Bugs: The Caves - Game/Combat/zone Issues!

Old bugs stored here for reference.
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Donnarien
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Bugs: The Caves - Game/Combat/zone Issues!

Post by Donnarien » Fri Sep 04, 2009 4:59 am

My testing machine(Laptop):

OS Version: 5.1.2600 Service Pack 3 VER_NT_WORKSTATION
CPU: 2 x86 GenuineIntel 4MHz RDTSC MSR CMPXCHG8 SSE SSE2
DirectX Version: 9.0c
Video Card/Driver: [ATI Mobility Radeon X1800 ] [ati2dvag.dll] 6.14.10.6618


Ground installation pack - "TSO - All in one compilation pack - Limited Edition"


SoE-exe-version(trough Eq2Emupatcher): 5499L
(No other version works for me atm)

All testing done on "TessEQ2" server, map/zone "The Caves".
-------------------------------------------------------------------------------------



Issue 1:
------

When you die in map/zone: "The Caves", your respawn point is under the map, waaaaay down under.
JA: Fixed


Issue 2:
------

When you swim, you don't get any better at it(no points appear).
JA: Swimming not implemented yet


Issue 3:
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While in fightmode, the "char"(from time to time) seem's to think the fight is over(while it's not), the "char"
moves out of "attack mode" and stands straight, just waiting.
Then(after several seconds) getting into to the fight again.
JA: Known Issue


Issue 4:
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The "mobs"(in this case the "Gnolls") won't go back to their original place after they have killed you.
After you respawn.. they are still in the same place as they were when they killed you!
I guess they respawn in the right place when they die tho...
JA: Known Issue


Issue 5:
------

While you are resting(sitting down) and you suddenly get attacked, the "char" stands up, deals/get's a "blow", and
then sit's down again... over and over again.
A thought would be that the "resting-loop" should be aborted when attacked??
I may be wrong on this one tho...
The char still fights, but you must press the "Sitt/Stand-button" to get out of it.


Issue 6:
------

The "mobs" detect you through wall's and ceelings, floor's.. (or the edges of them).
For example: if you stand on a staircase(ex 10 meters up) you can still "aggro" mobs down below.
And they can even hit you from that distance(no ranged weapons).
The mob is still standing down there...
Even more.. If the mob actually get's to you, it may be invisible for you UNTIL you run around a little bit
(makeing some disstance).
Short "Aggro-disstance"??
JA: Known Issue having to do with a lack of terrain maps(?)


Issue 7:
------

When a mob attack you(and come running), if you move a bit at the same time, the mob get's stuck for a while in the place it THINKS you are at(your first position)... it take's some time for it to "close the gap"(but it can still hit you
from the given distance).
JA: Known Issue - new combat bug


Issue 8:
------

I might be dreaming here, but getting points for "slashing" seem's to be really slow.


Issue 9:
------

When you gather materials (for example) from a "?", you do the crouching-stand.
Shoulden't this be the same as "Setting trap-stand"(or something else) where it actually look's like you
are looking for something(i may be wrong here)?


Issue 10:
------

"Consul Bree <Qeynos Guard>", the quest she is giving(in map "The Caves") can't be taken.
When you are about to get the quest, nothing happens!
And it don't appear in the "Quest Journal"!
This appear to be the first quest.



Issue 11:
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"Gathering" works in this zone, but not cutting wood or harvest, and when you try to fish,
you won't get any from the marked "named spots".
JA: Known Issue - not all ground spawns have been configured yet


Issue 12:
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NPC "Kahla Ulno": This one want's you to do a quest about killing a few bats, serpent's etc...
But the quest you take is about "Collecting Explosive's" from "Powdered mineral" heap's.

The problem/problems are these:

When you do this(collect from the minerals piles).. you don't see
how many you have collected(while you are collecting).
And when you HAVE collected all "minerals", you still see the value "0/15".

Unable to finalize the quest.

The next one is that this is the wrong quest from the begining.
This quest refers to a "Emma Torque".
AND... at the end sequence(of taking the quest) a sound sample of this "Emma" playes... regarding
how exciting she is about getting these powders/epxlosives.
This "Emma" stands near the waterfall!

I would guess we got 2 quest's mixed up here.. lol

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Good/working stuff!
-------------------

The combat system is a real improvment in my eyes.
Alot of things react better, tho there are some glittches.
Really nice to see the mobs going at it with there spells and weapons.. GOOD WORK, REALLY GOOD WORK!!!!
All other "known" quests works in the "map".

Ps: This is my very first "Issue-report".
I know i diden't spread the "info" out in certain "topics", if it is a problem, erase it.. and i will splitt it up in more suitble topics! : Ds :)
Last edited by Donnarien on Sun Sep 06, 2009 7:28 am, edited 8 times in total.

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John Adams
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Re: Game/Combat/zone Issues!

Post by John Adams » Fri Sep 04, 2009 6:42 am

Nope, that is PERFECT info =) Thank you for taking the time to post it. I can address a few of these.
When you die in map/zone: "The Caves", your respawn point is under the map,
waaaaay down under.
This is likely a revive point not yet set. I can take a look into that this weekend.

While in fightmode, the "char"(from time to time) seem's to think the fight is over
I reported this a long time ago, too... I was hoping the revamp would fix it :(

The "mobs" detect you through wall's and ceelings, floor's..
This is actually caused by the fact EQ2Emulator currently does not have any "heightmaps", or an ability to detect terrain/solid objects. That is what I recall from a discussion we had long ago about how we plan to determine solid objects like walls and floors in the World. For now, we can tune down the aggro radius so the entire zone doesn't come attack you, as a bandaid... but the long-term fix for this might be a ways off.

LE can address this one more technically.

When you gather materials (for example) from a "?", you do the crouching-stand.
I was told "gathering" changed visual states, and to not use the old searching/gathering visual state... but instead, the crouch. If someone can verify how it works on Live, we can get it set up properly once and for all.



Thank you again for your great issues/successes report ;) Keep em coming!
John Adams
EQ2Emulator - Project Ghost
"Everything should work now, except the stuff that doesn't" ~Xinux

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Scatman
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Re: Game/Combat/zone Issues!

Post by Scatman » Fri Sep 04, 2009 10:56 am

Thanks for the detailed report, Donnarien. Do you happen to remember which quest you were attempting to receive from Consul Bree (1st quest, 2nd, etc)?

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Re: Game/Combat/zone Issues!

Post by Donnarien » Fri Sep 04, 2009 11:56 am

It's the first quest. :)

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Re: Game/Combat/zone Issues!

Post by Scatman » Fri Sep 04, 2009 12:57 pm

John, I think we're missing quests again :/

Edit:
Nvm, somehow some quest IDs got pushed down 2.

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Re: Game/Combat/zone Issues!

Post by Scatman » Fri Sep 04, 2009 1:45 pm

Wow, the quest IDs in Caves were really screwed up but I think I fixed them all as well as their corresponding NPCs. Also I've set the revive spot to the correct location.

Your issue #12 in Caves about the 0/15 updates is a known quest display bug. This occurs when you have more than one step given to you at a time. What happens is, the icon and text is used for the other update text and icons. Your quest is still being updated properly though, as this is only a quest journal and pop up text display issue.

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John Adams
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Re: Game/Combat/zone Issues!

Post by John Adams » Fri Sep 04, 2009 3:24 pm

Scat, I cannot say why quest ID's would be off. Dev and Tess are the exact same tables, as of the day we moved the data over. If it was screwed, it was screwed before then.

Maybe we should take a quick inventory of all our scripts, see what's real or not. If the spawn ID's were in the database, this would never happen. ;)

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Re: Game/Combat/zone Issues!

Post by John Adams » Sat Sep 05, 2009 8:41 am

Scat/Xan, as we go through and fix these on Dev, do me a favor - Edit Donnarien's bug post and strike out the bug, say you fixed it, so someone else is not going through and trying to fix the same things.


Donnarian, thank you for taking the time to test our content. Just FYI though, you could be using the in-game /bug command which might be easier on you (definitely easier on us) so you don't have to keep notes and come build a post. Either way is fine, but letting you know there is an alternative.

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Re: Game/Combat/zone Issues! (Caves)

Post by John Adams » Sat Sep 05, 2009 9:57 am

Donnarien, hope you don't mind but I split your content bug posts up so we can track them better.

Also, since most of them are Content, I moved them all to Content Bugs.

Keep up the good work!

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Re: Game/Combat/zone Issues! (Caves)

Post by Donnarien » Sat Sep 05, 2009 1:33 pm

Ok, no problem. :)

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