[FIXED] Weird Corpse issue

Here we stuff all the bugs we've managed to squash/squish/squelch.
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stranf
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Weird Corpse issue

Post by stranf »

I updated to UOx3 v. 3.7l experimental.

I noticed that if you set a corpse to decayable 0, it will still decay and/or if you double click on it, it removes the corpse graphics but leaves your equipment, as well as a nicely colored tile that says "gotee" and "long hair".

This bug is scattered, and isn't very easily replicated.

My 3.7l experimental version is an .exe update as well as js.dll update.

Has UO changed the way packets for death have handled? My current client is 5.01i patch 11. Or, since we have added the fall forward feature (pretty slick I might add), is there a new DFN entry for a corpse I don't have yet?

The UOx3 console does NOT say anything is wrong when this happens. Usually if you are missing a .dfn entry it will say "item 0x1234 does not exist" or whatever.

thanks!
Grimson
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Post by Grimson »

stranf wrote: I noticed that if you set a corpse to decayable 0, it will still decay and/or if you double click on it, it removes the corpse graphics but leaves your equipment, as well as a nicely colored tile that says "gotee" and "long hair".
As for the hair and beard items beeing dropped on the ground, that should be fixed now.

As for the decaying, are you sure no one is using the 'cleanup command? This will delete corpses no matter what.
stranf wrote: My 3.7l experimental version is an .exe update as well as js.dll update.
You should also update the hairs_beards.dfn and the dictionaries, though they have no direct relation to the bug.
stranf wrote: Has UO changed the way packets for death have handled? My current client is 5.01i patch 11. Or, since we have added the fall forward feature (pretty slick I might add), is there a new DFN entry for a corpse I don't have yet?
No new DFN entry for corpses, and AFAIK no packet changes from UO.
stranf
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Post by stranf »

Thanks! I'll go ahead and update the beards.dfn with a newer experimental build once they are posted.
Grimson
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Post by Grimson »

stranf wrote:Thanks! I'll go ahead and update the beards.dfn with a newer experimental build once they are posted.
Actually I posted a new experimental build together with my previous post. ;)
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