58 pm Pet Pulls haywire.
In the last week or so, a problem with the pet pulls has arose. Recently, the pet is "lost to the imaterium" (sp?) even on short pulls. However, recently I've only used pulls thru walls, so that may be related. This does not always happen, but does occur roughly 90% of the time, whereas prior to the last few weeks NEVER happened due to the shortness of the pull distance. Wonder if the recent work on bringing npcs to the surface is related? In addition, I believe I've noticed that even on successful pulls where the pet is not destroyed, the npc takes longer to get back to the puller (navigating thru the wall maybe?) ... but that may be only my imagination. Title: Re: 7-15-2017 Post by: ZerarWarrior on July 22, 2017, 11:30:50 am I have been working a new baby toon through t5 and water pulls take much longer than before. When I pull let's say a sea snake, and I am about 250-300 distance away, the sea snake immediately drops to the floor of the water, covers that distance, slowly makes its way up but then is right on top of me where "you can't see your target" or them being inside of me means auto attack and ripostes don't hit those. If you pull a bunch of mobs... like I basically ran around and pulled all non anchor'd npcs, and waited in the arena for them to come to me, they did in chunks, and each time a chunk arrived I had to take a few steps back to be able to hit them, either way it was choppy and annoying. the only way to have pulls in that zone work like it had in the past is to have them all come to a spot on the floor of the water.
Title: Re: 7-15-2017 Post by: Akkadius on July 22, 2017, 01:29:00 pm Raelin and Zerar - I'll look at both of these issues when I have a chance here next
Title: Re: 7-15-2017 Post by: warrior5 on July 22, 2017, 02:44:49 pm Confirming what Zerar just said. Seems mobs in Abyss "stick" to the ocean floor and have a hard time coming up.
Title: Re: 7-15-2017 Post by: Chieftan on July 23, 2017, 05:02:38 am Seems to happen in any underwater zone, mobe drop to floor when aggroed, just FYI ( lake rathe - kedge etc )
One other minor issue i recently noticed Random mobs position seem to take a long time to update (minutes) After a pull, 1 or 2 mobs stop moving, run back and stand next to them, and get the "you cannot see your target" or your target is out of range, get closer" message Use to see this in jagged pine with wisps, but usually re-synced after a few seconds Recently happening a lot more in other zones/mobs and taking a long time to sync client-server locs Will get more info if needed Thanks Title: Re: 7-15-2017 Post by: synthaxx_17 on July 24, 2017, 10:32:10 pm Seems to happen in any underwater zone, mobe drop to floor when aggroed, just FYI ( lake rathe - kedge etc ) One other minor issue i recently noticed Random mobs position seem to take a long time to update (minutes) After a pull, 1 or 2 mobs stop moving, run back and stand next to them, and get the "you cannot see your target" or your target is out of range, get closer" message Use to see this in jagged pine with wisps, but usually re-synced after a few seconds Recently happening a lot more in other zones/mobs and taking a long time to sync client-server locs Will get more info if needed Thanks Yep, I experienced this alot in OC as well. Title: Re: 7-15-2017 Post by: walk2k on September 09, 2017, 02:20:53 pm MQ2 AutoLogin
So I got this working - IF I launch each client separately. If I launch them all at once with a batch file/etc, some of them randomly crash (about 2/3 of them crash, some don't). Yes I tried running mq2 as admin - it's the same thing either way... Any ideas? update: ok it doesn't crash on my other PC so it must be a driver issue. last time I got crashes on startup it was a conflict between MQ2 and the video card overlocking utility (Evga Precision OC) so I'll look into that, might need to update it. Title: Re: 7-15-2017 Post by: Chieftan on September 10, 2017, 02:10:28 am I had same issue with some crashes on my older pc
Adding a small delay between each seems to work ok now, worth a try e.g start eqgame.exe patchme /login:xxxxxx timeout /t 1 start eqgame.exe patchme /login:xxxxxx timeout /t 1 start eqgame.exe patchme /login:xxxxxx Title: Re: 7-15-2017 Post by: walk2k on September 11, 2017, 10:30:11 am Yea it's an older PC (Core2Quad). I have a 1 second delay already. Adding a 5 second delay means LESS clients crash... but some still crash.
I disabled the OC utility, that didn't help... Title: Re: 7-15-2017 Post by: warrior5 on September 11, 2017, 01:07:11 pm I set mine to 10 second delay and it removed all crashes.
Title: Re: 7-15-2017 Post by: walk2k on September 12, 2017, 11:04:49 am I tried 10 sec, a few still crash.. guess I can try longer.
I timed the last client loading (after all others are loaded and running) = 34 seconds... guh. Title: Re: 7-15-2017 Post by: Peign on September 12, 2017, 01:45:30 pm I tried 10 sec, a few still crash.. guess I can try longer. I timed the last client loading (after all others are loaded and running) = 34 seconds... guh. Code: if urgamer: |