[FIXED] Boat travel not updating client side.

Here we stuff all the bugs we've managed to squash/squish/squelch.
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GaryMartin
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Boat travel not updating client side.

Post by GaryMartin »

Okay, using client 6.0.12.4, Razor 1.0.11 with the ver 4 UOX3.

Problem: Moving while on a boat does not update the client display. I have UoAutomap running as well, and it *does* show the position updates.

I have tried this with a fresh distribution version of the latest UOX3, I have tried it with a version that has Stranf's data added, and also with a fresh version that just has the community worldfile added. Same results in every case.

Client side, once you try and move the boat, the client does not display movement. You *can* still issue new movement commands that do take effect server side. If you try and move your character client side, the client then locks up.

Also, with this latest version of the EA UO client, I haven never been able to get off of a boat successfully from the plank. Teleport is always needed. Cannot convert the boat back to a statue either.

From reading past issues with boats I have tried boat speeds ranging from the default clear down to the 0.04 that Stranf uses. Still no luck (other than the boat moving faster on UoAutomap)

Thanks!
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Jediman
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Post by Jediman »

Hmmm....packet changes perhaps?
Do you have an older client like 5x that you can try, or an earlier 6x?
I have the 5x client on my website (See sig for link) that I use for the classic uox3 and decorating. If that works with the current release then it would most likely be some sort of packeting change again.
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Post by GaryMartin »

Yep, I downloaded your 5x client and the boats were perfect with it.

Thanks!
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Jediman
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Post by Jediman »

That would tell us that its most likely a packeting issue.

I'll look into this later this week once I have a chance.
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Jediman
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Post by Jediman »

I know this has to be a packeting issue, but for the life of me can't figure it out in the code.

I can see where the message is sent to display things (send packet to client really, via the network and protocol header files) but can't figure out WHAT is being sent or what the packet is.

Xuri, Giwo, et all, any thoughts?

*wonders how Giwo is doing*
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Post by Jediman »

Here is my packet log from telling my boat back, and then killing the client + server when i froze:

Code: Select all

[SEND]Packet: 0xae--> Length:58 [April 02 01:30:47 PM]
 ae 00 3a 00 00 00 01 01  ®.:...
 90 00 00 34 00 03 45 4e
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Jediman
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Post by Jediman »

In the boat code, for move and turn, there is a
prSend(1) ...changed it to 0 and it seems to work again in the 6x clients.

Problem is, the redraw of the boat looks like ass, but hell its working ^_^
---
Also works with 5x clients.

So the bigger question is what was it prior to the current release?
Also, what could be the issue with the redraw speed I wonder?
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Post by Xuri »

Sucky redraws has always been a part of UO's boat code =P It seems the redraws get worse and worse the lower your CHECKBOAT setting in UOX.INI is set to. With a value of 0.75, for instance - redraws happen very seldom when I'm not moving around on the boat - but at the same time the boat moves at normal walk-speed ;P

Anyway, your boat-fix is now up on the CVS.
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Post by Jediman »

w00t!
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Post by stranf »

on my shard the boat check is set to 0.25, I believe.

At any rate it is a LOT faster than when you are running. Perhaps slightly quicker than when you are on a horse.

The only catch is that you need to type your boat commands 10-20 seconds in advance, because of the lag!! --It makes sailing quite interesting anyway.

-You use your cartography to line up your course, say go.
-Estimate how long you want on that course then time your stop.
-Use cartography again to line up your turn and repeat.

Sailing is now an art (you can miss your target quite a ways!) but it is really fast.


The downside that we have is that the world is flat, and if you miss you end up in Renaissance!!

Is there anyway to make uox3 round?
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