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'Lockups' during looting

Posted: Mon May 24, 2010 9:44 pm
by aabamzen
Has anyone else looted a corpse and not been able to be 'done' with it? The client doesn't freeze or disconnect (I can still run any command I can do with the loot window open), but I can't close out of the loot window unless I /q. I guess I could wait for the corpse to expire ;)

Re: 'Lockups' during looting

Posted: Tue May 25, 2010 12:32 am
by Trevius
Yeah, if you loot an empty corpse before it poofs, it can sometimes bug the client. Unfortunately, I haven't been able to reproduce it locally, so it is hard for me to isolate the root cause of the problem to be able to fix it. If I can figure out what is causing it, shouldn't be too hard to fix I think.

Re: 'Lockups' during looting

Posted: Tue May 25, 2010 2:48 pm
by aabamzen
I reproduce it daily - is there anything I could do to help you out?

Re: 'Lockups' during looting

Posted: Wed May 26, 2010 9:24 am
by Trevius
I think it may be related to latency to the server, which would explain why I am unable to reproduce it on my own server. Basically, I think the fix is just to send the player a packet to end the looting when the corpse poofs. Though, I think the problem is that the server doesn't realize the player is looting until maybe after the corpse has already poofed. Unless I can reproduce it myself enough to see where the problem is actually happening, it is hard for me to know where/when to send the packet to end looting.

For the time being, you should be able to just wait a couple of seconds to see if the corpse poofs. Otherwise, another solution is to add like 1cp to each NPC loot table so they are never empty, which is the only time the bug is seen.

Re: 'Lockups' during looting

Posted: Wed Jun 09, 2010 2:50 pm
by holyhatred
This happens constantly to me. To 'fix' the issue, alt+enter to full screen, then again to go back to windowed mode.

Re: 'Lockups' during looting

Posted: Wed Jun 16, 2010 9:16 pm
by zeiksz
It never happened to me. Playing in windowed mode. Checked EQEmu for fix and found one in revision 1546 and applied. Will go live after upgrade test on test server. ETA: a day or two.