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Bug 297: (zippyzee) Can't hit pulled mobs
Posted: Mon Nov 23, 2015 8:57 pm
by BugTracker
Bug ID : 297 - Can't hit pulled mobs
Bug Date : 2015/10/21 10:56:40
Assigned To : zippyzee
Priority : Low
Category : VGClient
Sub-Category : Gameplay: Combat
Severity : Severe (e.g. Exploitable)
Reproducible : Every time
Details:
It appears monsters remember only the spot they were pulled at. If you pull them away from that spot, you cant hit them and they cant hit you due to range, but they will follow you. Combat works again if you stand back on the spot they were standing just before the pull.
Originated From World: New Telon (1)
Chunk : Mekalia (100)
Location : 22551 68334 5068
Bug 300: (zippyzee) If it helps determine the bug ...
Posted: Mon Nov 23, 2015 9:00 pm
by BugTracker
Bug ID : 300 - If it helps determine the bug ...
Bug Date : 2015/10/27 06:51:58
Assigned To : zippyzee
Priority : Low
Category : VGClient
Sub-Category : Gameplay: Combat
Severity : Severe (e.g. Exploitable)
Reproducible : Every time
Details:
If it helps determine the bug during coding, the bug where you arent in range of a target (and vice versa) unless you are withing range of its spawnpoint appears to have another facet to it.
Even if you are standing on the spawnpoint and the target paths well away from you, it can still hit you, but you cannot hit it i think.
I dont know if that helps cut down the relevant codelines for you guys
Originated From World: New Telon (1)
Chunk : Ca'ial Brael (22)
Location : 23939 -33699 21802
Re: Bug 297: (zippyzee) Can't hit pulled mobs
Posted: Tue Nov 24, 2015 5:19 am
by zippyzee
Did something revert on this? I fixed this exact issue a few weeks before. I'll take another look.
Re: Bug 297: (zippyzee) Can't hit pulled mobs
Posted: Tue Nov 24, 2015 6:50 am
by zippyzee
This is pretty much impossible to test, since all mobs die with one hit. We need to get that fixed.
If it continues, it is not a behavior I see in Windows builds. It appears to be some difference in converting doubles to floats and losing the precision due to rounding errors. The NPCs are moving to a new location in the client but not updating their current location properly, so the server thinks they are still standing on their original spot. I believe we had a discussion on this a month or so ago and some of us could replicate and some of us could not.
The same goes for hailing an NPC while they are roaming.
Re: Bug 297: (zippyzee) Can't hit pulled mobs
Posted: Tue Nov 24, 2015 8:09 am
by John Adams
Again, New Telon is a Windows build. Only my Targ server is Linux. On the bug tracker page, it should show what server the bug was reported from.
[quote]server name:
New Telon[/quote]
And, this is also an October bug, need someone to tell me if it's still happening.
And yes, we need to fix the level 70 NPC that dies with 1HP damage. Not sure how that happened, but I'm suspecting new Attributes code since I'm sure nothing in Questing affected HP.
Re: Bug 297: (zippyzee) Can't hit pulled mobs
Posted: Tue Nov 24, 2015 8:38 am
by zippyzee
Ah, I thought they were both running on Linux. That's good to know.
I can't replicate it myself locally. I put in a debug line to show me my target's x and y position and they are updating correctly. I could also hit mobs and start combat while they were roaming from one position to the next.
I do have an update that I can try if it is still doing this, which makes all the calculation variables doubles.
Re: Bug 297: (zippyzee) Can't hit pulled mobs
Posted: Tue Nov 24, 2015 9:09 am
by zippyzee
There was a rare Zippyzee sighting on New Telon this morning. I can't replicate this, so I assume this is from before the previous fix.
Re: Bug 297: (zippyzee) Can't hit pulled mobs
Posted: Tue Nov 24, 2015 10:00 am
by John Adams
[quote="zippyzee"]There was a rare Zippyzee sighting on New Telon this morning.[/quote]
There should be more sightings, though for now we're just chalking this up to too much moonshine.
Re: Bug 297: (zippyzee) Can't hit pulled mobs
Posted: Tue Nov 24, 2015 10:09 am
by zippyzee
He is usually hanging out in the Fool's Gold in Rivervale drinking with the halflings.