Faction data issues

Old bugs stored here for reference.
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John Adams
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Faction data issues

Post by John Adams » Sat Jan 05, 2013 7:12 pm

Making a note so I don't forget.

A few things funky with Factions in the CoE client (though I do not think they are caused by CoE, maybe just never noticed before)

1) A brand new character with no starting factions (start_city = 32) has no entries in character_factions initially. After a minute, SavePlayerFactions() gets called, and 2 factions are inserted: 21 TutorialFaction1, and 22 TutorialFaction2. These are Emu custom factions to get opposing Island inhabitants to be KOS to each other. A player should never get these just logging in and not moving.

The reason I know this is a bug is that the factions also never appear automatically in the Character sheet Factions tab, which means we're not intentionally updating anything - else there would be a send packet. /zone or log back in, and you will see the Generic factions on your character.

Note: There is a hard-coded faction_id > 10 to avoid loading the Generic factions.


2) Even aside from getting these factions inserted for no apparent reason, even so, they should not be seen in the client UI. My suspicion is that a change to the client now reveals "Generic" type factions, where it did not before. Just guessing.


3) Starting Factions for start_city 16 (Timorous Deep) and 32 (FrostFang Sea) need to be configured. How the hell did we miss TD?


4) Design idea; I think starting_factions should be based on more than starting_city values... add the usual, class, race, gender. I have been meaning to do that for years.

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