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/summonitem Doesn't Work

Posted: Fri Aug 01, 2008 6:27 pm
by Scatman
I had this problem before LE updated the playable EQ2Emu to live today (8/1/08). I thought it was because I accidentally patched passed the working version previously but now clearly something else is wrong. Whenever I do a /summonitem <item_id>, no item appears in my inventory. I can do a /searchitem just fine.
When I do a /summonitem <item_id>, I see activity in my EQ2World terminal. Also, LE had told me that items won't spawn in bags but I do not have any bags in my first inventory slot, nor in any slot for that matter.
Anyone have any clue to as to what is going on or any suggestions? I've even tried other peoples' servers and it still doesn't work so it has to be something on my end.
==EDIT==
I tried submitting this via /bug in game but got an error message "Error submitting bug" when I tried.

Posted: Fri Aug 01, 2008 6:53 pm
by John Adams
I concur, I tried to summon item 4049 (fishbone dirk) and got nothin.
I have never played with items tho, so I cannot say I ever seen it work.

Re: /summonitem Doesn't Work

Posted: Fri Aug 01, 2008 8:58 pm
by LethalEncounter
OK, I'll look into it. I already had items on my character and they appeared properly in the latest version, so I'm not sure what could be wrong atm.
Scatman wrote: ==EDIT==
I tried submitting this via /bug in game but got an error message "Error submitting bug" when I tried.
Why is it that you guys have problems with this when it works perfectly for me?

Posted: Fri Aug 01, 2008 9:26 pm
by John Adams
Because you are the developer and we are the users.
Users FTW!

Posted: Fri Aug 01, 2008 10:18 pm
by LethalEncounter
I see the problem. The maximum length of a command argument right now is 100. Because of the way that the client sends the bug data you can easily go over a hundred with a small sentence. Every time I tested the bug system it was always small entrys so I never noticed it.
Oh and BTW, I am not able to reproduce the item problem you guys are having. I can summon items just fine. You sure your structs are up-to-date?

Posted: Fri Aug 01, 2008 10:51 pm
by John Adams
I am currently using the exe and structs from the public SVN, but I am not certain what condition TessEQ2 `items` tables are in. I have not messed with items in months.

Posted: Sat Aug 02, 2008 5:33 am
by LethalEncounter
John Adams wrote:I am currently using the exe and structs from the public SVN, but I am not certain what condition TessEQ2 `items` tables are in. I have not messed with items in months.
Try compiling it yourself. The exe on svn is a bit old right now.

Posted: Sat Aug 02, 2008 8:59 am
by Scatman
LethalEncounter wrote:I see the problem. The maximum length of a command argument right now is 100. Because of the way that the client sends the bug data you can easily go over a hundred with a small sentence. Every time I tested the bug system it was always small entrys so I never noticed it.
Oh and BTW, I am not able to reproduce the item problem you guys are having. I can summon items just fine. You sure your structs are up-to-date?
Yeah, I just checked and I am using everything that is up on the SVN right now.

Posted: Sat Aug 02, 2008 11:48 am
by John Adams
I recompiled, using all the new structs. The items I am summoning are going to the 1-6 slots on my toon.
Of course, there still is one thing not clear. ;)
It started placing my fishbone dirks at slot 2, not slot 1. And when slot 6 is full, no more summoning (even though slot 1 is open). I guess this can wait til later, but in case there is something odd with looting, I thought I would mention it.
Overflow is supposed to go where, on the cursor, or in the Inventory UI window? I can't remember.

Posted: Sat Aug 02, 2008 11:53 am
by Zcoretri
Yeah...about slot 1, never got around to asking about this so this is a good time. There is supposed to be LE's big ass bag in slot 1, but the icon doesen't show up in the slot. I got the bag to open once, no clue how I did it, lol.
P.S. John, you must have used a backup DB, because all the changes I made are gone. I saw a post somewhere about mob levels? Should I try some editing again?

Posted: Sat Aug 02, 2008 11:57 am
by John Adams
LE's Big Ass Bag usually shows up for me on new toons, but when I examine it, it's usually an eagle feather.
The tease.

Posted: Sat Aug 02, 2008 12:11 pm
by John Adams
Zcoretri wrote:P.S. John, you must have used a backup DB, because all the changes I made are gone. I saw a post somewhere about mob levels? Should I try some editing again?
I'm sorry Zcoretri, I had to revert the DB to a backup because somehow all the NPC data (for all 6000 or so spawn_npcs) got set to the same values. I have a bug in about it, but trying to root it out myself.

You might hold up on editing content for a few days til we sort this out. I do apologize your changes were lost. I hope it wasn't too much.

Edit: not the right place to hide this, but /bug does work as LE said... I tried it with a minimal amount of text, and it submitted fine.
bug.jpg

Posted: Sat Aug 02, 2008 12:20 pm
by Zcoretri
It wasn't too much no...just faced some NPC's the correct way, changed a few visual states and had removed somes dupes.
But hey, we got a few spawnscripts in there...way cool :D

Posted: Sat Aug 02, 2008 1:17 pm
by John Adams
The scripts working ok? I went to talk to Ingrid, which is when I noticed she was bald and freaked out and got all AD&D on the spawns level problem lol
I'm trying to figure out a way you (and the team) can actually edit those scripts via the web - since I host everything myself. Just trying to consider the dangers therein ;)

Posted: Sat Aug 02, 2008 1:55 pm
by LethalEncounter
John Adams wrote:The scripts working ok? I went to talk to Ingrid, which is when I noticed she was bald and freaked out and got all AD&D on the spawns level problem lol
AD&D huh? You put on your robe and wizard hat? :P