Page 1 of 1

Possible Bugs, sugestions or Questions

Posted: Wed Jan 11, 2012 3:10 am
by Blue Dragon
Hello again everyone.


Below, here are some things that observing and which I think could be fixed or improved in my point of view, so logically if someone animate to do this and also if you think the points made are valid/relevant.


How to have a bit of text below, maybe the translator translates a lot the wrong way, with different meanings or even with other meanings. In any case, are just suggestions or bug reporting/possible bugs, but if the writing is confusing, not understand anything, don't make sense or even if it is not of interest, just ignore everything... :shock:


1-items matching the following ids, 0x0e79 (pouch) and 0x09b0 (belt pouch), open the gump 0x3c corresponding to backpack. The correct would not be the gump 0x40? I tried to change it here on the emulator, but I have no idea where to put these things ....


2-The emulator currently allows the character to be equipped with two weapons at the same time, being these necessarily a two handed weapon and one handed weapon.


3- Npcs that walking into the water, as the Kraken, for example, do not attack the players. Appears for you only the phrase "Kraken begins an attack against you", but it doesn't come attack and does nothing, just continues walking through the water. You can be stay in either the water as on the banks of Earth that he simply has no reaction.
NOTE: They only demonstrate the reaction when they are on Earth, because they do not walking, but they are rotating in tile towards its direction, wanting te take, hahaha.


4- The "smallshipdeed" creates a boat with some parts unconfigured. The rest of boats seems to be all ok! .


5- I replaces the chart (ID) of the deeds of the boats by the graph 0x14f2 (5362), but now the deeds don't work anymore. They work only with the ID 0x14F0? I think the chart is the more correct 0x14f2 to the deeds of boat ... (question/suggestion).


6- Perhaps there is some incompatibility with dexterity and wrestling to the npcs. Editing an air elemental, wanted him to be very fast in scams and divert enough, taking damage around 10-20. Putting your DEX in 300 and Wrestling around 3000, I noticed that it right least blows or the same quantity as an npc with DEX of 50, and divert almost nothing, and when hit a coup take only damages of 1, 2, 3. Leaving the lowest Wrestling, he began to increase the speed and damage of blows. Leaving the DEX lower he began to evade much more, however could put a DEX or Wrestling quite high that even then was no more than a certain speed and elusive, which still remained low. Only playing an insanely high speed number of coups turned a "machine gun" (Bug?).


7- Shields do not give defense bonus! Even putting the tag def = #. Was supposed to be anyway? Or is this a bug? If so, would make the shields give Defense also? (question/suggestion).



8- A while ago the npcs were a queue when they were chasing a target and a player or npc stood in front of you. In this experiemental version has improved a little, because some can give back by obstacle now, but when they are fleeing, if a player or npc is in your path, they are stopped and not try to make the outline.


9- The players launch spells stopped. Has as crafting a configuration there in parameters, as well as experimental version was created for the magic explosion have delay, so that the administrator can choose whether the players launch a magic just stopped or running/moving?


10- Some monsters, as elementals, to die they drop a backpack with their respective loots. Wouldn't it be more interesting to make it a body as the water elemental with the creature's skin color? Or maybe instead of dropping the backpack fell the items directly on the floor? It's just a suggestion ...


11- Where I play summoned monsters disappear at death, npcs disappear with a smoke effect and a sound similar to magic dispel (the same that occurs when the time of magic ends). Wouldn't it be more interesting to happen with the summons disappear than stay the body of them on the floor? Just another suggestion ...


12- Npcs bugam attack animation when they are on top of a steed. They "fall" of the animal, which disappears, he makes the attack animation when not mounted, and in consequence the animal appears and he rides again.

If you understood the text above, there is some suggestions, questions and reports of possible bugs.

Re: Possible Bugs, sugestions or Questions

Posted: Mon Jan 16, 2012 9:52 pm
by Xuri
Just for future reference, having threads with multiple unrelated issues (and combining bugs and suggestions/feature requests) can get messy over time, as it will be hard to tell which issues are still valid when coming back to the thread sometime down the road. As such it's actually preferred if every unique issue/bug gets its own forum-thread. Just FYI :)

1) I'll have a look at this. I'm adding container-gump support for various items anyways (bones, giftboxes, se/sa containers), so it's in the same part of the code.

2) Could you provide some more info about the circumstances around this? Does it work with any two weapons, or only with specific weapons?

3) Unless they have a ranged attack, or spells - they won't be able to get to the player to actually attack him/her. They should probably have some kind of spit/spellcasting attack. Not sure how these work on the official shards?

4) Not sure, will have a look.

5) Not sure, will have a look.

6) Not sure, will have a look.

7) Sounds like a bug. Shields should most definitely give defense bonuses AFAIK. I'll check into this.

8) I'll be removing the workaround added in the experimental build for this, as it can cause some weird issues when the NPCs are trying to pathfind to or flee from their target, as well as possibly also some other issues. We still need a solution for this, unfortunately.

9) Could you elaborate on this? Not sure what you mean.

10) I know that in the past, elemental corpses did not exist in the client. This might have been added later, though.

12) Could you give some more information on how to reproduce this?

Re: Possible Bugs, sugestions or Questions

Posted: Tue Jan 17, 2012 4:21 am
by Blue Dragon
Sorry, i not commit the same mistake at some possible next topic. Initially i thought it'd be a lot of pollution multiple topics of bug at the same time, by this i chose to put all together here =/


1- Nice!


2- Haven't tested all, because they are many weapons, but from what i noticed, does work with any two weapons! Trident with kopesh, staff with katana, broad sword with halberd, bow with war fork.. all weapons of two hands can be equipped with weapons of a one hand. There is only one peculiarity... Is only possible to equip a one hand with bows (or crossbows, heavy crossbows) if bows placed/equipped first. The remainder of weapons, both makes the order...

Illustrative image
Image


3- I have no idea how it works on official shards ... I reported this because i thought it was bug and that they should attack how on Earth...


4- Illustrative image of the boat
Image


5- Graphic of deed (0x14f2) that does not work if modified by the current graphics.
Image


6- Ok.


7- So really is a bug... :?


8- =/ :shock:


9- Will try to explain better in another topic in the area of suggestions.
viewtopic.php?f=8&t=2225


10- I don't know if now they have dead graphics, but where i played, npc died and were left with an equal body of water elemental, but with respective color of npc...


12- The npc dismounts to make the attack actions. Animations by npcs in mounts are bug. Illustrative manner, all attack animations of npcs mounted would be...
Image

Re: Possible Bugs, sugestions or Questions

Posted: Wed Jan 18, 2012 8:24 am
by Xuri
1) The reason why these use the regular backpack gump is because the sound you get when these gumps open (as container-gumps) is client-side, and not determined/sent by the client. The 0x40 gump has apparently no sound when opening.

2) Fixed in my next CVS commit.

4) Unable to reproduce. Added the smallshipdeed and planted the boat in the sea, and it appeared fine, even after moving it about, turning it around, etc. Which client version are you on? Have you by any chance done any modifications in house.dfn?

5) Fixed in my next CVS commit. You can fix it yourself by assigning type 210 to the items you want to use, or add them to the "modelmulti"-list in DFNDATA/ITEMS/itemtypes.dfn.

7) I was wrong! They're not intended to give visible AR-buffs. Shields operate slightly apart from the rest of your armor. When damage is incoming, your parry skill is checked. If you successfully parry, damage equal to a random value between half your shield's AR and its full AR will be absorbed. THEN it applies armor-absorption separately afterwards.

12) Fixed in my next CVS commit. The NPCs appear to be mounted, but they never got their "mounted state" properly set. Fixed that.

Re: Possible Bugs, sugestions or Questions

Posted: Wed Jan 18, 2012 10:01 am
by Blue Dragon
Very good. Great Xuri :o


About the boat...

4) Strange... Here it is as pictured...

My Ultima Online is Mondain's Legacy and the client version is 6.0.1.7

Yes, I had edited the house.dfn, but I just added things, did not changed anything. However, I extracts UOX3 again on my computer, without any changes, the way it comes from download, and the boat was the same way.

Only the "smallshipdeed" that is so, all others are normal.




And by the way, is not the correct location, but if you do not bother, I have only a few doubts.

What are the commands for the ship move? If this is modifiable, where can I do it?


The poisonous npcs, as spiders or Scorpions, reach a blow poison in the player?

I use the tags

POISONING=1000
POISONSTRENGTH=2

However the npcs never hit none blow that poisons the player :shock:.

Re: Possible Bugs, sugestions or Questions

Posted: Thu Jan 19, 2012 7:06 am
by Xuri
Fix for monsters poisoning their targets will be in my next CVS commit :) The way it was setup was that fencing or swordsmanship was a requirement to be allowed to even try to poison someone. This is no longer true for NPCs (many of whom use wrestling as their default fighting skill). All they require is the POISONSTRENGTH=# tag (valid values from 1-4; I'm fixing this for some spiders that are setup with a value of 5, which is not valid), the poisoning-skill is exclusive to players.

Re: Possible Bugs, sugestions or Questions

Posted: Thu Jan 19, 2012 2:31 pm
by Blue Dragon
Great! :D

Re: Possible Bugs, sugestions or Questions

Posted: Tue Mar 20, 2012 6:34 am
by Xuri
Blue: I'll mark this thread as fixed. If any of these issues are still valid, please post them in new, separate topics :)