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1806 [SphereServer 0.56b] executable - linux minor have not tried 26-08-10 21:36 09-09-10 13:45
Mirravin  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
Automated (specify build number)
None
None
CRITICAL ... "timer expired"
18:46:CRITICAL:Assert pri=2:'IsValidIndex(nIndex)' file '../common/CArray.h', line 269, in CChar::Tick() #6 "timer expired" Today I had a lot of this errors. It was 2nd case, 1st case was 2 weeks ago. Reason - unknown, harm - not detected. Build: #1296.
Notes
(0000604)
Mirravin   
26-08-10 21:45   
(edited on: 26-08-10 21:50)
No, really it was the 3rd case, the first was in spring so it is a rare, but old thing. Experimental=01|02|08|010000|0800000 OptionFlags=08|0200|080|02000
(0000616)
MrSugarCube   
09-09-10 13:45   
I couldn't reproduce this exact error, but have corrected a number of possible causes that I've found. If it persists in the next automated build then re-open this issue, although we will likely need more information on how to reproduce it.





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1811 [SphereServer 0.56b] executable - generic minor always 08-09-10 16:36 08-09-10 23:12
darksun84  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
Automated (Please specify date)
None
None
High Cpu Usage
I used both of them in local , but with the last build , since the server start, the cpu usage is always at 50%. Instead , with the September2009's revision the cpu usage is around 10-20%.
The Cpu is an amd64 6400 X2. For more information : http://www.sphereserver.net/index.php?showtopic=47936 [^]
Notes
(0000614)
darksun84   
08-09-10 20:32   
After using the command "serv.shrinkmem" the cpu usage went around 10%
(0000615)
darksun84   
08-09-10 23:12   
The serv.shrinkmem command doesn't do what i said above! Instead, running a simple function decrease the cpu usage!





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1810 [SphereServer 0.56b] executable - generic block always 05-09-10 16:00 07-09-10 06:38
Terrikate  
ShiryuX  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
Not Available
DiagonalWalkCheck, New_Triggers, Script_Profiler, Size_Optimise, UseNetworkMulti
Command_Sysmsgs, FileCommands, NoPrefix
Problems with targets
Occurs when using a target in some positions on the map. It is a bug that occurred after a recent change. Shiryux it had located the bug and fixed, but in recent versions still. P: 1486, 2609, 5 http://img163.imageshack.us/img163/446/talar2.jpg [^] 13:24:DEBUG:__ thread (5300) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:24:DEBUG:>> 5300 | 0 | NetworkIn::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:24:DEBUG:>> 5300 | 1 | PacketTarget::onReceive | +0 13:24:DEBUG:>> 5300 | 2 | CClient::Event_Target | +0 13:24:DEBUG:>> 5300 | 3 | CClient::OnTarg_Use_Item | +0 13:24:DEBUG:>> 5300 | 4 | CVarDefMap::Empty | +79 13:24:CRITICAL:Error Pri=2, Code=0xc0000005, Desc='Exception', in SUB: NetworkIn::Network::ProcessMessage() #0 ""
Notes
(0000610)
Terrikate   
05-09-10 16:02   
(edited on: 05-09-10 20:44)
13:24:DEBUG:__ thread (5300) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:24:DEBUG:>> 5300 | 0 | NetworkIn::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:24:DEBUG:>> 5300 | 1 | PacketTarget::onReceive | +0 13:24:DEBUG:>> 5300 | 2 | CClient::Event_Target | +0 13:24:DEBUG:>> 5300 | 3 | CClient::OnTarg_Use_Item | +0 13:24:DEBUG:>> 5300 | 4 | CVarDefMap::Empty | +79 13:24:CRITICAL:Error Pri=2, Code=0xc0000005, Desc='Exception', in SUB: NetworkIn::Network::ProcessMessage() #0 "" 13:24:DEBUG:6f:Parsing Packet len=19 id=0x6c [2010/09/05 13:24:53] 0 1 2 3 4 5 6 7 8 9 A B C D E F -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- 0000 6c 01 00 00 01 ed 01 00 00 00 00 11 64 04 aa 00 l...........d... 0010 00 0c d7 I forgot to mention that the user after some repetitions you get the next message "Opsss" on the client (problems of packets) and even gives conection lost. It only happens if you have privileges of player.





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1728 [SphereServer 0.56b] executable - linux block sometimes 07-03-10 14:56 06-09-10 01:04
wuffel  
 
high  
feedback PreRelease/Nightly  
open  
none    
none  
   
Not Available
None
None
After logout, account still loged in
There is a curious problem in the last prelease. Client XY logged in normally and builds some stuff, and logged out afterwards. An hour later, XY tried to log in again - without any result. When i have a look in the sphere-console, the client were still connected. Only a sphere-restart fixed this problem. I dont find any log-reports for that issue - if i find out something new -> new commentary ;)
Option flags: CommandSysmessages + OSIMultiSight + NoItemNaming + FloodPro tection + Buffs + NoPrefix Experimental flags: NetworkOutThread
Notes
(0000410)
MrSugarCube   
16-03-10 10:29   
Does this happen with all clients, or was it just in this one case?
(0000416)
wuffel   
17-03-10 20:27   
Hi! New Report with the latest Nightly-build. 17:54:2:Client connected [Total:1] ('xx.xx.2.94' 1/1) 17:54:2: 'staff-fionn' bad password 17:54:ERROR:2:Bad Login 3 (The password entered is not correct) 17:54:2:Client disconnected [Total:0] ('xx.xx.2.94') 17:57:3:Client connected [Total:1] ('xx.xx.2.94' 1/1) 17:57:3:Login 'staff-fionn' 17:57:3:Client disconnected [Total:0] ('xx.xx.2.94') 17:57:4:Client connected [Total:1] ('xx.xx.2.94' 1/2) sphereNightly: ../common/libev/ev.c:2128: ev_io_start: Assertion `("ev_io_start called with negative fd", fd >= 0)' failed. (onserver_timer.scp,2)GC: 196397 Objects accounted for 18:09:(onserver_timer.scp,2)World data saved (save/sphereworld.scp). 18:09:(onserver_timer.scp,2)Player data saved (save/spherechars.scp). 18:09:(onserver_timer.scp,2)Multi data saved (save/spheremultis.scp). 18:09:(onserver_timer.scp,2)Context data saved (save/spheredata.scp). 18:09:(onserver_timer.scp,2)World save completed, took 0.0000 seconds 18:09:(onserver_timer.scp,3)Statics data saved (save/spherestatics.scp). ? Available Commands: # = Immediate Save world (## to save both world and statics) A = Accounts file update B message = Broadcast a message C = Clients List (1) D = Dump data to external file (DA to dump areas) E = Clear internal variables (like script profile) G = Garbage collection H = Hear all that is said (ON) I = Information L = Toggle log file (CLOSED) P = Profile Info (OFF) (P# to dump to profiler_dump.txt) R = Resync Pause S = Secure mode toggle (ON) T = List of active Threads X = immediate exit of the server (X# to save world and statics before exit) C Currently there are no clients online
(0000417)
wuffel   
18-03-10 08:39   
(edited on: 18-03-10 08:41)
The last login is date back about 10 houres... And still one Client is connected ;) C Currently there are no clients online ? Available Commands: # = Immediate Save world (## to save both world and statics) A = Accounts file update B message = Broadcast a message C = Clients List (1) D = Dump data to external file (DA to dump areas) E = Clear internal variables (like script profile) G = Garbage collection H = Hear all that is said (ON) I = Information L = Toggle log file (CLOSED) P = Profile Info (OFF) (P# to dump to profiler_dump.txt) R = Resync Pause S = Secure mode toggle (ON) T = List of active Threads X = immediate exit of the server (X# to save world and statics before exit)
(0000599)
MrSugarCube   
25-08-10 15:49   
(edited on: 25-08-10 15:49)
Is this problem still present on the latest automated build?





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1710 [SphereServer 0.56b] executable - linux crash sometimes 17-01-10 00:36 06-09-10 01:02
wuffel  
MrSugarCube  
high  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
Not Available
None
Command_Sysmsgs, OSIMultiSight, NoItemNaming, Flood_Protection, Buffs, NoPrefix
Server 'crash' at login sporadicly
This problem appears only at every tenth (?) login. Sometimes without glibc-informations. Message 1: The following message forces the server to a complete crash. restarting doesnt work. *** glibc detected *** ./spheresvr: double free or corruption (out): 0x2ce03b30 *** terminate called recursively ======= Backtrace: ========= 23:22:FATAL:Server Unstable: Aborted /lib/libc.so.6[0x286050f5] /lib/libc.so.6(cfree+0x96)[0x28607146] /lib/libc.so.6(fclose+0x144)[0x285f4904] ./spheresvr[0x8191c2f] ./spheresvr[0x8191a6d] ./spheresvr[0x81338d7] ./spheresvr[0x81852bf] ./spheresvr[0x80527ff] ./spheresvr[0x80c4167] ./spheresvr[0x81f4235] ./spheresvr[0x81f4581] ./spheresvr[0x81f019b] ./spheresvr[0x81dd560] ./spheresvr[0x81dca4d] ./spheresvr[0x81efe42] ./spheresvr[0x81f16ec] ./spheresvr[0x81f1811] /lib/libpthread.so.0[0x282e93c0] /lib/libc.so.6(clone+0x5e)[0x2867b36e] ======= Memory map: ======== 23:22:FATAL:Server Unstable: Aborted 23:24:CRITICAL:'Main' thread hang, restarting... 23:24:FATAL:Segmentation fault terminate called recursively 23:24:FATAL:Server Unstable: Aborted 23:25:CRITICAL:'Main' thread hang, restarting... 23:25:FATAL:Segmentation fault terminate called recursively 23:25:FATAL:Server Unstable: Aborted Message 2: this error allows the server to restart... but freezed him for the delay time (restart-time in sphere.ini) 15:49:6c:Client connected [Total:2] ('139.30.103.234' 1/1) 15:49:6c:Login 'wuffel' 15:49:6c:Client disconnected [Total:1] ('139.30.103.234') 15:49:6d:Client connected [Total:2] ('139.30.103.234' 1/2) 15:49:FATAL:Segmentation fault 15:49:FATAL:Server Unstable: Aborted 15:50:CRITICAL:'Main' thread hang, restarting... 15:50:ERROR:6d:Bad Login 10 (Encryption error (packet length does not match what was expected)) 15:50:6d:Client disconnected [Total:1] ('139.30.103.234')
Notes
(0000354)
HOCOK   
17-01-10 16:46   
Confirmed crash. 17:39:FATAL:Segmentation fault 17:39:FATAL:Error Pri=1, Code=11, Desc='Segmentation fault', in NetworkIn::NetworkIn() #1 "select"
(0000355)
HOCOK   
17-01-10 16:49   
Randomly when player login to server, some times all is ok, but 1 of 10 users get that Seg fault error and can't login.
(0000356)
HOCOK   
17-01-10 16:49   
(edited on: 17-01-10 16:58)
Oh and after about 5min full server crash like described at the top. p.s., flags: OptionFlags=08|0200|00001000|00002000
(0000357)
wuffel   
17-01-10 18:16   
It's like that the server cant handle a few packets send by the client. I'm using the 7.0.3-SA-Client, also activated some of the SA-Features. If you have a special-debug-sphere-version with debugflags set, i can test it for you and commit the error-log.
(0000358)
HOCOK   
17-01-10 18:44   
p.s. Im using 6.0.x client
(0000360)
MrSugarCube   
25-01-10 08:57   
This error sometimes appears when using the new EF_NetworkOutThread, can you check if you are using this? If you're not using it, then can you reproduce the error on the latest automated build (internal version #1223+) and show the error? (please also include the "Experimental flags" line from your logs :))
(0000361)
HOCOK   
25-01-10 12:49   
EF_NetworkOutThread ? I don't see it in sphere.ini I'm using only 2 experimental flags, Unicode and New triggers. And ok now will try to reproduce with 1223+
(0000362)
HOCOK   
25-01-10 13:25   
ok, tested with r1223 Now crash is after 60 sec after start.. 14:22:CRITICAL:Assert pri=2:'client != NULL' file '../network/network.cpp', line 1333, in NetworkIn::CheckForData() #114 "flush data" Segmentation fault No more info in logs.
(0000363)
wuffel   
25-01-10 18:26   
(edited on: 25-01-10 18:29)
After a massiv login/logout session, i get this message once: 17:04:CRITICAL:Assert pri=2:'client != NULL' file '../network/network.cpp', line 1333, in NetworkIn::CheckForData() #19 "flush data" But it dont crashed the server. Experimental flags: NetworkOutThread P.S. After switched to the newest revision, the item-build-up in item-crowded areas is much slower. Load is now at around 3%.
(0000368)
HOCOK   
29-01-10 12:45   
MrSugarCube any fix ?
(0000369)
MrSugarCube   
29-01-10 13:46   
Can you paste the "Experimental flags" line from your Sphere console/logs? I expect the problem to occur in wuffel's case because he is using the NetworkOutThread flag (and there are one or two occassional stability issues that still need to be ironed out)
(0000370)
HOCOK   
29-01-10 14:23   
What do you mean "Experemental flags" from console/logs ? I only know it in sphere.ini Experimental=00000008|00000002
(0000371)
HOCOK   
29-01-10 18:31   
How to enable it ? Sphere do not show flags in console logs
(0000372)
MrSugarCube   
29-01-10 19:40   
Just after loading the world saves: --- GC: xx Objects accounted for Auto-complete dictionary loaded (contains 142 words). Option flags: Buffs Experimental flags: Unicode + NewTriggersEnable + UsePingServer <--- Admin=me@my.email.com, URL=www.myshard.com, Lang=English, TZ=0 Startup complete. items=x, chars=x Press '?' for console commands
(0000373)
HOCOK   
29-01-10 19:53   
Optional flags: CommandSysmessages +NoHouseMuteSpeech + FLoodProtection + Buffs Experimental flags: Unicode + NewTriggersEnable it's the same as in sphere.ini
(0000381)
HOCOK   
04-02-10 16:02   
MrSugarCube , how can we give to you more info to fix this crash ?
(0000385)
wuffel   
07-02-10 21:12   
Seems to be solved at linux-server. No further problems detected in the last week. But i have to say, that its no high-frequented server. So there are only a small bunch of logins a day. P.S. Would be nice, if its possible to regulate the CPU-Load in sphere.ini. The 100%-Version was VERY fast. The current nightlys are much slower in Zones with many Items.
(0000386)
HOCOK   
07-02-10 21:19   
Solved ? Where ? http://sphere.torfo.org/log/
(0000387)
wuffel   
08-02-10 08:15   
My Server dont crashes any more. The network-error appears, but no crash. So its not this bug anymore.
(0000388)
HOCOK   
08-02-10 10:20   
(edited on: 08-02-10 10:22)
looks like crash is gone, except that error appears very often 14:22:CRITICAL:Assert pri=2:'client != NULL' file '../network/network.cpp', line 1333, in NetworkIn::CheckForData() #63 "flush data" and some problems i found: Don't see any house, only "Worldgem bit"
(0000393)
MrSugarCube   
22-02-10 09:08   
I still haven't found a way to reproduce this, can you please check that the problem still exists with the latest automated build? (internal version #1232+)
(0000394)
wuffel   
22-02-10 11:52   
Experimental Flags: NetworkOutThread 10:50:10:Client connected [Total:2] ('XX.XX.XX.XXX' 1/1) 10:50:CRITICAL:Assert pri=2:'client != NULL' file '../network/network.cpp', line 1352, in NetworkIn::CheckForData() #23 "flush data" No Crash. Server scales really good in crowded areas. CPU-Load > 5% :)
(0000395)
wuffel   
22-02-10 15:15   
Experimental Flags: NetworkOutThread Server still running. Error changed a little bit, so i post it again. 14:14:19:Client connected [Total:4] ('xx.xx.xxx.xxx' 1/2) 14:14:CRITICAL:Assert pri=2:'client != NULL' file '../network/network.cpp', line 1352, in NetworkIn::CheckForData() #36 "flush data"
(0000396)
Coruja   
22-02-10 20:22   
I'm using WIN build 22/02. Its not the linux build, but the server got very unstable with this build. It freeze about 1min uptime. On some january builds the server crash, now with this build the server doesnt crash but remain freezed. I dont know why this occour, but probably its a login problem on both win/linux builds, because I open the server (admin-only mode) and it works fine, but freeze when ppl start connect to the server (about ~100 players connecting)
(0000397)
MrSugarCube   
01-03-10 11:13   
Is there any change on the latest automated build? (internal version #1233+). I've still not been able to reproduce any errors on Linux, but eventually managed to get an occasional error to appear in the Windows build which I'm hoping is related.
(0000398)
Coruja   
02-03-10 06:24   
Latest build continues very unstable and unusable on a live shard. I dont know, but this exception code help with something? 16:45:DEBUG:__ # | _____ function _____________ | ticks passed from previous function start ______ 16:45:DEBUG:D> 0 | CProfileData::Start | +0 16:45:CRITICAL:Error Pri=2, Code=0xc0000005, Desc='Exception', in NetworkIn::NetworkIn() #3 "messages" 16:45:DEBUG:__ # | _____ function _____________ | ticks passed from previous function start ______ NPCAI: extra, alwaysint, moveobstacles Experimental: DiagonalWalkCheck, UNICODE, New_Triggers, NewPositionChecks, WalkCheck, UsePingServer OptionFlags: Command_Sysmsgs, OSIMultiSight, FileCommands, NoHouseMuteSpeech, Buffs, NoPrefix DeadSocketTime=5 MaxPacketsPerTick=25 MaxPings=15 MaxQueueSize=50 MaxSizePerTick=12000 NetTTL=300 UseAsyncNetwork=1 UsePacketPriority=1
(0000399)
MrSugarCube   
04-03-10 10:31   
For the windows build, version #1234 might produce a more useful error if you want to try that. I'm also interested in how well the Linux build runs too (trying to eliminate possible causes of the "flush data" error message).
(0000400)
gnomo   
05-03-10 18:31   
(edited on: 05-03-10 18:31)
I tested the latest #1234 version (For Windows) and still the problem. 10:19:DEBUG:__ # | _____ function _____________ | ticks passed from previous function start ______ 10:19:CRITICAL:Error Pri=2, Code=0xc0000005, Desc='Exception', in NetworkIn::NetworkIn() #4 "messages - next client" 10:19:DEBUG:__ # | _____ function _____________ | ticks passed from previous function start ______ 10:19:DEBUG:__ # | _____ function _____________ | ticks passed from previous function start ______ 10:19:DEBUG:__ # | _____ function _____________ | ticks passed from previous function start ______ 10:19:DEBUG:__ # | _____ function _____________ | ticks passed from previous function start ______ 10:19:DEBUG:__ # | _____ function _____________ | ticks passed from previous function start ______ 10:19:DEBUG:__ # | _____ function _____________ | ticks passed from previous function start ______ 10:19:DEBUG:__ # | _____ function _____________ | ticks passed from previous function start ______ 10:19:DEBUG:__ # | _____ function _____________ | ticks passed from previous function start ______ 10:19:DEBUG:__ # | _____ function _____________ | ticks passed from previous function start ______ NPCAI: extra, alwaysint, moveobstacles Experimental: DiagonalWalkCheck, UNICODE, New_Triggers, NewPositionChecks, WalkCheck, UsePingServer OptionFlags: Command_Sysmsgs, OSIMultiSight, FileCommands, NoHouseMuteSpeech, Buffs, NoPrefix DeadSocketTime=5 MaxPacketsPerTick=25 MaxPings=15 MaxQueueSize=50 MaxSizePerTick=12000 NetTTL=300 UseAsyncNetwork=1 UsePacketPriority=1
(0000406)
wuffel   
14-03-10 19:47   
(edited on: 14-03-10 20:13)
Login-Error with the actual sphere-nightly. its still only sometimes, and sphere can normally restart itself. 18:45:11:Client connected [Total:2] ('xx.xx.xx.xx' 1/2) 18:45:FATAL:Segmentation fault terminate called after throwing an instance of 'CGrayError' 18:45:FATAL:Server Unstable: Aborted 18:46:CRITICAL:'Main' thread hang, restarting... 18:46:ERROR:11:Bad Login 10 (Encryption error (packet length does not match what was expected)) Edit: Appears sometimes. Dunno if its a problem of the sphere, or the glib.. 19:08:21:Client connected [Total:2] ('xx.xx.xx.xx' 1/1) terminate called recursively *** glibc detected *** ./spheresvr: free(): invalid pointer: 0x28c36000 *** ======= Backtrace: ========= /lib/libc.so.6[0x286050f5] /lib/libc.so.6(cfree+0x96)[0x28607146] /lib/libc.so.6(_IO_free_backup_area+0x34)[0x286035a4] /lib/libc.so.6(_IO_file_overflow+0x1c8)[0x28601388] /lib/libc.so.6(_IO_file_xsputn+0xf4)[0x28600464] /lib/libc.so.6(fwrite+0x10a)[0x285f5f7a] ./spheresvr[0x8133cbe] ./spheresvr[0x8052a37] ./spheresvr[0x813388f] ./spheresvr[0x8185393] ./spheresvr[0x80527ff] ./spheresvr[0x80c416b] ./spheresvr[0x81f4525] ./spheresvr[0x81f4871] ./spheresvr[0x81f028b] ./spheresvr[0x81dd650] ./spheresvr[0x81dcb3d] ./spheresvr[0x81eff32] ./spheresvr[0x81f17dc] ./spheresvr[0x81f1901] /lib/libpthread.so.0[0x282e93c0] /lib/libc.so.6(clone+0x5e)[0x2867b36e] ======= Memory map: ========
(0000412)
MrSugarCube   
16-03-10 10:48   
Could someone check how well the latest automated build (internal version #1239) runs? I'm interested in both the Linux and Windows builds. I've managed to fix up everything that I've been able to reproduce so far. If there's still a problem then switching UseAsyncNetwork off might make a difference. I'm not too sure about the glibc error though.. if it's still present on the latest build then can you see if it always appears just after a client connects? (I take it the "flush data" error message is no longer presenting itself?)
(0000413)
gnomo   
17-03-10 03:58   
I tested the latest #1239 version (For Windows) and still the problem. 23:51:DEBUG:__ # | _____ function _____________ | ticks passed from previous function start ______ 23:51:DEBUG:>> 0 | CProfileData::Start | +0 23:51:CRITICAL:Error Pri=2, Code=0xc0000005, Desc='Exception', in NetworkIn::NetworkIn() #5 "messages - check client" 23:51:DEBUG:__ # | _____ function _____________ | ticks passed from previous function start ______ 23:51:DEBUG:>> 0 | CProfileData::Start | +0 23:51:DEBUG:__ # | _____ function _____________ | ticks passed from previous function start ______ 23:51:DEBUG:>> 0 | CProfileData::Start | +0 23:51:DEBUG:__ # | _____ function _____________ | ticks passed from previous function start ______ 23:51:DEBUG:>> 0 | CProfileData::Start | +0 NPCAI: extra, alwaysint, moveobstacles Experimental: DiagonalWalkCheck, UNICODE, New_Triggers, NewPositionChecks, WalkCheck, UsePingServer OptionFlags: Command_Sysmsgs, OSIMultiSight, FileCommands, NoHouseMuteSpeech, Buffs, NoPrefix DeadSocketTime=5 MaxPacketsPerTick=25 MaxPings=15 MaxQueueSize=50 MaxSizePerTick=12000 NetTTL=300 UseAsyncNetwork=1 <-- UsePacketPriority=1
(0000414)
gnomo   
17-03-10 04:28   
I tested the latest #1239 version (For Windows) and still the problem. UseAsyncNetwork=0 00:21:DEBUG:__ # | _____ function _____________ | ticks passed from previous function start ______ 00:21:DEBUG:>> 0 | CProfileData::Start | +0 00:21:CRITICAL:Error Pri=2, Code=0xc0000005, Desc='Exception', in NetworkIn::NetworkIn() #5 "messages - check client" 00:21:DEBUG:__ # | _____ function _____________ | ticks passed from previous function start ______ 00:21:DEBUG:>> 0 | CProfileData::Start | +0 00:21:DEBUG:__ # | _____ function _____________ | ticks passed from previous function start ______ 00:21:DEBUG:>> 0 | CProfileData::Start | +0 00:21:DEBUG:__ # | _____ function _____________ | ticks passed from previous function start ______ 00:21:DEBUG:>> 0 | CProfileData::Start | +0 NPCAI: extra, alwaysint, moveobstacles Experimental: DiagonalWalkCheck, UNICODE, New_Triggers, NewPositionChecks, WalkCheck, UsePingServer OptionFlags: Command_Sysmsgs, OSIMultiSight, FileCommands, NoHouseMuteSpeech, Buffs, NoPrefix DeadSocketTime=5 MaxPacketsPerTick=25 MaxPings=15 MaxQueueSize=50 MaxSizePerTick=12000 NetTTL=300 UseAsyncNetwork=0 <-- UsePacketPriority=1
(0000415)
gnomo   
17-03-10 16:09   
I tested the latest #1239 version (For Windows) and still the problem but shard not close. UseAsyncNetwork=2 12:02:DEBUG:__ # | _____ function _____________ | ticks passed from previous function start ______ 12:02:DEBUG:>> 0 | CProfileData::Start | +0 12:02:CRITICAL:Error Pri=2, Code=0xc0000005, Desc='Exception', in NetworkIn::NetworkIn() #5 "messages - check client" 12:02:DEBUG:__ # | _____ function _____________ | ticks passed from previous function start ______ 12:02:DEBUG:>> 0 | CProfileData::Start | +0 12:02:DEBUG:__ # | _____ function _____________ | ticks passed from previous function start ______ 12:02:DEBUG:>> 0 | CClient::IsConnecting | +0 NPCAI: extra, alwaysint, moveobstacles Experimental: DiagonalWalkCheck, UNICODE, New_Triggers, NewPositionChecks, WalkCheck, UsePingServer OptionFlags: Command_Sysmsgs, OSIMultiSight, FileCommands, NoHouseMuteSpeech, Buffs, NoPrefix DeadSocketTime=5 MaxPacketsPerTick=25 MaxPings=15 MaxQueueSize=50 MaxSizePerTick=12000 NetTTL=300 UseAsyncNetwork=2 <-- UsePacketPriority=1
(0000420)
gnomo   
24-03-10 17:15   
I tested the latest 24.03.10 version (For Windows) and still the problem. 09:13:DEBUG:__ # | _____ function _____________ | ticks passed from previous function start ______ 09:13:DEBUG:>> 0 | CClient::IsConnecting | +0 09:13:CRITICAL:Error Pri=2, Code=0xc0000005, Desc='Exception', in NetworkIn::NetworkIn() #6 "messages - check client" 09:13:DEBUG:__ # | _____ function _____________ | ticks passed from previous function start ______ 09:13:DEBUG:>> 0 | CProfileData::Start | +0 NPCAI: extra, alwaysint, moveobstacles Experimental: DiagonalWalkCheck, UNICODE, New_Triggers, NewPositionChecks, WalkCheck, UsePingServer OptionFlags: Command_Sysmsgs, OSIMultiSight, FileCommands, NoHouseMuteSpeech, Buffs, NoPrefix DeadSocketTime=5 MaxPacketsPerTick=25 MaxPings=15 MaxQueueSize=50 MaxSizePerTick=12000 NetTTL=300 UseAsyncNetwork=1 <-- UsePacketPriority=1
(0000421)
MrSugarCube   
25-03-10 10:58   
I'm not able to reproduce this at all. Could you try again with the 08000 flag added to your DebugFlags setting in sphere.ini? This will print out some debugging messages for networking which might help. I think I need to see a bit more of the log as well rather than just the 'DEBUG' lines (it would be useful to see if this was after someone connected, disconnected, or a random occurance) Also, what do you have your PROFILE setting set to? It might not be related but it could be worth seeing if there's any difference with it set to 0 if it's not already.
(0000422)
gnomo   
26-03-10 19:30   
MrSugarCube pass me your e-mail that you send the completed logs.
(0000423)
HOCOK   
26-03-10 20:00   
you can upload it to filebeam.com or rapidshare.com and post links here.
(0000424)
gnomo   
26-03-10 23:58   
I do not want to show the logs of my shard for all the world only for MrSugarCube.
(0000436)
MrSugarCube   
05-04-10 13:01   
(edited on: 05-04-10 15:58)
Could someone please test this again with the latest automated build (internal build #1255+)? I'm interested in both the Windows and Linux builds.
(0000437)
MrSugarCube   
05-04-10 15:59   
(edited on: 05-04-10 16:44)
Actually never mind that, I'd rather see some reports from the next automated build (internal build #1256+) since I might have actually just fixed something. :)
(0000441)
gnomo   
08-04-10 08:15   
Now it's good. The only problem is the players are complaining of small locked during pvp. When freed spells ...
(0000445)
gnomo   
14-04-10 04:08   
Lasted #r1261 version (For Windows) 22:40:DEBUG:__ thread (5892) __ | # | _____ function _____________ | ticks passed from previous function start ______ 22:40:DEBUG:>> 5892 | 0 | NetworkIn::tick | +0 22:40:DEBUG:>> 5892 | 1 | NetworkIn::checkForData | +0 <-- exception catch point (below is guessed and could be incorrect!) 22:40:CRITICAL:Error Pri=2, Code=0xc0000005, Desc='Exception', in NetworkIn::CheckForData() #815 "cleaning queues" 22:40:DEBUG:__ thread (5892) __ | # | _____ function _____________ | ticks passed from previous function start ______ 22:40:DEBUG:>> 5892 | 0 | NetworkIn::tick | +0 22:40:DEBUG:>> 5892 | 1 | NetworkIn::checkForData | +0 <-- exception catch point (below is guessed and could be incorrect!)
(0000452)
Incanus   
27-04-10 15:57   
Using build #r1265 (windows) for three days now on a populated server (max 54 clients) and no problems so far
(0000462)
wuffel   
08-05-10 17:45   
(edited on: 08-05-10 17:46)
Working with the last Nightly-linux-Build (#1276), still the crash at login: Expflag: NetworkOutThread 15:40:0:Client connected [Total:1] ('95.89.20.140' 1/1) sphereNightly: ../common/libev/ev.c:2128: ev_io_start: Assertion `("ev_io_start called with negative fd", fd >= 0)' failed. 15:40:FATAL:Server Unstable: Aborted Sometimes a few clients cant connect, cause they're still marked as connected, without listing them in the client-list of the sphereserver-log. --------------- ? Available Commands: # = Immediate Save world (## to save both world and statics) A = Accounts file update B message = Broadcast a message C = Clients List (1) D = Dump data to external file (DA to dump areas) E = Clear internal variables (like script profile) G = Garbage collection H = Hear all that is said (ON) I = Information L = Toggle log file (CLOSED) P = Profile Info (ON) (P# to dump to profiler_dump.txt) R = Resync Pause S = Secure mode toggle (ON) T = List of active Threads X = immediate exit of the server (X# to save world and statics before exit) C Currently there are no clients online ----------------------------------
(0000463)
Mirravin   
08-05-10 19:47   
(edited on: 08-05-10 20:01)
Yes, I also have this problem on linux with EF_NetworkOutThread( and UseAsyncNetwork > 0 (?)). Without EF_NetworkOutThread and with UseAsyncNetwork=2 it was only one time with SA client and after it I disable UseAsyncNetwork(not tested practically), but with EF_NetworkOutThread server crash on login very regularly(10-30%) with different clients(2.0.3, 6.0.14.3). Without EF_NetworkOutThread and with UseAsyncNetwork=0 I don't have this problem. The similar problem was with EF_UseNetworkMulti flag in old versions(on linux too). Console: 09:42:47:Client connected [Total:4] ('my_ip' 1/0) spheresvr: ../common/libev/ev.c:2128: ev_io_start: Assertion `("ev_io_start called with negative fd", fd >= 0)' failed. 09:42:FATAL:Server Unstable: Aborted Build: #1276
(0000464)
Mirravin   
09-05-10 06:22   
(edited on: 09-05-10 07:09)
Have Tested this problem carefully. Results: I think it is NOT connected with EF_NetworkOutThread at all. With EF_NetworkOutThread active and UseAsyncNetwork=0 I didn't have crashes with > 30 login tries. But with UseAsyncNetwork=1 and UseAsyncNetwork=2(with enabled or disabled EF_NetworkOutThread) I have sphere crashes on login very regularly, approximately in 10-30% cases. Error in console is constant: 06:56:15:Client connected [Total:1] ('my_ip_here' 1/1) spheresvr: ../common/libev/ev.c:2128: ev_io_start: Assertion `("ev_io_start called with negative fd", fd >= 0)' failed. 06:56:FATAL:Server Unstable: Aborted Interesting moment is numbers 1/1(connections per IP ?). I may be 0/1, 1/0... :) System: Linux. Clients: 2.0.3, 6.0.14.3. Scripts: Default. Ini: Practically default. (To allow normal logins I need to change 127.0.0.1 to real server IP, because with 127.0.0.1 I can login only to server name(server choise), but in the end of test I have tried change IP to 127.0.0.1(default) and also had crash.) Build: #1276
(0000465)
MrSugarCube   
09-05-10 15:51   
I believe I have found and corrected the cause of the "negative fd" error, which was caused by enabling AsyncNetwork on the Linux build. It should be fixed in tonight's automated build (version #1277), if someone could test this to confirm? Also, my understanding is that there are no outstanding issues with the Windows build?
(0000466)
Mirravin   
10-05-10 03:32   
Build: #1277. UseAsyncNetwork=2 It seems that I don't have problems with logins(Clients: 2.0.3, 6.0.14.3). Thank you.
(0000479)
Mirravin   
28-05-10 19:42   
00:44:WARNING:4b:Unknown game packet (0xf8) received. 00:44:WARNING:4b:Unknown game packet (0x5c) received. 00:44:WARNING:4b:Unknown game packet (0xf9) received. 00:44:WARNING:4b:Unknown game packet (0xa1) received. 00:44:WARNING:4b:Unknown game packet (0x53) received. 00:44:WARNING:4b:Unknown game packet (0x1e) received. 00:44:WARNING:4b:Unknown game packet (0x78) received. 00:44:WARNING:4b:Unknown game packet (0x53) received. 00:44:CRITICAL:Assert pri=2:'skill < COUNTOF(m_SkillLock)' file 'CCharNPC.cpp', line 249, in SUB: NetworkIn::Network::ProcessMessage() #0 "" 00:44:DEBUG:4b:Parsing Packet len=23 id=0x53 [2010/05/28 00:44:56] 0 1 2 3 4 5 6 7 8 9 A B C D E F -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- 0000 53 1e 78 53 13 ac b3 5b 03 bd a3 29 cf b1 3a c8 S.xS...[...)..:. 0010 ca 14 1d 87 fd 6e 99 .....n. Sphere NOT crashed. internal build #1277, Linux EF_NetworkOutThread ON UseAsyncNetwork=2
(0000602)
Mirravin   
25-08-10 19:27   
(edited on: 25-08-10 19:41)
Because you up it, I would like to specify situation. Bug with sphere crash from Async Network is fixed in version #1277. Now Linux Build is complitely stable for me with 5-20 players. Rarely(weak - month) I get FATAL and CRITICAL errors connected with network, but its NOT crash or harm the server(EF_NetworkOutThread ON). Also two things, what is caused server crash for me is SERV.PRINTLISTS(always)(on Linux) and strange thing connected with using of TIMERF CLEAR(on Linux/Windows), this cases were in spring and I didn't checked it in new builds.
(0000608)
Mirravin   
01-09-10 07:58   
(edited on: 01-09-10 08:01)
03:24:ed:Client disconnected [Total:8] ('IP1') 03:25:43:Client connected [Total:9] ('IP1' 1/0) 03:25:43:Login 'account' 03:25:FATAL:Segmentation fault 03:25:FATAL:Error Pri=1, Code=11, Desc='Segmentation fault', in SUB: NetworkIn::Network::ProcessMessage() #0 "" 03:25:DEBUG:43:Parsing Packet len=5 id=0x72 [2010/09/01 03:25:25] 0 1 2 3 4 5 6 7 8 9 A B C D E F -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- 0000 72 00 00 32 00 r..2. 03:25:FATAL:Segmentation fault 03:25:DEBUG:43:Parsing Packet len=5 id=0x72 [2010/09/01 03:25:25] 0 1 2 3 4 5 6 7 8 9 A B C D E F -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- 0000 72 00 00 32 00 r..2. 03:25:FATAL:Segmentation fault 03:25:DEBUG:43:Parsing Packet len=25 id=0x72 [2010/09/01 03:25:25] 0 1 2 3 4 5 6 7 8 9 A B C D E F -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- 0000 72 00 00 32 00 72 00 00 32 00 72 00 00 32 00 72 r..2.r..2.r..2.r 0010 00 00 32 00 72 00 00 32 00 ..2.r..2. 03:25:FATAL:Segmentation fault 03:25:DEBUG:43:Parsing Packet len=15 id=0x72 [2010/09/01 03:25:25] 0 1 2 3 4 5 6 7 8 9 A B C D E F -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- 0000 72 00 00 32 00 72 00 00 32 00 72 00 00 32 00 r..2.r..2.r..2. 03:25:FATAL:Segmentation fault 03:25:DEBUG:43:Parsing Packet len=10 id=0x72 [2010/09/01 03:25:25] 0 1 2 3 4 5 6 7 8 9 A B C D E F -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- 0000 72 00 00 32 00 72 00 00 32 00 r..2.r..2. 03:25:FATAL:Segmentation fault 03:25:DEBUG:43:Parsing Packet len=10 id=0x72 [2010/09/01 03:25:25] 0 1 2 3 4 5 6 7 8 9 A B C D E F -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- 0000 72 00 00 32 00 72 00 00 32 00 r..2.r..2. 03:25:FATAL:Segmentation fault 03:25:DEBUG:43:Parsing Packet len=10 id=0x72 [2010/09/01 03:25:25] 0 1 2 3 4 5 6 7 8 9 A B C D E F -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- 0000 72 00 00 32 00 72 00 00 32 00 r..2.r..2. 03:25:FATAL:Segmentation fault 03:25:DEBUG:43:Parsing Packet len=10 id=0x72 [2010/09/01 03:25:25] 0 1 2 3 4 5 6 7 8 9 A B C D E F -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- 0000 72 00 00 32 00 72 00 00 32 00 r..2.r..2. 03:25:FATAL:Segmentation fault 03:25:DEBUG:43:Parsing Packet len=10 id=0x72 [2010/09/01 03:25:25] 0 1 2 3 4 5 6 7 8 9 A B C D E F -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- 0000 72 00 00 32 00 72 00 00 32 00 r..2.r..2. 03:25:FATAL:Segmentation fault 03:25:DEBUG:43:Parsing Packet len=10 id=0x72 [2010/09/01 03:25:25] 0 1 2 3 4 5 6 7 8 9 A B C D E F -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- 0000 72 00 00 32 00 72 00 00 32 00 r..2.r..2. 03:25:FATAL:Segmentation fault 03:25:DEBUG:43:Parsing Packet len=10 id=0x72 [2010/09/01 03:25:25] 0 1 2 3 4 5 6 7 8 9 A B C D E F -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- 0000 72 00 00 32 00 72 00 00 32 00 r..2.r..2. 03:25:WARNING:Disconnecting client from account 'account' since it is causing exceptions problems 03:25:A'account' was DISCONNECTed by 'Shard_Name' internal build #1317
(0000613)
MrSugarCube   
06-09-10 01:02   
I've fixed the above, I think. I'm going to close this issue now since the original problem has been resolved. Every note added here is about a completely different issue to the last, and it's becoming too difficult to keep track of what is going on. If there's anything outstanding from here (that can still be reproduced on the latest automated builds) then please open up separate issues so that they can be addressed properly.





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1745 [SphereServer 0.56b] executable - generic major always 04-05-10 19:45 05-09-10 16:29
Coruja  
 
high  
new PreRelease/Nightly  
open  
none    
none  
   
Not Available
None
None
AsyncNetwork not working
If AsyncNetwork is enabled, newest clients runs fine and older clients get laggy. And with async off, newest clients become laggy and older clients runs fine. So UseAsyncNetwork=0 makes older clients fine and UseAsyncNetwork=1 makes newest clients fine. But probably theres some problem on UseAsyncNetwork=2 because some clients continues running with 'lag' // Use asynchronous data sends (changing this setting at runtime may produce unexpected behaviour) // 0 = Off // 1 = On // 2 = On for 4.0.0+ game clients only UseAsyncNetwork=2
03/05/10 build MaxPacketsPerTick=50 MaxQueueSize=0 MaxSizePerTick=12000 UsePacketPriority=0
Notes
(0000475)
gnomo   
25-05-10 19:49   
Players complain that hangs a few seconds when entering or gate receives magic poison. Tested with r1282 for windows
(0000476)
Mirravin   
25-05-10 20:15   
(edited on: 25-05-10 20:20)
On 6.0.14.3 I also have disconnects and and "WARNING:57:TX Error 11" in console somentimes, than opening a container with many items, also than opening buy list after vendor restocking. internal build #1277, Linux EF_NetworkOutThread ON UseAsyncNetwork=2
(0000611)
Terrikate   
05-09-10 16:26   
Here it works. The only thing with UseAsyncNetwork 0 or 2 the server doesn't hold for two minutes online, when I have 20+ players online. Not report any fall leaves (crash dump) in the latest versions. I had to try with the version of August 14 to get a crash dump and could only get it with AsyncNetwork 0.
(0000612)
Terrikate   
05-09-10 16:29   
Here Crash dump report http://www.megaupload.com/?d=OJRAUA82





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1791 [SphereServer 0.56b] executable - generic tweak always 08-08-10 07:31 01-09-10 10:18
xantier  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
Not Available
None
None
Memory_Iaggressor must be changed
As you can know, iaggressor determines who started the fight. So it must not end with a war/peace toggle, it must be deleted with memory_fight. Because once you have aggreived, you are the aggressor until the end of battle, so removal of memory_fight. If it is removed each war/peace, there is no difference between memory_War_targ and memory_iaggressor. And also it will be impossible to determine who started the fight. Because in heat of battle if you do a war/peace toggle, nobody will be aggressor of the battle..
There are no notes attached to this issue.





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1808 [SphereServer 0.56b] executable - generic minor always 31-08-10 18:12 31-08-10 18:12
xantier  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
Not Available
None
None
MAGICF_STACKSTATS
// MAGICF_STACKSTATS = 0x0000010 // Different stat spells don't cancel each other out It seems that option in sphere.ini doesn't work.. I cast s_agility and s_strength then, but agility is destroyed while applying strength.. So stat spells don't stack.
There are no notes attached to this issue.





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1800 [SphereServer 0.56b] new feature request major always 19-08-10 17:47 30-08-10 04:42
xantier  
ShiryuX  
normal  
feedback PreRelease/Nightly  
reopened  
none    
none  
   
Not Available
None
None
War/peace abort request
In original uo, you cant abort your skills, spells by using war/peace. Maybe a sphere.ini option can let us do that ? So we can make war/peace not to abort skills, current actions etc..
Notes
(0000585)
ShiryuX   
22-08-10 05:31   
- Modified #1800: @UserWarMode will now have ARGN2 parameter, which by default is 1. ARGN2 = 1 --> Will abort the skill action 0 --> Will _NOT_ abort the skill action So you can do a per-skill and per-character check. For a general override you should do the following in your main event: ON=@UserWarMode ARGN2 = 0
(0000605)
xantier   
27-08-10 08:43   
I can still abort my spells, i can't use skills in warmode..
(0000607)
ShiryuX   
30-08-10 04:42   
Try with build #1320.





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1752 [SphereServer 0.56b] executable - linux major always 15-05-10 23:38 25-08-10 19:13
Mirravin  
 
high  
new PreRelease/Nightly  
open  
none    
none  
   
Not Available
None
None
Strange problem with using world items while moving.
If I'm running with character and using world items(it can be opening of the container on the ground, selecting spell target on somebody(character)...) I have strange movement problems("warning! step number failure." in injection and also it seems it may cause strange updates und bugs in all clients. On default Windows build(#1276) I don't have this problem. On Linux I have this problem on builds #1276-#1277. I tried different network settings, but it not helped. I think I may be connected with packet 0x22. With this problem after an item use is sent 2 packets 22 (!)00 41.... Logs from SpyUO are also attached...
report.zip (12,291) 15-05-10 23:38
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=35&type=bug
Notes
(0000471)
Mirravin   
15-05-10 23:45   
With build #1156 I didn't have this problem.
(0000484)
Mirravin   
31-05-10 05:41   
(edited on: 01-06-10 05:09)
Build #1288, #1291 problem is NOT solved. OS: Linux. Ini settings: different(Packet Priority 0/1, Async Network 0/2). P.s. It is better to test this bug on transport(for example horse).
(0000486)
Mirravin   
01-06-10 05:24   
I found one interesting thing with this bug: after it the char is displayed in incorrect location, usually it "losses 1 step", char is dislayed 1 step before it's real location. May be the reasons are also connected with the http://tracker.sphere.torfo.org/bugs/view.php?id=1744 reasons.
(0000487)
Mirravin   
09-06-10 03:47   
(edited on: 09-06-10 04:04)
Tested today with 100% default ini and scripts - the same. OS - Linux. Reprodusing isn't difficult: 1) Bind 'lastobject' in client. 2) Drop a container on the ground. 3) Sit on a horse. 4) While running near the container, use lastobject button, you have ~ 5-50%(sometimes it occurs very often, sometimes - not so often) chanse to get desinhronization between the server and client character position(character in client "losses 1 step"), (update fix it). ! This is also 1 from abilities to have this bug. This can be also caused, for example, by casting spells on other characters while running. Please fix it, when you will have time. This bug causes big problems to players in PVP.
(0000560)
Mirravin   
15-08-10 13:32   
Are somebody planning have a look of this problem?
(0000571)
ShiryuX   
18-08-10 20:23   
Could you fill your EF_ and OF_ flags in the report and try using DEBUGF_WALKCODES or DEBUGF_WALK at the DebugFlags settings in the ini? The walkcode is a little complex and I'm still not used to it.
(0000572)
Mirravin   
18-08-10 21:53   
EF_, OF_ flags and other in sphere.ini: default. I will activate debugs tonight.
(0000574)
Mirravin   
19-08-10 06:06   
Experimental=01|02|08|010000|0800000 OptionFlags=08|0200|080|02000 With DEBUGF_WALK I get huge amount of flood: 07:00:WARNING:CheckValidMove failed This flood occurs even with 0 clients in game. With DEBUGF_WALKCODES I can do ~ 3 steps with character. After this character is stopped by server with other flood in console: 06:53:ERROR:4: Invalid walk echo (00). Invalid after valid.
(0000575)
ShiryuX   
19-08-10 10:19   
Okay... Maybe I found the problem. I'll send a little commit right now, tell me if there's any change at build #1308. Try with packet priority set to 1. Oh, by the way, if you're using Linux Build, you shouldn't be using EF_UNICODE :P
(0000576)
Mirravin   
19-08-10 14:58   
You are sure about EF_UNICODE? Because warning may be connected with old, resolved problem... 21-03-2009, MrSugarCube - Fixed: Crashes with EF_Unicode enabled on Linux builds.
(0000578)
Mirravin   
20-08-10 06:35   
(edited on: 20-08-10 06:52)
Problem is not solved in Injection, but in with naked clients I couldn't reproduse it. I will test this again later. (internal build #1308, Linux, UsePacketPriority=1)
(0000600)
MrSugarCube   
25-08-10 17:02   
Did this problem ever exist without injection being used, what symptoms are there other than the "step number failure" message? Both packet logs look perfectly fine to me, except for the part where injection gets upset (presumably because of the two movement requests with sequence "0", but there isn't really anything wrong with that).
(0000601)
Mirravin   
25-08-10 19:13   
In version #1296, that I'm using now, problem exists in all clients: 2.0.3, 6.0.14.3 with and without Razor. Reprodusing it with injection is very simple, but without it I don't know a simple way to reproduse it "with warranty", but it often occurs in PVP. Reason-bug is desinhronization in character coordinates(when the bug occurs, characted losses 1 step and after it is drown in client with 1 tile displacement. "step number failure" in injection is only a marker of it. Also one problem what is caused by position desinhronization is what the characted can't run to the specific direction. To fix this all, client needs a resend. Also 1 interesting thing, what this problem is connected with one of changes from version #1156 to version #1276 because on version #1156 problem hasn't been, in injection too. If you can provide me with old Linux builds, I can check the bug existance in its to find, that change caused it. Also I don't know exactly is this problem exist on Windows builds. When we checked it with injection(the simplest way of reprodusing), we didn't find it. But one admin, who using Windows build said me, that his players complained of common problems, caused by this bug(incorrect char location in client, impossibility to move to the specifix direction).





View Issue Details
1795 [SphereServer 0.56b] executable - generic major always 12-08-10 07:16 25-08-10 06:21
Coruja  
ShiryuX  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none  
   
Not Available
None
None
Equip items with attr_move_never
Items with ATTR=attr_move_never (010) can be equiped with a simple DClick. If a player try to move it out, they got a message "this item is locked to the structure", but if dclicked the item will equip on the char and will not unequip anymore because players cannot move items with attr_move_never
This occour with any item, but can be easily tested with an platemail armor locked with attr_move_never inside a house
There are no notes attached to this issue.





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1805 [SphereServer 0.56b] new feature request minor N/A 24-08-10 19:51 24-08-10 19:54
Coruja  
 
normal  
new  
open  
none    
none  
   
09-09-2008
None
None
Custom color notoriety for invul
sphere.ini: // Default color settings for characters (name, speech) //ColorNotoInvul=025 // yellow //ColorNotoGood=063 // blue //ColorNotoGuildSame=044 // green (ally) //ColorNotoCriminal=03b2 // grey (criminal) //ColorNotoNeutral=03b2 // grey (can be attacked) //ColorNotoEvil=026 // red //ColorNotoGuildWar=02b // orange (enemy guild) //ColorNotoDefault=03b2 // grey (if not any other) // Which notoriety flags do pets inherit from their masters? (default 0) // Set flags to indicate which notoriety statuses a pet can inherit from its owner. // NotoGood = 0x01 // blue // NotoGuildSame = 0x02 // green (ally) // NotoNeutral = 0x04 // grey (can be attacked) // NotoCriminal = 0x08 // grey (criminal) // NotoGuildWar = 0x10 // orange (enemy guild) // NotoEvil = 0x20 // red // NotoInvul = 0x40 // yellow // e.g. "03a" will show pets as criminal/warring/evil/allied when their master has // one of these statuses, regardless of the pet's true notoriety. PetsInheritNotoriety=0
Notes
(0000597)
Coruja   
24-08-10 19:54   
lol, OSI color is 035 (yellow) instead of 025 (red)





View Issue Details
1796 [SphereServer 0.56b] executable - generic minor always 12-08-10 20:04 24-08-10 00:17
Coruja  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
Not Available
None
None
Null string on vendor buy msg
sphere_msgs.scp: npc_vendor_s1 "this will cost %d gp%s." Theres 2 strings (%d and %s), but ingame the %s got nulled like this "this will cost 10 gp(null)" On msg npc_vendor_b1 it works fine
Notes
(0000556)
Mirravin   
13-08-10 00:20   
With gp you can simple delete this "%s" and all will be correctly. But in original buy messages is "coin%s", here %s is for plural form of coin, but instead of "coins" we see "coin[null]. It can be fixed with deletion of %s, for example I write "coins" because price 1gp isn't classical...
(0000563)
Coruja   
16-08-10 02:45   
sure, I already fixed here but I reported it as bug since gp%s works fine on npc_vendor_b1 but not on npc_vendor_s1
(0000567)
ShiryuX   
17-08-10 21:46   
Is kinda disturbing, since b1 and s1 are used in the same line and there's no difference between them.





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1802 [SphereServer 0.56b] executable - linux minor always 20-08-10 23:44 23-08-10 23:12
Mirravin  
ShiryuX  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none  
   
Not Available
None
None
Incorrect start of SA Enhased Client
Than you login with new SA client, you don't see map and static, dinamic items only on a black fone. RESEND fix it. Problem hadn't been on build #1296. Client version: 67.0.6. Internal build #1308.
sa_admin.PNG (7,999) 21-08-10 04:31
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=40&type=bug
png
Notes
(0000582)
ShiryuX   
21-08-10 03:13   
(edited on: 21-08-10 03:33)
Send me your MSN/ICQ number over PM, please. By the way, Enhanced client is around 4.0.8.# or something like that. Got the wrong client build?
(0000583)
Mirravin   
21-08-10 04:33   
Version was from the admin menu(screen uploaded). Yes, real client version is 4.0.6.6. :)
(0000584)
MrSugarCube   
22-08-10 00:34   
Can you see if disabling packet priorities makes a difference, if you haven't already? (UsePacketPriority=0)
(0000586)
Mirravin   
23-08-10 03:01   
internal build #1312, Linux: UsePacketPriority=0 - normal client start. UsePacketPriority=1 - this problem.
(0000591)
ShiryuX   
23-08-10 23:08   
Okay, it was my fault :P Reverted the packet priority changes. It should be fixed in next nightly.





View Issue Details
1753 [SphereServer 0.56b] executable - generic major always 19-05-10 14:05 23-08-10 17:28
Incanus  
MrSugarCube  
high  
feedback PreRelease/Nightly  
reopened  
none    
none PreRelease/Nightly  
   
Not Available
None
None
Client crashing when npc sitting on chair on border of clients visibility range
Using this function reproduces the crash for me each time [function f_test_chair_crash] go 5772,1872 serv.newitem 0121b new.attr 010 new.p 5753,1873 serv.newnpc c_h_vendor new.dir 3 new.p 5753,1873 go 5769,1869
OS: Windows Build: r1280 UsePacketPriority doesn't make a difference Crash didn't occur on September 2008 build
Notes
(0000485)
Incanus   
01-06-10 01:05   
The issue was only fixed for the specific function I posted above. Here is a new, slightly modified one, that still crashes the client. Tested on r1291 [function f_test_chair_crash_new] go 5772,1872 serv.newitem 0121b new.attr 010 new.p 5753,1873 serv.newnpc c_h_vendor new.dir 3 new.p 5753,1873 go 5769,1870





View Issue Details
1744 [SphereServer 0.56b] executable - generic major random 04-05-10 02:16 23-08-10 17:28
Incanus  
 
high  
feedback PreRelease/Nightly  
open  
none    
none  
   
Not Available
None
None
Server and client can get out of sync about character position
This happens when a character uses some kind of teleporter and then moves quickly after this. Unfortunately it's hard to reproduce because it's kind of random. Using the update command sets the character to the correct position.
Version r1265 - r1276 (not tested on earlier versions) Windows Client 5.04b UseAsyncNetwork=1 UsePacketPriority=1 MaxSizePerTick=12000 MaxPacketsPerTick=50 EF_NetworkOutThread enabled
outofsync.png (89,587) 04-05-10 02:16
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=31&type=bug
png

move_error.txt (4,235) 15-05-10 22:24
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=33&type=bug
move_correct.txt (4,235) 15-05-10 22:24
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=34&type=bug
error_2.txt (3,811) 31-05-10 02:39
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=38&type=bug
error_3.txt (6,126) 31-05-10 02:39
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=39&type=bug
Notes
(0000467)
Incanus   
10-05-10 17:53   
Disabling UsePacketPriority does not fix this problem
(0000470)
Incanus   
15-05-10 22:36   
Added two SpyUO logs. The logs were created running through a teleporter logging the pacekts ReqMove (02), CharMoveRejection (21), MoveAllowed (22) and MoveMobile (20). Sphere sends the CharMoveRejection Packet after using a teleporter, with the sequence number 0. The error occurs when the client sends a new ReqMove Packet with sequence number 0, before it has received the CharMoveRejection packet for the teleport. Thus the client thinks its move request got rejected causing server and client getting out of sync about the characters position.
(0000477)
HOCOK   
27-05-10 13:06   
(edited on: 27-05-10 13:08)
confirm. it's only with new sockets, if you use sphere "September 20 2009" , there is no such problem. you can reproduce it by putting teleport(end) 1 tile after wall, and run into teleport(start), and you will be in wall.
(0000481)
MrSugarCube   
30-05-10 15:41   
I'm struggling to reproduce this, although I have found and fixed what I think would cause this problem. Could you please re-check this in tomorrow's automated build? (version #1287+)
(0000483)
Incanus   
31-05-10 02:38   
(edited on: 31-05-10 02:41)
Thank you, it's much better now. But I'm afraid the problem is not fixed 100%. I walked like 200 times through my test gates and the bug appeared only 2 times. Before rev 1287 I had the bug in 25% of the tests. I'll add the SpyUO logs. Tested with these settings on an remote server: EF_NetworkOutThread MaxPacketsPerTick=100 MaxQueueSize=400 MaxSizePerTick=18000 UseAsyncNetwork=1 UsePacketPriority=1
(0000490)
MrSugarCube   
15-06-10 08:39   
Is there any change on the latest automated build? (version #1289+)





View Issue Details
1761 [SphereServer 0.56b] executable - generic major random 01-06-10 01:32 23-08-10 17:27
alex  
 
high  
feedback PreRelease/Nightly  
open  
none    
none  
   
20-09-2009
None
None
clients crash randomly since r1283
it seems the r1283 introduced some major changes in networking that affects clients and make them crash randomly (I think it's related to the ticket id 0001756 that has been fixed since then) the reported clients that crash are: 6.x 7.x with and without razor. we tested every sphere version since r1283 and they all make the clients crash randomly. it's hard to recreate the crash, we just run the binary on our online shard, send broadcast to everyone to start fighting at britain's bridge, and then lot of people start crashing, including the staff (gm's/counselors) you can crash less often by not moving at all. After watching a lot of people moving around casting fighting each other, you walk, or teleport and the client might crash... I've could recreate it on an empty server making 3 people fight for a very long time, moving around and spawning a lot of npcs, and then "serv.allclients fix" made 1 person crash. it's very random as you see.
Notes
(0000488)
GM Cancerbero   
10-06-10 03:15   
same issue with 80 people online There is no lag at all, but when players start casting around me (with GM flag) if I walk, client crash. Players also got random client crashes, tested with and without razor We had to go back to previous version (before networking tweaks).
(0000497)
MrSugarCube   
03-07-10 01:25   
Can you check this with automated build #1296+? The fix for 0001756 has been moved to an experimental flag so that you can prove whether or not this is the cause of the crashes.
(0000498)
alex   
03-07-10 01:58   
can you tell me which experimental flag enables/disables the fix for 07156? I don't see a new EF_xxxx flag in .the ini
(0000499)
MrSugarCube   
03-07-10 02:03   
The current automated builds appears to be versions #1295 (Linux) and #1293 (Windows). The change you need is in #1296 so should be in tomorrow night's builds.
(0000500)
alex   
03-07-10 02:08   
thanks, I'll wait then!!
(0000503)
Mirravin   
05-07-10 22:27   
And? Crashes disappear than EF flag is disabled?
(0000505)
alex   
05-07-10 23:51   
r1296 has been running fine on our shard without the EF_FixCanSeeInClosedConts flag. It has been running for almost 2 days flawlessly! then we enabled that flag, restarted sphere and everybody started crashing (including the staff) in less than 15 mins. btw: there's a "ERROR:(sphere.ini,739)Undefined keyword 'TooltipCacheTime'" on startup on that release, do I open a new bug report for it?
(0000506)
Mirravin   
06-07-10 03:19   
Thanks.





View Issue Details
1781 [SphereServer 0.56b] executable - generic major always 17-07-10 11:49 20-08-10 08:55
trinax  
ShiryuX  
normal  
feedback PreRelease/Nightly  
reopened  
none    
none  
   
20-09-2009
DiagonalWalkCheck, New_Triggers, WalkCheck, AllowTelnetPacketFilter
Command_Sysmsgs, FileCommands, NoHouseMuteSpeech
Problem about walk protection system (walkbuffer)
When you are frozen with paraylze spell or with the flag manually added, if you try to run, altough you don't move it assumes like you are moving and makes you freeze even when you are actually able to move. It is in nightly, I don't know about SVN.
Notes
(0000536)
trinax   
03-08-10 19:58   
(edited on: 04-08-10 14:43)
This also happens while trying to pass inside an invisible impassable item.
(0000546)
ShiryuX   
10-08-10 08:26   
Seems I found the problem about this one. Just sent the fix to the SVN (you might have to wait until tomorrow for the automated build). If the error wasn't fixed with that, reopen this ticket with feedback status. Thank you.
(0000551)
trinax   
11-08-10 12:57   
Thanks for the fix, the problem is gone when using statf_freeze etc. which was the main problem that affected the players most. But it still exists when you try to pass inside an invisible, impassable item. It also happens when you turn GM off and try to pass inside an item which you were able to pass when gm is on, like guildstones.
(0000579)
ShiryuX   
20-08-10 08:16   
Client 6.0.7.0: The client denies the walk request directly. Client 5.0.9.1: The client let me ask (0x02), the server denies (0x21). Is true, you get some rubberbanding, but that's expected since there's a normal connection delay, will look like you're moving but after the client receives the reject packet the client will return to his correct position. Anyway, I cannot reproduce, neither with invisible object or turning on/off GM (using c_body_gm). Can you attach SpyUO to your client and make a log when the error happens?
(0000580)
khaos   
20-08-10 08:24   
It is a simple fix I believe Trinax. Simply test with .update after each issue. It should resend everything and you should not be rubberbanding or walking through things you shouldn't, etc. Ex1. Paralyze self, update, you shouldn't be able to move. Ex2. Unparalyze, update, you shouldn't be frozen. Ex3. After you turn .gm off, update as well. As ShiryuX said, if there is still issues SpyUO will record it and ShiryuX or someone can get a better idea on how to resolve the issue.
(0000581)
trinax   
20-08-10 08:55   
The paralyze stuff is already fixed, the problem now is the items that client think they are passable but actually they are not.(update will probably fix that after turning the .gm off of course but still if players try to run through a invisible item it becomes a problem) I am not able to reach any uo client now but ill post feedback as soon as possible. The problem is sphere still increases the walk limit stuff altough it sends "reject moving" packet to the client. You can see it by putting this to an event -> on=@UserExWalkLimit src.sysmessage Over Limit! I am using 2.0.3 while testing by the way. I will post spyuo thing when I am able to.





View Issue Details
1801 [SphereServer 0.56b] executable - generic major always 19-08-10 21:08 20-08-10 01:50
daskaras  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
Not Available
None
None
Tooltip
Tooltip isn´t update (I am using all tooltip new features in the ini and tested it). It works less for some nightly build but it work. now it didn´t work. also, when I add or make some kind of items the item is named like the char and the amount isn´t update
Notes
(0000577)
Mirravin   
20-08-10 01:50   
(edited on: 20-08-10 01:54)
Yes, tooltip new features have problems with updating. 3 examples: - than character ate food, it tooltip(amount) didn't updated. - UPDATE command didn't updated tooltips(on items). - One player said interesting thing, that instead my tooltips on ore he had seen word "fire". ) After this I disabled this features and all works fine. :)





View Issue Details
1786 [SphereServer 0.56b] new feature request minor N/A 28-07-10 06:02 19-08-10 05:12
umuri  
ShiryuX  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none  
   
Not Available
None
None
Prevent Telnet from resync pausing.
Due to resolution of issue 0001785 as intended and deprecated functionality, can the option to initiate a resync pause(via r, not resync) be completely disallowed from remote connections? It seems rather unwise to leave a "feature" that can entirely hang a shard if activated until someone with physical server access is present especially as this .
Notes
(0000573)
ShiryuX   
19-08-10 05:12   
Seems logical, the server won't listen to any client in a resync pause, so a client should not be able to start something he can't finish. Of course, is also logical to use resync instead, but a safety check won't hurt anyone :P - Modified #1786: Disabled 'r' console command to be used by remote telnet, use 'resync' instead. Any other way to access the console (physical or remote desktop) can still use it.





View Issue Details
1764 [SphereServer 0.56b] executable - generic major always 21-06-10 07:23 17-08-10 16:53
xantier  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
Not Available
None
None
LOS, Stack and Z Problems
There are a lot of hardcoded issues about dropping, picking up and stacking system. Well i have captured screens to explain that a bit easier.. http://img101.imageshack.us/img101/3884/cont.png [^] http://img64.imageshack.us/img64/6003/cont2.png [^] http://img36.imageshack.us/img36/9119/cont3n.png [^] http://img17.imageshack.us/img17/7196/cont4.png [^] http://img535.imageshack.us/img535/6127/cont5.png [^] and the final words ... http://img690.imageshack.us/img690/2294/cont6.png [^]
Notes
(0000492)
xantier   
22-06-10 08:02   
(edited on: 22-06-10 08:03)
Picture # 1,2 seems to be about advancedLOS..
(0000535)
xantier   
03-08-10 16:54   
AdvancedLOS causes that drop and pickup problems. Still having problems about this. Please take a look at this.
(0000566)
xantier   
17-08-10 16:53   
Anyone there ?





View Issue Details
1799 [SphereServer 0.56b] executable - generic minor always 16-08-10 02:51 17-08-10 10:13
Coruja  
ShiryuX  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none  
   
Not Available
None
None
ADDMD5 with 16 characters limit
When add some account to sphere, it will limit his password to 16 characters But if you add the account using ADDMD5 it wont work because it will limit the password to 16 chars before set the password on the account, so this command "SERV.ACCOUNT ADDMD5 lol a0s987f0as986fas96f9as0d6f9sa6f9a876" will run like this "SERV.ACCOUNT ADDMD5 lol a0s987f0as986fas" and will store a wrong password in the account
Notes
(0000565)
ShiryuX   
17-08-10 10:13   
- Fixed #1799: Accounts created using ADDMD5 won't cut the hash anymore. That should fix it...





View Issue Details
1566 [SphereServer 0.56b] new feature request feature N/A 08-01-09 22:48 17-08-10 10:12
babidi  
ShiryuX  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none  
   
09-09-2008
None
None
md5passwords
it has been added the ACCOUNT ADDMD5 name hash so you can add a user from a db with hashed passwod. but if you want to edit the password he has? ie. user register to website sphere add account using hashed password. user changes password on website. sphere should upgrade the password. the only way we had now is to have clear password using account password=-clear_password- but we have hased new password :| i tried a little trick but didn't work. by console set md5password=0 set password=md5_password set md5passwords=1 console equal all other passwords re-hashed XD incuding the interested one :| it will be nice to add some function to set password to hased one:| thank you
Notes
(0000176)
babidi   
01-03-09 10:58   
no consideration?
(0000197)
Coruja   
01-05-09 06:16   
You can use > to make something be MD5
(0000198)
babidi   
01-05-09 14:12   
yes but i have the hashed password not the real password. in the site database are stored md5 - sometimes sha1 also, with sphere i have to read the hased password from the database and set it to the sphere.
(0000564)
ShiryuX   
17-08-10 10:12   
- Added #1566: MD5PASSWORD account function/property to instert or change a MD5 hash as password. This way you can call: "SERV.ACCOUNT foobar MD5PASSWORD f4d9ff51c527e8ef67d924d4f0a6db66" Small delay, uh?





View Issue Details
1722 [SphereServer 0.56b] executable - linux minor always 20-02-10 16:45 15-08-10 22:43
HOCOK  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none  
   
Not Available
None
None
Server IP 127.0.0.1 not working
When you set default settings in sphere.ini ServIP=127.0.0.1 ServPort=2593 and at the bottom [SERVERS] serv name 127.0.0.1 2593 Then players can't join in world. They can only authorize, but can't join the world. But when you replace 127.0.0.1 with your server static ip, then all is ok. And you can't login into RemoteAdmin account with IP 127.0.0.1 or static ip. Please take a look in code.
Notes
(0000392)
HOCOK   
20-02-10 16:56   
And it's only on Latest SVN build, in Pre-release 2009 year builds all works fine.





View Issue Details
1798 [SphereServer 0.56b] executable - generic minor always 14-08-10 23:36 15-08-10 21:25
xinxilas  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
Not Available
UsePingServer, UseNetworkMulti
Command_Sysmsgs
Lag / Bad play / etc
Hello folks! Well.. a year ago i made this topic to help and try to explain for devs that sphere wasn't very good for new clients. http://www.sphereserver.net/index.php?showtopic=47046 [^] (which i had weak answers, like "well, new clients got many more features, etc" of course it have, but i can play so many games that are 1315321% more advanced that aren't like that, and RUnUO and POl also doesn't this specific freezing's (when you enter a gate, when you got hits, got poisoned, login on server, make a dungeon with lot of npcs) okay then... I tried new builds like 4 months after the post, and none got a good game-play with newer clients, so i gave up... And one year later they are even worse, i don't know if you guys doesn't got good feedback's, that's why im doing this text First, before you read this, i ask to you to believe me on this 2 affirmations, or all of this will be useless: 1- On LAST BUILDs SPHERE(like one year ago), you can do everything, change all networking configs, make all test, but you will not make the magic to let NEW CLIENTS work okay, without freezing's, (when you enter a gate, mount or dismount a horse, when you got hits, got poisoned, login on server, make a dungeon with lot of npcs) I MEAN LAG WITHOUT ANY EXPLANATION, BECAUSE OUR LINKS / COMPUTER / INTERNET ARE GOOD But... the OLDER CLIENTS < 3.0.8, we got the possibility to play with 100% of game-play, without a SINGLE LAGGY! On NEW BUILDs SPHERE, perhaps even improved a little, but you can do everything, change all networking configs, make all test, but you will not make the magic to let NEW CLIENTS work okay, without ANY lag, (when you enter a gate, mount or dismount a horse, when you got hits, got poisoned, login on server, make a dungeon with lot of npcs) BUT NOW, OLDER CLIENTS are even worse of neww clients So it took our chances to play a game that requires 100% of gameplay What i'm saying about BELIEVING ME, is because I understand that you Devs are doing your best to revert this, BUT... i believe you guys didn't test, after your build changes, the gameplay on a server with more then 5000 account and >200 online players, with screens with items and players, like i do on http://www.dmsshard.com.br [^] You guys test on your pc's, you see a little freezing, almost no freezing (but it have, even with 0 players, comparing with runuo, older spheres with old clients, pol) then you belive is ok, but when you least expect it, the freezing become bigger when you are playing with more players, in a pvp, or pvp) Whatever... What holds the drop in numbers of players are the older clients, they use them when they need to PVP, PVM. But the other players, newbies or not yet so familiar with the gameplay of Ultima Online do not realize this laggy things, but they slowly start realizing the laggy things, and start using older clients or using the program or injection with the fake version 3.0. 8 There are too the players who simply will not PVM and PVP and not complain about it. But in my view, a no laggy Ultima Online, is a basic thing, so please try to take seriously this bug. Some videos: http://www.youtube.com/watch?v=UxjHw5ePcdQ [^] (5.0.2) here you can see some examples... 1 THE LIITLE FREEZING (0 to 12 segs) despite to being little, in my view are not right, this should not happen, and it not happens with older clients 2 the medium freezings... But thrust me, we can have worse freezing's, when we are pvping or on pvm http://www.youtube.com/watch?v=x8ALpTw9P94 [^] (6.0.10) and here just like the way it must be: http://www.youtube.com/watch?v=q8_sL539FRE [^] 3.0.0 http://www.youtube.com/watch?v=WxAqwn3s_ts [^] (5.0.6 - faking version to 3.0.8) The only lag i got here is from the FPS of the video... but i can movement my char, where i want, how i want, doing what i want that ill not got lag just like on RUnUO and POL Well... i make all this text to help, and not to complain, hope you understand Good bye!
Notes
(0000558)
ShiryuX   
15-08-10 05:18   
(edited on: 15-08-10 05:18)
The only difference for Sphere is the receive/sending of tooltips, and it changes at client 4.0.0 (what i've seen doing a fast search at the source) What you're saying is related to this: http://tracker.sphere.torfo.org/bugs/view.php?id=1756 http://tracker.sphere.torfo.org/bugs/view.php?id=1761 So you can save the aggresive part of the report. Thank you.
(0000559)
xinxilas   
15-08-10 06:54   
(edited on: 15-08-10 12:06)
Sorry, I did not want to be rude, you did So you guys know that we users are getting trouble with sphere (just with new cleints on old spheres, and all clients on last builds? Im helping, i'm not complaining Good bye
(0000562)
ShiryuX   
15-08-10 21:25   
I didn't want to be rude, though. We know that we're sending an amount of not-necessary items to the characters, items that are in containers that were not opened before. So, yes, you get lag when you enter a gate, or when you see a house full of chests, that's fixed with the EF_ added in the second report I showed you, but of course, we received a large amount of client crashes and we're trying to search for the problem.





View Issue Details
1793 [SphereServer 0.56b] executable - generic minor always 11-08-10 05:29 12-08-10 05:14
Mirravin  
ShiryuX  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none  
   
Not Available
None
None
OpenDoor Macros ignore LOS and distance check(MAXDIST 4 instead of 3 if using door with DCLICK).
Subject. Build: #1276.
Notes
(0000555)
ShiryuX   
12-08-10 05:14   
#1793: OpenDoor Macro now won't ignore LOS and Distance is 3 (max).





View Issue Details
1794 [SphereServer 0.56b] new feature request minor always 11-08-10 07:58 11-08-10 14:34
xantier  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
Not Available
None
None
Permared or Nondecaykills or something like that.
I have learnt this thing today, permared flag. In OSI 1999 patch, on each you become red, there is a variable "pingpong" is increased by 1. When this variable reaches 5, you become permared. Pingpong is never decreased, never. So you will be red forever, even you have 0 kill count. "Nondecaykills" or "Pingpong" can be added like "kills" or tag.noto.permared can be added like permagrey so we can script it by ourselves..
Notes
(0000550)
xantier   
11-08-10 08:01   
About that patch in 1999 : A new long-term counter will be added that tracks murder counts. // this is already implemented in sphereserver as "kills" This counter will go up when you are reported for murder, like the current murder count. This counter will decay at the rate of 1 every 40 hours (the current counter goes down 1 every 8 hours). While this counter is five or more, you will highlight red, and will be vulnerable to attack. Stat loss will still depend on the standard murder counter. Another new counter we term "pingpong" will be added. // permared This counter increases each time you go red. If this counter reaches five, you will be permanently red (meaning, you will be attackable. You will not suffer stat loss unless your murder count is also high). This counter does not decay.
(0000552)
ShiryuX   
11-08-10 14:12   
I won't add one TAG for every color in the game. A way to override the Notoriety Flag should be the correct solution.
(0000553)
xantier   
11-08-10 14:34   
(edited on: 11-08-10 18:24)
You are right, it can be really good solution. Maybe a tag.noto=NOTO_(type) or a sphere.ini option to override the system..





View Issue Details
1775 [SphereServer 0.56b] executable - generic minor always 07-07-10 16:32 09-08-10 21:13
Coruja  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
09-09-2008
None
None
DAMAGE function revealing attacker
DAMAGE 10 dam_fire 0b27a66 This function works fine and if the attacker (0b27a66) is near, it will be revealed from hiding, stealth, etc. No problem yet, but if this player run away and hide again, he will be revealed even at 300 tiles away (or more). Correct method: -reveal if the player is on range (without LOS check, just distance) -don't reveal if the player is out of range
Notes
(0000507)
xantier   
07-07-10 17:38   
if ( > 11) damage 10 dam_fire|dam_noreveal else damage 10 dam_fire endif
(0000508)
Coruja   
08-07-10 19:16   
The attacker got revealed, not the char taking the damage. I already did an workaround, but using your example it will be like this if ( > 11) damage 10 dam_fire else damage 10 dam_fire endif because if you use the 3rd argument (uid), this UID always will be revealed when the SRC got the damage
(0000539)
ShiryuX   
06-08-10 07:13   
I guess a check if isinvisualrange would do it? Since you can't really see it if he's out of range anyway...
(0000541)
MrSugarCube   
06-08-10 12:13   
I'm not sure it is as simple as a distance/los check. The attacker might be too far for the victim to see who damaged them, but surely there could be other people nearby who can see what they are doing?
(0000544)
xantier   
09-08-10 09:03   
I tried this, even noreveal flag reveals the attacker. Even you are close or too far away from the target..
(0000545)
xantier   
09-08-10 21:13   
Okay it was about my combat system. So no problem.. Check if any @gethit contains argn2 changed in.. My problem was about that :P





View Issue Details
1772 [SphereServer 0.56b] executable - generic major always 04-07-10 06:05 07-08-10 21:28
Coruja  
ShiryuX  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none  
   
Not Available
None
None
Cooking doesn't work
Any item with "SKILLMAKE=Cooking" can't be made using craft skills. Using this i_simple_pig_roast example, the item can be made without problems using any other skill value on "RESOURCES=", but it doesnt work if you use COOKING.
[ITEMDEF i_simple_pig_roast] ID=i_pig_roast NAME=Roast Pig RESOURCES=1 i_pig_roast_raw SKILLMAKE=COOKING 0.1 //it works with any other skill here (tailoring, blacksmithing, etc) but not with COOKING TYPE=T_FOOD WEIGHT=24
Notes
(0000502)
xantier   
04-07-10 10:20   
Actually it is possible to do it by making your own [MENU] with TESTIF checks..





View Issue Details
1774 [SphereServer 0.56b] script pack minor N/A 06-07-10 04:57 07-08-10 21:28
Coruja  
ShiryuX  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none  
   
09-09-2008
None
None
Ocllo Region
sphere_map0.scp: -The correct name for 'Occlo' is 'Ocllo' -The correct name for 'Ocllo Territory' is 'Ocllo Island' -I don't know, but probably Ocllo Island areadef must have FLAGS=region_flag_nobuilding (080)
There are no notes attached to this issue.





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1790 [SphereServer 0.56b] new feature request minor unable to reproduce 06-08-10 05:48 06-08-10 21:01
xantier  
ShiryuX  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none  
   
Not Available
None
None
tag.override.permagray
PlayerNeutral flag in sphere.ini is not enough itself.. Because in OSI, neutral flag is not linked with player's karma. If you steal something from someone and you have been seen, you are permagray. Permagray=NOTO_Neutral. It would be really great if an hardcoded check "tag.override.permagray" is added to hardcoded IsNeutral function.. With this tag, the person will have neutral flag and can be attacked freely.
Notes
(0000538)
xantier   
06-08-10 05:50   
ah with this tag, the person will also have NotoGetFlag=NOTO_Neutral .
(0000542)
ShiryuX   
06-08-10 21:01   
- Added #1790: TAG.NOTO.PERMAGREY which sets the player's notoriety to neutral/grey. This will only happen if the character is blue, everything else will override it.





View Issue Details
1729 [SphereServer 0.56b] new feature request major have not tried 09-03-10 06:16 06-08-10 07:40
xantier  
ShiryuX  
normal  
assigned PreRelease/Nightly  
open  
none    
none  
   
Not Available
None
None
"Teach" above skillcap
As you know in UO, you can still learn at 700.0 in return for decreasing one of your skills. For example i have 690.0 total skills and i want to learn Fencing. NPC told me that you can only learn 10.0 skill more (it doesn't even say that in sphereserver lol) but i have Meditation(100.0) arrow down. So i stuck at 10.0 skill points of Fencing. This feature is a must. So if i have a skill arrow down, i must have learnt skill at 700.0 skilltotal.
Notes
(0000401)
xantier   
09-03-10 06:17   
690.0 Skilltotal 700.0 Cap 100.0 Meditation has arrow down 30.0 Fencing is learnt and meditation became 80.0 in runuo.
(0000521)
trinax   
17-07-10 12:23   
Yeah this feature is very important and should be implemented.





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1789 [SphereServer 0.56b] executable - generic major always 05-08-10 22:11 05-08-10 22:11
Mirravin  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
Not Available
None
None
Can't add unicode command.
I create the function with unicode name, it works fine for GM, but I can't allow it to players(PLEVEL 1, spheretables.scp). I tried ANSI and UTF-8 coding, but it not working.
There are no notes attached to this issue.





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1788 [SphereServer 0.56b] executable - linux major always 05-08-10 18:37 05-08-10 18:37
trinax  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
Not Available
DiagonalWalkCheck, Unicode, New_Triggers, WalkCheck, AllowTelnetPacketFilter, UseNetworkMulti
FileCommands, NoHouseMuteSpeech
Sphere corrupts save and account files if killed on loading them
Rev. 1298 SVN Linux I don't know about the windows version but when you make "killall -9 spheresvr" while sphere is loading the save files, it corrupts them, removes parts of the file, makes the file almost empty, or just makes it unreadable by itself again. It also does the same thing to the account files.
There are no notes attached to this issue.





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1787 [SphereServer 0.56b] new feature request major always 30-07-10 15:55 30-07-10 15:55
xantier  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
Not Available
None
None
Sorting for LISTs
Adding a sorting function for LISTs would be really good for numeric lists. Example : list.xx.sort 0 - 1 (ascending - descending) "40 50 600 950 1500 1600"
a function ; [function f_find_closest_bb] forinstances i_bulletin_board list.bb.add <src.distance <uid>> endfor list.bb.sort 0 forinstances i_Bulletin_board if (<src.distance <uid>>==<list.bb.0>) return <uid> endif endfor
There are no notes attached to this issue.





View Issue Details
1776 [SphereServer 0.56b] new feature request major always 16-07-10 12:53 28-07-10 13:01
xantier  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
Not Available
None
None
Allow Multis for p.statics.x
I suggest that p.statics must also include multis.. Or an argument for it.
Notes
(0000532)
MrSugarCube   
28-07-10 13:01   
Adding multi components to P.STATICS could impact performance, so instead I've added P.COMPONENTS to access multi components at a location. It makes more sense this way anyway because the available properties are slightly different.





View Issue Details
1769 [SphereServer 0.56b] executable - generic block random 01-07-10 02:01 27-07-10 17:36
Balrog  
 
normal  
feedback PreRelease/Nightly  
reopened  
none    
none  
   
09-09-2008
None
None
What error could cause this crash?
I am getting random crashes on my sphere, 2 or 3 on a week at a live shard with 60-110 players. The debug messages are always very simmilar: 16:29:DEBUG:__ # | _____ function _____________ | ticks passed from previous function start ______ 16:29:DEBUG:>> 0 | CWorld::OnTick | +0 16:29:DEBUG:>> 1 | CGObList::DeleteAll | +31 16:29:DEBUG:>> 2 | CGObList::GetHead | +0 16:29:CRITICAL:Error Pri=2, Code=-1073741819, Desc='Exception', in Sphere::Tick() 0000002 "world" 16:29:DEBUG:__ # | _____ function _____________ | ticks passed from previous function start ______ 16:29:DEBUG:>> 0 | CWorld::OnTick | +0 16:29:DEBUG:>> 1 | CGObList::DeleteAll | +31 16:29:DEBUG:>> 2 | CGObList::GetHead | +0 Anyone could throw a light for the problem? Please, developers, could you tell me what is the meaning of "CWorld::OnTick", "CGObList::DeleteAll", "CGObList::GetHead" and the "Code=-1073741819" clause? Thank you very much!!
Notes
(0000494)
MrSugarCube   
03-07-10 00:20   
The error is too vague to have any idea of the cause. If you can reproduce it on a recent automated build then there may be some more useful information to go by.
(0000501)
Balrog   
03-07-10 04:07   
I cannot reproduce it when I want. If I could, I could solve it :S Please, could you tell me what that debug messages mean? Maybe it would help me. Thank you in advance
(0000504)
Balrog   
05-07-10 23:38   
I could solve it with a lot of help from some players. The error was produced by a infinite loop caused for a REMOVE under the @UNEQUIP trigger. This is very difficult to find if the script runs for months and starts failing after a time. I think the REMOVE function must delete de item exactly in the moment it is called, and not on the next tick (I think it works very simmilar to that). If I want to remove an item in some point of my script, I don't want it to be existing on the next pass. I think it is an error. What do you think?
(0000530)
MrSugarCube   
27-07-10 17:27   
I think you shouldn't have infinite loops in your scripts. :)
(0000531)
Balrog   
27-07-10 17:36   
You are very kind :) This error is from Sphere. If you don't want to fix it, say it on an open way. The loop was caused because I sent the order for remove the item and SPHERE didn't remove it. So, in another script, I was checking if the item exists, and if so, remove it. The item wasn't removed, so it was sending the order for removing again and again. If it worked correctly, it wouldn't make an infinite loop. So, don't bother with your comments. I was asking for help in a kind way, and when I could fix the problem, I reported it in a kind way.





View Issue Details
1784 [SphereServer 0.56b] new feature request feature have not tried 25-07-10 20:17 25-07-10 23:38
jeem  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
Not Available
None
None
Automatic Creation of Empty Save Files
Obviously I'm not the only genius around here so this was probably suggested in the past :) I'm just posting it so that it's on the bugtracker as well. As we all know some people still refuse to read the FAQ before opening up a server and we are still -on occasion- getting the same question that has been answered a million times before. Surely the community has grown tired of it, and due to that most of the askers gets rather unpleasant answers. So why wouldn't Sphere check for the save files, and if they are not there, simply create empty save files?
Notes
(0000526)
Mirravin   
25-07-10 23:38   
+1 I think, it isn't difficult...





View Issue Details
1780 [SphereServer 0.56b] script pack minor always 16-07-10 23:05 23-07-10 02:05
trinax  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
Not Available
None
None
ERROR:(sphere.ini,739)Undefined keyword 'TooltipCacheTime'
On the latest rev ( #1296 ) I keep getting "ERROR:(sphere.ini,739)Undefined keyword 'TooltipCacheTime'" error on startup, looks like the option is not supported by sphere yet altough it is in the .ini file.
There are no notes attached to this issue.





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1779 [SphereServer 0.56b] executable - linux major always 16-07-10 19:47 21-07-10 02:19
trinax  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
Not Available
DiagonalWalkCheck, New_Triggers, AllowTelnetPacketFilter
FileCommands, NoHouseMuteSpeech
CRITICAL error on startup in sphere(world|chars).scp
05:19:CRITICAL:(sphereworld.scp,2587)Error Pri=2, Code=0, Desc='CTileItemType.ReadInfo: TileData Read', in GetItemData 05:19:CRITICAL:(sphereworld.scp,60260)Error Pri=2, Code=0, Desc='CTileItemType.ReadInfo: TileData Read', in GetItemData The line in the save file includes some "multi" items like ship or house. When I remove the error objects from the file, new ones appear.
Does not occur in nightly, it occurs in svn. Using UO:ML's tiledata.mul after a fresh install, modified.
Notes
(0000513)
xantier   
16-07-10 22:19   
common problem but harmless
(0000522)
trinax   
17-07-10 12:42   
I could not login into game because of the logon problem but know I tried it in windows and; in SVN, I cannot see the houses, instead I see a white dot (like the ones when you do .debug 1) but the doors can be seen. Tried both [multidef] and [itemdef] (the old one I have) versions of the multi files, cannot see for both. in latest Nightly, everything is okay, no errors and the houses are there.
(0000523)
trinax   
17-07-10 12:58   
Additional feedback: the problem is not there on a fresh windows SVN sphere.
(0000524)
trinax   
17-07-10 17:16   
(edited on: 31-07-10 18:23)
I have found and fixed the problem, it was about some multiple declaration of multis in my scripts.
(0000525)
Mirravin   
21-07-10 02:19   
I have fixed multi, but sometimes I get errors: 03:37:CRITICAL:Error Pri=2, Code=107, Desc='CTileItemType.ReadInfo: TileData Read', in GetItemData 20:09:CRITICAL:Error Pri=2, Code=22, Desc='CTileItemType.ReadInfo: TileData Read', in GetItemData Code 22 and 107 only. Somebody know, what can be the reason? Or what it really means? Sphere: Linux, Build: #1296.





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1782 [SphereServer 0.56b] executable - linux minor always 17-07-10 11:52 17-07-10 11:52
trinax  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
Not Available
DiagonalWalkCheck, New_Triggers, WalkCheck, AllowTelnetPacketFilter
Command_Sysmsgs, FileCommands, NoHouseMuteSpeech
Critical exception on immidiate shutdown
SVN rev. #1296 It gives critical exception in main tick on shutdown as written in additional information. Does not occur in Windows builds. Also it warns me about the sphere.pid not being removed on startup as it does not remove it because of exception on shutdown.
s Signal handlers UNinstalled. Secure mode disabled. x 00:58:FATAL:Immediate Shutdown initialized! 00:58:CRITICAL:Exception, in Main::tick FATAL: exception not rethrown Aborted
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View Issue Details
1492 [SphereServer 0.56b] new feature request feature N/A 14-08-08 13:48 16-07-10 17:40
theBug  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
Not Available
None
None
Adding SOCKET object.
A socket object would be great for SphereServer. It might be like file object. Need a few commands, like: socket.adress 127.0.0.1 socket.port 8896 socket.open socket.senddata GIVE_ME_THE_ANSWER sysmessage <socket.receivedata> socket.close
Notes
(0000063)
theBug   
14-08-08 13:52   
(edited on: 27-08-08 19:50)
This part might be changed, while !() socket.receivedata endwhile sysmessage --- socket.receivedata should return 1 if received a data, 0 if doesn't receive data. Or this note might be useless at all. You know it better, can do it in the best way :p
(0000510)
trinax   
16-07-10 17:40   
Better add an event handler to the socket object that will refer to a function.





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1777 [SphereServer 0.56b] executable - linux tweak always 16-07-10 13:18 16-07-10 13:18
wuffel  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
Not Available
None
None
.serv.import can't handle .wsc-files with whitespaces
The command "serv.import johndoe.wsc" imports files which inclucdes patterns in form of: SECTION WORLDITEM 0 { SERIAL 1073777147 NAME Farn ID 3236 X 2375 Y 1693 Z -14 CONT -1 TYPE 0 AMOUNT 1 COLOR 0 } Sphere can't import wsc-files, where any whitespaces are in front of NAME, X, Y, Z etc. It also has problems if the SERIAL-Line is missing. Is there any reason why this line (SERIAL <NUMBER>) must exist at .serv.import?
There are no notes attached to this issue.





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1770 [SphereServer 0.56b] executable - linux minor random 02-07-10 16:47 12-07-10 01:22
Mirravin  
MrSugarCube  
normal  
feedback PreRelease/Nightly  
reopened  
none    
none PreRelease/Nightly  
   
Not Available
None
None
Critical Error with NPC moving
Sometimes(rarely) I get in console this error without any stability problems: 03:23:CRITICAL:Assert pri=2:'dir<DIR_QTY' file 'CObjBase.h', line 2884, in CChar::UpdateMove() #11 "AddcharMove" I think it is connected with using RUN <DIR> line in NPC scripts. I didn't managed to reproduse it. Build: #1276.
Notes
(0000495)
MrSugarCube   
03-07-10 00:33   
I can only find a couple of unlikely causes of this error, so you'll need to check to see if it has truly been fixed.
(0000509)
Mirravin   
12-07-10 01:22   
Build #1296: 02:50:CRITICAL:(data20.scp,250)Assert pri=2:'dir <-----





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1773 [SphereServer 0.56b] executable - linux minor always 04-07-10 19:42 04-07-10 19:42
wuffel  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
Not Available
None
None
MaxItemComplexity forces crash in crowded areas
After enabling MaxItemComplexity=500 (or =200), the Client crashes in a crowded area. Every login-try only ended up in a client disconnect. If I comment the line "MaxItemComplexity=500" out, everything works normal. The problem also disappears, when i deactivate EF_Networkoutthread or set UseAsyncNetwork=0.
Exp_Flags: Only Networkoutthread
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1768 [SphereServer 0.56b] executable - linux minor N/A 27-06-10 14:35 27-06-10 14:35
Mirravin  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
Not Available
None
None
Gold for buying from vendors.
In case of buying from NPC vendors gold is usually(always or sometimes I don't test) firstly got from players bank, not backpack. I think will be more logical to get gold from backpack firstly. Sphere: #1291
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1766 [SphereServer 0.56b] executable - generic major always 25-06-10 16:26 25-06-10 16:26
nolok  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
20-09-2009
None
None
Low value skills don't "grow"
If i have 20.0 macefighting and i fight the skill's value doesn't grow. Even if i use skillgain function it doesn't works. I have this problem with all skills with a low level, not only combat; now i don't remember the exact value, in the past i did some tests, but i think that if the skill' val is minor of 30.0, it doesn't grow and @skillgain trigger does not activate (tested :D ).
I use latest nightly version, but also 1-2 years old releases have this problem.
There are no notes attached to this issue.





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1765 [SphereServer 0.56b] new feature request major always 22-06-10 12:45 22-06-10 12:46
xantier  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
Not Available
None
None
AttackingIsAggressor for sphere.ini
As you can know, attacking (not hitting) an innocent is criminal action in osi. Adding this option to sphere.ini would let us to switch which one will be negative act (attacking or hitting).. I don't think i am supposed to explain that much, so simple.
Notes
(0000493)
xantier   
22-06-10 12:46   
BTW it is not available for only criminal actions. In osi, attacking acts like hitting in sphereserver..





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1762 [SphereServer 0.56b] executable - linux minor always 09-06-10 16:40 09-06-10 16:40
HOCOK  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
Not Available
None
None
@Mount -> @Dismount
Incorrect work. How it work now: When you sit on horse, and you dclick on another horse 1. Triggering @Mount 2. Triggering @Dismount How it should work: 1. Triggering @Dismount 2. Triggering @Mount Because if you will set tag on @Mount , the tag will be immediately removed in @Dismount (Core bug)
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1760 [SphereServer 0.56b] executable - generic major always 31-05-10 12:55 31-05-10 14:26
Incanus  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
Not Available
None
None
Other players cannot see items in trading window
r1287 When trading the other playing can not see the items in the trading window. I think it's related to the change in r1283
There are no notes attached to this issue.





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1759 [SphereServer 0.56b] executable - linux minor always 27-05-10 11:16 29-05-10 19:51
Mirravin  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
Not Available
None
None
Verifying Account...
In case of bad password or account already in game, correct answer is not beeing sent to client and login continue with "Verifying Account..." internal build #1277, Linux EF_NetworkOutThread ON UseAsyncNetwork=2
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1757 [SphereServer 0.56b] executable - generic major always 26-05-10 07:34 26-05-10 07:34
fer662  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
Not Available
None
None
Custom houses get sent to client at each step he makes
Whenever the player moves in an area where a custom house is visible, the house get's sent to him regardless of he has been sent the info before or not. This creates an unnecessary waste of bandwidth and great lag peaks.
Uploaded packet log created by a console client I made.
packets.txt (1,545) 26-05-10 07:34
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=37&type=bug
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1754 [SphereServer 0.56b] executable - generic major always 20-05-10 03:15 25-05-10 01:32
alex  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
20-09-2009
None
None
AR value doesn't update on armor damage
it seems sphere performs an AR value lookup "on equip" and never updates as it gets damaged... you have to unequip and re-equip it to get the AR value updated. how to reproduce: 1) equip a platemail chest 2) .xshow ar <click your character> (take note of your AR value) 2) do a couple of .xdamage 1000 <click your platemail chest> and see how the durability tooltip of platemail updates (eg: durability: 44/50) 4) .xshow ar <click your character> (see how the AR value is the same as in step 0000002, but it should be less now that platemail is damaged) 5) unequip the platemail, and equip it again 6) .xshow ar <click your character> (see how the AR value now gets updated
Notes
(0000473)
alex   
23-05-10 00:31   
oh, just found a workaround for this issue: on=@gethit modar = this forces sphere to recalculate the value on each hit. it might be overwhelming, but it works just fine as a workaround.





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1756 [SphereServer 0.56b] executable - generic major always 22-05-10 18:25 25-05-10 01:00
alex  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
20-09-2009
None
None
sphere sends "reagents ammount" packets to everybody on each cast
- player "Mage" casts himself Greater Heal - player "Witness" watches player "Mage" cast Sphere sends "Witness" packets about the reagents that were used on the cast (it tells the name of the reagent and the amount left of the that reagent on the container). * see the uploaded file for a packet capture of such example, the "witness" captured the packets, and there was a mage casting 2 times a greater heal * if you put 30 players on screen and someone casts a spell, every one of those 30 players will receive the packets from sphere telling the name and amount of reagents used... this leads to an unnecesary higher bandwidth usage (and increased lag) we run a huge shard and had to use ridiculous high value on "max packets per tick" to avoid lag, this bug is one of the main reasons: everybody complains about lag on PVP, specifically when mages start casting.
Packets.txt (11,570) 22-05-10 18:25
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=36&type=bug
Notes
(0000474)
ShiryuX   
23-05-10 05:47   
I can confirm this. Sphere is sending Megacliloc messages to the client of non-reachable or items that the client cannot see (example: items inside another player's backpack), disabling tooltips fix this, but that's not the idea.





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1751 [SphereServer 0.56b] executable - generic minor always 14-05-10 00:28 23-05-10 22:48
Incanus  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
Not Available
None
None
Walk/Blocking check fails if height above 127
If you have a wall that has a height of 100 and build it on a map with z=30 then npcs ignore this wall when walking (Tested with static items)
021a3 is an invisible wall with height 100
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1747 [SphereServer 0.56b] executable - generic tweak always 10-05-10 14:29 15-05-10 17:36
Incanus  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
Not Available
None
None
Container contents shown on invalid positions with packetpriority enabled
Some containers (e.g. i_box_wood) show their content outside their boundaries, when the items were dropped on the boundaries of the container. When the container is double-clicked a second time the positions get corrected
Build: r1276 OS: Windows Packetpriority=1 UseAsyncNetwork=1 EF_NetworkOutThread
cont_pos.png (62,103) 10-05-10 14:29
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=32&type=bug
png
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1746 [SphereServer 0.56b] executable - generic trivial random 10-05-10 14:13 15-05-10 16:59
Incanus  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
Not Available
None
None
Packetpriority sending monster death before last damage
Players are reporting that the damage of their last hit is shown in the upper left corner instead of above the monster Could not reproduce it myself, but a quick test of the damage packet has proven, that the damage to invalid UIDs is shown in the upper left corner, which is usually hidden by the menu bar
.sendpacket B0b D0aca88 W100 Build: r1276 OS: Windows Packetpriority=1 UseAsyncNetwork=1 EF_NetworkOutThread
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1748 [SphereServer 0.56b] executable - linux crash sometimes 12-05-10 15:14 13-05-10 08:36
HOCOK  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
Not Available
None
None
CClient::DispatchMsg crash
some times in console i got this error: 16:10:CRITICAL:Assert pri=2:'pContOn' file 'CClientEvent.cpp', line 584, in CClient::DispatchMsg() #6 "drop item" build: Sep 20 - 2009 build
There are no notes attached to this issue.





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1749 [SphereServer 0.56b] executable - generic text always 12-05-10 17:01 12-05-10 17:01
Mirravin  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
Not Available
None
None
ERROR: Bad Login...
Why bad login(for example incorrect password) is an error? It is not the error, but normal situation. This addes problems searching real errors in logs. I suggest to remove this word "ERROR" complitely or replace it with "WARNING".
There are no notes attached to this issue.





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1742 [SphereServer 0.56b] executable - generic minor always 02-05-10 21:38 02-05-10 23:07
Coruja  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
Not Available
None
None
dialogclose doesnt work
When I call DIALOGCLOSE them I open a new dialog, the dialogclose runs after the dialog open, so the dialog will open and close Example: [FUNCTION asdfaga] DIALOGCLOSE d_help SDIALOG d_help
Using latest 30/05/10 release UseAsyncNetwork=2 UsePacketPriority=0 EF_NetworkOutThread
There are no notes attached to this issue.





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1740 [SphereServer 0.56b] executable - generic minor always 28-04-10 22:33 01-05-10 14:26
Mirravin  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
Not Available
None
None
Instead of @Fail in Alchemy fires @Abort.
tested on: internal build #1268
There are no notes attached to this issue.





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1738 [SphereServer 0.56b] executable - generic minor always 28-04-10 05:00 01-05-10 14:07
chup  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
20-09-2009
DiagonalWalkCheck, WalkCheck, DamageTools
Command_Sysmsgs, FileCommands, NoHouseMuteSpeech
Players can call guards on invisible GM
Example: An admin kills above serv.murdermincount , he's "red" , and is walking invisible across a guarded area , when a player call the guards. A guard will be summoned to the location where the admin is , but won't attack and will just idle.
Notes
(0000453)
chup   
28-04-10 05:03   
Just a minor typo : "An admin *with* kills above serv.murdermincount" ...





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1739 [SphereServer 0.56b] executable - generic minor always 28-04-10 22:28 29-04-10 10:40
Mirravin  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
Not Available
None
None
">" in QVAL check is read as QVAL end
Example: SERV.B <QVAL (3 > 5) 2 : 1> Bug is very old, but tested in last version(internal build #1268) also.
Notes
(0000454)
Mirravin   
28-04-10 22:29   
SERV.B 5) ? 2 : 1> :)
(0000455)
chup   
29-04-10 01:50   
I don't know if this is a bug or not. But when i want to use QVAL for something like that I use something like this (example): [FUNCTION checkqvall] doswitch QVAL(,10,0,1,2) SERV.LOG Less than SERV.LOG Equal to SERV.LOG Higher than enddo Works just fine. From wiki: QVAL(a, b, less_than, equal_to, greater_than) Returns less_than if a is less than b, equal_to is a is equal to b, or greater_than if a is greater than b.
(0000456)
Mirravin   
29-04-10 10:40   
There is 2 QVALs in wiki: Intrinsic: QVAL(a, b, less_than, equal_to, greater_than and classic function: QVAL expression? value_true:value_false ( http://wiki.sphere.torfo.org/index.php/Category:Variables )





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1550 [SphereServer 0.56b] executable - generic tweak always 14-11-08 09:44 27-04-10 15:54
Balrog  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
09-09-2008
None
None
Items in Layer auction add weight to the player
It doesn't work for any script if what you put in there add weight to the player. The items in that layer musn't add weight to the player who carries them.
Notes
(0000451)
Incanus   
27-04-10 15:54   
Layer auction could be really useful, when the weight would not be added to the players weight. Currently it can only be used on npcs because of this problem. If there is a good reason, that the weight is added, then I'd suggest an additional layer, whose weight isn't added to the players weight.





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1733 [SphereServer 0.56b] executable - generic minor N/A 19-03-10 08:42 25-04-10 23:26
Dwayne  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
20-09-2009
None
None
@ENTER not Work
Entering Britain and ON=@ENTER not Work reproduce Entering Britain not This Message comming from sphere_regions.scp [REGIONTYPE r_brit t_rock] // Brit RESOURCES=60.0 mr_nothing RESOURCES=30.0 mr_iron ON=@ENTER SRC.MESSAGE Welcome to Britain <SRC.NAME>! SRC.MESSAGE Lord British Guards are here to protect you! SRC.MUSIC=midi_britain1,midi_britain2 ON=@CLIPERIODIC SRC.MUSIC=midi_britain1,midi_britain2 Sorry for bad Englisch
Notes
(0000418)
HOCOK   
22-03-10 19:06   
wrong, i use it, working fine. Sphere Version 0.56b-Nightly [Linux] by www.sphereserver.com, compiled at Sep 20 2009 (18:31:41)
(0000419)
Dwayne   
22-03-10 20:43   
Me Use Nightly Sphere 56B on Linux and nightly scriptpack This meldung comming from Nightly Scriptpack
(0000447)
nolok   
18-04-10 22:22   
i suppose you must use this under [areadef a_**], not in the regiontype block
(0000450)
MrSugarCube   
25-04-10 23:26   
In the default script pack, 'r_brit' hasn't been added to the EVENTS list in the a_townBritain AREADEF. The message shows fine once the events line is changed to: EVENTS=r_brit,r_default,r_default_rock,r_default_water,r_default_tree,r_default_grass





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1725 [SphereServer 0.56b] executable - generic minor always 22-02-10 20:25 25-04-10 22:57
Coruja  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
Not Available
None
None
All friend transfering pet to friend
All friend functions is working fine, the friend can command and use the mount. But when it mount, the friend become the pet owner. So when it unmount, the old pet owner cant use the pet anymore
There are no notes attached to this issue.





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1737 [SphereServer 0.56b] executable - linux minor have not tried 15-04-10 20:18 15-04-10 20:18
HOCOK  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
Not Available
None
None
ATTACKER.LAST
ATTACKER.LAST is not set if you cast Paralyze or Paralyze Field on victim.
There are no notes attached to this issue.





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1734 [SphereServer 0.56b] executable - generic major always 27-03-10 04:41 07-04-10 23:41
xantier  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
Not Available
None
None
Telnet isn't accepted.
Latest SVN doesn't accept telnet connections i think. I tried cmd - > telnet - > o xxx.xxx.xxx.xxx port, press " or space and it just returns "press enter to continue..". And i tried this with same sphere version and in another machine, it is the same. But older versions accepts telnet connection.
Notes
(0000425)
xantier   
27-03-10 04:46   
Yes i have just tried it with another old build, it works perfect. I think it is a nightly bug :P
(0000426)
MrSugarCube   
27-03-10 13:22   
What do you see in the Sphere console, what is LOCALIPADMIN set to in your sphere.ini, and which operating system are you using? Also, can you connect normally using the UO client?
(0000429)
xantier   
27-03-10 14:49   
I can connect, i tried in both XP and windows server 2003. Old builds work and the latest SVN doesn't respond. 15:35:181:Client connected [Total:1] ('xxxxxxx' 1/1) 15:35:181:CUO Status request from xxxxxxxx 15:35:181:Client disconnected [Total:0] ('xxxxxxxx') 15:48:7:Client connected [Total:1] ('xxxx' 1/1) 15:48:7:UOG Status request from xxxxx 15:48:7:Client disconnected [Total:0] ('xxxx') These are things in console. LocalIPAdmin=1
(0000430)
xantier   
27-03-10 21:13   
i tried localipadmin=0 now and same..
(0000434)
xantier   
04-04-10 07:34   
Well, UOG or CUO status can't be requested by anyone. But telnet admin is OK. I have just tried it with shiryuX and he has latest nightly build too, i tried to request UOG status from him and i got an empty message in cmd console.. I also tried it in my own sphere (latest nightly) and the same result again. Then i downloaded september prerelease and confignured it. It worked. I mean it responds to UOG and CUO status requests.. For example Sphere , Clients=x Guilds=x Memory=x.. CODE 08:25:19:Client connected [Total:1] ('xxxxxxx' 1/1) 08:25:19:CUO Status request from xxxxx 08:25:18:Client disconnected [Total:0] ('xxxxx') ///// an empty result has been send to xxxxx in this line 08:25:1a:Client connected [Total:1] ('xxxxxx' 1/1) 08:25:1a:UOG Status request from xxxxxx 08:25:1a:Client disconnected [Total:0] ('xxxxxxx') /// an empty result has been send to xxxxx in this line So the problem is at UOG and CUO status requests. Telnet admin works properly..
(0000435)
MrSugarCube   
05-04-10 12:57   
Could you check this with the latest automated build? (internal build #1255)
(0000438)
xantier   
05-04-10 17:59   
yeah finally it works great :)





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1735 [SphereServer 0.56b] new feature request tweak always 29-03-10 16:00 02-04-10 14:28
xantier  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
Not Available
None
None
Return 2 for @dropon_ @pickup_
You must add return 2 for the triggers written in summary. So we can override hardcoded stuff. For example, we can't drop 4 metal chests in a square or pick up a metal chest under 3 chests.. So this makes impossible to code a runuo style drop pickup system.. Current system doesn't let it happen.. I can't drop some items on another or can't pick up some things under it.
There are no notes attached to this issue.





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1727 [SphereServer 0.56b] executable - linux minor have not tried 03-03-10 12:00 27-03-10 14:00
HOCOK  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
Not Available
None
None
db. object mysql overwriten
db.query "SELECT * FROM `table1`;" for i 0 (<db.row.numrows> - 1) db.query "SELECT * FROM `table2`;" local.z = <db.row.0.any> endfor Can you fix, when you use db in for , then db object is overwrited by next db query ? need some local db query.. so it will not be overwriten.. This is really annoying bug
Notes
(0000427)
dzhony   
27-03-10 13:50   
use JOIN statement in SQL query, the for cycle may be significantly slower
(0000428)
HOCOK   
27-03-10 14:00   
yes but this is not a fix.. some times you need to use function in function and in function / dialog etc. Every of them use own sql query, and they all will overwrite db. object.. that is not nice.





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1693 [SphereServer 0.56b] executable - generic feature always 21-12-09 12:22 11-03-10 18:48
nolok  
MrSugarCube  
normal  
feedback PreRelease/Nightly  
reopened  
none    
none PreRelease/Nightly  
   
20-09-2009
WalkCheck
None
Problem with CanSeeLOSFlag
Hi all :) Every time i use canseelosflag, with any flag, with advancedlos in sphere.ini set to 0,01,02 or 03, or these experimental flags (walkcheck,diagonalwalkcheck,newpositionchecks) all or some activated, so in ALL cases, it returns 0. Waiting a response/new build :)
cansee.JPG (317,765) 22-12-09 11:18
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=27&type=bug
Notes
(0000341)
nolok   
22-12-09 10:51   
(edited on: 22-12-09 12:01)
Now it works, but only if i use this: > If i use: >, it doesn't work. I think it's strange, because in the sphere.ini the AdvancedLos flag is set to 03 :P // Uses the new LoS algorithm // ADVANCEDLOS_DISABLED 0x00 // Disabled, use the old method // ADVANCEDLOS_PLAYER 0x01 // Enabled only for players // ADVANCEDLOS_NPC 0x02 // Enabled only for NPCs AdvancedLos=03 EDIT: It works even if AdvancedLos setted to 0, it's a bug or it's wanted? I remember nazghul wrote that should not work without this flag, because canseelosflag uses new algorithms and so on :P EDIT 2: If i am in gm mode, canseelosflag returns always 1, and it's correct. But, with any flag (also with 0, and with this flag it should return always 1, because i dont't set any block to the los), without the gm mode, it still returns zero :( (this time advancedlos is set to 03)
(0000345)
MrSugarCube   
02-01-10 04:30   
With AdvancedLos disabled, CANSEELOSFLAG will still 'work' but the flags will be ignored (basically functions the same as CANSEELOS would). As far as I can tell, without the flags (or flags=0), normal LOS checks will take place, so a wall would cause the function to return 0 unless the appropriate 'no-block' flags have been passed in.
(0000346)
nolok   
02-01-10 18:58   
I tried also with all no-block flags, and i am really near the npc or above it. This function doesn't work, since i have AdvancedLOS=03 and no walls or any type of obstacles between us.
(0000402)
HOCOK   
11-03-10 18:48   
CanSeeLosFlag works incorrect. NPC|Rock|Player ------------------------- Troll|0136d|Player All flags returning: 1





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1726 [SphereServer 0.56b] executable - generic minor have not tried 28-02-10 07:49 28-02-10 07:49
Coruja  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
09-09-2008
None
None
Beard color reseting on vendor sell
If you buy some hair on a npc barber, the new hair will come in the same color of the old char hair. But if you buy a new beard on the same barber npc, the item always will come in gray color (color=0)
There are no notes attached to this issue.





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1720 [SphereServer 0.56b] executable - linux tweak always 14-02-10 13:26 20-02-10 15:08
SiriusDE  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
20-09-2009
None
Command_Sysmsgs, OSIMultiSight, FileCommands
Export command of WSC files use a strange distance
If I export an area with the command ".serv.export filename.wsc 1 10", sphere sets the distance in a very strange way. I don't know how he measures the distance with this command, but it's not the same way like for example .visualrange measures it. The way like visualrange measure the distance is a more logical way. .visualrange 10 sets the visual range in a rectangle (10 tiles to the north, 10 tiles to the south, 10 tiles to the west and 10 tiles to the east). But .serv.export seems to make a circle instead of a rectangle. Because most of the things that are exported are rectangles (I know only a view buildings that are circles) it would be great if the export command measures its distance with a rectangle like the command .visualrange (I think in earlier sphere version that was the default way how .serv.export measures the distance). It is very difficult to export a buildung if it exports a circle.
Experimental flags (don't know which these are): Experimental=051d
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1716 [SphereServer 0.56b] executable - bsd tweak always 31-01-10 17:16 31-01-10 17:19
dzhony  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
Not Available
None
None
Winter season & Tiledata flags
Model situation: During summer season, the item ID 0c9e (i_tree_ohii) is placed on 1049,1961. In tiledata, this item is set to be impassable. During winter season, there is item ID 0d3f (i_plant_bramble). This item is set to passable in tiledata. But, no other character than GM with .allmove can move through this item. Interesting thing is, that .info shows ID 03df, but .show serv.map(1049,1961).Statics.0 shows 0c9e. Of course, no other static is placed on this coordinates :) Would it be possible to use tiledata settings from the visible art, instead of the "real" non-winter art, during winter season? And, would it be possible to unify the information provided by .info and .serv.map(x,y).statics ?
Tested on both 09-09-2008 and the latest automated SVN build nightly
Notes
(0000377)
dzhony   
31-01-10 17:19   
Edit: Wrong category - the correct one is executable - generic ...





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1715 [SphereServer 0.56b] executable - generic tweak always 30-01-10 18:21 31-01-10 13:54
xantier  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
Not Available
Unicode
None
String functions for unicodes ?
I'm trying to implement old style uo font for era accuracy and i encountered some problems. As you know there is no unicode in old uo fonts but i want to convert them to ascii. There are problems. For example, '?' ; ? to s "if strmatch(<asc <strsub <dlocal._for> 1 <args>>>,<asc ?>) local.text .=s" Strsub doesn't work by unknown problem. And <asc ?> shows me two words "0fffff1e 0fffff3e" unlike other characters (069 , 032 etc.) Strlen shows '?' as 2 characters. There must be a function that works for both unicode and ascii.. Strsub and strlen must be fixed for unicodes (2-char problem). I cannot split sentences with unicode characters.
f_charsets.scp (12,044) 31-01-10 13:51
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=29&type=bug
Notes
(0000374)
xantier   
31-01-10 01:58   
the character shown like ? is not question mark, it's just 's' with extension (unicode)
(0000375)
dzhony   
31-01-10 13:51   
Some time ago, I've developed scripted solution of this problem, maybe it is worth publishing in this bug report :)
(0000376)
dzhony   
31-01-10 13:54   
P.S. The comments and examples in the head of the script may be out of date, but the main code should work well





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1673 [SphereServer 0.56b] new feature request feature N/A 14-11-09 20:08 26-01-10 14:22
Fire-Dragon-DoL  
 
normal  
new  
open  
none    
none  
   
20-09-2009
None
None
timerfd, a function like timerf but with decimal seconds...
I know, we have items, but obviusly timerf is much more useful, easy to use and avoid the creation of an item (which is timeconsuming)...
Notes
(0000359)
xantier   
19-01-10 11:42   
it must be added.. and we waited alot for it i think.
(0000364)
jeem   
26-01-10 14:22   
It had been said, by nazghul IIRC, that this feature won't be added. I don't know if anything has changed.





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1712 [SphereServer 0.56b] executable - linux tweak always 20-01-10 04:57 24-01-10 21:26
wuffel  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
Not Available
UseNetworkMulti
None
100% CPU-Load
Sphere creates with "EF_NETWORKOUTTHREAD" activated a fourth process, which is _always_ using 100% CPU, even if no players are online. If i disable EF_Network... the "problem" disappears. Dunno if you know this fact, i only want to report it.. doesn't really matter at quadcores and so on. Cant chose the right Experimental Flag. I take 'UseNetworkMulti' instead of EF_Networkoutthread.
84825 sphere 1 118 0 267M 69608K CPU1 1 1:04 100.00% spheresvr 84826 sphere 1 44 0 267M 69608K select 0 0:02 1.07% spheresvr 84815 sphere 1 44 0 267M 69608K nanslp 0 0:02 0.00% spheresvr 84824 sphere 1 44 0 267M 69608K select 1 0:00 0.00% spheresvr
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1713 [SphereServer 0.56b] executable - generic major always 20-01-10 11:42 24-01-10 13:12
xantier  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
Not Available
None
None
TIP and SCROLL MOTD don't work
With the latest SVN, SCROLL_MOTD and TIP 1,2,3 scrolls dont work. There is only strange characters like [ , : , and something utf-8..
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1708 [SphereServer 0.56b] new feature request minor always 15-01-10 20:55 15-01-10 20:55
alex_petro  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
Not Available
None
None
Wrong Spell Target
Some target spells if are casted to a Not appropied behavior gives a simple message like this: "This spell needs a target object" or others like this, and the spell action is aborted, in this case no trigger are fired. I ask you, if is possible, to include this case in the trigger @Abort. This feature is usefull for my magic system, but I hope that it could be also for everyone who want work around custom magic. P.S. Thank you very much for last TARGET revision.
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1705 [SphereServer 0.56b] executable - generic feature N/A 09-01-10 02:06 11-01-10 08:29
ShiryuX  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none  
   
20-09-2009
None
None
Trigger for resource gathering: @ItemResourceFound or @ItemResourceGathering
Under [REGIONRESOURCE] @ResourceFound is fired when the worldgem bit is spawned and it gives ore. What I asking is a trigger for players which fire when they gather a resource from a worldgem. Fired on chars: @ItemResourceGathering SRC is Item, Default is Char. Or inverse, I don't know. (If possible) ARGO The tool, ARGN1 = if 1 is the worldgem bit is just spawned. or just @ResourceFound. Thank you.
Notes
(0000348)
ShiryuX   
11-01-10 03:12   
Okay, I can't edit. The suggestion should be: @ResourceFound fired on the player only. Since @ItemResourceGathering can be called using @Success at Mining.





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1706 [SphereServer 0.56b] executable - linux minor always 10-01-10 16:02 10-01-10 22:30
wuffel  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
Not Available
None
Command_Sysmsgs, OSIMultiSight, NoItemNaming, Flood_Protection, Buffs, NoPrefix
Morep/Morez at Lightsources
Morez changes the dispid of the item, depending on the value. morez=5 -> dispid+5 morez=-5 -> dispid-5 So it dont change the lightbeam anymore, but the appearance of the lightsource-item.
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1704 [SphereServer 0.56b] executable - generic minor always 09-01-10 00:20 09-01-10 00:20
daskaras  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
Not Available
None
None
SKILLMENU and code like serv.itemdef and so on
you can´t use some code in the skillmenu first line. like ON=i_bacon_slice <serv.itemdef.<baseid>.resource.1.val> sphere will gives you an error. also ON=i_bacon_slice <name> <resources.1.val> doesn´t work. will be nice, if this can be fixed. also would be nice for a new feature like ON=i_bacon_slice <name> local.baseid=<argo.baseid> <--- i_bacon_slice f_make_item <local.baseid>,10 at the moment only act works for the resources. this would be helpful for shorter code yes, makeitem is there put for some hint you softcode something there
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1703 [SphereServer 0.56b] new feature request feature N/A 07-01-10 04:28 07-01-10 04:28
xantier  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
Not Available
None
None
Dynamic Templates
What if we can use dynamic functions under items in templates ? It would be very good for making better lootpacks, new magic item system and shorten the coding.. CODE [TEMPLATE goodie_average_3] CATEGORY=Item Templates SUBSECTION=Loot Templates DESCRIPTION=Average Goodie 3 ITEM=random_mace MutateMagic 20,100 // Mutate with magic in %20-%100 intensity f_golden_color // paint with golden if it is in XX's pack..
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1702 [SphereServer 0.56b] new feature request feature N/A 07-01-10 04:27 07-01-10 04:27
xantier  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
Not Available
None
None
Enterrange
I was looking at UoDemo's decompiled scripts (1998 OSI server codes&scripts). There is a function used for traps : CODE #on enterrange<0x02>(object target) { if(!hasObjVar(this, "disarmed")) { doLocAnimation(getLocation(this), 0x10FE, 0x02, 0x10, 0x00, 0x00); loseHP(target, dice(0x0A, 0x03)); } return(0x01); } Or Covetous Level 3 Speaking Statues : CODE #on enterrange<0x03>(object target) { string Q5ZM = "Beware Ye Who Enter These Halls!"; list Q56U = Q5ZM; if(!hasObjVar(this, "working")) { if(!hasObjVar(target, "CovetousListenToStatueSpeak")) { setObjVar(this, "working", 0x01); callback(this, 0x19, 0x24); bark(this, Q5ZM); messageToRange(getLocation(this), 0x05, "barknow", Q56U); setObjVar(target, "CovetousListenToStatueSpeak", 0x01); } } return(0x01); } Is it possible you to add a function or trigger like Enterrange that works when you enter x distance range of an item or npc? Same for leaverange..
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1701 [SphereServer 0.56b] executable - bsd feature have not tried 03-01-10 11:50 03-01-10 15:24
jeem  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
Not Available
None
None
@TargetCancel for spells
We recently had @targetcancel trigger for spells. This could also prove useful for skills. So if it's not too much trouble, I'd like that trigger for selected skills, too.
There are no notes attached to this issue.





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1700 [SphereServer 0.56b] executable - generic trivial always 03-01-10 03:58 03-01-10 14:53
Terrikate  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none  
   
Not Available
None
None
The resurrection robe doesn't give armor.
Only updated AC if you requip the robe.
There are no notes attached to this issue.





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1695 [SphereServer 0.56b] executable - generic minor always 26-12-09 17:38 02-01-10 03:59
Coruja  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
Not Available
None
None
Training Dummy duplicated messages
When you use (or try to use) a t_train_dummy, it works fine but show a useless message "you cant use this" after the correct message, like this: act: I dclicked on dummy with low skill act: the dummy start moving without problems msg: "you cant use this" act: I dclicked on dummy with high skill msg: "thats too easy for you" msg: "you cant use this"
Probably it occour with pickpocket dip and archery butte too :D
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1691 [SphereServer 0.56b] executable - generic block sometimes 19-12-09 00:59 02-01-10 03:46
Terrikate  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
Not Available
None
None
Strange problem with the journal
Build #1186 Sometimes, updated journal stops, and if you move or try to expand its size, produce the client crash.
I will try to provide more information if I find a SpyUO that works in client 2.0.3
Notes
(0000342)
Terrikate   
01-01-10 18:39   
(edited on: 01-01-10 18:41)
Firstly Happy New Year. In the end I got some time and have watched what's the problem. The problem is that messages SpeechType 0x06 system, when they show the name of an NPC is long doesn't deliver the necessary line breaks. Then if you move the journal client crash. ASCIIMessage(1C) Old version GOOD - Text: "DONT REMOVE" - SpeechType: "0x6" - Hue: "0x26" - Font: "3" - SourceName: "DONT REMOVE" - Serial: "0xE5104" - ModelId: "0x3" 0000: 1C 38 00 00 0E 51 04 00 03 06 00 26 00 03 44 4F .8...Q.....&..DO 0010: 4E 54 20 52 45 4D 4F 56 45 00 00 00 00 00 00 00 NT REMOVE....... 0020: 00 00 00 00 00 00 00 00 00 00 00 00 44 4F 4E 54 ............DONT 0030: 20 52 45 4D 4F 56 45 00 -- -- -- -- -- -- -- -- REMOVE. GOOD - Text: "DONT REMOVE DONT REMOVE" - SpeechType: "0x6" - Hue: "0x26" - Font: "3" - SourceName: "DONT REMOVE DONT REMOVE" - Serial: "0xE5104" - ModelId: "0x3" 0000: 1C 44 00 00 0E 51 04 00 03 06 00 26 00 03 44 4F .D...Q.....&..DO 0010: 4E 54 20 52 45 4D 4F 56 45 20 44 4F 4E 54 20 52 NT REMOVE DONT R 0020: 45 4D 4F 56 45 00 00 00 00 00 00 00 44 4F 4E 54 EMOVE.......DONT 0030: 20 52 45 4D 4F 56 45 20 44 4F 4E 54 20 52 45 4D REMOVE DONT REM 0040: 4F 56 45 00 -- -- -- -- -- -- -- -- -- -- -- -- OVE. GOOD - Length: 80 - Text: "DONT REMOVE DONT REMOVE DONT REMOVE" - SpeechType: "0x6" - Hue: "0x26" - Font: "3" - SourceName: "DONT REMOVE DONT REMOVE DONT R" - Serial: "0xE5104" - ModelId: "0x3" 0000: 1C 50 00 00 0E 51 04 00 03 06 00 26 00 03 44 4F .P...Q.....&..DO 0010: 4E 54 20 52 45 4D 4F 56 45 20 44 4F 4E 54 20 52 NT REMOVE DONT R 0020: 45 4D 4F 56 45 20 44 4F 4E 54 20 52 44 4F 4E 54 EMOVE DONT RDONT 0030: 20 52 45 4D 4F 56 45 20 44 4F 4E 54 20 52 45 4D REMOVE DONT REM 0040: 4F 56 45 20 44 4F 4E 54 20 52 45 4D 4F 56 45 00 OVE DONT REMOVE. Latest version (build # 1186) BAD - Length: 80 - Text: "DONT REMOVE DONT REMOVE DONT REMOVE" - SpeechType: "0x6" - Hue: "0x26" - Font: "3" - SourceName: "DONT REMOVE DONT REMOVE DONT " - Serial: "0x2B27FA8" - ModelId: "0x3" 0000: 1C 50 00 02 B2 7F A8 00 03 06 00 26 00 03 44 4F .P........&..DO 0010: 4E 54 20 52 45 4D 4F 56 45 20 44 4F 4E 54 20 52 NT REMOVE DONT R 0020: 45 4D 4F 56 45 20 44 4F 4E 54 20 00 44 4F 4E 54 EMOVE DONT .DONT 0030: 20 52 45 4D 4F 56 45 20 44 4F 4E 54 20 52 45 4D REMOVE DONT REM 0040: 4F 56 45 20 44 4F 4E 54 20 52 45 4D 4F 56 45 00 OVE DONT REMOVE.
(0000343)
MrSugarCube   
02-01-10 03:46   
Nice find. :) I think your GOOD and BAD packets are the wrong way around, but confirmed and fixed. :P (interesting that the client only seems to run into the problem with this packet and only for type 0x06)





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1694 [SphereServer 0.56b] new feature request feature always 23-12-09 21:20 23-12-09 21:20
alex_petro  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
20-09-2009
None
None
Z support in Ret Areadef/Roomdef
In my shard, we do not use multi for housing only static house. I have modified Mordaunt Housing script so that sign brass configures itself reading data from region. I have a problem with region, i can't specify Z on Rectangle, many house have two indipendent floors. This featuse could be very usefull also to calculate "falling down damage" (fall dow from a hole or tower, for example) Ps. thanks for the staff for to have implemented a previous my request (cancel target)
There are no notes attached to this issue.





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1667 [SphereServer 0.56b] executable - generic feature always 30-09-09 20:52 20-12-09 22:23
SomeBody  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
20-09-2009
None
None
Party System: do not disband party when master disconnects, trasfer it
Currently when party master disconnects the whole party gets disbanded. It would be nice to have the following feature: when master disconnects automatically transfer the party to some party memeber (if there is more than 1 member left). At least it would be useful to have the ability to transfer party from scripts so developers could implement the desired behaviour on their own.
Notes
(0000304)
Fire-Dragon-DoL   
15-11-09 02:50   
Uhm, isn't possible to do something like party.master=? (I don't use hardcoded party so much so I really don't know)
(0000319)
SomeBody   
20-11-09 14:36   
Nope, it's not writable atm.
(0000340)
MrSugarCube   
20-12-09 22:23   
I've added a SETMASTER function which you can use to implement this.





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1658 [SphereServer 0.56b] new feature request trivial always 15-09-09 16:31 20-12-09 18:51
alex_petro  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
09-09-2008
None
None
Spell cast Target Aborted
Aborting the target spell during the casting not fires the trigger Abort, and there are not ways to get this action.
Im my shard the casting is performed with an automatized gump list of the spells (similar WOW).Clicking on the list (Spell @START), the gump disappear and after (@SUCCESS or @FAIL) the list is recompiled without the last spell and showed to the player, in the case of Target Abort I can't recompile the list.
Notes
(0000312)
Fire-Dragon-DoL   
15-11-09 19:02   
(edited on: 15-11-09 19:02)
What about "@abort" under magery skill? (and @fail too)
(0000320)
alex_petro   
24-11-09 22:43   
(edited on: 24-11-09 22:44)
I have tryed skills triggers but there is not way to get Target Abort. Since there is a similar Trigger under Item "@ItemTargon_Cancel", i think could be possible make one under Spell.
(0000321)
alex_petro   
24-11-09 23:11   
on wiki I found this: @TargOn_Cancel This trigger is called when a player cancels the target by hitting the escape (ESC) key. but it doesn't works with spells.
(0000322)
Fire-Dragon-DoL   
24-11-09 23:19   
Well, what about rescripting ONLY the target side of spells?This isn't hard and allows you to obtain the result that you want
(0000323)
alex_petro   
25-11-09 16:11   
Yes I can. This feature, i think, could be useful in many cases, so I tryed to ask about it to the developers. Thank you for help anyway.
(0000324)
Fire-Dragon-DoL   
25-11-09 16:27   
No problems but actually I don't have any other idea :S





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1687 [SphereServer 0.56b] executable - generic tweak always 17-12-09 03:12 20-12-09 14:59
Incanus  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
Not Available
None
None
connection list in .admin dialog reverted
Build #1186 Accounts in admin dialog were sorted newest conntection to oldest connection, now the order is reversed
There are no notes attached to this issue.





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1681 [SphereServer 0.56b] executable - generic minor always 06-12-09 23:25 20-12-09 00:46
Coruja  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
20-09-2009
None
None
Wrong cartography msgs
Cartography use predefined messages on sphere_msgs.scp But when it must call 'cartography_nomap', it calls 'cartography_fail' and when it must call 'cartography_fail', it calls 'cartography_nomap' So these 2 messages must be switched :D
There are no notes attached to this issue.





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1669 [SphereServer 0.56b] executable - generic minor always 15-10-09 10:30 19-12-09 23:24
dzhony  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
Not Available
None
None
Weight Check
Equipping item directly in the paperdoll ignores weight check - this way any character can carry more than its maximum weight allows.
There are no notes attached to this issue.





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1692 [SphereServer 0.56b] executable - generic crash always 19-12-09 01:19 19-12-09 16:00
Terrikate  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
Not Available
None
None
Another strange problem with the execution of the following function
Build #1186 The following script doesn't work, at least not always. SAVED FORCE - Displays a dialog indicating that the server is being saved. - Make the save. - Close the previous dialog
In other versions, it works. [FUNCTION forzar_save] SERV.ALLCLIENTS F_COMIENZO_SAVE SERV.SAVE SERV.ALLCLIENTS F_FIN_SAVE [FUNCTION F_COMIENZO_SAVE] TRYSRC <UID> DIALOG d_guardando [FUNCTION F_FIN_SAVE] TRYSRC <UID> DIALOGCLOSE d_guardando [DIALOG d_guardando] 250,250 nomove gumppic 100 10 5573 dtext 95 80 156 Guardando... [DIALOG d_guardando BUTTON] ON=0
Notes
(0000338)
MrSugarCube   
19-12-09 16:00   
Fixed the problem where DIALOGCLOSE isn't working when placed directly after DIALOG, but I suspect this script is still not working as desired because of the new network system which will queue up the packets until after the save completes. To try to force the packets to be sent earlier you can either insert some kind of delay (TIMER/TIMERF) before starting the save, or change f_comienzo_save to use the FLUSH function: [FUNCTION F_COMIENZO_SAVE] TRYSRC DIALOG d_guardando FLUSH





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1690 [SphereServer 0.56b] executable - generic minor always 18-12-09 16:27 19-12-09 15:20
Coruja  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
Not Available
None
None
checkertrans doenst work using dorigin
On dialogs, you cant use checkertrans with dorigin dorigin 50 50 checkertrans +10 +10 100 100 The checkertrans will appear on 10 10 instead of 60 60
There are no notes attached to this issue.





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1663 [SphereServer 0.56b] executable - bsd major always 25-09-09 20:52 18-12-09 10:55
khaos  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
20-09-2009
None
None
New Char Creation; Human Male and Female = Elf.
Server, Primary: Newest Nightly Prerelease. Server, Secondary: SVN servers as well. Issue: Major Problem Fix: Might be an issue with new clients and the SA Builds. Fix inherent to coding or release of SA code? @ New char creation. Any player making a human male or female will start with an elf male/woman with no hair and plain default skin color for elf. This is always reproductable and tested by Anarch Cassius and myself. Elves being created new, still appear as elves.
This was tested over and over on two test servers by Anarch Cassius and I. Anyone else who can confirm, please do.
Notes
(0000288)
khaos   
25-09-09 20:55   
This was tested also, as a note, on 7.0.0 client. Not on anything prior. I stay updated with EA.
(0000290)
Valios   
25-09-09 22:20   
True. I have noticed this also.
(0000291)
AnarchCassius   
26-09-09 05:26   
Addendum: Human females will come out as (hairless,colorless) elven females. Elven females come out with proper colors and hair (except for the orange colors that always come out blonde) but as male elves.





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1688 [SphereServer 0.56b] executable - generic major always 17-12-09 03:18 18-12-09 00:44
Incanus  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
Not Available
None
None
Characters are not logged out correctly
Build #1186 When characters log out, their chars remain ingame .x.show isonline returns 1 for them but they are not listed in the .admin dialog
Notes
(0000337)
Terrikate   
17-12-09 23:52   
Here I have exactly the same problem.





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1689 [SphereServer 0.56b] executable - generic minor always 17-12-09 18:48 18-12-09 00:28
jeem  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
Not Available
New_Triggers, Script_Profiler, Size_Optimise, UsePingServer, NPCAct_Triggers
Command_Sysmsgs, OSIMultiSight, FileCommands, NoHouseMuteSpeech, Buffs, DyeType
Cannot move with FEATURE_SA_MOVEMENT on
I have the latest release from SVN (December 17, 2009, 12:10 am). When I enable FEATURE_SA_MOVEMENT, after few steps I take, the UO freezes and with every step I take, this error appears on my console: WARNING:1:Unknown game packet (0xf0) received.
There are no notes attached to this issue.





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1684 [SphereServer 0.56b] executable - generic major have not tried 13-12-09 03:11 18-12-09 00:23
Terrikate  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
Not Available
None
None
Reference to recent changes in tiledata.mul
There is a problem that I think hasn't been provided with the latest changes on tiledata. Not only are multis in excess of 04000 positions. There are also maps, armor, weapons, wands, deeds of houses that in ancient clients aren't displayed correctly Solution?. Replace all affected ITEMDEFs affected by MULTIDEFs ID-04000? (Automated SVN Builds. Internal build #1176)
Errors will have if you load a save with those objects: CRITICAL:(spherechars.scp,15358)Error Pri=2, Code=0, Desc='CTileItemType.ReadInfo: TileData Read', in GetItemData ERROR:(sphereitem_treas.scp,3826)Setting new id for base type i_ttm_l0_4 not allowed ERROR:(sphereitem_treas.scp,3826)Setting new id for base type i_ttm_l0_4 not allowed ERROR:(sphereitem_x.scp,69)Setting new id for base type i_beard_none not allowed ERROR:(sphereitem_x.scp,69)Setting new id for base type i_beard_none not allowed CRITICAL:(spherechars.scp,944693)Error Pri=2, Code=0, Desc='CTileItemType.ReadInfo: TileData Read', in GetItemData ERROR:(sphereitem_deed.scp,61)Setting new id for base type i_deed_house_stone_small not allowed ERROR:(sphereitem_deed.scp,61)Setting new id for base type i_deed_house_stone_small not allowed CRITICAL:(spherechars.scp,1195750)Error Pri=2, Code=0, Desc='CTileItemType.ReadInfo: TileData Read', in GetItemData ERROR:(sphereitem_x.scp,93)Setting new id for base type i_hair_none not allowed ERROR:(sphereitem_x.scp,93)Setting new id for base type i_hair_none not allowed CRITICAL:(spherechars.scp,1981771)Error Pri=2, Code=0, Desc='CTileItemType.ReadInfo: TileData Read', in GetItemData ERROR:(sphereitem_deed.scp,568)Setting new id for base type i_deed_house_patio_sand not allowed ERROR:(sphereitem_deed.scp,568)Setting new id for base type i_deed_house_patio_sand not allowed CRITICAL:(spherechars.scp,2336696)Error Pri=2, Code=0, Desc='CTileItemType.ReadInfo: TileData Read', in GetItemData ERROR:(sphereitem_deed.scp,31)Setting new id for base type i_deed_house_stone_plaster_small not allowed ERROR:(sphereitem_deed.scp,31)Setting new id for base type i_deed_house_stone_plaster_small not allowed CRITICAL:(spherechars.scp,3599444)Error Pri=2, Code=0, Desc='CTileItemType.ReadInfo: TileData Read', in GetItemData ERROR:(sphereitem_deed.scp,92)Setting new id for base type i_deed_house_stone_brick_small not allowed ERROR:(sphereitem_deed.scp,92)Setting new id for base type i_deed_house_stone_brick_small not allowed CRITICAL:(spherechars.scp,4037733)Error Pri=2, Code=0, Desc='CTileItemType.ReadInfo: TileData Read', in GetItemData ERROR:(sphereitem_magicweap.scp,2495)Setting new id for base type i_axe_battle_large_vanq not allowed ERROR:(sphereitem_magicweap.scp,2495)Setting new id for base type i_axe_battle_large_vanq not allowed CRITICAL:(spherechars.scp,4518272)Error Pri=2, Code=0, Desc='CTileItemType.ReadInfo: TileData Read', in GetItemData ERROR:(sphereitem_deed.scp,510)Setting new id for base type i_deed_tower_wizard not allowed ERROR:(sphereitem_deed.scp,510)Setting new id for base type i_deed_tower_wizard not allowed ERROR:(sphereitem_deed.scp,631)Setting new id for base type i_deed_shop_marble_small not allowed ERROR:(sphereitem_deed.scp,631)Setting new id for base type i_deed_shop_marble_small not allowed
Notes
(0000333)
MrSugarCube   
13-12-09 12:47   
(edited on: 13-12-09 12:48)
I committed a change last night to remove all the custom 04000 non-multi item ids (replaced with just the [ITEMDEF defname]), but it must have been moments too late to actually make it into the automated build. (Replacing them with MULTIDEFs ID-04000 should work too, but I thought it would probably end up confusing people who didn't understand what MULTIDEF did :)) If you want to check that the changes do the right thing then I have uploaded the changed files to: http://mrsugarcube.prerelease.sphere.torfo.org/sa/%231684-Scripts.zip
(0000336)
Terrikate   
17-12-09 23:51   
Perfect ;)





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1678 [SphereServer 0.56b] executable - generic minor always 26-11-09 14:48 14-12-09 00:20
Bdevil  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
20-09-2009
None
None
Telnet Log
Telnet do not log anything command that a client send to console! Ex: If , via telnet , type .uid.<playerUID>.name Hello! The PLayer's name will change, but sphere and logs does not log it!
There are no notes attached to this issue.





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1659 [SphereServer 0.56b] script pack minor N/A 21-09-09 07:45 13-12-09 23:02
Coruja  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
Not Available
None
None
Blood Dungeon
sphere_map2.scp: Blood Dungeon is scripted as Blood Dungeon Level 1, but this dungeon has only 1 level (so it must be Blood Dungeon only) :D
There are no notes attached to this issue.





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1665 [SphereServer 0.56b] script pack minor always 29-09-09 06:40 13-12-09 23:02
Coruja  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
20-09-2009
None
None
Spinning Whell Fliping
When you use some spinning wheels baseid, it flips to baseid 01015 and doesnt flip back to original baseid anymore. This occour because bad dupelist and dupeitems lines (typedef too). Fix: [ITEMDEF 01015] DEFNAME=i_spinning_wheel TYPE=T_SPINWHEEL RESOURCES=75 i_log, 25 i_cloth SKILLMAKE=CARPENTRY 73.6, TAILORING 65.0, t_carpentry WEIGHT=15 DUPELIST=01016,01017 CATEGORY=Items by Professions SUBSECTION=Tailor DESCRIPTION=Spinning Wheel [ITEMDEF 01016] //spinning wheel DUPEITEM=01015 [ITEMDEF 01017] //spinning wheel DUPEITEM=01015 [ITEMDEF 01019] //spinning wheel TYPE=T_SPINWHEEL DUPELIST=0101a,0101b [ITEMDEF 0101a] //spinning wheel DUPEITEM=01019 [ITEMDEF 0101b] //spinning wheel DUPEITEM=01019 [ITEMDEF 0101c] //spinning wheel TYPE=T_SPINWHEEL DUPELIST=0101d,0101e [ITEMDEF 0101d] //spinning wheel DUPEITEM=0101c [ITEMDEF 0101e] //spinning wheel DUPEITEM=0101c ... [ITEMDEF 010a4] //spinning wheel TYPE=T_SPINWHEEL DUPELIST=010a5,010a6 [ITEMDEF 010a5] //spinning wheel DUPEITEM=010a4 [ITEMDEF 010a6] //spinning wheel DUPEITEM=010a4
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1685 [SphereServer 0.56b] script pack minor N/A 13-12-09 22:21 13-12-09 23:02
Coruja  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
Not Available
None
None
Missing statf_hovering flag on admin panel
12-12-2009, MrSugarCube (Script pack) - Updated: sphere_defs.scp (Added defnames for statf_hovering, mt_hover, can_i_hover, tilef_hoverover, t_hoverover) The flag list on sphere_admin.scp must be updated too :D
There are no notes attached to this issue.





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1686 [SphereServer 0.56b] executable - generic minor always 13-12-09 22:44 13-12-09 22:44
Coruja  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
Not Available
None
None
Console error using mt_nonmover
When I use CAN=mt_nommover on some npcs, the console return this error on server startup: WARNING:(spherechar.scp,1036)Char script 'c_reaper' has no CAN flags specified! I doesnt know how this problem occour, because I got problems with c_reaper but it works fine on c_vendor_player.
CHARDEF WITH PROBLEM: [CHARDEF 02f] DEFNAME=c_reaper NAME=Reaper SOUND=snd_MONSTER_REAPER1 ICON=i_pet_REAPER ANIM=078c7f DAM=17,20 ARMOR=40 RESOURCES=8 i_reag_bone FOODTYPE=15 t_meat_raw CAN=MT_NONMOVER DESIRES=r_foliage CATEGORY=Monsters SUBSECTION=Miscellaneous DESCRIPTION=Reaper ON=@Create NPC=brain_monster STR={66 215} DEX={66 75} INT={101 250} MAXHITS={40 129} WRESTLING={50.1 60.0} TACTICS={45.1 60.0} MAGICRESISTANCE={100.1 125.0} MAGERY={90.1 100.0} EVALUATINGINTEL={90.1 100.0} FAME={100 3500} KARMA={-100 -3500} ON=@NPCRestock ITEM=loot_REAPER ITEM=i_ttm_l2,R50 ////////////////////////////////// WORKING CHARDEF: [CHARDEF c_vendor_player] NAME=#NAMES_HUMANMALE ID=c_man DESIRES=i_gold CAN=MT_NONMOVER ON=@Create NPC=brain_human IF !(<R2>) BODY=c_woman TIMERF 1,OBODY=c_vendor_player NAME=#NAMES_HUMANFEMALE UPDATE ENDIF IF !(<DEF.Vendor_Redeed>) GOLD += 50 ENDIF COLOR=colors_skin FLAGS=<FLAGS>|statf_invul|statf_freeze SPEECH=s_player_vendors EVENTS=+e_custom_vendor MODMAXWEIGHT=<DEF.Vendor_MaxWeight> TAG.Salary=<DEF.Vendor_SalaryBasic> TAG.NameShop=<DEF.Vendor_DefaultShopName> VendorWear EQUIPHALO STR=100 ALLSKILLS=0.0 ITEMNEWBIE=i_bankbox ITEMNEWBIE=i_backpack EVENTS=+t_bag_vendor
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1683 [SphereServer 0.56b] executable - generic trivial always 13-12-09 02:23 13-12-09 12:35
Terrikate  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
Not Available
None
None
Hiding doesn't update the cliente
When one is hidden his client doesn't updated correctly. For others it is hiding but he sees himself exposed. (Automated SVN Builds. Internal build #1176)
Tested with client 2.0.3
There are no notes attached to this issue.





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1674 [SphereServer 0.56b] executable - generic minor always 15-11-09 14:51 13-12-09 01:22
xantier  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
Not Available
None
None
pin.#
It is about scripting structure of sphereserver. Pin function on maps gives errors on console even you try to check.. For example : if (<pin.1>) .. endif If there is no 1st pin on the map : 15:18:ERROR:(xx.scp,29)Can't resolve <pin.1> 15:18:ERROR:(xx.scp,29)Undefined symbol '' You can't check the pin..
Notes
(0000326)
ShiryuX   
07-12-09 05:08   
Are you using the typedef i posted in the forums? Try removing that code and test the pin functions again, maybe it's a problem with that.
(0000327)
xantier   
07-12-09 05:29   
pin is hardcoded thing.. it's not about typedef or anything else.
(0000328)
ShiryuX   
07-12-09 12:12   
I'm asking because it also overrides the opening of the gump (it cancels the default and sends the custom packet), so far it seems to be good, but I don't know if Sphere likes it. Anyway, it should.
(0000332)
MrSugarCube   
13-12-09 01:22   
I've added a PINS property so you can check how many pins are present before accessing the pins themselves.





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1672 [SphereServer 0.56b] executable - generic major always 14-11-09 19:29 13-12-09 00:13
Fire-Dragon-DoL  
MrSugarCube Microsoft Windows XP  
normal SP 3  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
20-09-2009
None
None
<trigger @bla> function returning 2 if "return 0" is used inside @bla
Ok if I build a custom trigger like [EVENTS e_dunno] ON=@Bla return 0 then somewhere [FUNCTION ftest] say <eval <trigger @bla>> it returns 2 (always), don't ask me why... Other values (less then 0 or greater then 0) are correct I can't return string, but I don't know if this thing probably is wanted (could be correct because all triggers can't return strings); so this is not a big problem
Notes
(0000313)
Fire-Dragon-DoL   
16-11-09 21:37   
A true example where this become a problem: I have weapons which deal critical hits with particular effects different for each weapon... the most obvius thing is to script the critical effect under the weapon However Should be a good idea to return from the trigger (under weapon) @CriticalHit the damage changed (if is changed) to the @Hit trigger, giving new damage if the damage becomes 0 obviusly it will return 2, which is a problem because is not 0 :P





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1661 [SphereServer 0.56b] executable - generic minor always 22-09-09 21:32 12-12-09 23:32
AnarchCassius  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
20-09-2009
None
None
Poisoning Flag is no longer correct for 7.0.0+ client
In client 7.0.0 the packets Sphere used to use with the poison flag are now associated with flying. Effectively the poison flag is now the flying flag and will cause mobiles with flying anims to use them and will not turn the status bar green. Actual mechanics are unaffected so I listed it as minor. Ideally a new flag can be made for flying and the poison flag corrected to use the proper new packet, "17 - Mobile Health Bar Status Update" I believe.
There are no notes attached to this issue.





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1657 [SphereServer 0.56b] new feature request feature always 13-09-09 10:21 12-12-09 23:31
Valios  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
Not Available
None
None
Item Slots Not Readed By Sphere
It seems that sphere is only reading 16832 item slots of a total of 32767 from the tiledata. The item graphic for the slot #16832 was the lastest one visible on the list before the SA patch came out. At the moment 22345 slots are being used by SA. But I noticed that sphere already uses empty slots from #16834 (04000) and ahead for itemdefs for multis. Actually that's a big problem because all the new stuff were added exactly starting from that slot. My suggestion for this issue would be moving all the multis to a farther slot position like "29000 (07148) or+ " to avoid this kind of problems. Many other items from old expansions were moved into new slots also so we'll have to update our scripts. Anyways, trying to add some of the new equipments in my test svr I crashed the enhanced client, then doing the same in the classic one it didn't crashed but I wasn't able to visualize the items so I nuked them. On the other hand, the new animations are working fine.
Would be nice to have the support from core to be able to use all the existing slots, and give to the ppl the possibility to have the new features + custom add-ons included and prevent other things.
There are no notes attached to this issue.





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1671 [SphereServer 0.56b] executable - generic crash random 30-10-09 18:52 09-12-09 16:20
Balrog  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
20-09-2009
None
None
Last pre-release crashes
We have been talking about it in the forum, but noone answers the topic and the error is not listed here. Here is the link to the forum: http://www.sphereserver.net/index.php?&showtopic=47128&st=20 [^] I have been using the 09/09/2008 release since then without any serious problem, but with the last nightlies and the last pre-release, the server closes (crashes) without giving neither any information nor any clues. You have included some really interesting things in the last year to sphere 56b, but if the server crashes randomly we cannot take advantage of those things. Regards
Notes
(0000298)
Coruja   
02-11-09 05:52   
But a unknow bug cannot be fixed, since it's unknow :D
(0000299)
Balrog   
02-11-09 07:56   
Well... It's not unknown. It is due to a change made in the last year. That's a problem for throwing a release long time ago. Whatever, the bug may be fixed or the future releases won't be useful. This release isn't useful due to this error, and all the hard work can't be enjoyed if it isn't fixed.
(0000301)
Fire-Dragon-DoL   
14-11-09 19:35   
Can you understand when this happen ? (approximately?) do you have any script that could make it crash?Is a bit hard to find out where the problem is...
(0000302)
Balrog   
14-11-09 19:56   
It is not any script because I am using the last year release and sphere is running for months (>100 players online). If I use the last release, it won't run for more than a few hours. I cannot figure where the problem is, but is is due to any of the changes from last year. That's the problem for releasing a version once a year with such a list of changes. I would ask the developers a effort in this because nobody wants their work being forgotten, and if this isn't fixed the future releases won't work either. I really would like to test the last changes. They're very good! Please, devs, could anyone of you answer to this topic? :(
(0000303)
Fire-Dragon-DoL   
15-11-09 02:44   
That's not true, we had a script that started giving problems after 6 months (SIX)... By the way it could be something in changes that you use inside scripts so the updated things could have a bug, this is why I asked... You must at least say what was happening when these crashes came out, otherwise 1 year of changes become bad... however with nightly builds you get each change each week... I don't see the point for "1 year of changes"
(0000305)
Balrog   
15-11-09 02:54   
I am using the 2008 release now and having no problems. There are no crashes in months. I installed the 2009 release for two days and had 3 crashes. Then, returned to 2008 release and all worked OK. I have been using sphere since 2002, so I'm not a newbie. I know what I'm talking about.
(0000306)
Fire-Dragon-DoL   
15-11-09 04:10   
I'm not saying you are newbie or something like that, I'm saying that if you understand which script causes the crash (and _NOT_ because you did something wrong), we can understand which implemented feature created the problem (or which bugfixes!) nothing more... because debugging all features implemented in 1 year is too much...
(0000307)
Balrog   
15-11-09 04:24   
Oh, sorry so, I didn't understand you. I don't know which script is because the crash is random, when there are a lot of players online and I cannot detect it. Sorry :S
(0000308)
Fire-Dragon-DoL   
15-11-09 04:29   
Uhm... that's a problem... IF for a "lucky strike" you understand something about what was happening will be a great help ...Do you remember something special that you added with newest feature? (ok, hoping too much :P )
(0000309)
Balrog   
15-11-09 04:34   
I only change the .exe and run sphere. With the old one, it runs smoothly. With the newer one, it crashes randomly without giving any clues on the logs. I cannot see any information :(
(0000310)
Coruja   
15-11-09 05:13   
Thats the point, a unknown bug can't be fixed, theres no way to fix a problem that you doesnt know what is it. Everyone here already know about this crash problem, but this situation doesnt mean nothing. The problem will be fixed only when someone discover 'what is' and 'what causes' it.
(0000329)
torfo   
09-12-09 10:42   
Does it appear just on Windows? Do you use any new features (lists or something like that)? Could there be any relation to fighting chars? Does anyone run sphere on windows with a debuger (like VC)?
(0000330)
Coruja   
09-12-09 16:20   
How I enable this thing? I must use -e on program properties? - Added: -E to command line. Starting Sphere with it will enable the ExceptionDumper that will generate a .map file on unexpected exceptions. Sending that file through the bugtracker will help us in the debug process. (thx to Z.)





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1680 [SphereServer 0.56b] new feature request feature N/A 03-12-09 22:49 03-12-09 22:49
ShiryuX  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
Not Available
None
None
Cliloc usable on names
EA uses cliloc as names for several items (if not all). This helps to the following points: 1. Network: May not be a great change but a little amount of bytes would be saved. In the long run, it counts. 2. Multilingual: Player can choose the language to hear the name of the item. In the other point, could be used in dialogs, sysmessage (as arguments), tooltips, etc. Some ways to apply it: 1. New property: Something like CLINAME. 2. Override name: Using a # before the cliloc number in the NAME property. So far, sysmessage use this as valid cliloc argument. Example: sysmessage @,,2 1072516,#1032629,<dargv[0]> 3. Deflist: Just like using the height list.
There are no notes attached to this issue.





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1679 [SphereServer 0.56b] executable - generic feature have not tried 28-11-09 10:27 28-11-09 10:27
dzhony  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
09-09-2008
None
None
Log seconds
Would it be possible to add seconds value to the start of the logged line?
There are no notes attached to this issue.





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1652 [SphereServer 0.56b] executable - generic major always 05-09-09 16:27 27-11-09 10:04
Robert  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
09-09-2008
Unicode, New_Triggers, UseNetworkMulti
None
Slow game run with new clients
Slow game engine in new clients after recalls or when loading new items, clients crashes after resurrections or freezes for 3-4 seconds. Client 2.0.3 gives better performance and players dont want to use newer clients. So we cannot use buffs and new maps, it's sphere's biggest problem please improve packet system with the newer clients.
Notes
(0000325)
OwnerDvorka   
27-11-09 10:04   
Loading items be really a poisonous problem. Will some solving? :)





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1676 [SphereServer 0.56b] executable - generic major always 16-11-09 23:26 16-11-09 23:26
Fire-Dragon-DoL  
 
normal  
new  
open  
none    
none  
   
20-09-2009
None
None
Unable to block the leaving message from an npc
If I generate a customized npc and add a speech to it, when he "lose interest" he say something like a leaving message: actually I can't block that message (and I need that my npc doesn't talk!)
There are no notes attached to this issue.





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1675 [SphereServer 0.56b] new feature request feature N/A 15-11-09 18:48 15-11-09 19:01
Fire-Dragon-DoL  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
20-09-2009
None
None
runto (like goto), followto (or a way to script a brain!)
Ok I'm trying to create an npc which simulates a player moves My problems currently are: I can't allow the npc running while casting (In this server you can move while casting), so if I use npccast the npc will stay where it is... that's a big problem because all players follow their target while casting to hit them goto make the npc walks, it's a problem... I need very reactive npcs (moverate=0), which always (possibily) run while following someone a "followto" which force the npc to follow a certain target, expecially even if it's casting (quite necessary) obviusly a way to create brains could be good, but those functions I described before are quite necessary
Notes
(0000311)
Fire-Dragon-DoL   
15-11-09 19:01   
(edited on: 15-11-09 19:22)
Sorry followto is actually scriptable: action and actarg1 works well for this... however, what about def flags for "actions"? because I really don't know all of them and they are quite "hidden" Expecially actions like "follow player" which is actually 064... but 064 is more then one skill: which exactly is? Another problem: I would like to cast a spell while running so I set the action to skill_magery... actarg1 rapresents my spell, but if I want make him follow me while casting, actarg1 must be the uid of char your are following... that's another problem





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1590 [SphereServer 0.56b] executable - generic minor always 26-03-09 11:01 14-11-09 19:33
SomeBody  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
09-09-2008
DiagonalWalkCheck, WalkCheck
Command_Sysmsgs, NoHouseMuteSpeech
ATTACKER list contains self uid
Currently ATTACKER stores uid of a player if he/she attacks self, for example by magic. I think the purpose of ATTAKCER is to store all enemies attacked me, not myself. Due to this issue <attacker> doesn't show proper value of enemies who killed me.
Notes
(0000292)
AnarchCassius   
26-09-09 05:27   
You can always write a check to be sure the attack ISN'T your self but I have to admit, I don't really see what is to be gained from having self in the attacker list so a change would make sense.
(0000294)
SomeBody   
02-10-09 11:47   
Yea, I done my own checks and it's not a major issue. However, if you want to know the number of attackers (for example to distribute fame or any kind of points among all killers) you always have to go through the list of attackers and check whether your own uid is not in the list. And this is time consuming. I also can't see a reason of having self in the attacker list.
(0000300)
Fire-Dragon-DoL   
14-11-09 19:33   
uhm I don't know, this could be a problem... actually if you attack yourself is LOGICAL that you are an attacker... I don't know if it's really a good idea removing this thing...





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1662 [SphereServer 0.56b] new feature request feature always 24-09-09 00:21 19-10-09 20:42
Kartinka  
 
normal  
new  
open  
none    
none  
   
08-02-2008
None
None
Backpack Is Getting Mixed Up After Dead
Yes so the topic said nearly everything, i would like to ask you for the following, is it possible to code something for sphere, so that the positions of the items would be saved and not get around in the Backpack when I die. Normally you die, every gump of containers is getting closed and the items in the characters main backpack would getting mixed up in the whole container. I would like to save all, so after getting ressurected every item is at his place and all gumps are opened and nohing mixed up or closed, that is what I want.
I have done posting it in the Forums and like to ask for this at the developers direktly i hope it is okay so :/ ?
Notes
(0000296)
Balrog   
19-10-09 20:42   
This can be coded by using forcont 0 in the @death saving all items in the backpack position, and restoring it in @deathcorpse.





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1664 [SphereServer 0.56b] executable - generic major always 25-09-09 22:16 16-10-09 05:41
AnarchCassius  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
20-09-2009
None
None
NPCs can break hit speed by moving in combat
When moving near their target in combat NPCs can make nearly instantaneous attacks. This is with StayInRange active and PreHit inactive. The script found in the additional information link can be used to create conditions which will almost guarantee this bug but it will occur under other circumstances. My best guess as to what is happening is that when the NPCs move and their attacks are suspended they somehow loose their swing speed timer. When they finish their step they then finish the attack instantly. Thus by moving and attacking rapidly an NPC can reduce the delay between its attacks to practically nothing.
http://www.sphereserver.net/index.php?showtopic=47099&pid=227137&st=0&#entry227137 [^] thread containing script which exacerbates the bug and my initial notes on it.
Notes
(0000289)
khaos   
25-09-09 22:20   
I can confirm this bug. I tested it as well on my private server with sphere base scripts and no mods on combat system. Minus ini settings of course. Which at the moment are set to default.
(0000295)
khaos   
16-10-09 05:41   
Note: If you turn ML off, this bug does not persist. Still this is broken either way.





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1668 [SphereServer 0.56b] executable - generic major always 05-10-09 08:00 05-10-09 08:00
Coruja  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
20-09-2009
None
None
@Kill not fired sometimes
If I kill something using spells (magery), trigger @Kill will not be fired. It will fired only if I kill someone using physical attacks. The same occour for npcs.
There are no notes attached to this issue.





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1630 [SphereServer 0.56b] executable - generic major always 24-06-09 09:50 28-09-09 14:58
speed  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
Not Available
None
None
SpeedHack Work.
The speedhack is a big problem some people like use this and this very bad can solve this problem in the emulator? you can test with this programs: work perfect can run some tiles plus another player is you are with mount and if you are without walk your player run fast. test this: -!xSpeed http://www.foredu.com/index1.htm [^] -SpeederXP http://www.speederxp.com/en/index.html [^] i like if you use speedhack sphere block and not can walk/run fast this no have any effect.
Notes
(0000293)
speed   
28-09-09 14:58   
(edited on: 02-10-09 11:24)
Hi This bug work in client 203 if you use one client >= 400c this not work but in 203 and older clients work perfect.





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1660 [SphereServer 0.56b] new feature request feature always 21-09-09 16:55 21-09-09 16:55
khaos  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
20-09-2009
None
None
99z Light Source color editing, not really new feature, want an old feature back!
I marked reproductivity as always, cause I always cannot produce a light source with a different color. I am laughing a little over my wording, but I am being serious. We had this option in the 99 series servers... I would like to see it back again. This opens up systems for aura's, new light colors for multi's... I can go on with a plethora of uses of colored lighting.
There are no notes attached to this issue.





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1595 [SphereServer 0.56b] executable - generic major always 28-04-09 17:36 13-09-09 19:31
Robert  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
09-09-2008
Unicode, UseNetworkMulti
None
@destroy does not trigger when item in a container you remove the container
Imagine a deed in the backpack, if you remove deed trigger works, but if you remove the bag it doesnt.
There are no notes attached to this issue.





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1656 [SphereServer 0.56b] executable - generic major always 10-09-09 04:16 13-09-09 14:52
mitchel  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
09-09-2008
None
None
Player trading cause error on console and trade incomplete.
When players start trading via drag & drop some item to other one, causing an error on server console and their trade will not start/incomplete. item stacking player's item queue(I seems to). Trading item will back to their backpack when they move another items.
Notes
(0000281)
MrSugarCube   
12-09-09 14:59   
What error? Trading appears to be fine here.
(0000283)
mitchel   
13-09-09 12:42   
error here. with latest release and client 6.0.1.6 - - - - - 19:40:DEBUG:__ # | _____ function _____________ | ticks passed from previous function start ______ 19:40:DEBUG:>> 0 | CServer::OnTick | +0 19:40:DEBUG:>> 1 | CClient::xDispatchMsg | +0 <-- exception catch point (below is guessed and could be incorrect!) 19:40:DEBUG:>> 2 | CClient::Event_Item_Drop | +0 19:40:DEBUG:>> 3 | CClient::Cmd_SecureTrade | +0 19:40:DEBUG:>> 4 | CItem::SetType | +0 19:40:CRITICAL:Error Pri=2, Code=-1073741819, Desc='Exception', in CClient::DispatchMsg() #6 "drop item" 19:40:DEBUG:account 'admin' 19:40:ERROR:admin (1b0):Bad Msg(0) Eat 14 bytes, prv=07, type=4
(0000284)
mitchel   
13-09-09 13:05   
also I tried trading with newest automated build and client 7.0.0.0 It will cause server crush (not only critical error), and no logs here because server crushed =)
(0000285)
mitchel   
13-09-09 13:10   
my Sphere.ini flags here. need another info? - - - - - Experimental=01|02|08|080|0100|0200|010000|0800000 OptionFlags=08|020|01000|02000|04000 FeatureT2A = 01 FeatureLBR = 01|02 FeatureAOS = 01|02|04|08|010 FeatureSE = 01|02 FeatureML = 01|02 FeatureKR = 00
(0000286)
MrSugarCube   
13-09-09 14:52   
Nope this report was much easier to follow once there was some information in it! :) I've fixed the error/crash in Sphere, but really the problem lies within your scripts on your 01e5e item (i_bulletin_board in default script pack). This item needs its TYPE to be set to one that Sphere considers to be a container, for example t_bboard (as in default script pack), t_container or t_eq_trade_window. Here's the item script from the default script pack: [ITEMDEF 01e5e] DEFNAME=i_bulletin_board TYPE=T_BBOARD TDATA2=0866 DUPELIST=01e5f RESOURCES=20 i_BOARD, 4 i_CLOTH, i_NAILS, i_PAPER, i_FEATHER, i_INK_POT SKILLMAKE=CARPENTRY 90.0, t_carpentry CATEGORY=Miscellaneous SUBSECTION=Bulletin Board DESCRIPTION=@





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1623 [SphereServer 0.56b] executable - generic minor always 10-06-09 18:48 13-09-09 01:12
Coruja  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
09-09-2008
None
None
RESTEST 0
"RESTEST 0 i_something" is returning 0 if someone doesnt have 0 i_something. It return 1 only if I have 1 i_something or more. Using some logic, "RESTEST 0" must always return 1 :D
There are no notes attached to this issue.





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1615 [SphereServer 0.56b] executable - bsd crash always 21-05-09 11:59 12-09-09 19:22
vusal  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none  
   
09-09-2008
None
None
Crash on run
whenever spheresvr Executable is being run on FreeBSD 7.0 it crashes with : Segmentation fault: 11 (core dumped)
FreeBSD 7.0 is using pthread , adding -lpthread while linking the executable will probably solve this error.
Notes
(0000227)
vusal   
21-05-09 12:02   
adding some lines from core debugger. #0 0x2820456b in pthread_mutex_getprioceiling () from /lib/libthr.so.3 [New Thread 0x28501100 (LWP 100275)] (gdb) bt #0 0x2820456b in pthread_mutex_getprioceiling () from /lib/libthr.so.3 #1 0x08199b4f in zcalloc () #2 0x0819a754 in zcalloc () #3 0x0819b24a in zcalloc () .......





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1653 [SphereServer 0.56b] script pack minor always 08-09-09 03:03 12-09-09 16:35
Coruja  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
Not Available
None
None
Wrong height of Meer npcs
They cant walk under roofs of houses :D Thats a better value from these npcs: height_0305 16 //DEFNAME=c_meer_captain height_0304 18 //DEFNAME=c_meer_eternal height_0302 16 //DEFNAME=c_meer_mage height_0303 16 //DEFNAME=c_Meer_warrior
There are no notes attached to this issue.





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1645 [SphereServer 0.56b] script pack minor N/A 23-08-09 18:54 12-09-09 16:35
Coruja  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
Not Available
None
None
Wyrm's Heart
This item id is i_WYRM_heart, not i_WORM_heart :D
There are no notes attached to this issue.





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1655 [SphereServer 0.56b] executable - generic minor always 10-09-09 04:08 12-09-09 15:26
mitchel  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
09-09-2008
None
None
RAINCHANCE/COLDCHANCE settings not worked
When I set sphere.ini with noweather=0 and RAINCHANCE=0 or COLDCHANCE=0 to region.sector but server cause rain(with thunder)/snow continuously. RAIN/COLDCHANCE property seems not worked.
There are no notes attached to this issue.





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1582 [SphereServer 0.56b] executable - generic minor always 25-02-09 12:32 12-09-09 08:19
khaos  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
09-09-2008
None
None
Dex being configured after @hittry
As stated on sphere forums. In @hittry, you cannot configure in dexterity like you would think can. Any formula using dexterity within it might as well be tossed out. From testing from multiple sources. Pyromapes, Myself, Admin Phoenixer, plus more... we came to a harsh conclusion there is no way to intercept the dexterity values.
Notes
(0000179)
pyromapes2k   
06-03-09 12:25   
(edited on: 06-03-09 12:26)
This is the related post: http://www.sphereserver.net/forums/index.php?s=&showtopic=45972&view=findpost&p=220615 While we can change the time taken to hit after @Hittry (although the time taken there seems to be 50% of the time given), we cannot alter the time between hits. I recommend the way it worked out in the first test to be the default. 50% of the time given being the delay atfer the swing starts and 50% of the time given being the delay before the next swing. This would mean the dexterity speed for the next swing is calculated just before @hittry so the total default value is stored in Argn1 and is thus, fully editable.
(0000280)
khaos   
12-09-09 08:19   
Still waiting on a fix for this. I should have not classified this as minor, but a major flaw.





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1651 [SphereServer 0.56b] executable - generic text always 05-09-09 09:53 05-09-09 09:53
dzhony  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
09-09-2008
None
None
LastLogged message
The message 'Last Logged: yyyy/mm/dd hh:mm:ss', appearing during login, shows always actual time, not the previous last logged time. And it would be nice if the message could be overwritten in DEFMESSAGEs :)
There are no notes attached to this issue.





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1642 [SphereServer 0.56b] executable - generic major always 14-08-09 19:03 30-08-09 05:18
Valarin  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
09-09-2008
UseNetworkMulti
None
Asynchronous queries low performance
Sphere can't handle heavy usage of asynchronous queries. The rate of performing queries is about one query per two seconds - to be more precise, callbacks functions are called at this rate and if asynchronous queries used in faster rate, the queue is eventually overfilled and sphere database connection crashes and needs restarting to connect to DB server again.
See http://www.sphereserver.net/index.php?showtopic=46971 [^]
Notes
(0000266)
MrSugarCube   
30-08-09 05:18   
(edited on: 30-08-09 05:18)
I found a 1 second delay between callbacks and have reduced this (1000 queries here now takes 3 minutes (+2 seconds) for all callbacks to complete), although I'm not sure how useful this will be if you're really running thousands of queries per minute since there'll always be a significant delay if you need to wait for all the callbacks to complete.





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1625 [SphereServer 0.56b] executable - linux major always 17-06-09 11:51 30-08-09 03:45
Earlgrey100  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
Not Available
None
Command_Sysmsgs, NoItemNaming, NoHouseMuteSpeech, NoPrefix, DrinkIsFood
extremly to high vendor sellprices
Hello everybody, since we dated up our sphereversion from an older nightlybuild to an up to date one, the vendorprices are extremly high! We do have tested this with "nightly from 26.03.09" which works very good. The next build which we have used is from 07.05.09. This is not working as it should. Before we change the versions the prices were normal - like 50gp or 3gp for some goods. After changing to an up to date version the prices were like 50.000.000 or 3.000.000. But we did not change the values in die "value" part. The problem comes with all vendors. But I mostly tested this with c_h_provis. The especially the low price products of them (e.g. garlic ...) were sold with 49653245 gps instead of 3. Best regards EarlGrey
Notes
(0000239)
MrSugarCube   
21-06-09 12:08   
Cannot reproduce. Check your ITEMDEFs of the affected items, the markup tags on the vendor and/or region (if set), and the VALUE and PRICE properties of the items. There was a change between those two builds which is probably responsible (prior to the fix, item prices would wrap around back to zero): 04-04-2009, MrSugarCube - Fixed #1588: Possibility of overflow when applying markups to vendor prices.
(0000249)
Earlgrey100   
01-07-09 15:15   
http://www.sphereserver.net/index.php?s=d8ae4d65a6901e59e8030ea387ca7fe7&showtopic=46704&pid=225726&st=0&#entry225726 Cloud found the "real bug" which causes this problem. The "value"-section in the Itemdefs isn't checked out correctly.
(0000250)
cloud_br   
01-07-09 15:23   
Also, remember that the first time you open the buy menu the prices are ok, only after that it gets screwed.





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1638 [SphereServer 0.56b] new feature request minor always 24-07-09 10:11 24-08-09 19:15
babidi  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
Not Available
None
None
DEFMESSAGE section not accesible by serv.defmessage
the section [DEFMESSAGE messages] //alchemy_dunno "You have no clue how to make this potion." //alchemy_lack "Hmmm, you lack %s for this potion." . . . is not accesible using the serv.defmessage... the utility of making this accesible is to use defined messages for any server
ES. sphere_backward_compatibility.scp [FUNCTION static] //by Thomas20198701 IF !(<ARGN>) IF (<ISEMPTY <DEF.<ARGS>>>) SYSMESSAGE Not a valid command or format. <====== RETURN 0 endif endif we could use SYSMESSAGE <serv.defmessage.cmd_invalid> somethiung like that
Notes
(0000261)
dzhony   
24-08-09 19:15   
I've noticed that there is a keyword 'defmsg' (sphere command .show defmsg.something does not throw an exception, returning an empty string) and it is not documented on the wiki. Maybe something planned for this?





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1644 [SphereServer 0.56b] executable - generic minor always 18-08-09 11:46 18-08-09 11:46
Valarin  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
09-09-2008
UseNetworkMulti
NoPrefix
Corpses on a ship
Corpses on ship don't move with the ship, it stays still.
There are no notes attached to this issue.





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1639 [SphereServer 0.56b] executable - generic major always 01-08-09 03:18 02-08-09 21:38
Incanus  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
Not Available
UseNetworkMulti
FileCommands, NoHouseMuteSpeech, Buffs, NoPrefix
Tooltips not always send to client
Sphere version: Jul 31 2009 (00:02:24), internal build #1148 Tooltips for objects are not always send to client. When running through a town, some npcs are missing their names as tooltips. Some items are missing their tooltips too (amount of items and weight in a container) and showing only their standard names. Renamed sign are not showing their new name Even player names are sometimes not shown. Using the update command fixes this problem for all objects on the screen. The problem does not occur when teleporting somewhere like in '.go britain' it seems only to happen when running/going somewhere.
bug_tooltips.png (65,327) 01-08-09 03:18
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=24&type=bug
png
There are no notes attached to this issue.





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1636 [SphereServer 0.56b] executable - linux minor always 15-07-09 16:56 02-08-09 03:24
fraenir  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
Not Available
New_Triggers, Size_Optimise, DamageTools, NPCAct_Triggers, UseNetworkMulti
Command_Sysmsgs, OSIMultiSight, FileCommands, NoItemNaming, NoHouseMuteSpeech, NoPrefix, DyeType
Calling Remove 1 on myself causes sphere to crash
When i use .remove 1 ingame on myself, the Sphere crashes.
Nightly version 24.6.2009
Notes
(0000255)
babidi   
23-07-09 18:17   
with last builds sphere doesn0t crash. just client say "connection lost" because remove 1 deletes the char





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1633 [SphereServer 0.56b] executable - generic minor always 09-07-09 06:59 09-07-09 07:03
cloud_br  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
Not Available
None
None
AdvancedLOS doesn't allow stacking of more then 2 items on the ground
AdvancedLOS doesn't allow stacking of more then 2 items on the ground
Notes
(0000251)
cloud_br   
09-07-09 07:03   
(edited on: 09-07-09 07:09)
Unless you are directly under the item and it is not the second item on the tile.





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1454 [SphereServer 0.56b] executable - generic minor always 19-07-08 01:02 21-06-09 23:55
Coruja  
 
normal  
feedback PreRelease/Nightly  
open  
none    
none  
   
09-09-2008
None
None
PreCast problems
Using polymorph spell, the precast timer initialize before the polymorph menu appears. The menu must appear first, to the player select something to polymorph and then the precast timer starts.
Notes
(0000010)
Terrikate   
19-07-08 01:39   
Hehe, same here: http://tracker.sphere.torfo.org/bugs/view.php?id=1451
(0000011)
Coruja   
19-07-08 01:42   
Sorry, I didn't see that nazghul already report it :) Duplicated issue, close pls.
(0000217)
MrSugarCube   
07-05-09 23:18   
On the next build (or latest automated) I believe you should be able to use the SPELLFLAG_NOPRECAST flag on the polymorph spell to achieve the effect you want? (the frozen movement feature of the MAGICF_PRECAST flag has been moved into a separate MAGICF_FREEZEONCAST flag)
(0000244)
cloud_br   
21-06-09 23:55   
doesn't fix the issu using the NOPRECAST flag.





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1626 [SphereServer 0.56b] executable - generic minor always 17-06-09 23:44 21-06-09 23:53
cloud_br  
 
normal  
feedback PreRelease/Nightly  
reopened  
none    
none  
   
Not Available
None
None
Changing MODAR on NPC doesn't change AC value.
As the title said =P Changing MODAR on NPC doesn't change AC or ARMOR value. ON NPCS ONLY!
Notes
(0000240)
MrSugarCube   
21-06-09 12:37   
Works the same here as it does for players. (Tested on c_h_mageshop, c_dog and c_daemon)
(0000242)
cloud_br   
21-06-09 23:51   
(edited on: 21-06-09 23:52)
Ok, tested here and forgot to give an important info. It just doesn't work when MODAR < 0, but with MODAR > 0 it works perfectly.
(0000243)
cloud_br   
21-06-09 23:53   
and with players setting MODAR < 0 works perfectly too.





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1617 [SphereServer 0.56b] executable - generic minor always 25-05-09 03:40 21-06-09 00:36
Coruja  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
09-09-2008
None
None
Mass Dispell causing client full update
Issue 0001610 talk about the client update using Cure. But MASS DISPEL update the client too, causing a small lag on newest clients. Someone can check this thing? :D
Notes
(0000231)
Coruja   
25-05-09 03:42   
And DISPEL update the client too :D





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1621 [SphereServer 0.56b] executable - generic minor always 03-06-09 21:43 04-06-09 00:41
cloud_br  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
Not Available
None
None
Stat Locks not working properly
If you have STR Locked, DEX UP and INT DOWN, str will still decrease and dex will go up, while it should decrease int. Also, if you have everything UP but have reached STAT CAP nothing should increase, but right now it gets kinda crazy, with stuff going up and down and up again.
Notes
(0000233)
cloud_br   
04-06-09 00:41   
The main point I guess is: sphere decreases a stat even if it is locked or raised, and goes only through str, instead of looking for a Arrow Down status and if can't find one, block status change.





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1619 [SphereServer 0.56b] executable - generic minor always 03-06-09 06:35 03-06-09 06:37
cloud_br  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
Not Available
DiagonalWalkCheck, Unicode, New_Triggers, Item_Strict_Comparison, NewPositionChecks, AllowTelnetPacketFilter, Size_Optimise, DamageTools, UsePingServer, UseNetworkMulti
Command_Sysmsgs, OSIMultiSight, FileCommands, NoHouseMuteSpeech, Buffs, DyeType
ClientMaxIP error
// Maximum total open connections to server ClientMax=120 // Maximum open connections to server per IP ClientMaxIP=1 // Maximum total (not-in-game) connections to server ConnectingMax=240 // Maximum total simultaneous (not-in-game) connections to server per IP ConnectingMaxIP=1 ClientMaxIP and ConnectingMaxIP aren't working, players can still log in with more than 1 account.
Notes
(0000232)
cloud_br   
03-06-09 06:37   
It is set to 1 client, but I can log with 2, but not 3 =]





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1618 [SphereServer 0.56b] executable - generic minor always 29-05-09 00:26 29-05-09 00:26
cloud_br  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
Not Available
DiagonalWalkCheck, New_Triggers, NewPositionChecks, WalkCheck, Size_Optimise
None
Some stairs block walk with EF_WalkCheck
Some stairs like on Luna and Ratman Cave are still blocking walking when EF_WalkCheck is on. Tested this on a fresh Sphere nightly install, with all default files and unchanged UO files.
There are no notes attached to this issue.





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1613 [SphereServer 0.56b] new feature request feature N/A 20-05-09 21:05 21-05-09 01:57
pyromapes2k  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
Not Available
None
None
MonsterRed ini option?
This is purely for aesthetics. An ini option that would decide at what point an NPC under 0 karma goes from grey to red. I ask for this because it has always irked me seeing EA with grey monsters, RunUO with grey monsters and finally Sphere with red. A few good reason for this might be: Clearer text - The grey text is much more visible both overhead the black text stands out better on a grey status bar. Clear Distinction - Red will mean something. It will be the colour of murderers, not the colour of murderers and everything else that may want to kill you. Highlight Colours - The grey highlighting of an NPC and the small bottom bar with health is lighter and clearer. I am aware that I can alter the name above their heads but I cannot alter highlighting or status bar colours. And a monster will not attack anyone without low enough karma (regardless of brain type). If this is implemented it may require an additional NotoColor? I believe both Evil and Murderer are currently under the same colour. Thank you for your time ^^
Notes
(0000226)
cloud_br   
21-05-09 01:57   
i also suggest increasing karma and fame amount to at least osi standards (30k or something)





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1604 [SphereServer 0.56b] executable - generic minor always 07-05-09 15:16 20-05-09 19:16
Incanus  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
09-09-2008
UseNetworkMulti
FileCommands, NoHouseMuteSpeech, Buffs, NoPrefix
promptconsole command does not support umlauts
The promptconsole command removes umlauts from the user input. It's easy to reproduce. Add this function to your scripts. [FUNCTION f_bug] SAYUA 0c0, 0, 0, 0, <ARGS> Then go ingame and type .f_bug abcöäü You will say abcöäü The umlauts will get displayed Then type .promptconsole f_bug, Enter the text: abcöäü You will say abc
Notes
(0000215)
dzhony   
07-05-09 17:18   
see http://tracker.sphere.torfo.org/bugs/view.php?id=1502 - 3rd note
(0000216)
MrSugarCube   
07-05-09 20:27   
Unfortunately, it is the client that doesn't support sending these characters in promptconsole responses.
(0000225)
MrSugarCube   
20-05-09 19:16   
Discovered unicode versions of the promptconsole packets.





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1612 [SphereServer 0.56b] executable - linux crash random 18-05-09 23:01 18-05-09 23:01
Incanus  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
09-09-2008
None
NoHouseMuteSpeech, Buffs, NoPrefix
Sphere (linux) can freeze on dead socket timeout
Sphere sometimes freezes when a client has a timeout. 17:23:ERROR:5b:Dead Socket Timeout 17:23:5b:Client disconnected [Total:28] ('62.178.61.224' 1/1) 17:25:CRITICAL:'Main' thread hang, restarting... 17:25:FATAL:Server Unstable: Aborted This does not happen on every Dead Socket Timeout, but every freeze happens after a Timeout. On a populated server with 60 clients peak and 25 average this happens 1-2 times a day. Same server, same scripts, same worldfile runs fine on windows. Differences are only the operating system and the use of the UseNetworkMulti flag.
There are no notes attached to this issue.





View Issue Details
1611 [SphereServer 0.56b] executable - linux major always 18-05-09 22:29 18-05-09 22:29
Incanus  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
09-09-2008
UseNetworkMulti
NoHouseMuteSpeech, Buffs, NoPrefix
UseNetworkMulti too slow on linux
Sphere (linux) sends the items too slow to the client, when the UseNetworkMulti flag is set. Even in a low decorated area with only one client connected one can see the items appearing individually. This problem does not exist with the windows version of sphere (same worldsave, same scripts, same flags, same everything except the operating system) Client: 5.04b
There are no notes attached to this issue.





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1608 [SphereServer 0.56b] executable - generic major have not tried 14-05-09 05:04 18-05-09 21:52
umuri  
 
normal  
feedback PreRelease/Nightly  
open  
none    
none  
   
09-09-2008
None
None
Worldsave Interrupts Forinstances with disasterous results
Was running a forinstances script to do some item resets. Worldsave apparently started while it was running, which resulted in complete corruption of the worldfile. Save runs a statics save as well as the world save. For added kicks, after the save was finished spewing errors, if you did a show serv.name it kicked back the item the script was last processing. resetfish World statics save has been initiated.19:53:CRITICAL:(sphere_serv_triggers.scp,76)Error Pri=2, Code=-1073741819, Desc='Exception', in Write Object 040016d7e ERROR:UID=040010832, id=07352 'carpet', Invalid code=ffff (Bad memory allocation) ERROR:UID=040016d7e, id=07352 'carpet', Invalid code=ffff (Bad memory allocation) ERROR:'spiderweb' Bad Link to 04374c900 ERROR:UID=04374c8f2, id=0ee3 'spiderweb', Invalid code=2205 (Mislinked item) CRITICAL:Error Pri=2, Code=-1073741819, Desc='Exception', in FixObj ERROR:GC: Object memory leak 614654!=615131 World save has been initiated.19:54:CRITICAL:Error Pri=2, Code=-1073741819, Desc='Exception', in Write Object 0b23f24 19:54:DEBUG:__ # | _____ function _____________ | ticks passed from previous function start ______ **TRUNCATED: pages of errors related to the script failing to run right 19:54:CRITICAL:Error Pri=2, Code=-1073741819, Desc='Exception', in CWorld::SaveStage() #0 "" 19:54:DEBUG:stage '3247' qty '47229' time '0' resetfish World statics save has been initiated.19:54:CRITICAL:(sphere_serv_triggers.scp,76)Error Pri=2, Code=-1073741819, Desc='Exception', in Statics Save FAILED.
errorlog.txt (233,638) 18-05-09 21:46
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=21&type=bug
Notes
(0000221)
MrSugarCube   
17-05-09 00:49   
You've cut out the part of the log that has useful information on it. In addition to the rest of the log can you also please provide your worldsave settings and if possible a script that can reproduce this issue? Also can you confirm that you have entered the correct nightly version (09-09-2008), since the only way i can currently see for this problem to occur is if you're using a build from before this date. Thanks.
(0000224)
umuri   
18-05-09 21:52   
Updated the log with the full upload. from sphere.ini: // Where your sphereworld.scp and spherechars.scp are located WorldSave=save/ /////////////////////////////////////////////////////////////// //////// World Save Information /////////////////////////////////////////////////////////////// // How often for Sphere to save your world (minutes) SavePeriod=90 // How many backup levels to keep. Each level means 7 backups done for it. // So, 10*7 = 70 backup saves will be storied. BackupLevels=12 // On would save in the background quietly over a longer period of time, and not interrupt the game // Off would notify "World save has been initiated" and save faster, but pause the game momentarily SaveBackground=0 // Always force a full garbage collection on save ForceGarbageCollect=1 from spheretriggers: [FUNCTION f_onserver_save] serv.savestatics And i have confirmed that the version is 09-09-2008. Size 1901568.





View Issue Details
1466 [SphereServer 0.56b] executable - generic major always 24-07-08 07:35 18-05-09 11:16
Coruja  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
09-09-2008
None
None
Field spells casted on house walls
Field spells can be used on house walls, I mean, someone outside the house can summon a field inside the house just selecting the house wall as target. This is a HUGE problem to ppl that use script to block summoned fields going outside to inside (or inside to outside) house walls, like me :( On my shard ppl can summon field spells outside the house, and the field items that goes created inside the house is just automatically removed, no problem here. The same occour if the field is summoned inside the house and pass through the wall. But if someone summon the field on the house wall, the "field center" will be inside the house, so the field will cannot be removed.
AdvancedLOS=OFF Fire Field flags: FLAGS=SPELLFLAG_TARG_CHAR | SPELLFLAG_TARG_XYZ | SPELLFLAG_HARM | SPELLFLAG_RESIST | SPELLFLAG_NOUNPARALYZE If someone want (or need), I can send the fix that I use to not allow fields pass through house walls.
There are no notes attached to this issue.





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1605 [SphereServer 0.56b] executable - linux crash always 08-05-09 19:33 17-05-09 18:42
fraenir  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
09-09-2008
New_Triggers, Size_Optimise, DamageTools, NPCAct_Triggers, UseNetworkMulti
Command_Sysmsgs, OSIMultiSight, NoItemNaming, NoHouseMuteSpeech, NoPrefix, DyeType
duplicate event causes Sphere to crash
When I have defined some events to all players / NPCs (tested on NPCs but also did with players once) in sphere.ini and this NPC / player has defined this event too (tevent or event), sphere log says this: 17:29:FATAL:(materie.scp,1444)Server Unstable: Illegal instruction 17:29:CRITICAL:(materie.scp,1444)Exception, in CResourceLink::LoadVal() #0 "" 17:29:FATAL:(materie.scp,1444)Server Unstable: Aborted 17:29:(materie.scp,1444)35:Client connected [Total:3] ('5.204.69.120' 1/2) 17:29:(materie.scp,1444)36:Client connected [Total:4] ('5.204.69.120' 2/3) 17:30:(materie.scp,1444)3f:Client connected [Total:5] ('5.204.69.120' 3/4) 17:31:CRITICAL:(materie.scp,1444)'Main' thread hang, restarting...
Notes
(0000222)
MrSugarCube   
17-05-09 18:42   
Already fixed in latest automated builds.





View Issue Details
1593 [SphereServer 0.56b] executable - generic feature have not tried 29-03-09 20:00 17-05-09 00:42
dzhony  
Shadow_Dragon  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
09-09-2008
None
None
Unix timestamp in Sphere
Well, if the way using Serv.RTime.Format is not working, I'm posting this as an suggestion. Would it be possible to get C time() value (seconds since 1.1.1970) in Sphere? In some property like Serv.UnixTime? http://www.cplusplus.com/reference/clibrary/ctime/time.html [^] Thank you for your time :)
Notes
(0000186)
MrSugarCube   
04-04-09 13:18   
I believe that Shadow Dragon has done or is looking into something for this.
(0000218)
dzhony   
13-05-09 14:40   
Canceling my feature request, it already is in the latest nightly... Thank you again :)





View Issue Details
1609 [SphereServer 0.56b] executable - generic minor always 14-05-09 23:06 17-05-09 00:40
Boo  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
09-09-2008
Unicode, New_Triggers, Item_Strict_Comparison, UsePingServer, UseNetworkMulti
None
Summons can be casted on multi walls so they pass through
Players can cast summons such as Energy Vortex on the wall of a house multi, the summon can then pass through the wall/under the house into the multi
Notes
(0000219)
cloud_br   
15-05-09 00:30   
try that with NewPositionChecks on
(0000220)
Boo   
15-05-09 01:07   
just tried it with NewPositionCheck but its still possible :(





View Issue Details
1610 [SphereServer 0.56b] executable - generic minor random 15-05-09 00:14 16-05-09 14:20
Boo  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
09-09-2008
None
None
Cure effect sends a full client update packet
The effect from the cure spell / pot can cause some clients to lag, if possible can this be changed back to sending a smaller update packet instead of a full client update
There are no notes attached to this issue.





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1607 [SphereServer 0.56b] new feature request feature have not tried 13-05-09 14:35 13-05-09 14:35
dzhony  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
Not Available
None
None
LIST.xxx.SET
In the recent nightly (automated nightly build) I have noticed there was a basic LIST support. Nice work, List is one of the few things I had really missed in Sphere :) But, the use of these lists is limited because (as far as I tested) there is no easy way of setting all list values at once. Storing the whole list as a single string works fine with <LIST.xxx>, but treating such string as a list again can not be done without parsing it manually and setting the single values to a list with LIST.xxx.ADD. Would it be possible to add something like LIST.xxx.SET method, accepting list-formatted strings (e.g. {"a","b","c"})? Or maybe to alter the behavior of LIST.xxx, recognizing whether the argument is a single value or a list-formatted string? With such method, it would be possible: 1) to work with lists in a more object-oriented way :) 2) to create multidimensional lists easily Thank you for considering my request.
I would like to add some questions about functionality of lists I miss in the changelog: - how many elements can a list store? - how many characters at maximum can a string element have?
There are no notes attached to this issue.





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1599 [SphereServer 0.56b] executable - generic tweak N/A 05-05-09 20:29 07-05-09 22:14
cloud_br  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
09-09-2008
None
None
Precast targeting timer
On OSI there's a 30s timer for you to select a target after casting a spell and the targeting appearing. This is to avoid ganking, like a few players waiting invisible at some place with the target for, let's say, flamestrike and kill the player instantly. After the 30s timer the target will just be canceled if you haven't selected a target for the spell. Since you are taking the time to fix precasting checks this would also be a nice tweak =]
There are no notes attached to this issue.





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1602 [SphereServer 0.56b] new feature request feature N/A 06-05-09 23:52 06-05-09 23:52
cloud_br  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
Not Available
None
None
Option Flag to make durability affect weapon damage and armor AR
It would be nice to have an ini setting to turn on/off that system that makes weapon damage decrease as durability decreases and armor AR decrease as durability decreases =]
There are no notes attached to this issue.





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1601 [SphereServer 0.56b] new feature request feature N/A 06-05-09 03:26 06-05-09 03:26
cloud_br  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
Not Available
None
None
Following Distance
Maybe an ini setting to check at what distance npcs will stop following you? Right now pathing is just awesome, the only thing I have to complain is that they stop following too soon, so I think it would be nice if that distance to stop the following was increased and maybe changeable through an ini setting =] thank you
There are no notes attached to this issue.





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1600 [SphereServer 0.56b] new feature request tweak N/A 06-05-09 03:03 06-05-09 03:03
cloud_br  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
Not Available
None
None
New MAGICF flags
Like AdvancedLOS, make those two magic flags (MAGICF_Precast and MAGICF_FrozenPrecast) into four, like: MAGICF_PlayerPrecast, MAGICF_PlayerFrozenPrecast, MAGICF_NPCPrecast, MAGICF_NPCFrozenPrecast =]
There are no notes attached to this issue.





View Issue Details
1451 [SphereServer 0.56b] executable - generic minor always 14-07-08 03:33 05-05-09 03:17
Coruja  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
09-09-2008
None
None
uncorrect behaviour under spell precasting
-Char mana must be checked before the precast timer initiate, not after the end of timer. -When the char doesn't have required magery to cast the spell, sometimes the spell get failed, and sometimes the char get the message "you doesn't have skill...". The correct functionality is just fail the spell. -Actually the trigger @Select is fired after the precast timer ends. It must be called before the timer initialize, like it was without using precast.
There are no notes attached to this issue.





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1597 [SphereServer 0.56b] executable - generic major always 03-05-09 06:08 04-05-09 23:43
cloud_br  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
1127 fixed  
none    
none PreRelease/Nightly  
   
Not Available
DiagonalWalkCheck, Unicode, New_Triggers, Item_Strict_Comparison, NewPositionChecks, AllowTelnetPacketFilter, Size_Optimise, DamageTools, UsePingServer, UseNetworkMulti
Command_Sysmsgs, OSIMultiSight, FileCommands, NoHouseMuteSpeech, Buffs, NoPrefix, DyeType
Bug in char/item seeing in last nightly (03/05/09)
Some chars and items don't get sent to the client after the new update that was supposed to fix items that are able to be seen in the client screen but returned CANSEE as 0. That fix: 02-05-2009, MrSugarCube - Fixed 0001581: Characters unable to see objects that are in the corners of their visual range.
Notes
(0000201)
cloud_br   
03-05-09 06:09   
Forgot to say: Client version is 6.0.13
(0000203)
cloud_br   
04-05-09 03:58   
Note: About 02-05-2009, MrSugarCube - Fixed 0001581: Characters unable to see objects that are in the corners of their visual range. Wasn't it enough to just increase the distance to consider CANSEE and CANSEELOS true? o.O
(0000204)
MrSugarCube   
04-05-09 04:54   
Nope. :) Can you retest on the latest automated build? (May 4th) I couldn't reproduce the problem but found a possible cause relating to the OSIMultiSight flag, so if the issue is still present on the latest build then it would be useful to see if the problem still exists with this flag disabled.
(0000205)
cloud_br   
04-05-09 05:08   
(edited on: 04-05-09 05:09)
Tested without OSI_Multisight and it was still bugged Tested without OSI_Multisight and NewPositionCheck and it was still bugged. Tested with AdvancedLOS on for npcs and players, with OSI_Multisight and Newposition Checks off and it was still bugged. Tested without DiagonalWalkCheck (just in case =P) and it was still bugged. Tested with all experimental and optionflags off and it was still bugged. I used: Download latest Windows build (May 4, 2009, 12:00 am) But I have to say it is older then the linux one AND if I remember well the latest change to revisions.txt wasn't there, so maybe it isn't actually the most up-to-date exe? That change: 03-05-2009, MrSugarCube - Fixed #1526: No decay timer set on lights after they become unlit. I reverted back to 29 April build and no problems.
(0000206)
cloud_br   
04-05-09 05:10   
Oh, and I was looking at Luna - Malas
(0000207)
MrSugarCube   
04-05-09 05:23   
(edited on: 04-05-09 05:28)
Do you have .allshow on, and if so does switching it off solve the problem? (flag 04000 on account.priv)
(0000208)
cloud_br   
04-05-09 05:34   
(edited on: 04-05-09 05:37)
I don't have allshow on, I tested with a player account. ACCOUNT.RESDISP=5 But it also happened with a gm account without allshow on. MrSugarCube, to make sure, walk a little because SOME npcs get sent, and others simply don't. Two pics, one before .update and the other after: http://img15.imageshack.us/img15/5345/teste1bei.jpg http://img5.imageshack.us/img5/2458/teste2sua.jpg I tried finding a pattern for the npcs that appear and the ones that don't, but so far unsuccsesful that blue text on the left down corner is the text said by the Town Crier and to correct: it seems to be happening only with mobiles, not items
(0000209)
cloud_br   
04-05-09 05:44   
MrSugarCube: As I said, I think the currently available windows build isn't the most up-to-date one. I saw on the changelog you made this change: MrSugarCube r1127 03.05.09 #1581: Missed a GetDist()->GetDistSight() change in CClient::addPlayerSee. On 03/05/2009, but look at the compilation date of the current windows exe: Sphere Version 0.56b-Nightly [WIN32] by www.sphereserver.com, compiled at May 2 2009 (21:09:40) 02/05/2009 So I guess your fix might not have been added yet, perhaps tomorrow?
(0000210)
MrSugarCube   
04-05-09 06:57   
I've been able to reproduce the problem and now believe that it is fixed. Hopefully tomorrow's automated build will contain the changes so that you can confirm it. :) The compilation date may not update depending on how Torfo has set up the build environment, but as long as the revisions file inside the zip has been updated then I would expect the build to have reflected the changes (there has been an entry added for 04-05-2009).
(0000211)
cloud_br   
04-05-09 21:21   
Looks fixed =]
(0000212)
MrSugarCube   
04-05-09 23:43   
I'll consider it fixed then, thanks. :)





View Issue Details
1598 [SphereServer 0.56b] new feature request feature have not tried 04-05-09 14:32 04-05-09 14:32
cloud_br  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
Not Available
None
None
Change to maximum amount of hitpoints
With the new expansion of Mondain's Legacy came the AWESOME peerless bosses in OSI and more recently with the Warriors of Destiny saga event, currently on War of Shadows chapter introduced monsters like the Crimson and the Platinum Dragon. My point is: the peerless often have more then 100k HP and the dragons have about 200k. Right now sphere only accepts 32,somethingK. I reproduced both systems but to bypass that limit I made "life tiers", like giving 10k hp and 10 lifes to the monster. But: 1-It's kinda ugly 2-Players often think the boss is bugged =P lol 3-Players get psychologicaly frustrated for seeing the life bar refill =p 4-@Death gets triggered and, although we can, it's kinda hard to keep track of all @Deaths that might trigger and check them to see if it's a definite death or a life tier ending. So I guess the most simple way to allow such systems to be reproduced accuratly, allow devs to make tougher monsters and avoid those annoyances I talked about is simply to increase maximum hitpoints capacity. I know it consumes more memory, but I think the only status that REALLY needs it is MaxHits, because I doubt anyone will need more then 32k STR for a monster, or DEX. Maybe MaxMana too.
There are no notes attached to this issue.





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1526 [SphereServer 0.56b] executable - generic minor always 27-09-08 05:00 03-05-09 01:39
Coruja  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
09-09-2008
None
None
TYPE 't_light_lit' never decays
Type t_light_lit never decays. It have attr_decay, and the region is not no-decay. When it's time to decay, it just consume 1 'light charge' and restart the decay timer. When it reach 0 charges, it recharge to 16 charges and start decay timer again. lol
t_light_out is working fine, the problem is only on t_light_lit
There are no notes attached to this issue.





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1581 [SphereServer 0.56b] executable - generic minor always 24-02-09 03:22 02-05-09 03:57
pyromapes2k  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
09-09-2008
None
None
Visualrange not working correctly with CanSee and CanSeeLos
Items on the edge of the visual range (most notably the top right corner) are still visible but return 0 on cansee and canseelos checks.
There are no notes attached to this issue.





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1495 [SphereServer 0.56b] executable - generic major always 16-08-08 22:03 19-04-09 14:48
Coruja  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
09-09-2008
None
None
Resurrect and player corpses
Major! :D When someone die inside a house and get resurrected outside the house (near the same house wall), this player will be sent to the corpse P inside the house. This occour no matter the corpse Z, because if someone die on 3rd house floor and get resurrected outside the house on 1st floor, this player will be sent to the 3rd floor on corpse P too. I think the corpse check on resurrect is being checked by DISTANCE only, it must be checked by DISTANCE and LOS too :D
resurrecthouse.jpg (173,242) 17-08-08 23:33
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=8&type=bug
Notes
(0000065)
Coruja   
17-08-08 23:35   
I have uploaded a screenshot of this problem. The player 'King Diamond' died inside the house, them he goes outside the house, and your friend resurrect him. On resurrect, the 'King Diamond' will be sent to the corpse P, entering automatically on the house just passing through the wall.





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1586 [SphereServer 0.56b] executable - linux minor sometimes 18-03-09 08:58 19-04-09 04:48
Earlgrey100  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none  
   
09-02-2007
None
NoHouseMuteSpeech, NoPrefix, DrinkIsFood
Advance LOS for NPC causes critical error
CRITICAL:Assert pri=2:'i<m_iItemQty' file '../common/CGrayMap.h', line 282, in CChar::NPC_TickAction() 0000001 "idle" DEBUG:'Cador' [021c25] I activated Advance LOS for NPC and Player. My GM Char traveled to a city and the npc guards (not sphere embedded guards) were starting to write those nice errors in console. After switich aLOS for NPCs off, the errors were gone.
up to date (real)nightlybuild linux - debian 5.0
There are no notes attached to this issue.





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1469 [SphereServer 0.56b] executable - generic minor always 24-07-08 13:14 19-04-09 04:42
Coruja  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
09-09-2008
None
None
House customize problem with water tiles
When some water tile is used on customization, the floor tile under the water tile will be removed when commit the design. No problem on 1st floor, but can cause some problem if water tiles has used on 2nd and 3rd floor, because the tile under the water tile will get removed on commit and ppl will fall if walk over the water. To fix: the tile under the water tile must not be removed on house commit (OSI uses this method too).
water.JPG (11,890) 24-07-08 13:14
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=5&type=bug
Notes
(0000023)
Coruja   
24-07-08 13:18   
Oh, and teleporters remove the tile too. But with teleporters ppl not fall walking over..
(0000189)
MrSugarCube   
19-04-09 04:42   
For some reason the i_waterfall_low ITEMDEF has an incorrect HEIGHT=0 line in the script pack. If you change this to HEIGHT=3 then these waterfall pieces should no longer replace the floor tiles. (you can apply a similar setting to the teleporter items too if you do not wish for these to replace the floor tiles, however this is not necessary so I have not changed this in the script pack)





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1497 [SphereServer 0.56b] executable - generic minor always 21-08-08 00:26 15-04-09 00:10
Coruja  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
09-09-2008
None
None
Ship mast doesn't block LOS
All ship mast of small/medium (normal and dragon style) ship does not block LOS. I tryed change CAN propertie for the item (can_i_block, can_i_blocklos, can_i_door), but I can't fix this thing.
The ship mast is the direct DISPID of ship multi, maybe this item type have some problem blocking LOS?
shipmast.JPG (23,298) 21-08-08 00:26
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=9&type=bug
Notes
(0000067)
Coruja   
21-08-08 01:27   
AdvancedLOS=0 :D
(0000187)
MrSugarCube   
15-04-09 00:10   
The ship mast is marked as hidden in the mul files so Sphere does not include it in LOS tests. The simplest solution is to add the following to the ship ITEMDEFs: HEIGHT=3 CAN=CAN_I_BLOCK





View Issue Details
1588 [SphereServer 0.56b] executable - generic major always 23-03-09 00:33 04-04-09 13:15
thelegbra  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
09-09-2008
New_Triggers, UseNetworkMulti
FileCommands, NoHouseMuteSpeech, NoPrefix
pets attacking a vendor "dropping" prices of the goods when the price is too high.
khaos posted a report (0001584) about the prices being increased, but mrsugarcube said that it's a result of vendor's hostility. when the prices of the goods are normally high, -i tried 95m and 40m-, the attack to vendor ends them up at 93m and 14,5m. i guess there's a bug when sphere is hardcodedly calculating the price when there's an attack towards the vendors.
There are no notes attached to this issue.





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1589 [SphereServer 0.56b] executable - generic minor always 24-03-09 16:11 29-03-09 20:18
fraenir  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
09-09-2008
New_Triggers, Size_Optimise, DamageTools, NPCAct_Triggers
Command_Sysmsgs, OSIMultiSight, NoItemNaming, NoHouseMuteSpeech, NoPrefix, DyeType
Shield - Twohands
When I have a shield equipped, findlayer.2.twohands returns 1.
There are no notes attached to this issue.





View Issue Details
1557 [SphereServer 0.56b] executable - generic minor always 12-12-08 08:22 22-03-09 20:08
Balrog  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
09-09-2008
None
None
The status cannot be viewed in Mozilla Firefox
It's a bug that has been reported a lot of times, but maybe it has been forgotten. The status page can only be viewed in Internet Explorer. Maybe a developer will have a bit of time for fix this. Thank you very much.
Notes
(0000144)
torfo   
07-01-09 11:42   
Can't confirm. Checked FF, IE, Chrome, Opera for http://127.0.0.1:2593/ Everything works fine.
(0000145)
Balrog   
07-01-09 11:59   
Check http://82.194.69.18:2593/status.html It's neccessary to have some players online for the error.
(0000174)
dzhony   
01-03-09 08:53   
MS FrontPage is not a good program for creating web pages ... the validity of the html code is ... not there :) 'Errors found while checking this document as XHTML 1.0 Transitional!Result: 1433 Errors, 28 warning(s)' See: http://validator.w3.org/ I think it is not the matter of sphere status, but your own web page, that includes sphere status. Try a better html editor, wysiwig maybe Adobe Dreamweaver, non-wysiwig ... maybe Notepad :)
(0000175)
Balrog   
01-03-09 10:16   
(edited on: 01-03-09 10:19)
You don't help if you doesn't have any idea about the error. The sphere part isn't written by frontpage and, of course, frontpage isn't responsible for the error. Sphere, and it's way of parsing data is (using IE-only commands instead of standard).
(0000177)
babidi   
01-03-09 11:15   
try correcting this errors and then see http://validator.w3.org/check?uri=http://82.194.69.18:2593/status.html





View Issue Details
1587 [SphereServer 0.56b] executable - linux minor always 19-03-09 08:38 20-03-09 22:42
Earlgrey100  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
Not Available
UseNetworkMulti
NoHouseMuteSpeech, NoPrefix, DrinkIsFood
Flag: Scriptdebugging and ADDCLILOC with Linux Error
12:23:FATAL:(crafting.scp,636)Segmentation fault 12:23:FATAL:(crafting.scp,636)Error Pri=1, Code=11, Desc='Segmentation fault', in CScriptObj::Verb() #0 "" 12:23:DEBUG:command 'SRC.ADDCLILOC' args '1070722,Eisen Ringhandschuhe' [010cd1a68] I'm using an up to date Linux nightlybuild. If scriptdebugging is turned on in sphere.ini the ADDCLILOC function under "on=@clienttooltip" doesn't work. If this flag is turned off, there is no problem. The latest """"stable"""" Windows Build works fine with both.
There are no notes attached to this issue.





View Issue Details
1500 [SphereServer 0.56b] executable - generic feature always 22-08-08 03:35 15-03-09 18:20
Ankron  
 
normal  
feedback PreRelease/Nightly  
open  
none    
none  
   
08-02-2008
None
None
Qoutation mark's cause huge problems in the scripting language
When you type in things like .TEST "a", a, "a" the function will only see the first argument, and ignore that there are Qoutation marks the rest. So say I want to use a function like this... .TEST His name is "PK", and he likes to kill players it will only see the first argument His name is PK
here's a test script <args> works fine <argvx> does not. [FUNCTION TEST] say <args> say <argv0>, <argv1>, <argv2>
Notes
(0000069)
Coruja   
23-08-08 02:38   
Thats the sphere scripting language I guess, but you can use '' instead of "" without problems :D
(0000070)
Ankron   
23-08-08 22:06   
I suppose you could, but users hardly if ever think like that. Say I wanted to create a script that requires user input right? Well the moment a user starts using qoutation makers the whole script goes Kaboom. IE user puts in say .chat Hello, GM this guys just said "I'm gonna crash your server", "screw the GM's", and ect. Only half that message would show up. Or maybe some other scripting clutz out there used qoutations in the name of an item and I want to store the information about that item in a data base. It might not store so well. There there's the issue of NPC's speech, what if I need to use Qotation marks and apostrophies in the same sentence? Can't do it with out issues. Also what about parsing what a player says for command line/filtering pourposes Enter a qoutation mark and a comma (quite common I might add) your script is sunk. Personnaly I'd like to see strings parsed the same way they would be in most modern programing languages IE... "My dog's name is \"".."\". He likes to eat %1, %2, and %3.", "ribs", "chicken", "anything off the table." Notce how it's parsed? if there is a qoutation mark with no forward-slash then it signifies the start or end of a string in an argument. But if a forward-slsh preceeds the qoutation mark it means that the qoutation mark is part of the string to be used. Also notice the commas outside the qouted string? those signify that after this comma is a new argument. Much cleaner. IE if I used the string above with say this function... [function DogsName] local.varhere="Spike" say
(0000072)
nazghul   
26-08-08 00:59   
(edited on: 26-08-08 01:00)
No one stops you from using Sphere's Regex function. Escaping would help you absolutely nothing with your "user writes in a chat" example, because if the user is unable to remember to not use quotation marks, he's also unable to use escaping; so your script has to do the escaping for him - and then you can insert your own escaping/deescaping. Anyway, I really doubt that any dev is willing to rewrite the whole, in some parts "distributed" parser just to enable you to use single quotes and apostroph's in the same string NOT to mention that this is no "major bug", as you declarated it, but, if at all, a feature request
(0000075)
Ankron   
27-08-08 20:52   
(edited on: 27-08-08 21:39)
More to the bug... in scrips it drops everything after the first qoutation mark in the argument variables even in , I really would like it if that didn't happen.
(0000181)
Ankron   
15-03-09 18:20   
(edited on: 15-03-09 18:24)
Ok, more info on this bug... you cannot escape qoutation marks no matter how much you want to... you type asc(") and gives the result in 00 which will never convert back to any charactor other than a space. And even if you get the 00 it still drops everything after the second qoutation mark. asc("asd", AAA)) will result in a set of 3 bytes when it should be 9 bytes, 1 byte per char. So telling some one to escape a qoutation mark when it's not possible, just does not work.





View Issue Details
1585 [SphereServer 0.56b] executable - generic major always 14-03-09 13:59 14-03-09 15:09
Fire-Dragon-DoL  
MrSugarCube Microsoft Windows XP  
normal SP 3  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
09-09-2008
None
None
Unable to change lastconnectdate parameter in console for any account
If i write in console: /account accountname lastconnectdate=newdateinthecorrectformat Nothing happens if i do the same in game: .account.lastconnectdate=newdateinthecorrectformat it works By the way the first method could be useful to make a web page to preserve your account from beeing removed after 3 months without logging in game
There are no notes attached to this issue.





View Issue Details
1562 [SphereServer 0.56b] executable - generic major always 02-01-09 01:00 02-03-09 00:03
pyromapes2k  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
09-09-2008
None
None
Res* damage reduction
If Res* values (such as ResFire) exceed 100 they begin to decrease physical damage and as the value grows higher it instead starts increasing damage. Example: Tag.Firedamage = 100 //dealing 100 extra damage per hit Enemies ResFire = 100 Enemy Takes: 0 extra damage Enemies ResFire = 110 Enemy Takes: 0 extra damage and physical damage is also reduced Enemies ResFire = 500 Enemy Takes: 300 extra damage Enemies ResFire = 1000 Enemy Takes: 1500 extra damage Resfire needs to just count as 100 regardless after it reaches or exceeds the 100 mark.
Notes
(0000173)
dzhony   
01-03-09 08:48   
On our shard, we have a slightly different solution ... if the resist is exceeding some value, instead of decreasing the damage to the creature, it would heal the creature. e.g. the fire elemental absorbes the fire of the fireball spell, which leads to increase the elemental's mass :)
(0000178)
pyromapes2k   
02-03-09 00:03   
Yes, but if it starts increasing damage then res* stats cannot be used to do such a thing otherwise they would bug up. The only way to then do it is to re-script the entire thing yourself with the default option turned off. Shouldn't res* after 100 do nothing by default rather than having a third erratic effect?





View Issue Details
1560 [SphereServer 0.56b] executable - generic minor always 14-12-08 10:58 27-02-09 00:15
jeem  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
09-09-2008
DiagonalWalkCheck, Unicode, New_Triggers, NewPositionChecks, WalkCheck, Script_Profiler, Size_Optimise, DamageTools, UsePingServer, NPCAct_Triggers, UseNetworkMulti
Command_Sysmsgs, OSIMultiSight, FileCommands, NoHouseMuteSpeech, Buffs, DyeType, DrinkIsFood
PromptConsole Cancelled with Target
If any of you remember, in .55i if a target appears when a dialog is open, the dialog would be broken. The dialog would still be open but when you click on a button nothing would happen. Same thing happens with promptconsole now. For people who has macros on their letters, promptconsole is barely usable. It would be good to change this.
sample.jpg (85,318) 14-12-08 11:04
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=20&type=bug
There are no notes attached to this issue.





View Issue Details
1537 [SphereServer 0.56b] executable - generic major always 14-10-08 20:26 22-02-09 23:40
dask  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
09-09-2008
None
None
serv.itemdef in skillmenu didn´t work like in TEST=<serv.itemdef.i_bowl_tomato_soup.resources>
see summary can´t use serv.itemdef in skillmenus like ON=i_bowl_tomato_soup <name> (<resmake>) say <serv.itemdef.i_bowl_tomato_soup.resources> // works TEST=<serv.itemdef.i_bowl_tomato_soup.resources> // didn´t work TESTIF=<restest <serv.itemdef.i_bowl_tomato_soup.resources>> // didn´t work
0:24:ERROR:(sphere_skillmenu.scp,16150)Undefined symbol '' 20:24:ERROR:(sphere_skillmenu.scp,16150)Undefined symbol 'serv' 20:24:ERROR:(sphere_skillmenu.scp,16150)Undefined symbol 'itemdef' 20:24:ERROR:(sphere_skillmenu.scp,16150)Bad resource list id '<serv.itemdef.i_bowl_tomato_soup.resources>' 20:24:ERROR:(sphere_skillmenu.scp,16150)Undefined symbol '' 20:24:ERROR:(sphere_skillmenu.scp,16150)Undefined symbol 'serv' 20:24:ERROR:(sphere_skillmenu.scp,16150)Undefined symbol 'itemdef' 20:24:ERROR:(sphere_skillmenu.scp,16150)Bad resource list id '<serv.itemdef.i_bowl_tomato_soup.resources>' 20:24:ERROR:(sphere_skillmenu.scp,16150)Undefined symbol '' 20:24:ERROR:(sphere_skillmenu.scp,16150)Undefined symbol 'serv' 20:24:ERROR:(sphere_skillmenu.scp,16150)Undefined symbol 'itemdef' 20:24:ERROR:(sphere_skillmenu.scp,16150)Bad resource list id '<serv.itemdef.i_bowl_tomato_soup.resources>' 20:24:ERROR:(sphere_kochsystem.scp,60)Undefined symbol ''
Notes
(0000115)
dask   
14-10-08 20:30   
TESTIF=> // work but local.itemmake=i_bowl_tomato_soup TESTIF=.resources>> // didn´t work
(0000116)
dask   
16-10-08 23:45   
(edited on: 16-10-08 23:47)
another test local.itemmake=i_bowl_tomato_soup TEST=.skillmake> // didn´t work and the first thread should be ON=i_bowl_tomato_soup () say // works TEST= // didn´t work
(0000172)
MrSugarCube   
22-02-09 23:40   
TEST and TESTIF under skillmenu options are treated separately from the other lines, therefore the 'local.itemmake=i_bowl_tomato_soup' test will never work. The following two are fixed, however: TEST= TEST=.skillmake>





View Issue Details
1567 [SphereServer 0.56b] executable - generic major always 08-01-09 22:53 22-02-09 21:11
babidi  
 
normal  
feedback PreRelease/Nightly  
reopened  
none    
none  
   
09-09-2008
None
None
some packetx not triggering
not all packetx (sphere.ini) is triggering. for example 0x80 (packet128) never triggered it should be triggered first of all this one. some packet guide i read http://kec.cz/tartaros/steamengine/uploads/Keirs%20packet%20guide/www.kairtech.com/uo/info/ [^] http://kec.cz/tartaros/steamengine/uploads/SE%20packet%20guide/www.twilightmanor.net/se/packets33be.html?style=gold&order=packet&subpackets=1 [^] more on forum thread: http://www.sphereserver.net/forums/index.php?showtopic=45933 [^]
Notes
(0000147)
babidi   
08-01-09 22:56   
i used this to prevent requiring a feature that can be script made. a function like f_onserver_getconnect or simila
(0000163)
MrSugarCube   
21-02-09 20:33   
You can't filter the 0x80 or 0x91 packets in scripts. You can use the f_onaccount_login instead to detect when clients connect (sphere_serv_triggers.scp).
(0000164)
babidi   
21-02-09 20:38   
f_onaccount_login is trigered only AFTER user and password is correct the 0x80 is triggered BEFORE sphere check login data
(0000166)
MrSugarCube   
22-02-09 14:35   
What good reason is there to capture the login packet before it has been validated?
(0000167)
babidi   
22-02-09 14:41   
to make a query and create on fly accounts
(0000168)
MrSugarCube   
22-02-09 14:55   
Isn't that what the AccApp setting is for?
(0000169)
babidi   
22-02-09 16:42   
accapp let you create whatever account you want. with 0x80 you can read users from a db table and create new accounts. i make you the example of what can do with 0x80 if you do a php that check legth characters and other aspetct of account password and even request an email, let create account only if accept therms and conditios and other features...
(0000170)
nazghul   
22-02-09 21:04   
And why don't you simply let your PHP script create the account, then? Well, guess MrSugarCubes answer was unmisunderstandable enough :)
(0000171)
babidi   
22-02-09 21:11   
because can't activate them imediatly. if submit an account on sphereaccu then i get it activated only on worldsave or account refresh.





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1575 [SphereServer 0.56b] executable - linux text always 02-02-09 11:37 22-02-09 05:01
talantyyr  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
09-09-2008
None
None
Special Characters aren't working on linux
In many cases, special Characters like ä ö ü are cut on our Linux Server. The locales are set correctly on our Debian System. Everything is working fine in the shell. (just to exclude this) In the game, this error occures many times and it doesn't seem to be logicaly... E.g.: Königin -> OK König -> is written as Knig
There are no notes attached to this issue.





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1571 [SphereServer 0.56b] executable - generic minor always 22-01-09 06:00 21-02-09 16:53
Miriak  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
09-09-2008
New_Triggers, Item_Strict_Comparison, DamageTools, UseNetworkMulti
Command_Sysmsgs, FileCommands, Buffs
Hyphen in player name
Wheh I put an hyphen in name at character creation le name is changed randomly. Ex.: Amel St-Acton
There are no notes attached to this issue.





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1548 [SphereServer 0.56b] executable - generic major always 07-11-08 12:13 21-02-09 16:29
pyromapes2k  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
Not Available
None
None
Modar produces incorrect armor values
Giving an item modar will add the modar straight on to armor (according to the decided tooltip message) However, modar+armor does not give the expected result when calculating the pieces individual armor (the value is much higher than expected) Modar is also not just a flat addition to the end result of armor. I assume modar not simply being added to the items armor is a bug. (since the tooltips say it should be)
Notes
(0000160)
Earlgrey100   
18-02-09 10:13   
At this point is something to add. The sum of the armorvalue (AC) is shown wrong, if you are wearing a shield. e.g. case 1) heatershield with: AR = 10 ModAR = 50 (Parry 100%) gives us an shown AC in the characterstatus of about 120 case 2) heatershield with. AR = 10 ModAR = 10 (Parry 100%) gives us an shown AC in the status of about 37





View Issue Details
1564 [SphereServer 0.56b] executable - generic minor always 06-01-09 04:16 21-02-09 15:15
pyromapes2k  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
09-09-2008
None
None
Enemy Guild Member Pets not Orange
I think an enemy guild members pets should be displayed as orange and be attackable, otherwise you would have to wait for the pet to attack you? And probably green pets for your own guild (also attackable)
There are no notes attached to this issue.





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1545 [SphereServer 0.56b] executable - generic minor always 01-11-08 14:40 15-02-09 23:31
Coruja  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
09-09-2008
None
None
Guild System not accepting offline player as members
When the guildmaster try to accept a recruit as official guild member, if this recruit is OFFLINE, the guild will show "nick is now a official member of the guild", but the guildstone doesnt chance his access to official member. With online players, it's working fine.
Maybe it's a problem on function "JoinAsMember". It's called on the guild system script, but it's a internal function.
There are no notes attached to this issue.





View Issue Details
1576 [SphereServer 0.56b] script pack minor always 08-02-09 23:01 09-02-09 11:58
Coruja  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none  
   
09-09-2008
None
None
Wrong portraits DUPELIST
Fixed sphere_item_profession.scp: [ITEMDEF 0e9f] DUPELIST=0ec8 [ITEMDEF 0ec8] DUPEITEM=0e9f [ITEMDEF 0ee7] DUPELIST=0ec9 [ITEMDEF 0ec9] DUPEITEM=0ee7
Notes
(0000158)
MrSugarCube   
09-02-09 11:58   
Also removed the DUPEITEM line from item 0ee8 (Grave) in sphere_item_deco_dungeons_traps_dead.scp





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1517 [SphereServer 0.56b] executable - generic crash always 11-09-08 00:14 08-02-09 16:14
Terrikate  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
09-09-2008
None, WalkCheck, Script_Profiler, Size_Optimise
Command_Sysmsgs, FileCommands, NoPrefix
Polymorph doesn't work
Msg: Target is not in line of sight
Notes
(0000090)
Incanus   
11-09-08 15:02   
ACT seems to get cleared, when the Polymorph menu is closed. I fixed it this way on my server: [Spell 56] ... ON=@Start TIMERF 0, f_fix_poly RETURN 2 [FUNCTION f_fix_poly] IF != IF ==skill_magery IF ==56 ACT ENDIF ENDIF ENDIF
(0000093)
Coruja   
16-09-08 05:03   
The problem is on the function 'POLY c_somenthing' I think. I'm using a custom polymorth (osi-like) dialog, and it open the dialog without problems. But when I click on some button, the function 'POLY c_something' will be called and the player will wait the spell delay to just get the msg SKILL CANCELED after the delay. The spell never fail, it auto-cancel after delay, and it's strange. There's no reason to get this problem, ACTDIFF is ok (700), and 80% of the use of this spell got problems, other 30% works fine, and its a random chance to get these results (theres no time/reason to get the problem, it just works sometimes and not work after this).





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1532 [SphereServer 0.56b] new feature request minor always 06-10-08 21:20 24-01-09 16:35
XeroX  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none  
   
08-02-2008
None
None
Account Information on BadLogin
Would it be possible to showup on console, on which account the badlogin was tried ? 22:13:ERROR:198:Bad Login 1 (The account entered is already being used) TO 22:13:ERROR:198:[ACCOUNT]Bad Login 1 (The account entered is already being used) Same on bad password
Notes
(0000143)
XeroX   
22-12-08 09:21   
No good idea ?
(0000151)
MrSugarCube   
24-01-09 16:35   
For most of the "Bad Login" codes the account name is not available, so it's not really much use trying to change the Bad Login message to include an account name. I see that the account already-in-use message doesn't have an account name, so I have modified the behaviour in this instance to include an additional message that includes the account name, like this: 15:30:15f8: Account '' already in use. 15:30:ERROR:15f8:Bad Login 1 (The account entered is already being used)





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1568 [SphereServer 0.56b] executable - generic text always 11-01-09 15:35 24-01-09 03:18
babidi  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none  
   
09-09-2008
None
None
webpage missing
sphere.ini just downloaded has this inside [WEBPAGE 1] // Determines what html file is used as base for the status page WebPageSrc=scripts\web\spherestatusbase.html // Determines where the status page is saved WebPageFile=scripts\web\status.html // In seconds, how often the status file is updated WebPageUpdate=60 // Required PLevel to view this page (0 = anyone, 6 = admins only) PLevel=0 other paths are in sphere.ini are like this ScpFiles=scripts/ the slash is different the difference make sphere on linux generate always the error of the webpage "spherestatusbase1.html missing. showld change to [WEBPAGE 1] // Determines what html file is used as base for the status page WebPageSrc=scripts/web/spherestatusbase.html // Determines where the status page is saved WebPageFile=scripts/web/status.html // In seconds, how often the status file is updated WebPageUpdate=60 // Required PLevel to view this page (0 = anyone, 6 = admins only) PLevel=0 this change will make working on linux and windows with no error. another thing about webpage is the error that gives. 15:29:WARNING:'spherestatusbase1.htm' not found... error should be like 15:29:WARNING:'spherestatusbase.html' not found... or whatever filenames he put in the sphere.ini
There are no notes attached to this issue.





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1572 [SphereServer 0.56b] executable - linux major always 23-01-09 12:24 24-01-09 02:09
Sadus  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
09-09-2008
None
None
Mounts dupe bug
When you in hide or invis mode mount to your horse , you will have new same horse and again and again... also its get hardcoded error of sphere console
its problem in all builds after 09-09-08 but old build 08-02-08 not have this bug
There are no notes attached to this issue.





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1569 [SphereServer 0.56b] executable - generic minor always 17-01-09 09:01 24-01-09 01:29
Phenixer  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
Not Available
None
FileCommands, NoHouseMuteSpeech
ON=@UserWarMode not working on new builds
This is simply not triggered using SphereSvr.exe of December.
Its just in case you didn't know, I now use september build for this.
There are no notes attached to this issue.





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1570 [SphereServer 0.56b] executable - generic minor always 18-01-09 11:43 23-01-09 18:00
kulek  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
09-09-2008
None
None
Representation of light exposure of sectors is deformed.
One step from 1535,1530,40 to 1536,1530,40 and light level will be changed ?ssentially
It is possible to see it even on the clean world and regions with not set level of light exposure and dungeon flags. It can see on 55i and all 56b releases. Clients: 2.0.7, 3.0.4, UOTD 4.0.x
Notes
(0000148)
kulek   
23-01-09 18:00   
55i worked good, only 56b bug. sorry for mistake





View Issue Details
1565 [SphereServer 0.56b] executable - generic minor always 07-01-09 23:07 07-01-09 23:07
dask  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
09-09-2008
None
None
TAG.OVERRIDE.RANGE doesn´t work on item
tried it on a bow with setting the max range .set TAG.OVERRIDE.RANGE 15 the bow has a normal range=2,10 the tag is active (used xshow dTAG.OVERRIDE.RANGE) it was 15. but with a range of 15 my archer didn´t fired. I ran with war modus towards the enemy. till I arrived the 10 field rang, I fired the bow
There are no notes attached to this issue.





View Issue Details
1552 [SphereServer 0.56b] executable - generic major always 17-11-08 17:43 07-01-09 13:41
Coruja  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
09-09-2008
DiagonalWalkCheck, NewPositionChecks, WalkCheck
OSIMultiSight
Injection and ",hide" exploit
,hide is a injection function that remove a item only on player screen, like "removefromview", but works only for this player. And this is a problem, because ppl use this on house impassable items (crates, metal chests, kegs, etc) to walk over the "invisible" item. Yea, I don't know how, but the player can walk over the item, no matter if the player is the house owner or not. Last week I jailed a player walking over a tower DOOR. He simply walked over the front door without open it :O PS: This player doesn't have any access on the house, and can't open the door, but can walk throught the door using this exploit. Maybe a return of injection exploits part 2? Or just a unfixed old injection exploit?
Notes
(0000137)
Coruja   
17-11-08 17:49   
Oh and ",hide" probably doesn't act like a normal "removefromview". The removefromview function remove the item on player screen but continue not allowing the player pass through the invisible item. But ,hide remove the item on screen but allow walk over it without problems.
(0000138)
torfo   
29-11-08 19:20   
Without any further infos it will be hard to fix it. If you have access to the injection DLL or a complete packetlog pls send it to any dev (e.g. torfo@uo.torfo.org) Do not post it here^^
(0000140)
Balrog   
10-12-08 01:08   
Does sphere check the walk packet when the player is walking over a dinamic item? You can't walk over multi walls if the server is configured OK, so you mustn't walk over a dinamic item that is suposed to block walk.
(0000142)
Shadow_Dragon   
22-12-08 08:47   
Maybe, Bad tiledata?
(0000146)
Invernizzi   
07-01-09 13:41   
Plus, this command can be used on locked doors too.





View Issue Details
1561 [SphereServer 0.56b] executable - generic major always 02-01-09 00:56 02-01-09 00:56
pyromapes2k  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
09-09-2008
None
None
COMBAT_USE_RESISTANCE Causing Double Damage
// COMBAT_USE_RESISTANCE 00008 // use character props RES* against oldfashioned damage types If this this is [i]not[/i] set while using COMBAT_SPECIALDAMAGE then any value in the damage tags acts as if it is doubled. i.e. tag.firedamage = 50 this will do 100 extra fire damage if COMBAT_USE_RESISTANCE is not set. It will only do 50 otherwise.
There are no notes attached to this issue.





View Issue Details
1559 [SphereServer 0.56b] executable - generic minor always 14-12-08 02:36 14-12-08 02:36
Coruja  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
09-09-2008
None
None
Ship/Boat turn
When some ship get turned, all ship parts are created again (on newest boat position). And this will create some problems if someone want use a custom boat system that store info on the tillerman. On the ship multi I can't use timers, because it goes to 0 on every ship moviment. So I think that it's better just change ship parts dispid instead of remove the old item to create a new one.
There are no notes attached to this issue.





View Issue Details
1555 [SphereServer 0.56b] script pack minor always 06-12-08 09:06 06-12-08 15:12
jeem  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
09-09-2008
None
None
Showing GuildTitle in Guild Charlist
When showing the charlist, it gives this error: 09:59:ERROR:(sphere_guild_dlg_charlist.scp,126)Can't resolve <uid.x.guildtitle> 09:59:ERROR:(sphere_guild_dlg_charlist.scp,126)Can't resolve <uid.x.guildtitle> At line 126, there's this code: <QVAL (!<ISEMPTY <uid.<local.currentmemberuid>.guildtitle>>)&&(<DEF0.GUILDCONFIG_CHARLIST_SHOWTITLE>) ? , <uid.<local.currentmemberuid>.guildtitle>:> This should be replaced with this: <QVAL (!<ISEMPTY <memberfromuid.<local.currentmemberuid>.guildtitle>>)&&(<DEF0.GUILDCONFIG_CHARLIST_SHOWTITLE>) ? , <memberfromuid.<local.currentmemberuid>.guildtitle>:>
Notes
(0000139)
MrSugarCube   
06-12-08 15:12   
Also applied the same fix to sphere_town_dlg_charlist.scp. :)





View Issue Details
1553 [SphereServer 0.56b] executable - generic trivial always 24-11-08 17:16 29-11-08 19:55
Incanus  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
09-09-2008
UseNetworkMulti
Command_Sysmsgs, FileCommands, NoHouseMuteSpeech, Buffs, NoPrefix
Repairing does not update tooltip
Repairing an item with blacksmithing does not update the tooltip of the repaired item.
There are no notes attached to this issue.





View Issue Details
1549 [SphereServer 0.56b] executable - generic minor always 07-11-08 12:15 14-11-08 19:22
pyromapes2k  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
Not Available
None
None
Low craft skill, no gains.
Items that require less than 1.0% of a craft skill do not allow you to gain in that skill when crafting them, even if you yourself have 0.0% skill.
Notes
(0000134)
Coruja   
14-11-08 19:22   
Sure, I got this problem too. Making items that require 0.0 blacksmithing doesnt rise the skill. But making items that require 1.0 blacksmithing rise the skill blackssmith without problems.





View Issue Details
1530 [SphereServer 0.56b] executable - generic major always 06-10-08 01:15 14-11-08 19:19
Coruja  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
09-09-2008
None
None
Problem with GO functions
Sometimes the function GO allow ppl to make 'exploits' on structures and terrains. Example: I entered on a moongate that use GO to send me to a dest near to a house wall. If I enter on this gate running, and don't stop running after enter on gate, I will get some chance to pass through the destination house wall, like if Sphere allow the walk packet because it's think that I not entered on the gate. The problem doesn't occour only on houses (multis), this can occour on map/statics items too.
Notes
(0000104)
nazghul   
06-10-08 02:39   
That's just virtual. A timing problem: You're entering the gate, and Sphere sends you to the new coordinates. Sphere will not send any "walk allowed" packets after that, and will not move you into a new position. But the client, what hasn't realized that the char is somewhere else now, still "assumes" that it's on the old position and therefore executes the walk (without waiting for Sphere to allow it - the walkbuffer related "rubberband" effect". If you stop at the right moment, the client believes, you're at destination position plus one or two steps. In other words: Your positions in the client and in the server are unaligned. Therefore it may look as if you passed thru the wall, but in reality (defined by the server) you're not. Just try it and type ".fix" or ".update" and you'll see Of course the server will not allow you to for example handle a container inside of the house, because there's no LOS - even if the client displays one
(0000131)
Coruja   
03-11-08 01:34   
"Therefore it may look as if you passed thru the wall, but in reality (defined by the server) you're not. Just try it and type ".fix" or ".update" and you'll see" But there's a problem.. The player passed over a world static (uo map) wall without problems, he doesn't get stucked on wall without a client update, because using 'update' or 'fix' will not make the player goes back to the other side of the wall.
(0000132)
Balrog   
03-11-08 17:12   
If the problem doesn't fix when you use .fix or .update, then the problem is that the server doesn't have the same multis.mul file as the client. So, for the server, there is no wall there, and if you log in without that multis.mul file, you could walk in the region without problems. I am not having your problem with the last nightly version.
(0000133)
Coruja   
14-11-08 19:19   
This problem doesn't occour only on multis. Sometimes ppl walk over house walls (multi.mul), sometimes over world-static walls (mapX.mul). Using same client and server files.





View Issue Details
1551 [SphereServer 0.56b] executable - generic major always 14-11-08 19:12 14-11-08 19:12
Coruja  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
09-09-2008
None
None
"all follow" act like "all kill"
When someone use "follow" command on some tamed creature, it will follow someone, right? The problem is: if this tamed creature is a RED (pk) creature, it will follow the player ATTACKING him. No problem found on tamed gray ("normal") creatures.
There are no notes attached to this issue.





View Issue Details
1543 [SphereServer 0.56b] script pack minor N/A 26-10-08 01:39 03-11-08 01:23
Coruja  
 
normal  
new  
open  
none    
none  
   
09-09-2008
None
None
Cotton with wrong value
sphere_item_resources.scp: i_cotton with wrong value VALUE=3 -> 90 Why? It's simple :D With value 3: using 1000gp I can buy 333 cottons. 333 cottons can be turned into 55 bolts of cloth. And every bolt of cloth has 50 cloths inside. So, I will spend 1000gp to get 2500 cloths. With value 103 (value 90 + 15% npc tax): using 1000gp I can buy 11 cottons. 11 cottons can be turned into 2 bolts of cloth. 2 bolts of cloth = 100 cloths. So using 1000gp I will get 100 cloth. Yea, with value 90 we must spend a lot of money to get cloths. But OSI default value for this item is 103gp, thats why I'm reporting with value=90. 90 + 15% = 103gp
Notes
(0000117)
Coruja   
26-10-08 01:53   
(edited on: 26-10-08 02:25)
More wrong values on sphere_item_profession_tailor_tanner.scp: 'i_cloth_bolt': value=155 -> 87 (OSI default value: 100gp) 'i_yarn_ball': value=3 -> 16 (OSI default value: 18gp) 'i_thread': value=2 -> 16 (OSI default value: 18gp) Now on sphere_item_resources.scp: 'i_cloth': value=3 -> 2 (OSI default value: 2gp) 'i_wool': value=3 -> 55 (OSI default value: 62gp) And sphere_item_vegetation.scp: 'i_flax_bundle': value=2 -> 89 (OSI default value: 102gp)
(0000124)
nazghul   
27-10-08 12:00   
Then you have to make it impossible to SELL cotton to a vendor, or picking cotton will be a way to become incredibly rich much faster than monster hunting. Same for yarn and thread.
(0000127)
Coruja   
27-10-08 23:33   
But monters doesn't have cotton on loot :O And why make it impossible to sell on vendor?
(0000128)
nazghul   
27-10-08 23:36   
ha-ha But a newb can run around and pick cotton from the plants, earning more money than a pro warrior batteling demons Or you remove rather all cotton plants, then it's rather impossible to make cloth -> ridiculous high proces for bandages and clothing -> clothing on human NPCs are incredible worthy loot ...
(0000130)
Coruja   
03-11-08 01:23   
Oh sure, theres cotton on plants too. On my shard there's no 'ilimited public cotton' on world. I'm using a planting system where ppl buy a cotton seed for ~30k (equivalent price of buying cottons) and this seed must be planted on ground. But really, using 103gp price on cotton will create some problems if the shard has ilimited cottons plant on the world.





View Issue Details
1499 [SphereServer 0.56b] executable - generic major always 21-08-08 01:40 02-11-08 14:26
Coruja  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
08-02-2008
None
None
Items weared on npcs can't be picked up
When some player wear his custom vendor (c_man/c_woman) placing some robe (or something else) on the vendor paperdoll, it will wear the item. But before wear, the npc owner can't get back the weared item. OSI vendors customization work in this way, but on Sphere ppl can wear the vendor but can't unwear it :(
There are no notes attached to this issue.





View Issue Details
1544 [SphereServer 0.56b] executable - generic minor always 26-10-08 02:23 29-10-08 03:12
Coruja  
 
normal  
new  
open  
none    
none  
   
09-09-2008
None
None
QVAL returning empty string
SYSMESSAGE You have <HITS> hitpoint<QVAL (<HITS>!=1)? s:>. The correct sentence is: You have 1 hitpoint. You have 50 hitpoints. But it's returning a empty value if first case not match: You have 1 hitpoint . //PS: Here's the problem, qval returning " " instead of "" You have 50 hitpoints.
Notes
(0000125)
nazghul   
27-10-08 12:02   
Ever tried to use quotation marks?
(0000126)
Coruja   
27-10-08 23:22   
(edited on: 27-10-08 23:23)
Yes, and quotation marks goes to result too, like this: SYSMESSAGE You have hitpoint!=1)? "s":"">. You have 1 hitpoint"". You have 50 hitpoint"s".
(0000129)
Admin BladeCraft   
29-10-08 03:12   
I always noticed this too but never thought about asking it to be 'fixed'.. it would be nice :)





View Issue Details
1510 [SphereServer 0.56b] executable - generic minor always 03-09-08 22:36 26-10-08 20:12
dask  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
08-02-2008
None
None
check negativ numbers with isnum didn´t work
see this script code IF !(<isnum <argtxt(9)>>) smsg @0,3 Please a Number! dialog d_axis_small 3 ELSEIF (<dargtxt(9)> <= 0) smsg @0,3 Please a Number higher than zero! .... If I write a negative number for example -10 in my textentry field and push the button the first if section is fired and not the second one. yes I can ask at first if the number is negative and so this if section is wright but for me it is a bug that you cant check negative numbers with isnum. maybe it´s only in gumps and with textentrys. havent test it in a normal script.
There are no notes attached to this issue.





View Issue Details
1518 [SphereServer 0.56b] executable - generic text always 12-09-08 10:41 26-10-08 20:02
dzhony  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
09-09-2008
New_Triggers, Size_Optimise, DamageTools, NPCAct_Triggers, UseNetworkMulti
Command_Sysmsgs, OSIMultiSight, NoItemNaming, NoHouseMuteSpeech, NoPrefix, DyeType
World Save Messages
On the newest build, our players often notice a quite strange behaviour of world save messages. On previous build, it was OK, so it must be a "feature" of the newest one. 1) Message server_worldsave ("World save has been initiated.") is displayed after the save has been already finished, at the same time as serv trigger f_onserver_save_finished (we have there one more message about finishing the save, and both of them are displayed at the same time) 2) Message server_worldsave_notify, according to information of our players, doesn't appear every time it should. Maybe it is the consequence of manually triggered world save, but reportedly, it happens more frequently, and in the times, that no GM is online.
Notes
(0000123)
MrSugarCube   
26-10-08 20:02   
1) Can't reproduce. 2) Resolved.





View Issue Details
1540 [SphereServer 0.56b] executable - generic crash always 21-10-08 21:42 26-10-08 18:06
XeroX  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
09-09-2008
None
None
RTIME crash with false argument
.show SERV.RTIME.FORMAT %d Result is the acutal day, in my case 21 .show SERV.RTIME.FORMAT %H Result is the hour .show SERV.RTIME.FORMAT %h Result is a crash Every false character crashes sphere.
There are no notes attached to this issue.





View Issue Details
1538 [SphereServer 0.56b] executable - generic minor always 17-10-08 01:04 26-10-08 15:34
Incanus  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
09-09-2008
UseNetworkMulti
Command_Sysmsgs, FileCommands, NoHouseMuteSpeech, NoPrefix
Armslore gains though repairing is not possible
If someone tries to repair something that is in full repair, his Armslore skill can gain. This becomes a problem, because you can repair without delay. So it is possible to be GM Arsmlore in a very short time.
To reproduce: gm off add i_tongs add i_shield_chaos use tongs on chaos shield macro last step (lastobject, waitfortarg, targetlast)
There are no notes attached to this issue.





View Issue Details
1539 [SphereServer 0.56b] executable - generic crash always 19-10-08 23:15 26-10-08 15:07
XeroX  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
09-09-2008
None
None
Crash on Skillmenu Back function
We are trying to have a back function to the main menu of the skillmenu. The result is the following on the screenshot with this script: [skillmenu sm_alchemie_heilung] Welcher Heiltrank? //This is producing the crash ON=i_testtube_rack_full Zurueck skillmenu sm_alchemie ON=i_potion_refreshtotal Schwache Heilung makeitem=i_schwacher_heiltrank ON=i_potion_refreshtotal Heiltrank makeitem=i_heiltrank ON=i_potion_refreshtotal Starker Heiltrank makeitem=i_guter_heiltrank
skillmenucrash.JPG (223,093) 19-10-08 23:15
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=18&type=bug
Notes
(0000120)
MrSugarCube   
26-10-08 15:07   
Since Sphere scans through all the SkillMenus to determine what can and can't be displayed, trying to add a 'Back' option in this way is going to result in an infinite loop (as it will obviously be scanning the same set of menus over and over again). I've fixed the crash that this causes (instead a console error will be shown), but it is probably best to avoid the loop completely by moving the "skillmenu sm_alchemie" call to a separate function (Sphere only scans under the 'ON=' line, not inside individual functions), for example: // call a function to open the skillmenu, this way Sphere // won't try to scan its items ON=i_testtube_rack_full Zurueck fskillmenu sm_alchemie // this function just opens a skillmenu [FUNCTION fskillmenu] SKILLMENU





View Issue Details
1535 [SphereServer 0.56b] executable - generic minor always 12-10-08 18:51 26-10-08 14:01
Ben  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
08-02-2008
None
None
Sounds indexed incorectly.
When using the .sound function (for example .sound 03), it always plays the next sound up (will play sound 04). This makes the first sound in sound.mul unavailable since the index is 1, but using .sound 1 will play sound 2. (.sound 0 does not play sound 1) This can cause alot of other sound problems... like in the sound defs, snd_pixie 1140 is not a pixie at all but the poison sound :)
Notes
(0000119)
MrSugarCube   
26-10-08 13:21   
It is actually your viewer that has incorrectly indexed the sounds :) That section of sphere_defs.scp should read as: snd_rune_beetle 1255 snd_yomotsu 1261 snd_kappa 1290 snd_crane 1240 snd_gaman 1271 snd_tsuki_wolf 1324 snd_rav_lion 1303 snd_oni 1250 snd_pixie 1139 snd_elec_1 756 snd_elec_2 476 snd_fire_1 837 snd_centaur 679 //new animals sounds snd_kirin 965 snd_hiryu 1277





View Issue Details
1542 [SphereServer 0.56b] new feature request minor have not tried 25-10-08 22:23 25-10-08 22:23
Coruja  
 
normal  
new  
open  
none    
none  
   
09-09-2008
None
None
CTAGCOUNT
CTAGCOUNT, that works like TAGCOUNT :D
There are no notes attached to this issue.





View Issue Details
1536 [SphereServer 0.56b] script pack minor N/A 14-10-08 06:31 14-10-08 06:31
Coruja  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
09-09-2008
None
None
Pack animals with wrong maxweight
Pack Llama and Pack Horse must carry 1600 stones, but actually it carries only a few stones
Pack animals are in npcs/sphere_chars.scp
There are no notes attached to this issue.





View Issue Details
1529 [SphereServer 0.56b] executable - generic minor always 06-10-08 01:08 06-10-08 12:52
Coruja  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
09-09-2008
None
None
Going pk/criminal on innocent party
Ppl disband the 'innocent' party, and don't attack the target anymore. If this targ die, the attacker will become gray (and gain kill). Maybe this problem can be fixed clearing PARTY war targs on party disband?
Notes
(0000105)
nazghul   
06-10-08 02:39   
eh - what?
(0000107)
Coruja   
06-10-08 02:56   
There's 2 party types: innocent (I can attack and do criminal actions on party members and I won't get criminal) and.. not innocent. To train combat skills, ppl create an innocent party and start fighting on a guarded region. No problem, both players wont be criminal, it's an innocent party. So, these players stop attacking, disband the party and player 1 goes to a dungeon. On the dungeon, he dies to a ultra mega daemon, and player 2, now at his calm home, will get +1 kill. But he doesn't kill the other player to get this kill, they fight only as "innocent", and the player must not gain this kill.
(0000109)
nazghul   
06-10-08 12:52   
Ah, ok. Now I understand. Will have a look at this while I'm messing around with party triggers :)





View Issue Details
1494 [SphereServer 0.56b] script pack major N/A 16-08-08 19:53 06-10-08 12:51
Coruja  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
08-02-2008
None
None
Wrong prices on npc Bowyer
i_arrow: must have VALUE=2 i_xbolt: must have VALUE=2 i_arrow_shaft: must have VALUE=3 But why? These items must have these value because actually ppl can buy feather+shaft for price X, them they make an arrow with 1 feather + 1 shaft and sell it for price 3x to the same npc. Btw, these are OSI default values for these items :D
Notes
(0000100)
nazghul   
05-10-08 23:43   
sounds illogical to me If I need one shaft and one feather to create one arrow, if the shaft has a value of 1, and the feather also, I have to spend 2 gp (plus VENDORMARKUP) for these resources, resulting in 2-3 gp. Then I can sell the result (the arrow) for it's VALUE of 2 (minus VENDORMARKUP) to an NPC I can't see the problem. Even with VENDORMARKUP disabled, you have to invest 2 gp to earn 2 gp
(0000102)
Coruja   
06-10-08 01:00   
Let's simulate again :D I buy a shaft and a feather for ~3gp. Now I make an bolt using these materials (shaft+feather), and sell it to a npc for ~20gp. I will get rich in just some minutes, because this crafted item is a 'replicate' item (that make all possible items on craft instead of just make 1) To fix this I just searched for default OSI price for these items, and using these OSI values this problem got fixed.
(0000103)
nazghul   
06-10-08 02:30   
but ONE bolt is for sale for just 2 gp. And to make 10 bolts you need 10 feathers and 10 shafts. It's not as if you buy ONE shaft and ONE feather and get 10 bolts. Of course, if you sampled 1000 feathers and made 1000 shafts, you will make 1000 bolts in a moment. But you have to count the time to sample the feathers, harvest the logs, cut them into shafts ... Again: If youz have NO shafts NOR feathers, and buy one of each for 1 gp each, you spent 2 gp. If you make a bolt put of them, you may sell it for ... 2 gp "replicate" does not mean that the resources are "replicating" themselves :)
(0000106)
Coruja   
06-10-08 02:45   
Yea, the logic is make the item and sell it for 2gp. But it's selling for ~21gp, not 2gp. And this wrong price allow ppl to buy items for 2gp, transform it on a bolt and sell this bolt for 21gp. Just try it yourself, and in minutes you will get a lot of money. The replicate propertie is not a problem and doesnt affect the price, I just mentioned because it help ppl get rich more faster because it will craft more items to sell :D
(0000108)
nazghul   
06-10-08 12:51   
well, I have set i_arrow_shaft.VALUE=1 i_feather.VALUE=1 i_bolt.VALUE=2 then created ONE shaft and ONE feather, made a bolt, sold it to an NPC and received ZWO gp (VENDORMARKUP is disabled) Same with TEN shafts and TEN feathers: Made TEN bolts, sold them for 20 gp So, sorry, but I have no idea why you're selling ONE bolt for 21 gp





View Issue Details
1474 [SphereServer 0.56b] script pack minor N/A 27-07-08 01:34 05-10-08 23:48
Coruja  
nazghul  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none  
   
Not Available
None
None
More spells with incorrect flag
More spells with incorrect flags :D Magic Arrow: SPELLFLAG_TARG_OBJ -> SPELLFLAG_TARG_CHAR Magic Trap: SPELLFLAG_TARG_OBJ -> SPELLFLAG_TARG_ITEM Magic Untrap: SPELLFLAG_TARG_OBJ -> SPELLFLAG_TARG_ITEM Magic Lock: SPELLFLAG_TARG_OBJ -> SPELLFLAG_TARG_ITEM Unlock: SPELLFLAG_TARG_OBJ -> SPELLFLAG_TARG_ITEM Curse: SPELLFLAG_TARG_OBJ -> SPELLFLAG_TARG_CHAR Animate Dead: SPELLFLAG_TARG_OBJ -> SPELLFLAG_TARG_CHAR
Notes
(0000026)
Coruja   
27-07-08 05:51   
(edited on: 27-07-08 06:47)
Hm.. Sorry about Animate Dead, I really doesn't know exactly how it works, but know that it can be used to animate dead npc's, and the corpse is an item! So the flag can't be SPELLFLAG_TARG_CHAR. Maybe SPELLFLAG_TARG_ITEM instead of SPELLFLAG_TARG_OBJ? (I doesn't know if dead players can be animated, but probably not) :D EDIT: Confirmed. Animate Dead can be used only on corpses, not on ghosts. The flag must be SPELLFLAG_TARG_ITEM. http://uo.stratics.com/content/guides/necromancy1.shtml
(0000101)
nazghul   
05-10-08 23:48   
Magic Arrow: SPELLFLAG_TARG_OBJ -> SPELLFLAG_TARG_CHAR .. was already set Curse: SPELLFLAG_TARG_OBJ -> SPELLFLAG_TARG_CHAR .. you may also curse items Animate Dead: SPELLFLAG_TARG_OBJ -> SPELLFLAG_TARG_CHAR .. AFAIK shall be called on a corpse. What is not a char





View Issue Details
1524 [SphereServer 0.56b] script pack minor N/A 26-09-08 06:33 05-10-08 23:36
Coruja  
nazghul  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none  
   
Not Available
None
None
Trinsic with wrong area
Trinsic have some wrong regions defined, like guarded region outside the city wall and guarded region on the isle (east). So I revised these regions and fixed these problems :D Correct rects: [AREADEF a_townTrinsic] ... RECT=1791,2691,2066,2768,0 RECT=1971,2875,2068,2924,0 RECT=1811,2659,1983,2691,0 RECT=1850,2631,1928,2659,0 RECT=1831,2766,2072,2800,0 RECT=1795,2792,2070,2875,0 RECT=1811,2874,1939,2890,0 RECT=1858,2890,1939,2899,0 RECT=2055,2846,2089,2865,0 And don't forget to fix this on map1 too :)
There are no notes attached to this issue.





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1520 [SphereServer 0.56b] executable - generic major always 16-09-08 21:55 28-09-08 18:13
richard  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
09-09-2008
Unicode, UseNetworkMulti
FileCommands
UseNetworkMulti causes lag
When you recall somewhere even if there is just one item on the screen it freezes client as it crashed for 2-3 seconds then game starts again. We are happy that it has finalized the crashes but players asking to take it back to the old system (cause of the freezes). Can't it be more optimised? i think it's not the all capability of bandwith. We expect a network like old system's speed and new system's stability put together.
Notes
(0000095)
nazghul   
17-09-08 21:42   
Cannot reproduce at all
(0000096)
Terrikate   
18-09-08 02:57   
Here I have the same problem with some players but I am unable to reproduce. I will continue investigating. Now for the first time that all clients are going well!...
(0000098)
Coruja   
28-09-08 18:13   
(edited on: 28-09-08 18:14)
With UseNetworkMulti: -New clients without lag problems -Old clients WITH lag problems -Not crash by item excess anymore Without UseNetworkMulti: -New clients WITH lag problems -Old clients without lag problems -Crash by item excess You must 'choice' where your lag will be, on newest clients (without use this feature) or oldest clients (using this feature), because there's no option to fix the lag at all :( PS: Older clients that I said is 3.0.0, and newest clients is between 4.0.0 and latest ML client





View Issue Details
1523 [SphereServer 0.56b] executable - generic feature N/A 25-09-08 03:25 25-09-08 13:37
Balrog  
nazghul  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none  
   
Not Available
None
None
New possibilities for sphere_msgs.scp
First, I would want to report the issue that the map_dir_[0-8] are not working for tracking messages. I have they defined in my language (and of course uncommented) and they doesn't work for tracking. Then, I would want to ask for the possibility to translate the "in full repair", "absolutely flawless", "badly damaged"... texts for arms lore. Thank you very much
There are no notes attached to this issue.





View Issue Details
1522 [SphereServer 0.56b] executable - generic minor always 25-09-08 03:22 25-09-08 03:22
Balrog  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
09-02-2007
DiagonalWalkCheck, Unicode, New_Triggers, Item_Strict_Comparison, Size_Optimise, NPCAct_Triggers
Command_Sysmsgs, NoHouseMuteSpeech, NoPrefix
Spells failed when fighting and old enemy is death
If you fight someone, and this someone flies, and then you fight someone other, and the first is death while you're casting a spell or performing an action, you lose your target for that action and fail the spell/ skill. I suspect the ACT is changed when someone you attacked is death, and that result in failing the current action.
There are no notes attached to this issue.





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1521 [SphereServer 0.56b] executable - generic feature have not tried 21-09-08 18:39 21-09-08 18:39
dzhony  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
09-09-2008
None
None
Overflow logging
Just a suggestion - it would be nice if integer (and float) overflows were logged for better debugging (as a script error) ... if possible :)
There are no notes attached to this issue.





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1502 [SphereServer 0.56b] executable - generic feature always 25-08-08 17:35 15-09-08 17:47
dzhony  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
08-02-2008
New_Triggers, Size_Optimise, DamageTools, NPCAct_Triggers
Command_Sysmsgs, OSIMultiSight, NoItemNaming, NoHouseMuteSpeech, NoPrefix, DyeType
A few string-handling suggestions - dAsc, Locals and Tags, and Charset Converting
Well, where to start :) 1) dAsc <string> returns only the first char evaluated ... for example: Asc abc returns 061 062 063, but dAsc abc returns 97. I suggest using something like this, instead of original dAsc: [Function f_asc] Local.Remaining = "<Asc <Args>>" Local.First = <StrArg <Local.Remaining>> Local.Return = "x,<Eval <Local.First>>" While !<IsEmpty <StrEat <Local.Remaining>>> Local.Remaining = <StrEat <Local.Remaining>> Local.First = <StrArg <Local.Remaining>> Local.Return .= " <Eval <Local.First>>" EndWhile Return <StrEat <Local.Return>> 2) Locals and Tags ... it seems impossible to store a space char ' ' (asc 020) in local. Sphere automatically evaluates locals, so, instead of ' ' there is '00'. I agree, it is a feature and such change would cause serious troubles on many shards running on 56b ... but, maybe it could be solved by adding something like local, but built for chars and string - maybe SLocal, or something like that :) Single space char can not be stored even in Tag, using syntax .tag.something=" " ... it is also evaluated -> "00". The only way how to store ' ' is setting the local value to "x x" and later using StrAsc to get the middle char of this string. 3) Charset converting ... As a member of Czech UO shard GM team, I have to deal with differencies between UTF and ANSI. It seems as if Sphere was incorrectly interpreting commands (using the latest client versions 6.0.x) written in UTF encoding ... Unicode speech is no problem, but running a unicode-named function, or using unicode chars (?????? etc.) in function arguments, which I'm entering directly in the client command line, seems to be a problem. Would it be possible to convert such chars correctly, with EF_UNICODE turned on? - The same issue is the use of unicode chars in the console window, telnet console, or log file ... the same problem, incorrect conversion.
f_charsets.scp included - contains functions for converting between ANSI and UTF ... Scripted solution is possible, but built-in solution should be faster, shouldn't it? :)
f_charsets.scp (11,584) 25-08-08 17:35
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=11&type=bug
Notes
(0000071)
dzhony   
25-08-08 17:43   
It seems as if this bugtracker was unable to interpret unicode chars as well :-) The '???' section of my feature request should look like this: http://www.andaria.net/transfer/johny/unicode_chars.bmp
(0000083)
dzhony   
04-09-08 11:48   
The party speech has a minor problem ... text of the message is displayed without errors, but name of the player char, containing special chars, doesn't look good: http://www.andaria.net/transfer/johny/party_err.jpg
(0000087)
dzhony   
09-09-08 10:25   
Another issue, related to this report ... It seems as if PromptConsole was filtering unicode chars ... These chars are not appearing in the Args of the consequential function, triggered after pressing Enter in the PromptConsole.
(0000089)
dzhony   
09-09-08 22:58   
One more issue :) Unicode sysmessages do not wrap correctly - in journal, it seems OK, but in the game window, part of the message is not visible. See: http://www.andaria.net/transfer/johny/sysmessage_err.jpg
(0000092)
dzhony   
15-09-08 17:47   
Importance: lowest :) If there is a unicode-letter-started word in the name of an item or character, the automatic capitalizing (ingame tooltips, names) doesn't work - that letter is displayed small. Don't know for sure if the capitalizing is client or server side ... For better understanding: http://www.andaria.net/transfer/johny/capitalizing_err.png





View Issue Details
1472 [SphereServer 0.56b] executable - generic minor have not tried 24-07-08 22:49 14-09-08 22:48
XeroX  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
08-02-2008
None, NewPositionChecks
None
NewPositionChecks -> Doors
With NewPositionChecks turned on. You cant close doors without standing direct on/in the door.
Notes
(0000051)
Coruja   
09-08-08 19:50   
Here I got this problem too. I can open the door from 10 tiles away, but cannot close it if I'm not in the front/side of this door.
(0000052)
XeroX   
09-08-08 20:03   
But only with NewPositionsChecks right ?
(0000053)
Coruja   
09-08-08 21:22   
I cant test now, but probably it's a NewPositionsCheck + LOS issue. Maybe this flag make some influence on LOS checking?
(0000084)
XeroX   
05-09-08 13:46   
(edited on: 05-09-08 13:47)
Now is it a "bug" or not ?
(0000091)
Coruja   
14-09-08 22:48   
(edited on: 14-09-08 22:51)
That's the question :) When someone goes to the house, and open the front door, it can reach the door LOS. The player enter on house, and try to close the door, and now he cant reach the door. It's a problem on doors, because [closed door P != open door P]. Just check the door P yourself, it has different P when open and close, because when it has opened it is moved one tile to the side, making the player not reach the door because the house wall block the LOS between player-door. When the player goes to the 'front' of the door, theres no wall to block the LOS and it will reach the door without problems. This can be fixed making an exception to doors on newpositionscheck (LOS check), or doing something to prevent the opened doors act as opened but without moving it a tile to the side.





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1516 [SphereServer 0.56b] executable - generic minor always 09-09-08 21:36 11-09-08 01:37
gasb  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
09-09-2008
DiagonalWalkCheck, New_Triggers, WalkCheck, DamageTools, UsePingServer
Command_Sysmsgs, OSIMultiSight, NoHouseMuteSpeech, Flood_Protection, Buffs, DrinkIsFood
Npcs cannot pathfinding
on 9 september build , like on 6 september build , npcs cannot intelligence. they can come to me from near a wall but they are trying to destroy the wall. when i start my shard with february exe with same ini , they can come to me SUPERBLY way , the problem on september build.
NPCAI=0004|0040|0100|0200|0001|0010|0002|0008
There are no notes attached to this issue.





View Issue Details
1485 [SphereServer 0.56b] script pack minor N/A 10-08-08 08:34 08-09-08 23:43
Coruja  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
Not Available
None
None
Missed areas on map3
sphere_map3.scp: //Age of Shadows [AREADEF a_doom] //modified NAME=Doom FLAGS=region_flag_nobuilding|region_antimagic_recall_in|region_antimagic_gate|region_antimagic_recall_out|region_flag_underground|region_antimagic_teleport P=2366,1268,-85,3 Rect=256,0,512,304,3 GROUP=Malas [AREADEF a_grand_arena] //added NAME=Grand Arena P=961,637,-90,3 Rect=919,622,962,652,3 FLAGS=080 GROUP=Malas [AREADEF a_hanse_hotel] //modified (roomdef -> areadef) NAME=Hanse's Hostel P=1063,1435,-90,3 Rect=1049,1420,1062,1445,3 Rect=1062,1420,1065,1431,3 Rect=1062,1439,1065,1445,3 FLAGS=0880 GROUP=Malas [ROOMDEF a_house] //remove this thing NAME=House P=2156,122,0,3 Rect=2151,117,2161,127,3 GROUP=Malas //Samurai Empire [AREADEF a_yomotsu_mines] //added NAME=Yomotsu Mines P=6,118,0,3 Rect=0,0,129,129,3 FLAGS=region_flag_underground|region_flag_nobuilding GROUP=Tokuno Islands [AREADEF a_fan_dancers_dojo] //added NAME=Fan Dancer's Dojo P=71,337,0,3 Rect=40,320,210,720,3 FLAGS=region_flag_underground|region_flag_nobuilding GROUP=Tokuno Islands [AREADEF a_samurai_start] //added NAME=Samurai start location P=392,776,-1,3 Rect=320,690,435,790,3 FLAGS=region_flag_nobuilding GROUP=Tokuno Islands [AREADEF a_ninja_start] //added NAME=Ninja start location P=416,823,-1,3 Rect=360,795,440,835,3 FLAGS=region_flag_nobuilding GROUP=Tokuno Islands [AREADEF a_ninja_cave] //added NAME=Ninja cave P=404,1167,0,3 Rect=360,960,460,1175 FLAGS=region_flag_nobuilding GROUP=Tokuno Islands
Notes
(0000057)
Coruja   
10-08-08 21:42   
Oh, and someone update the flags for a_hanse_hotel and a_grand_arena to non-decimal :D 080 = region_flag_nobuilding 0880 = region_flag_underground|region_flag_nobuilding
(0000068)
Coruja   
22-08-08 00:24   
I forgot tell something, just a little correction :D Rect of Yomotsu Mines must be 1,1,129,129,3 because if it is 0,0,129,129,3 ppl cannot access the "main" map area using SERV.MAP(0,0,0,3).something (like on functions to change the whole map light, season, etc)





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1498 [SphereServer 0.56b] script pack minor N/A 21-08-08 01:01 08-09-08 23:40
Coruja  
nazghul  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none  
   
Not Available
None
None
Missing MT item mounts
Just place this on sphere_item_ship_parts.scp :D [ITEMDEF 03e90] //ship (really used as horse equipped) DEFNAME=i_mt_reptalon TYPE=T_EQ_HORSE LAYER=layer_horse TDATA3=c_m_reptalon [ITEMDEF 03e91] //ship (really used as horse equipped) DEFNAME=i_mt_cu_sidhe TYPE=T_EQ_HORSE LAYER=layer_horse TDATA3=c_cu_sidhe [ITEMDEF 03e92] //hold (really used as horse equipped) DEFNAME=i_mt_armor_steed TYPE=T_EQ_HORSE LAYER=layer_horse TDATA3=c_m_armor_steed [ITEMDEF 03e94] //ship (really used as horse equipped) DEFNAME=i_mt_hiryu TYPE=T_EQ_HORSE LAYER=layer_horse TDATA3=c_m_hiryu [ITEMDEF 03ead] //deck (really used as horse equipped) DEFNAME=i_mt_kirin TYPE=T_EQ_HORSE LAYER=layer_horse TDATA3=c_kirin [ITEMDEF 03eb4] //prow (really used as horse equipped) DEFNAME=i_mt_unicorn TYPE=T_EQ_HORSE LAYER=layer_horse TDATA3=c_m_unicorn [ITEMDEF 03eb8] //stern (really used as horse equipped) DEFNAME=i_mt_savage_ridgeback TYPE=T_EQ_HORSE LAYER=layer_horse TDATA3=c_savage_ridgeback [ITEMDEF 03eba] //prow (really used as horse equipped) DEFNAME=i_mt_ridgeback TYPE=T_EQ_HORSE LAYER=layer_horse TDATA3=c_ridgeback [ITEMDEF 03ebb] //rudder (really used as horse equipped) DEFNAME=i_mt_skeletal_mount TYPE=T_EQ_HORSE LAYER=layer_horse TDATA3=c_skeletal_mount [ITEMDEF 03ebc] //rudder (really used as horse equipped) DEFNAME=i_mt_giant_beetle TYPE=T_EQ_HORSE LAYER=layer_horse TDATA3=c_giant_beetle [ITEMDEF 03ebd] //tiller (really used as horse equipped) DEFNAME=i_mt_swamp_dragon TYPE=T_EQ_HORSE LAYER=layer_horse TDATA3=c_swamp_dragon [ITEMDEF 03ebe] //tiller (really used as horse equipped) DEFNAME=i_mt_armored_swamp_dragon TYPE=T_EQ_HORSE LAYER=layer_horse TDATA3=c_armored_swamp_dragon ////////////////////////////////////////////////// And modify the DUPELIST of these items: -03e64: remove 03e92 -03e61: remove 03ead -03e68: remove 03eb4 -03eb3: remove 03eb8 -03e68: remove 03eba -03e6f: remove 03ebb,03ebc,03ebe -03e4a: remove 03ebd
There are no notes attached to this issue.





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1508 [SphereServer 0.56b] executable - generic major always 03-09-08 11:02 08-09-08 19:00
dzhony  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
08-02-2008
New_Triggers, Size_Optimise, DamageTools, NPCAct_Triggers
Command_Sysmsgs, OSIMultiSight, NoItemNaming, NoHouseMuteSpeech, NoPrefix, DyeType
Stackable items on different floors
Example: If someone puts the pile of gold coins on the table in the 1st floor, and then, on the same X and Y coordinates, but on the other floor (up or down, doesn't matter) puts another pile of gold coins, both piles will unite in the last one. Maybe it would be better, if there was a Z-check, allowing this behaviour only in limited height difference of these piles ...
Notes
(0000081)
nazghul   
03-09-08 11:38   
the problem is that you are not dropping the second pile to the floor, but selected (highlighted) the first stack to drop the second (using the transparency mode). Because that's the only way stacks can be united
(0000086)
dzhony   
08-09-08 14:23   
transparency mode off -> the problem persists





View Issue Details
1514 [SphereServer 0.56b] executable - generic minor always 08-09-08 16:40 08-09-08 18:40
gasb  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
06-09-2008
DiagonalWalkCheck, DamageTools
Command_Sysmsgs, OSIMultiSight, NoHouseMuteSpeech, Buffs, DrinkIsFood
New Build Two Problems
I updated my shard to new build , now i run the server with new executable : npcs cannot cast a spell and they loses their intelligence ( they cannot come to me from other side of a wall). when i run the server with old executable they can cast spells and they have good intellgence. I try delete my own npc events but problem is contiuned.
my npc_ai: NPCAI=0004|0040|0100|0200|0001|0010|0080|0002
There are no notes attached to this issue.





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1512 [SphereServer 0.56b] executable - generic minor always 07-09-08 06:04 07-09-08 15:33
Coruja  
nazghul  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
Not Available
None
None
Invisibility doesn't remove Stealth effect
If someone use invisibility spell/potion AFTER stealth, the char will stand with hidden+invisible flags. With this, ppl can walk hundred of steps without being revealed. To fix this, the invisibility effect must remove stealth effect on use. Just go on spell 44 (sphere_spells.scp) and add this: ON=@Effect IF (<FLAGS> & statf_hidden) FLAGS &= ~statf_hidden ENDIF
It's a old bug, not a problem appeared on new 06/09 release :)
There are no notes attached to this issue.





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1504 [SphereServer 0.56b] new feature request minor N/A 29-08-08 03:57 04-09-08 14:10
Coruja  
nazghul  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none  
   
Not Available
None
None
ARGS on MAKEITEM function
Without args: ON=i_scroll_blank Blank Scroll (1 unit) MAKEITEM i_scroll_blank //will make 1 scroll With args: ON=i_scroll_blank Blank Scroll (50 units) MAKEITEM i_scroll_blank 50 //will make 50 scrolls in just 1 action (amount=50)
There are no notes attached to this issue.





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1509 [SphereServer 0.56b] executable - generic trivial always 03-09-08 11:23 03-09-08 11:41
dzhony  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
08-02-2008
New_Triggers, Size_Optimise, DamageTools, NPCAct_Triggers
Command_Sysmsgs, OSIMultiSight, NoItemNaming, NoHouseMuteSpeech, NoPrefix, DyeType
Blood with timer -1
Blood, created during carving a body of a player char (or nonplayer human char), has timer -1, so it never disappear, if not deleted manually. The blood it is all about, has DispIDDec 7409.
Notes
(0000082)
nazghul   
03-09-08 11:41   
this was already reported on the old bugtracker. Funny enough, the server _should_ set the timer correctly. The code does _not_ support setting it to -1 - at least I was unable to find any reason for it (nevertheless, it's reproducable - sometimes!) I guess we're stuck to a workaround (sth like "@create timerf 1,timer=5" or sth.)





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1507 [SphereServer 0.56b] executable - generic major always 31-08-08 03:43 31-08-08 16:55
Coruja  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
08-02-2008
None
None
Ultra mega AOS Custom Housing bug
Major! :D It's a happy day, when I click on my house sign to customize it. On customization menu, I click on BACKUP and exit the customization mode, without commit the design. After this, I enter on house menu again, and click to change the house foundation style. This function, on my house system script, will replace the foundation style and call COMMIT on house UID. This COMMIT will automatically commit that backup that I maked, and I will make my house without pay any cost. So, the problem is: COMMIT automatically places any design stored on BACKUPs.
Using: -Latest sphere release -My AOS Custom House script, downloadable on forum
Notes
(0000078)
MrSugarCube   
31-08-08 16:55   
Added a "REVERT" function to remove uncommitted changes to the building design.





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1503 [SphereServer 0.56b] executable - generic minor always 29-08-08 01:07 31-08-08 04:14
Coruja  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
08-02-2008
None
None
Raise Tracking in 5 minutes with no-delay macro
If someone use the skill tracking without delay, it will be GM Tracking in just some minutes. Tracking is rising on fail (message "you see no signs of..."), and theres no delay to ppl get this fail, it will appear after the player click on some button of tracking skillmenu. I really doesn't know the rising method of this skill, but probably there's an delay to fail the action when nothing is found, or the skill must be rised only on tracking success.
My Razor macro: Use Skill Tracking //this start the skill Wait for Menu (#464) MenuResponse 2 //this click on some skillmenu button
Notes
(0000076)
Coruja   
29-08-08 01:11   
(edited on: 29-08-08 01:12)
Oh, and the same problem occour on Musicianship. Just place some musical instrument on bag, and use PEACEMAKING skill macro without delay on some npc. Macro: -Start Peacemaking skill -Click on some npc -------------------------- EDIT: Maybe it's all fixed with an delay timer until next action? I can't remember, but I think OSI use this action delay method to prevent these things.
(0000077)
Coruja   
31-08-08 04:14   
Confirmed. Tracking and Peacemaking require a 10.0s delay to next action.





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1501 [SphereServer 0.56b] executable - generic major always 23-08-08 02:42 23-08-08 02:42
Coruja  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
08-02-2008
None
None
Field spells casted over world teleporst prevent teleporting
Every field casted over some world teleport will inactivate the teleport until the field remain inside the same P. Every field do this, like fire field, etc (wall of stone and energy field too, duh) :D
fieldteleport.JPG (153,505) 23-08-08 02:42
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=10&type=bug
There are no notes attached to this issue.





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1496 [SphereServer 0.56b] executable - generic minor N/A 20-08-08 02:07 22-08-08 01:31
Coruja  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
08-02-2008
None
None
Female titles
Female fame/karma titles is not show on the paperdoll, the char always use 'male' titles no matter if the body is c_man or c_woman. Example: my male prefix: O my male Vilain title: Vilao my female prefix: A my female Vilain title: Vila using c_man I get: O Vilao using c_woman I get: A Vilao (correct prefix, but wrong title, it must be 'A Vila')
Notes
(0000066)
Coruja   
21-08-08 00:21   
Vilain title on spheretables: Vilao,Vila





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1479 [SphereServer 0.56b] executable - generic minor always 02-08-08 19:03 21-08-08 22:03
Gygrazok  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
08-02-2008
None, New_Triggers, NewPositionChecks, WalkCheck, Script_Profiler, Size_Optimise, DamageTools
None, Command_Sysmsgs, FileCommands, NoItemNaming
Dynamic layer value not loaded on restart
If I equip an item in a layer that is not the layer specified in its itemdef, the new layer value is saved correctly in the spherechars.scp (and equipped correctly), but on next restart it automatically returns to the default (ie taken from the itemdef) layer value. For example, if I equip a memory item in layer 100, on the next restart it returns to layer 30. It seems like a minor thing, but I need to have an item that can be equipped in different layers. Otherwise, a tag.override.layer would do the thing, I think.
Example: //the item [ITEMDEF i_xxx] ID=i_virtstone_1 TYPE=t_eq_script ... //to equip it I do this: CONT=<SRC.UID> LAYER=100 //example layer
There are no notes attached to this issue.





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1468 [SphereServer 0.56b] executable - generic minor always 24-07-08 13:10 21-08-08 22:03
Coruja  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
08-02-2008
None
None
Exiting house customizing mode send player to wrong Z
When exit the house customize mode, the player will be sended to the house sign P. It must send the player to ground Z, because the sign Z is higer than the gound and the player will "fly" when exit the customize mode :D
There are no notes attached to this issue.





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1486 [SphereServer 0.56b] script pack minor N/A 10-08-08 08:35 21-08-08 22:03
Coruja  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
08-02-2008
None
None
Missed teleports on map4
sphere_map_points4.scp: [Teleporters] 257,783,63,4=5,128,-1,3=tp_yomotsu_mines_entrance1 258,783,63,4=5,128,-1,3=tp_yomotsu_mines_entrance2 259,783,63,4=5,128,-1,3=tp_yomotsu_mines_entrance3 260,783,63,4=5,128,-1,3=tp_yomotsu_mines_entrance4 3,128,-1,3=259,785,64,4=tp_yomotsu_mines_exit1 4,128,-1,3=259,785,64,4=tp_yomotsu_mines_exit2 5,128,-1,3=259,785,64,4=tp_yomotsu_mines_exit3 6,128,-1,3=259,785,64,4=tp_yomotsu_mines_exit4 7,128,-1,3=259,785,64,4=tp_yomotsu_mines_exit5 8,128,-1,3=259,785,64,4=tp_yomotsu_mines_exit6 988,197,5,4=67,339,-1,3=tp_fan_dancers_dojo_entrance_1 988,196,5,4=67,338,-1,3=tp_fan_dancers_dojo_entrance_2 988,195,5,4=67,337,-1,3=tp_fan_dancers_dojo_entrance_3 988,194,5,4=67,336,-1,3=tp_fan_dancers_dojo_entrance_4 64,339,11,3=987,197,12,4=tp_fan_dancers_dojo_exit_1 64,338,11,3=987,196,12,4=tp_fan_dancers_dojo_exit_2 64,337,11,3=987,195,12,4=tp_fan_dancers_dojo_exit_3 64,336,11,3=987,194,12,4=tp_fan_dancers_dojo_exit_4
Notes
(0000055)
MrSugarCube   
10-08-08 14:31   
The Yomotsu Mines teleporters all lead to the same tile, so I've adjusted them so that they look like this: 257,783,63,4=3,127,-1,3=tp_yomotsu_mines_entrance1 258,783,63,4=5,127,-1,3=tp_yomotsu_mines_entrance2 259,783,63,4=6,127,-1,3=tp_yomotsu_mines_entrance3 260,783,63,4=7,127,-1,3=tp_yomotsu_mines_entrance4 3,128,-1,3=257,784,64,4=tp_yomotsu_mines_exit1 4,128,-1,3=257,784,64,4=tp_yomotsu_mines_exit2 5,128,-1,3=258,784,64,4=tp_yomotsu_mines_exit3 6,128,-1,3=259,784,64,4=tp_yomotsu_mines_exit4 7,128,-1,3=260,784,64,4=tp_yomotsu_mines_exit5 8,128,-1,3=260,784,64,4=tp_yomotsu_mines_exit6





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1476 [SphereServer 0.56b] executable - generic minor always 30-07-08 15:55 21-08-08 22:03
Incanus  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
08-02-2008
None
NoHouseMuteSpeech, Buffs, NoPrefix
Incognito does not hide Character Profile for other players
Incognito spell and Character Profile should work like this: If you are under the effect of the incognito spell, other players should not be able to read your character profile, but you should still be able to read theirs. But the way it currently works is this: If you are under the effect of the incognito spell, you cannot read your character profile and you cannot read the profile of other players. Other player are still able to read your character profile.
Notes
(0000037)
nazghul   
30-07-08 22:45   
there's an @PROFILE trigger you can use to customize profile's behaviour to your liking





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1470 [SphereServer 0.56b] executable - generic minor always 24-07-08 17:09 21-08-08 22:03
Coruja  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
08-02-2008
None
None
sdialog not closed correctly when entering on customize mode
When someone enter on house customization mode, sdialogs is not closed correctly and will act like "opened" until the player reconnect (to clear sdialogs info).
Notes
(0000056)
MrSugarCube   
10-08-08 15:04   
Adding 'nodispose' to your affected dialogs should work as a temporary solution.





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1490 [SphereServer 0.56b] executable - generic minor N/A 13-08-08 00:46 21-08-08 22:03
Coruja  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
08-02-2008
None
None
Murder Title
Murderer char title has a additional space after the title, like "The Murderer Coruja, something". The correct term is "The Murderer Coruja, something" :P
Notes
(0000060)
MrSugarCube   
13-08-08 03:35   
A temporary solution is to find and uncomment these in sphere_msgs.scp: //title_criminal "Criminal" //title_murderer "Murderer"





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1489 [SphereServer 0.56b] executable - generic major unable to reproduce 12-08-08 00:51 21-08-08 22:03
Coruja  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
08-02-2008
None
None
Exploit placing boats inside another boat
Today some player on my shard have reported this bug. After minutes trying, the useless creature placed his boat over another boat and killed the innocent blue just walking to the other boat. Maybe wrong area checking on boat placement? Unable to reproduce here, but if this player (plevel 1) can do this, more players can do this too.
PS1: Using 56b latest release PS2: This HORRIBLE UO on screenshot is running with some f****d modified verdata (well, silly enough to do this on a verdata thinking that now it will play without lag on a P4 2.0ghz, but really, its not my problem, I'm just impressioned with this horrible UO :P)
boatexploit.jpg (46,666) 12-08-08 00:51
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=7&type=bug
There are no notes attached to this issue.





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1483 [SphereServer 0.56b] executable - generic feature N/A 03-08-08 20:01 21-08-08 22:03
Admin BladeCraft  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
08-02-2008
None
None
Loading 2 spheres with 1 script pack - loading method needs tweaking
When you point your scriptpath to a different script folder, it does not load the scripts properly. We believe this is because the way spheretables begins to load the list. The list should load directly from the folder it is in but it seems to be pointing back to the exe's location and looking for a folder at that spot for some reason. The goal is to be able to run a test shard without having to duplicate every script and update both. Ideally sphere should be able to read from the same scripts as another sphere. It already can do this for the mulfiles.
Related topic/discussion: http://www.sphereserver.net/forums/index.php?showtopic=45159&st=0&gopid=215483&#entry215483 [^]
There are no notes attached to this issue.





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1484 [SphereServer 0.56b] executable - generic minor N/A 07-08-08 04:50 21-08-08 22:03
Coruja  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
08-02-2008
None
None
Client light & season not updating on login
When some player login on the shard, the client will only update the "local" sector light & season when the player walk to another sector/region (@Environchange I think). This thing must be updated on @login, not when it walk to another place :D
Latest release + client 6.0.1.7 (tested on many clients between 4.0.0 and 6.0.9)
There are no notes attached to this issue.





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1491 [SphereServer 0.56b] executable - generic minor always 13-08-08 21:28 15-08-08 04:55
Coruja  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
08-02-2008
None
None
Player killing on non-pvp regions
On non-pvp regions ppl can't attack another players, but there's some problems: -If some player cast an npc (with spell), this summoned npc can attack another player on this area. -Field spells (fire field, poison field, etc) works on others players too.
Notes
(0000061)
Coruja   
13-08-08 21:32   
Additional info: These summon and cast spells should continue working on these areas, because it's non-pvp but not non-PVM. So the better way to fix this is prevent these spells affect another players (prevent fields get effect on players, and summoned creatures from atacking players) :P
(0000062)
nazghul   
14-08-08 12:56   
and what about a fire field casted by an NPC? About the summoned creature stuff: Does this also apply to any kind of pet? AFAIK pets may not attack in a non PVP zone, and summoned chars _are_ pets (besides vortexes and blade spirits)
(0000064)
Coruja   
15-08-08 04:55   
(edited on: 15-08-08 04:56)
Field caster can be checked by LINK, just check if the caster is some player or just an NPC. Plaayers cannot harm another players, but NPC's can still harming these players. And yes, every "controlled" pet must not attack another players. But yesterday some player reported that someone killed him on Wind (non-pvp region) using an energy vortex. Summon spells can cast "wild" pets like vortex and blade spirits, but don't forget that these npcs has OWNER properties too, and it already set to the caster :D





View Issue Details
1464 [SphereServer 0.56b] executable - generic major sometimes 20-07-08 23:53 10-08-08 00:48
Admin BladeCraft  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
08-02-2008
None
None
New clients on the Feb 08 build randomly causes rubber band lag
When using new clients (6.0.0+ for sure) on the last release, characters rubber band lag and stop every few tiles while running. According to Radiant it sounds like the walkbuffer is being tripped but it still happens with it whether it is set to 0 or 2000. The same set up on June 2007 build does not have this issue. This happens whether mounted or speedmode=1. It does not appear to be a flag issue, only a speed one for all player/staff characters. And its not lag :)
http://www.sphereserver.net/forums/index.php?showtopic=44523&st=20&gopid=214898&#entry214898 [^]
Notes
(0000021)
Coruja   
21-07-08 15:27   
Maybe OSI changed walk packets on these new clients? :(
(0000022)
nazghul   
22-07-08 00:08   
have you tested with EF_networkmulti ON and OFF?
(0000027)
Admin BladeCraft   
27-07-08 06:15   
I always had that flag OFF. So far the "lag" is gone with it turned ON but I would like to test this more before saying for sure. Sometimes it stopped randomly but so far so good.
(0000035)
Gygrazok   
29-07-08 02:32   
I also have this issue, but I found out that if I play with radar map and status closed I can run much more smoothly. Still, I don't think it's totally a client issue, since with other emus the client doesn't behave like that.
(0000036)
Admin BladeCraft   
29-07-08 02:34   
I know it is not a client issue. Simply going back a couple builds to June 6 will remove this issue. It only happens on the February build and I believe the EF_networkmulti was added at that time so its a logical cause. It seems to be connected in some way at least.
(0000050)
Admin BladeCraft   
08-08-08 23:24   
Okay its been over a week. With EF_networkmulti ON this problem goes away. I dont know if it will be integrated into sphere permanently but if there are no plans to do that, this should be fixed or sphere should come with it enabled by default :). Thanks for the feedback, else I would be stuck in lagville and recommending 2.0.3 again :S
(0000054)
Coruja   
10-08-08 00:48   
But we have problems... With NetworktMulti ON: -Server crash (fixed on next release, as it tracker shows) -Lag on old clients (< 4.0.0) With NetworkMulti OFF: -Lag on newest clients (> 5.0.0, or > 6.0.0 I think)





View Issue Details
1482 [SphereServer 0.56b] new feature request minor N/A 03-08-08 05:35 07-08-08 19:52
Coruja  
 
normal  
feedback PreRelease/Nightly  
reopened  
none    
none  
   
08-02-2008
None
None
SKILLGAIN function change
On revision: 11-12-04, Furio - Added: SKILLGAIN function to call internal sphere skillgain function. Args are skill to gain and difficulty (0 to 100). To make this function more confident on gain skill using Sphere calcs, I suggest a change in this function :) SKILLGAIN skill, adv_rate Instead of this: SKILLGAIN Healing 20 It will work like this: SKILLGAIN Healing 10,50,100 Using this method, the function will use the skill adv_rate to calculate the gain rate, ppl will can use <SERV.SKILL.66.ADV_RATE> on the function, and everything will be gained using default sphere method.
Notes
(0000041)
dzhony   
07-08-08 08:54   
Agree ... I've encountered many problems with difficulty settings on various skillgain functions in crafting, and if the difficulty is high enough, low skills can not be trained - and vice versa. This suggestion Coruja explains should solve such problems :)
(0000042)
Admin BladeCraft   
07-08-08 18:22   
I would much rather it take a number argument with a 1/# chance to gain. That way we can set it to 0 and have it auto gain or 100 and have it do a 1/100. This would allow us to make our own "formula" on how it should proceed based on anything we want, including a slope effect such as the adv_rate. I agree that the current skillgain function is not useable. I had to make my own and I know others have as well.
(0000043)
Coruja   
07-08-08 18:33   
Make your own skillgain function is easy, but you can't make a exactly sphere skillgain function, no one knows this gain method. SKILLGAIN magery 100 will raise the skill. But there's a difference: it will give 100% chance to raise the skill no matter if the player magery is 0.0 or 666.2. Using SKILLGAIN magery 10,50,200 is the same of SKILLGAIN magery 1.0,5.0,20.0 used on sphere_skills.scp, and the sphere will use internal formula to calc the gain chance. So, ppl will just have to use the skill adv_rate and it will act like an "normal" skillgain. SKILLGAIN magery And with both methods ppl will can customize the gain rate using own formula, but the new method is more efficient and allow ppl to do a more confident skillgain using the default sphere calc formula.
(0000044)
MrSugarCube   
07-08-08 19:45   
What you're proposing is simply an override to a skill's ADV_RATE, which you can do already with 'SERV.SKILL.x.ADV_RATE=yyy'. A difficulty is required to vary the rate of skill gain (i.e. the difference between crafting a simple item vs a complex item), you can't simply remove or ignore it. Internally the character's ACTDIFF (minimum skill level required for skill success) is normally used as the skill gain difficulty, which should give you an idea to what kind of value is 'normal' for the difficulty.
(0000045)
Coruja   
07-08-08 19:52   
(edited on: 07-08-08 19:54)
Sorry reopen this issue, I just wanna tell that using this new method is 6746746874% more efficient than using the regular skillgain function. Why? Because using this, ppl will can change skills adv_rate and the function will continue using the skill rate. It's usefull on POWER HOUR system (that automatically change all skills adv_rate [hard rates] to 1,1,1 [easy rates] every day at 8:00am to 9:00am, and after this period the adv_rate goes to the 'normal' value again) :D





View Issue Details
1480 [SphereServer 0.56b] script pack minor N/A 03-08-08 02:29 05-08-08 00:05
Coruja  
nazghul  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none  
   
Not Available
None
None
Wrong teleports on Ice Dungeon
sphere_map_points[0/1].scp: 5704,146,-45,0=5705,305,7,0=tp_ice_lair_2 5704,147,-45,0=5705,306,7,0=tp_ice_lair_1 must be: 5705,145,-45,0=5705,304,7,0=tp_ice_lair_3 5705,146,-45,0=5705,305,7,0=tp_ice_lair_2 5705,147,-45,0=5705,306,7,0=tp_ice_lair_1 what changed? -cord X, because 5704 is inacessible -added missing teleport number 3
Latest release + client 6.0.1.7 (ML installation [maps, etc])
There are no notes attached to this issue.





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1475 [SphereServer 0.56b] executable - linux minor always 28-07-08 17:39 02-08-08 06:12
theBug  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
08-02-2008
New_Triggers, WalkCheck, AllowTelnetPacketFilter
None, FileCommands, NoHouseMuteSpeech
2 errors about region.clients and .allclients
1. <obj.region.clients> doesn't work properly for the houses ( obj is the uid of the house multi ) 2. obj.region.allclients f_anyfunction is giving error in console if there is nobody in the house.
Notes
(0000034)
theBug   
28-07-08 17:44   
Here's the error: ERROR:Undefined keyword 'ref1.region.allclients'
(0000039)
MrSugarCube   
02-08-08 06:12   
(edited on: 02-08-08 06:13)
"doesn't work properly" tells me nothing, and so the first point -has not- been addressed as it looks fine to me. (Second point has been resolved, however)





View Issue Details
1465 [SphereServer 0.56b] script pack minor N/A 24-07-08 05:06 24-07-08 18:53
Coruja  
nazghul  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none  
   
Not Available
None
None
Mark spell with incorrect flags
The flag must be SPELLFLAG_TARG_ITEM, not SPELLFLAG_TARG_OBJ :D
There are no notes attached to this issue.





View Issue Details
1459 [SphereServer 0.56b] executable - generic minor always 19-07-08 01:15 20-07-08 05:21
Coruja  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
08-02-2008
None
None
Weather inside houses
Weather effects (rain, snow, etc) is affecting ppl with flag statf_indoors (inside houses).
There are no notes attached to this issue.





View Issue Details
1457 [SphereServer 0.56b] executable - generic minor N/A 19-07-08 01:10 20-07-08 04:05
Coruja  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
08-02-2008
None
None
"Small Shop" houses with wrong door ID
i_multi_shop_stone_small: the sign must have z=7, and the door must be "067b" instead of "i_door_wood_2". i_multi_shop_stone_small: the door must be "067b" too.
Notes
(0000012)
Coruja   
19-07-08 01:46   
oops.. wrong copy-paste :P Now it's right: i_multi_shop_STONE_small: the sign must have z=7, and the door must be "067b" instead of "i_door_wood_2". i_multi_shop_MARBLE_small: the door must be "067b" too.





View Issue Details
1456 [SphereServer 0.56b] script pack minor always 19-07-08 01:07 20-07-08 03:53
Coruja  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
08-02-2008
None
None
Giant Beetle without FOODTYPE
Giant Beetle mount is created without FOODTYPE set, it never get hunger without this. On OSI it must eat meat, I'm using "FOODTYPE=40 t_meat_raw" here..
There are no notes attached to this issue.





View Issue Details
1458 [SphereServer 0.56b] executable - generic major always 19-07-08 01:13 20-07-08 03:45
Coruja  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
08-02-2008
None
None
Problem with ARGS
If ARGS is defined twice, only on first time it can be parsed correctly. Example: [FUNCTION lol] ARGS=test,1,2,3 SAY [<ARGV0>,<ARGV1>,<ARGV2>,<ARGV3>] //this will return: [test,1,2,3] (no problem here) ARGS=lol,1,2,3 SAY [<ARGV0>,<ARGV1>,<ARGV2>,<ARGV3>] //this will return: [lol,1,2,3,,,] (the <ARGV0> works like <ARGS> returning all the sentence, and others <ARGVx> become empty without arguments)
Notes
(0000013)
Admin BladeCraft   
19-07-08 19:36   
Im not sure what the problem is because that returns what you set it to be just like the first one. In any case, try using in your problem and see if it fixes. I never even knew it worked without [ ]
(0000014)
Coruja   
20-07-08 00:28   
Using I got the same problem :( I'm using this: [DIALGO lol] //1st round... FOR x ARGS .= ,uid1,uid2,uid3,... ENDFOR FOR dtext lalala ]>.NAME> //no problem found ENDIF //now the 2nd round... FOR x ARGS .= ,uid1,uid2,uid3,... ENDFOR FOR dtext lalala ]>.NAME> //wtf, return all the sentence like and all others is empty.. ENDIF And, this console error: 19:23:ERROR:(sys_lol.scp,392)Can't resolve
(0000016)
Fire-Dragon-DoL   
20-07-08 03:27   
that0s not a big problem i'm always using args and and they works great, very useful..





View Issue Details
1447 [SphereServer 0.56b] executable - linux major always 12-07-08 15:01 19-07-08 13:55
Monsi  
Beyonder  
normal  
assigned PreRelease/Nightly  
open  
none    
none  
   
08-02-2008
None
Command_Sysmsgs, FileCommands, NoHouseMuteSpeech, Buffs, NoPrefix
Timer MaxValue
The value we can set in our timer is dropping randomly. We had timers with 3 500 000 time... now our maximum is at 1 850 000. If we set a value greater than that sphere sets it automatically to -1. This already destroyed our House-Script and will hit our larger spawns if it keeps dropping.
We've tried to restart the sphere and we also restarted the whole box it is running on. No effect so far.
Notes
(0000004)
Beyonder   
12-07-08 21:02   
Try backing up your saves, and manually changing the TIME to 0 in sphereworld.scp. That is a temporary solution that will work if you don't have any serv.time dependant scripts.
(0000005)
Monsi   
12-07-08 22:39   
That's not that easy... We've around 700 script-files, 100 got serv.time usage. We could reset the serv.load and change all of those 100... but that would still hit the char-age of our players. (we use many things that work with their char-age) We'll try to change the TIME value in some kind of value as temporary solution...





View Issue Details
1455 [SphereServer 0.56b] executable - generic major always 19-07-08 01:04 19-07-08 01:04
Coruja  
 
normal  
new PreRelease/Nightly  
open  
none    
none  
   
08-02-2008
None
None
Stamina and DiagonalWalkCheck
Stamina check and @PersonalSpace is not fired when walk on diagonal.
DiagonalWalkCheck: on
There are no notes attached to this issue.





View Issue Details
1449 [SphereServer 0.56b] executable - generic minor always 13-07-08 21:25 13-07-08 23:49
Incanus  
Beyonder  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none  
   
08-02-2008
None
Command_Sysmsgs, FileCommands, NoHouseMuteSpeech, Buffs, NoPrefix
Damage spells backfire when selecting summon while casting
Damage spells hit yourself when selecting a creature from the summon menu, while casting a spell on the enemy. To reproduce: 1. Full spellbook, 100 Magery, Reagents 2. Add a troll as enemy 3. GM Mode off, Invul off 4. Cast a lightning on the troll 5. While lightning is still being casted open summon creature menu and pick a creature 6. Lightning will hit yourself
MagicFlags=08
There are no notes attached to this issue.





View Issue Details
1 [SphereServer 0.56b] executable - generic crash have not tried 10-07-08 01:15 13-07-08 01:06
Incanus  
Beyonder  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
08-02-2008
UseNetworkMulti
Command_Sysmsgs, NoHouseMuteSpeech, Buffs, NoPrefix
Sphere crashes with Experimental Flag UseNetworkMulti
Sphere crashes with Experimental Flag UseNetworkMulti when a lot of data has to be transferd. To reproduce I go to the region on our server where logged out chars are parked and toggle allshow command a few (3-5) times. Sphere spams messages to console and crashes. See screenshot.
crash.JPG (326,043) 10-07-08 01:15
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=1&type=bug
There are no notes attached to this issue.





View Issue Details
2 [SphereServer 0.56b] executable - generic minor sometimes 10-07-08 02:27 10-07-08 23:59
Incanus  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none PreRelease/Nightly  
   
08-02-2008
None
Command_Sysmsgs, NoHouseMuteSpeech, Buffs, NoPrefix
Hungry animals stop to move on top of spawn points
Hungry animals stop to move on top of spawn points. They have a food value of 0 and the action 066 (GoingTo). See sceenshot. NPCAI is set to: NPC_AI_FOOD NPC_AI_COMBAT
stopmove.JPG (48,766) 10-07-08 02:27
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=2&type=bug
There are no notes attached to this issue.





View Issue Details
3 [SphereServer 0.56b] executable - generic minor have not tried 10-07-08 02:35 10-07-08 23:18
Incanus  
MrSugarCube  
normal  
resolved PreRelease/Nightly  
fixed  
none    
none  
   
08-02-2008
None
Command_Sysmsgs, NoHouseMuteSpeech, Buffs, NoPrefix
Playervendors
If Playervendors sells items to a customer, which is overloaded, the sold items drop to the ground on the field of the customer. These items get stacked, if they are identic, even if they are not allowed to stack by their tiledata flags. On the next worldsave these stacked items will get an amount of 1.
stones.JPG (28,281) 10-07-08 19:19
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=3&type=bug
Notes
(0000001)
MrSugarCube   
10-07-08 18:58   
The surplus items will drop to the ground, that's normal. I can't reproduce the stackable issue though. Using the script below and purchasing enough boulders to overload me, the boulders drop to the ground separately. [ITEMDEF i_heavy_thing] ID=i_boulder WEIGHT=100 VALUE=10 [CHARDEF c_heavy_vendor] ID=c_man NAME=Heavy Item Vendor TSPEECH=spk_shopkeep ON=@Create COLOR = colors_skin NPC = brain_vendor STR = 200 DEX = 100 INT = 100 ITEMNEWBIE i_robe COLOR = colors_normal ON=@NPCRestock BUY i_heavy_thing, 200 SELL i_heavy_thing, 200
(0000002)
Incanus   
10-07-08 19:19   
(edited on: 10-07-08 19:20)
Buying items from standard vendors work fine, the heavy items drop on the ground like they should. The Problem exists with player vendors. To reproduce: 1. Add a player vendor (c_h_vendor). Transfer the player vendor to you. 2. Disable GM Mode 3. Use stock command and put items to vendor 4. Be overloaded 5. Buy the items See Screenshot (Anzahl == amount, Stein == stone)
(0000003)
MrSugarCube   
10-07-08 23:18   
Seems I missed the 'player' part of 'playervendor'. :)