Initial Bugs / Discrepencies

Found a bug in UOX3? Or experienced a server crash? Perhaps you've noticed a broken feature? Post the details here!
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Hughesbuddy
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Initial Bugs / Discrepencies

Post by Hughesbuddy »

So i've been keeping a log of Bugs / Notes / Ideas. I'll paste them the relevant bugs here, several aren't very insignificant, some are just discrepancies i've noticed from OSI to memory and may be conscientious design choices.. Obviously these are not all important, but just things i'm jotting down. Not looking for immediate resolutions or comments, just starting to put them down here for all. Some may even be RPI related, again, hard to tell what "ME" specific, or whats UOX3 specific..

Bugs:
-Creature Status bar doesn't close once dead
-if two health bars docked, cannot close the bars anymore (dead or alive)
-attacking doesn't cause you to turn and face enemy. Sometimes does? Logic seems inconsistent..
-bandages can't be used right away after attempting, should be no stopping, applying bandages before finished is allowed and restarts the "healing time"
-Enemies disappear after they disengage combat? Back to their spawns perhaps? maybe only outside of spawn zones?
-creatures insta-heal after leaving combat? Could be spawn region related as well?
-Enemies can start attack combat but can't pathfind through gates
-Corpse names show up when entering screen range
-Using scissors successfully makes character say "false", found the JS in scissors.js, just need to remove
-found un-sellable long sword and Pickaxe? probably different ID due to direction and something with shopkeepers "buy list"

-Strange gold issue. Depositing gold using the text based call of "bank" acts differently. Crashes On certain amounts of gold. Something to do with the banker.js file, perhaps counting gold? counting stones? something.. Works fine with regular click on banker -> Open bankbox:
| Popup Menu Selection Called, Player: 0x7F49 Selection: 0x154
Assertion failure: s < buf + bufsize, at jsdtoa.c:2725

Just my first go at things and my two cents after a few hours of mongbat romping.. Not trying to add more work for you, nothing in this list is a deal breaker.. (Bank issue is rough though..) i'm capable of tinkering as well if i have guidance on file/function info that i'm not privy to.. Not pushing it, but if i had a rough guide to *.cpp file info i could tinker on the fixes myself too.. I feel many of these aren't in the user-friendly js files.. : P
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Xuri
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Post by Xuri »

Hughesbuddy wrote: Sun May 08, 2022 5:50 am -Creature Status bar doesn't close once dead
-if two health bars docked, cannot close the bars anymore (dead or alive)
Both of these are client related AFAIK. If you are using the CUO client, there might be options available to modify the behaviour.
Hughesbuddy wrote: Sun May 08, 2022 5:50 am -attacking doesn't cause you to turn and face enemy. Sometimes does? Logic seems inconsistent..
We might not be aggressive enough with the turning to face enemy; it was muted in the past in an effort to try to solve an issue where the client caused the player to always turn in a specific direction while in combat, even if the opponent was in a completely different direction! I'll add something about this to the Trello TODO list.
Hughesbuddy wrote: Sun May 08, 2022 5:50 am -bandages can't be used right away after attempting, should be no stopping, applying bandages before finished is allowed and restarts the "healing time"
Could you clarify - do you mean that bandages can be used again right after a healing attempt has been made, or that it should be possible to use them again before the bandaging is complete to restart the process? According to official patch notes, there's supposed to be a "lengthy delay" applied after healing, but it doesn't say anything about using bandages anew before the process is finished. Though I did see something on archived stratics about secondary healing attempts cancelling the first attempts.
Hughesbuddy wrote: Sun May 08, 2022 5:50 am -Enemies disappear after they disengage combat? Back to their spawns perhaps? maybe only outside of spawn zones?
-creatures insta-heal after leaving combat? Could be spawn region related as well?
If NPCs cannot reach their target in combat, and there's no other valid target to switch to nearby, they will evade and go back to their spawnpoint (or place where they were initially aggroed? Don't remember). Triggering this evade state will also heal the NPC back to full health. This is meant as an anti-exploit measure, but it might be a bit heavy handed and require some tweaking. If you can detail the exact situation where you experienced this, maybe we can take a look and figure out how it can be improved.
Hughesbuddy wrote: Sun May 08, 2022 5:50 am -Enemies can start attack combat but can't pathfind through gates
Could you provide some more detail for this one? Like a specific location where it happens, or the exact scenario where it occurs?
Hughesbuddy wrote: Sun May 08, 2022 5:50 am -Corpse names show up when entering screen range
This is not expected? I'm not sure if this is a client-thing or a server thing 🤔
Hughesbuddy wrote: Sun May 08, 2022 5:50 am -Using scissors successfully makes character say "false", found the JS in scissors.js, just need to remove
Yeah, this should be fixed, along with the running thing. I'll probably change it to say the message if it detects running, but don't actually prevent the user from doing so. Alternatively, make them stab themselves with the scissors if attempting to use while running *evil grin*
Hughesbuddy wrote: Sun May 08, 2022 5:50 am -found un-sellable long sword and Pickaxe? probably different ID due to direction and something with shopkeepers "buy list"
Yeah... some items were updated recently (in the grand scheme of things) to allow both directions of the items to exist equally. 'add item longsword will randomize the direction that gets added, for instance. However, the shoplists were not updated to support the alternate direction, so that's a bug. Solution: Add the alternate IDs to the shop buy lists.
Hughesbuddy wrote: Sun May 08, 2022 5:50 am -Strange gold issue. Depositing gold using the text based call of "bank" acts differently. Crashes On certain amounts of gold. Something to do with the banker.js file, perhaps counting gold? counting stones? something.. Works fine with regular click on banker -> Open bankbox:
| Popup Menu Selection Called, Player: 0x7F49 Selection: 0x154
Assertion failure: s < buf + bufsize, at jsdtoa.c:2725
Could you provide me with some exact steps to reproduce this, please? Like in a couple of simple, non-ambiguous steps?
-= Ho Eyo He Hum =-
Hughesbuddy
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Post by Hughesbuddy »

Thank you so much for addressing these issues.. I really should have numbered them.. so i'll do that now, and align them with your answers(tagged with my initial issue)..

1. Creature Status bar doesn't close once dead
- I'll look into solutions in the ClassicUO client/Options if you think that's where they are..
2. Attacking not causing player to face the attacker..
- This is super not important.. Don't move this forward unless it's super easy and non-intrusive.. Not a critical bug..
3. Specific example is Moonglow graveyards.. They spawn within the gates, and if i get near them, they "attack me" but the AI cannot open the simple gate to get to me.. If i open it, they come through, but OSI included gate opening in the monster pathfinding.
4. I've noticed this everywhere.. Corpse's identify when running into their screen... I'm sure we just need to modify the showChar() function again...
5. Easy Scissors modifications.. You already offered options for this one..
6. Sounds like new Id's were added, but not to ShopList ID's... Makes sense, but something that should be added to Shopkeepers lists...
7. Yes. It was pretty straightforward.. It was a specific amount of gold in the bank, and nothing else, so pretty specific in the JS i think...
Hughesbuddy
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Post by Hughesbuddy »

So i just did it by saying "bank". it crashed the server.. How do you want me to get you more info? can get you WSC saves before it? Or i can open my bank via VendorClick -> Open Bankbox and it works perfectly fine without fail... It's something specific with "Bank" which is handled through Banker.js... but i don't see the problem...
Hughesbuddy
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Post by Hughesbuddy »

Might not have been clear.. On the item of Bandage Usage, OSI usage, is bandages had no "cooldown" I.E. could be used immediately, regardless of if they were currently being used... There was no restriction to "re-using" bandages, and if another target was chosen, it would "restart" the healing period.. (Scenario.. I.E A person could be healing themselves for a short amount of time, and a few seconds later need to heal their tamed mount.. the new bandages+Target should target the new target and reset any previous heal counters..
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