This is becoming the norm.

General issues.
Vaion
Posts: 3712

Re: This is becoming the norm.

Post#71 » Mon Apr 13, 2015 5:41 pm

Update Time :)

Here's a quick glance at our private testing:

[COMPLETE] Get THF Code merged with EQEmu code
[COMPLETE] Get New THF/EQEmu code building correctly
[COMPLETE] Update DB with required SQLs
[COMPLETE] Acquire new software requirements
    [X] Visual Studio 2013 Express for Windows Desktop
    [X] CMake
    [X] LUA Modules
[COMPLETE]Conduct initial log in/executable testing with basic functionality
    [X] Login Server Functionality
    [X] World Functionality
      [X] DB Access
      [X] Opcode routines
      [X] Server conncetions (UCS/QS/Zone)
    [X] UCS Functionality
      [X] Chat Channels
      [X] Friends
    [X] QS Funcitonality
      [X] Server Logging Methods
    [X] Zone Funcitonality
      [X] GM Commands
      [X] Character Spawn/Movement
      [X] NPC spawn/movement
[COMPLETE] Test connecting to current THF Login server
[COMPLETE] Begin Migration to Test Server
    [X] Create working consolidated SQL
    [X] Upload Current working code to SVN
[COMPLETE] Test Building Code on Test Server environment
[IN PROGRESS] Dev Only Test server bug tests

Fixed Issues:
    - Fixed major connection issue preventing players from moving after logging in
    - Fixed issue with chat commands not processing properly
    - Fixed GM Commands not loading
    - Fixed NPCs having invalid char names
    - Fixed NPCs not spawning on zone boot up
    - Fixed NPC spastic movement while running
    - Fixed inventory load issue due to DB column mismatch
    - Fixed spawn group mismatch due to incorrect SQL Statement
    - Turned on QS Logging during testing cycle (will turn off most once bugs are found/fixed)
    - Fixed Login Server issues to allow new code to work with current Login server

This week/weekend is going to be action-packed with bug fixes that the Dev team discovers, followed shortly by the open Test Server Bug tests for everyone!
Oh the fun you all are going to have in DSK3...
Simon says.. touch the green one! Nooooo BLIQUE NOT THE RED ONE! zomg you just got me "Vaion Touched"!

Vaion
Posts: 3712

Re: This is becoming the norm.

Post#72 » Thu Apr 16, 2015 2:37 pm

Just wanted to keep everyone updated on the latest changes from internal Dev Testing:

- SendIllusions on zone in is fixed.
- Pets now respond to correct commands
- Pets now zone with masters
- RoF2 Client now enabled
- Removing augments from items in RoF2 now requires the proper augment distiller to be in your inventory
- Trigger on Fade spells no longer summon daggers on fade.
- Cast on Fade spells now properly trigger only on the spell fade sequence instead of 1 tick before the actual spell fade.
- Rooted NPCs will now always turn to face their target, even if they are outside of combat range.
- Fixed memory data loss in worn2 bonus initial load
- Removing a Worn2 illusion now properly resets the material of the player's armor.
- Fixed an issue causing the inventory to constantly recalculate player stats when it was not needed. Inventory stats are now only recalculated if the item being moved is to/from a worn slot, or if the item being moved is a food/drink. (This fixes the issue with worn2 illusions constantly being resent to everyone when any item was moved in the inventory)

The number of bugs is slowly dwindling and we really just have 3-4 more major issues (mostly with spell damage) to figure out.
Oh the fun you all are going to have in DSK3...
Simon says.. touch the green one! Nooooo BLIQUE NOT THE RED ONE! zomg you just got me "Vaion Touched"!

Stickybuds
Posts: 883

Re: This is becoming the norm.

Post#73 » Fri Apr 17, 2015 10:27 am

currently we have to use the #botaugmentitem command (or use a dummy aug and then destory it) to augment more than 1 of the same type aug, like chest of chaos. Is this fixed with RoF client and how augmenting is handled using that client?
Image

Vaion
Posts: 3712

Re: This is becoming the norm.

Post#74 » Fri Apr 17, 2015 11:34 am

I'm assuming you are referring to the Radiant chest type Aug? If so you should be able to put two in an item without using bot commands or dummy augments. If you cannot then we will need to fix that :)

And it should work in RoF2 also. RoF2 augmenting no longer requires the use of a bird bath. You simply pick up the augment and put it in the requested slot.
Oh the fun you all are going to have in DSK3...
Simon says.. touch the green one! Nooooo BLIQUE NOT THE RED ONE! zomg you just got me "Vaion Touched"!

Vaion
Posts: 3712

Re: This is becoming the norm.

Post#75 » Fri Apr 17, 2015 12:19 pm

And speaking of, if anyone has knowledge of small bugs/quirks that need to be fixed and may have been missed over the past few months, please feel free to post them here. We will gladly add them to the test server que and do our best to make sure that they are resolved in the new code. Obviously we are meaning specific bugs like what sticky mentioned. General desync reports will not do any good :)
Oh the fun you all are going to have in DSK3...
Simon says.. touch the green one! Nooooo BLIQUE NOT THE RED ONE! zomg you just got me "Vaion Touched"!

User avatar
Nilbus
Posts: 1258

Re: This is becoming the norm.

Post#76 » Fri Apr 17, 2015 1:47 pm

Not sure it's a bug that's fixable, but if worn2 illusions could respect shrink status that would be awesome.
Nodyin-Nilbus-Pockit-Tiah-Rakas- Funeral
Likeatruck-Khaltos-Nilbie-Ziknaf-Prathun-Missus
Elidor
Youme-Yumme-Blazingtide-Sublin-Lissanda-Darmok
Djarik-Ikat-Nerys-Ometi-Tarana-Biln

I know way too much random stuff.

Vaion
Posts: 3712

Re: This is becoming the norm.

Post#77 » Fri Apr 17, 2015 3:05 pm

Ooooo tricky... When equipping or unequiping them? Or both?
Oh the fun you all are going to have in DSK3...
Simon says.. touch the green one! Nooooo BLIQUE NOT THE RED ONE! zomg you just got me "Vaion Touched"!

Noren
Posts: 1053

Re: This is becoming the norm.

Post#78 » Fri Apr 17, 2015 3:43 pm

I believe normal illusion spells also reset shrink/grow. If we can fix one I'm guessing the other is the same.

Nizzy
Posts: 705

Re: This is becoming the norm.

Post#79 » Fri Apr 17, 2015 7:17 pm

Vaion wrote:And speaking of, if anyone has knowledge of small bugs/quirks that need to be fixed and may have been missed over the past few months, please feel free to post them here. We will gladly add them to the test server que and do our best to make sure that they are resolved in the new code. Obviously we are meaning specific bugs like what sticky mentioned. General desync reports will not do any good :)


We held of on reporting this until you got to this point. DSK3 Master Vule we were discussing the lag we were having. The fight starts off fine but as we progress through it the lag builds then when he dies everything goes back to normal. Also seems like as the script builds through the event progression and that is what is the cause. If you fail, win, reset ect... the lag clears.

Oh and... looks like I started the best thread EVER! :mrgreen:
Nizzy

User avatar
Sian
Posts: 1369

Re: This is becoming the norm.

Post#80 » Fri Apr 17, 2015 8:06 pm

Jumping on this to say that after like 6 weeks without raiding, I went in VT with a friend. He had some huge lags but I didn't (only 86ms) untill we started to fight the first phase 2 boss. My lag jumped from 86 to >7000ms. Toons started to get disconnected, to die, and as soon as they were in HoH it was back to 86ms. Once event failed (yeah because it failed...first time since months months), lag was back to 86ms...

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