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2578 [SphereServer] executable - windows build crash always 30-01-17 06:52 14-02-17 00:37
xwerswoodx Windows  
Windows 7  
normal 7  
new  
open  
none    
none  
   
Not Available
None
None
56d Crass on every Save
I downloaded new nightly version today, but there is so many problems, I know nightly versions isn't totally completed but sphere crashing nearly every save. When I start server there is no error, after some time, it starts to give debug on saves, and when I use R, it says, there is still saving in progress so I can't do Resync, I use # to force save, and it gives debug, but save it. After some time, when I use Save command on sphere, it gives crass report and close sphere. Also, there is no link for Win 64x Library, when I try to download library file, it doesn't work. I don't know but maybe my problem can be this because I use 32bit Library dll on sphere. I haven't take a screenshot for this, but if you need any screenshot I can send it on comment. - I tried to explain problem as best as I can.
Notes
(0003018)
Lightsource   
14-02-17 00:37   
i guess you'll have to send a screenshot





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2572 [SphereServer] executable - generic trivial always 23-01-16 15:57 11-07-16 21:43
nolok  
 
normal  
new  
open  
none    
none  
   
Automated (specify build number)
None
None
FLOATVAL error with ABS and issue with SQRT
.show eval ABS(-1) shows 1. .show floatval ABS(-1) shows 0.000000 and error in console: Bad intrinsic function usage. missing ). .show eval SQRT(030) shows 6. .show eval SQRT(30) shows 5. So with eval it appear to work properly. .show floatval SQRT(030) shows 5.77... .show floatval SQRT(30) shows 5.77... It's like now it doesn't do the conversion from hex to decimal. FLOATVAL doesn't show error in console if i put invalid code inside, like .show FLOATVAL arrraaa, where EVAL arrraaa does. Also, is it possible to have as intrinsic functions also arcsin, arccos, arctan, arccotan? It should be easy to do since they are already in the c++ header <cmath.h> (http://www.cplusplus.com/reference/cmath/ [^]); cotan and arccotan appear to not be included, but cotan is 1/tan and arccotan is 90°-arctan (https://en.wikipedia.org/wiki/Inverse_trigonometric_functions [^]).
Notes
(0003017)
Coruja   
11-07-16 21:43   
these intrinsic functions (FLOATVAL, ABS, ...) usually don't evaluate args, they just read them exactly as it is. So to make the function work properly the args must be already using the correct syntax example: -> this works fine because EVAL can evaluate all values before the calculation, so it will first resolve ABS(-1) to 1 and later will call 'eval 1' -> this will not work because FLOATVAL doesn't evaluate the args before the calculation. So instead resolve ABS(-1) to 1 and call 'floatval 1', it will thread ABS(-1) as an numeric value without change it. And since ABS(-1) is an string (text) and not an numeric value, FLOATVAL will fail to fix this, you must evaluate these values before call intrinsic functions, like this: > = = 1.000000 the same occur when you call these functions using hex args instead dec, like . The function will thread 0a as numeric, but will fail because it doesn't evaluate args so it doesn't know that 0a (hex) is the same of 10 (dec). So to make it work properly you must fist evaluate this value to dec using something like > or





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2571 [SphereServer] executable - generic trivial always 10-01-16 13:23 24-04-16 09:05
nolok  
Coruja  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
FACE with more than 1 arguments makes sphere crash
As title, if you do FACE 1,2 sphere will crash (i know it should work with an UID as argument, but returning an error would be more appropriate). Also, i suggest to make FACE work with coordinates, in case you want as example to turn to a ground target.
Notes
(0003014)
Coruja   
24-04-16 09:05   
Fixed on 17 feb 2016 build





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1529 [SphereServer] executable - generic minor always 06-10-08 01:08 11-03-16 20:11
Coruja  
khaos  
normal  
feedback  
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 :)
(0001834)
khaos   
14-12-13 21:19   
Was this resolved?
(0003013)
Lightsource   
11-03-16 19:50   
What's the status on this? Is there any known fix?





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2573 [SphereServer] executable - windows build crash always 02-02-16 09:39 28-02-16 23:03
darksun84  
Coruja  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
2674
Recent changes about custom skill and error messages in console
Recently, when you try to add a new skill in a new slot (Example at slot 58) you'll get an error message when using the command for setting/displaying the skill value Example: [SKILL 58] DEFNAME=SKILL_Melee KEY=Melee TITLE=Fighter FLAGS=SKF_FIGHT STAT_STR=40 STAT_INT=30 STAT_DEX=70 BONUS_STR=0 BONUS_DEX=95 BONUS_INT=5 BONUS_STATS=10 ADV_RATE=10.0,200.0,800.0 The first time we do .show melee we will get a super high value but no error If we try to set the melee skill, we will get an error message like this: :28:DEBUG:__ thread (1940) __ | # | _____ function _____________ | ticks passed from previous function start ______ 09:28:DEBUG:>> 1940 | 0 | NetworkManager::processAllInput | +0 09:28:DEBUG:>> 1940 | 1 | NetworkInput::processInput | +0 09:28:DEBUG:>> 1940 | 2 | NetworkInput::processData | +0 09:28:DEBUG:>> 1940 | 3 | NetworkInput::processData | +0 09:28:DEBUG:>> 1940 | 4 | NetworkInput::processGameClientData | +0 <-- exception catch point (below is guessed and could be incorrect!) 09:28:DEBUG:>> 1940 | 5 | PacketSpeakReqUNICODE::onReceive | +0 09:28:DEBUG:>> 1940 | 6 | CClient::Event_TalkUNICODE | +0 09:28:DEBUG:>> 1940 | 7 | CClient::Event_Command | +0 09:28:DEBUG:>> 1940 | 8 | CGFile::Close | +0 09:28:CRITICAL:"Access Violation" (0xfff525bd), in SUB: NetworkInput::Message::ProcessMessage() 09:28:DEBUG:1:Parsing Packet len=34 id=0xad [2016/02/02 09:28:55] 0 1 2 3 4 5 6 7 8 9 A B C D E F -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- 0000 ad 00 22 00 00 34 00 03 49 54 41 00 00 2e 00 6d .."..4..ITA....m 0010 00 65 00 6c 00 65 00 65 00 20 00 33 00 30 00 30 .e.l.e.e. .3.0.0 0020 00 00 .. If then we do again .show melee another similar error will be thrown on the console. Lastly, if player performs a log out, it will not be able to log in the game anymore until the new skill is removed from sphere_skills.scp. (Player can actually create a new character but it crash) Custom skills were working fine, so i think that is related to the recent skills change (see: https://github.com/Sphereserver/Source/commit/988c97667338462c22009429554ebe35b1394baa [^] )
Add a new skill Set the new skill Display the new skill by using .show Logout from the game Try to login again with the same character or create a new one, you will not be able to log.
Notes
(0003007)
nolok   
06-02-16 12:54   
Fixed in recent nightlies :D
(0003008)
darksun84   
08-02-16 18:55   
Yes, looks fixed. Thank you
(0003012)
Coruja   
28-02-16 23:03   
I don't know who fixed this, but anyway if ppl said that its fixed I'll mark this issue as fixed :P





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2576 [SphereServer] executable - windows build trivial always 13-02-16 23:02 17-02-16 22:56
alexpetro  
XuN windows 2003 server  
normal 2003  
resolved 16-06-2013, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
 2688
The spawitem can't be readed @create
On @create reading Spawnitem on NPC i get 04fffffff After @create the spawnuid is valorized
Notes
(0003011)
nolok   
17-02-16 13:21   
Fixed in the last commit.





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2574 [SphereServer] executable - windows build major always 09-02-16 21:09 12-02-16 16:09
darksun84  
 
normal  
new  
open  
none    
none  
   
Automated (specify build number)
None
None
2681
@NpcRestock seems to recognize only SELL and BUY keywords
Using Nightly Build 2681 Items placed under the @NpcRestock trigger aren't created when a NPC is placed on the world. At first we thought that @NpcRestock wasn't fired but then we noticed that vendors still get the items from their buy/sell list. Example from the c_blacksmith NPC: ON=@NPCRestock ITEM=random_coin_purse //This is not placed ITEM={ i_hammer_sledge 1 i_hammer_smith 1 } // This is not placed //Sell and Buy keyword are recognized, so the vendor's item list appears //when you do buy or sell SELL=VENDOR_S_BLACKSMITH BUY=VENDOR_B_ARMORER_LEATHER Noticed that items inserted in @create are correctly placed in the NPC's backpack.
1)Add a NPC 2)Kill it or check its backpack.
Notes
(0003009)
darksun84   
09-02-16 21:17   
(edited on: 09-02-16 21:40)
UPDATE @NpcRestock seems to work if the creature is Spawned ( and not placed manually). Edit: Not always @NpcRestock works even by spawned creature
(0003010)
nolok   
12-02-16 16:09   
Try now, with latest nightly





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2570 [SphereServer] executable - generic minor always 09-01-16 21:31 10-01-16 13:31
nolok  
 
normal  
new  
open  
none    
none  
   
Automated (specify build number)
None
None
Going outside the ship if ship moves and char walk/runs
With both CC and EC, if the ship is moving and i run/walk with or without a horse against the ship's direction i get outside the ship and stuck in water.
Notes
(0003006)
nolok   
10-01-16 13:31   
The issue occurs mainly with smooth sailing enabled. If i disable it, i am very rarely able to get off the ship and, while with CC the ship updated correctly, with EC the multi isn't updated, and it looks like only the dynamic items are moving with the multi standing still. In this case, if i do an update or updatex i can't sync the multi to the dynamic items.





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2569 [SphereServer] executable - windows build minor always 09-01-16 08:24 09-01-16 08:24
MirroR  
 
normal  
new  
open  
none    
none  
   
Automated (specify build number)
None
None
2617
@Ship_Turn
it doesn't work.
There are no notes attached to this issue.





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2568 [SphereServer] executable - generic minor always 29-12-15 15:08 03-01-16 20:46
nolok  
 
normal  
new  
open  
none    
none  
   
Automated (specify build number)
None
None
Misc PARTY issues
PARTY.CREATE 0/1, <UID_master>, <UID>_other gives in console: ERROR:Undefined symbol 'CREATE' ['CREATE'] ERROR:Undefined keyword 'PARTY.CREATE' IF (<PARTY>), if i am not in a party, gives in console: ERROR:Can't resolve <PARTY> ERROR:Undefined symbol '' I know there's IsInParty, but i thought it was something to report. Also, is it possible to add a parameter to ADDMEMBER and ADDMEMBERFORCED to request /accept or to force the joining? A syntax like PARTY.CREATE would be good -> msg,uid(s) where msg is 0/1 sending default sysmessages or not. (i found PARTY.CREATE in the revisions changelog, but it isn't mentioned in the wiki)
Notes
(0003005)
xwerswoodx   
03-01-16 20:46   
(edited on: 03-01-16 20:47)
I think party works only when you have party because of this it gives error. You can use isinparty, it's better I guess. But maybe they fix it. And I agree with u some of party commands not working like





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2549 [SphereServer] executable - generic minor always 17-08-15 14:59 29-12-15 14:21
nolok  
 
normal  
confirmed  
open  
none    
none  
   
Automated (specify build number)
None
None
2419
SELL/BUY not working under IF clause in @NpcRestock
On a vendor: ON=@NpcRestock SELL=i_dagger,2 IF 1 SELL=i_katana,2 ENDIF This results in a purchasable dagger but an Undefined keyword 'SELL' for the katana. I'm using the last nightly.
Notes
(0002948)
darksun84   
17-08-15 19:02   
You have to use the BREAK keyword Added: "BREAK" function under @create and @npcrestock to return to normal script interpratation after an ITEM= line since any lines under it was designed to modify the item. (any BUY or SELL line will also break ITEM loop)
(0002949)
nolok   
17-08-15 19:32   
24-07-2015, XuN Fixed #2535: NPCRestock is now accepting code like any other triggers. It should work without BREAK, and even with it: ON=@NpcRestock SELL=i_dagger,2 BREAK IF 1 SELL=i_katana,2 ENDIF it doesn't work.
(0002991)
Ben   
15-11-15 14:41   
I know where this issue is. @create and @npcrestock were designed differently then the others. BUY and SELL are only present in these triggers, and when normal trigger scripting is added, it no longer recognize these keywords as it thinks it's a normal trigger. I'll see if I can find a way to change that.
(0002997)
Ben   
15-12-15 02:08   
Been looking at this some more, and it's not an easy fix with the current engine. There is one solution to this... Make @NPCRestock and @Create act like regular triggers and be forced to use NEW.attributehere to affect the previous item. Example how it is now: BUY=I_katana COLOR=color_red With suggested changes this would be required: BUY=I_katana NEW.COLOR=color_red
(0003004)
nolok   
29-12-15 14:21   
Would be it possible, in order to achieve both backwards compatibility and a good speed, to enable this suggested behaviour calling FULLINTERP at the beginning of the trigger?





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2546 [SphereServer] executable - generic feature N/A 14-08-15 20:12 29-12-15 14:19
nolok  
 
normal  
new  
open  
none    
none  
   
Automated (specify build number)
None
None
NPC movement speed
Since someone (me included) finds the actual NPC movement speed calculation worse (less flexible and more difficult to set up properly) than the past one, i suggest having a .ini setting (like CombatSpeedEra) which allows to set the old formula, the actual or a new one which rely only on MOVERATE (like 0-100% of the max speed).
Notes
(0002946)
matex   
16-08-15 21:28   
The old formula was like: TICK_PER_SEC is 10. iTickNext = TICK_PER_SEC + Calc_GetRandVal( (100-iDex) / CONST ) * TICK_PER_SEC / 10; This was then scaled like iTickNext = (iTickNext * MOVERATE)/100 The new formula is: iTickNext = TICK_PER_SEC + Calc_GetRandVal( (100-(iDex * MOVERATE) / 100) / CONST ) * TICK_PER_SEC / 10; I need more feedback on how this is a problem for you. You cant just scale between 0 - 100% of the Dex Value. You can scale to 150% too. Naturally there is a limit where the npc wont become faster if you hit 0 Ticks between steps. Before you were scaling the result of the above formula, and now the Input value (Dex) is scaled. How's that a problem in your case?
(0002947)
nolok   
16-08-15 22:30   
The main problems that make this formula uncomfortable are 2: 1) Every monster has different dex from the others (not the same mob, but the others, like between ogre and zombie). So, as example, in order to obtain the same movement speed for these two monsters i need very different values of MOVERATE. A MOVERATE value does not mean a precise speed or a speed "range" of values, so i need to do multiple tests with different values for every single npc to get the speed i want for each of them. That is boring and long to do, while having a 0-100% variable (like the new "formula" i suggested) or a formula not so relieving on dex (like the old one) would be simpler and faster, and that become significant with lots of npcs to check and adjust. 2) I may want to have npcs with very high dex (800+) or very low dex (like < 50). In these cases, high variations in MOVERATE results in very tiny variations of the speed, and i can't have a monster lightning fast with 50 dex, or the opposite. Other related issue, even if i don't think it's caused by the formula: an npc with MT_WALK but not MT_RUN, 800 dex and 130 MOVERATE will still do short pauses between two consecutive steps. Isn't it supposed to walk without pauses, at full "walk speed" (like a player walking)?
(0002956)
nolok   
01-09-15 09:57   
News (matex)?
(0003003)
nolok   
29-12-15 14:19   
Apparently, the problem isn't about the formula itself, but inside SetTimeout (called in CChar::NPC_WalkToPoint, from CCharNPCAct.cpp) or in OnTick stuff. Bypassing the formula by using SetTimeout(1), which should be the minimum value, makes the NPC run at somewhat like 95-100% the speed of a player running without horse. In the past, a SetTimeout(1), so max speed, made the char move a lot faster (even 4 tiles per tick? i can't remember), so the solution would be to have again a higher tiles per tick cap.





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2566 [SphereServer] executable - windows build feature always 15-12-15 21:39 20-12-15 18:32
Shamino x64  
Windows  
normal 8.1  
new 16-06-2013, 0.56b Prerelease  
open  
none    
none  
   
Automated (specify build number)
None
None
2155
@Stroke trigger for TAMING SKILL
Hi, is possible add the @Stroke trigger to TAMING skill like Tracking? In order to make checks between sentences of player taming an animal.
Notes
(0002998)
darksun84   
17-12-15 16:15   
Just add in the Skill section of Taming FLAGS= SKF_GATHER (Then resync/restart) In this way, @stroke will be avaible and also no default taming message will be sent
(0002999)
Shamino   
20-12-15 18:32   
Ok, works fine, thx!





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2565 [SphereServer] executable - generic major always 14-12-15 12:41 14-12-15 12:41
Robert  
 
normal  
new  
open  
none    
none  
   
Automated (specify build number)
Unicode
OSIMultiSight
Builds after 27.01.2015 have very different damage calculation even with e_old_AR
I have just updated from 03 May 2011 nightly release, if i compile sources from 27.01.2015 it's totally same experience but if i pass 28.01.2015 which changes combat system totally, damage done in combats are very different even i enable e_old_AR event on players. Also miss chances are different, with no wrestling and archery skill i can always hit or shot without misses.
CombatFlags=0 CombatSpeedEra= 0 MagicFlags=0 Experimental=0 OptionFlags=020|0200|080
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2564 [SphereServer] executable - windows build major always 24-11-15 00:31 08-12-15 11:47
darksun84  
Coruja  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
2583
NPC timer super high Values
After i put Nightly Build 2583, sometime a NPC (And also Players Character) get a super high value in his timer value (look at screenshot) so it doesn't performs any action until timer is set to 1 or a world save is performed.
Just continue to add a NPC that get a super high timer value.
Immaginezz.png (399,984) 24-11-15 00:31
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=117&type=bug
Notes
(0002992)
darksun84   
24-11-15 00:39   
(edited on: 24-11-15 00:39)
To be more accurate, the timer is set to a super high value when the NPC emote (Npc is attacking you) appears and the related @start of the combat skill is fired. Add to Wrestling skill ON=@Start Say Continue to add zombie until you get one with super high timer value.
(0002993)
roberpot   
25-11-15 10:10   
Is always the same value?
(0002994)
darksun84   
01-12-15 11:33   
No, the value always change
(0002995)
Coruja   
03-12-15 23:16   
it still occour even using latest nightly?
(0002996)
darksun84   
07-12-15 16:04   
It seems fixed :)!





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2563 [SphereServer] executable - generic minor always 14-11-15 10:30 16-11-15 22:25
Shamino x64  
Coruja Windows  
normal 8.1  
resolved 16-06-2013, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
2155
Variable FasterCasting affect with .GM ON when use .add command.
A negative value in FasterCasting affect GM mode on, try to put .fastercasting -2 and use .add command to add a NPC.
1º.GM ON 2º.FasterCasting -2 3º.add c_zombie
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1850 [SphereServer] new feature request minor N/A 05-11-10 06:05 04-11-15 19:46
Coruja  
Coruja  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Not Available
None
None
brain_banker + brain_vendor
Actually if you set NPC=brain_banker on a npc, it will act like a banker, and NPC=brain_vendor will act like a vendor On OSI bankers act like vendors (to buy/sell items), but there's no way to do this on sphere. So my request is do something to allow brain_banker act like brain_vendor too :D
Notes
(0002139)
Feeh   
02-05-14 18:24   
Isn't it handled by TSPEECH=jobbanker ?
(0002140)
Coruja   
02-05-14 19:24   
Nice, if I add TSPEECH=jobbanker on a vendor (NPC=brain_vendor) it will work fine and I can use bank + buy/sell items but if I add TSPEECH=spk_shopkeep on the banker (NPC=brain_banker) and set BUY/SELL list it will work as banker but it will say "I have nothing to buy/sell" whats the difference between brain_vendor and brain_banker? If brain_banker doesnt have nothing special I think it fine replace it by brain_vendor and add bank functionality using TSPEECH=jobbanker
(0002141)
XuN   
03-05-14 09:51   
Right now it doesn't matter you have brain_banker or brain_berserk, the hear command 'bank' will do src.bankself ... so this is why bank will open, however it was mean to be open only on bankers, hence the brain. Vendors can manage your bank, bankers cannot sell their items: solution ... add vendors with bank.
(0002148)
Feeh   
04-05-14 17:49   
(edited on: 04-05-14 17:53)
Brain Banker is used internally to: 1- place the Bank context menu option 2- Gold dropped to the banker will be moved into player's account 3- // NPC's with special key words ? My first solution: I've created a third mix of banker+vendor, so the npc will display both banker and vendor context menus and will allow players to buy from it My second solution: Set the banker as vendor in the CCharNPC::IsVendor() function. This alone will not place the banker context menu but may allow player to buy from it. Context menus check may use the IsVendor function My third solution: mix both vendor and banker into one brain, check for IsVendor/Context menus/etc by the existence of vendor boxes and open bank inside the core instead of scripts Coruja's solution: Town NPC's will always be human (NPCBRAIN_HUMAN -> 2) and create both CAN flags mt_BANKER and mt_VENDOR. context menus will use the can flag to display its respective items Mu fourth solution: Brain act like flags instead of numbers. Major core mods needed I've done my first solution, it is working well but it does create a new npc brain only to supply such feature, that's why I didn't committed yet





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2111 [SphereServer] new feature request minor N/A 09-11-12 16:21 30-10-15 19:30
babidi  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Not Available
None
None
TAG.OVERRIDE.EQUIPSOUND & TAG.OVERRIDE.UNEQUIPSOUND
i suggest to add these tags to ovverride the value of the default sound that is played when equiping and unequiping a item. - Added: Override Tags for item/action related sound. TAG.OVERRIDE.DOORSOUND_CLOSE / TAG.OVERRIDE.DOORSOUND_OPEN (what it does should be obvious) TAG.OVERRIDE.PORTCULISSOUND - holds an sfx number played when opening/closing a portculis TAG.OVERRIDE.DROPSOUND - sfx an items makes when dropped. Att: system default sounds sometimes change due to the amount dropped (gold, ingots), or on what surface/item the item is dropped. All this will be overridden! TAG.OVERRIDE.SOUND_HIT - on weapons holds the sound when it hits, regardless of WHAT it hits! TAG.OVERRIDE.SOUND_MISS - on weapons, sound they make when missing all TAGs need to hold a number (defname MAY be possible -> test!), what also can be "0" (zero) with the meaning: don't play any sound.
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2537 [SphereServer] executable - generic major always 13-07-15 21:19 30-10-15 18:01
Rizz  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
2364
swordsmanship and wrestling don't increase
Skills don't increase.
Notes
(0002919)
lazarus   
13-07-15 23:12   
Neither fencing, tactics, archery, Macefighting, any skill (neither anatomy, begging... etc) ... Something weird's happening. (and doesn't works very good, because if you have 0 you can't hit just like ANYTHING) Last build.
(0002922)
Rizz   
13-07-15 23:27   
@gain is triggering but none can really improve
(0002924)
Rizz   
13-07-15 23:51   
(edited on: 13-07-15 23:52)
I think there is a problemi with the default argn value, in this way is working on=@gain local.Swordsmanship= if ==0 local.Swordsmanship=1 endif ARGN2=>
(0002925)
darksun84   
14-07-15 14:26   
Revision 2382, non-combat skill increase for me, combat skills doesn't increase because of the high chance of miss. I think the new hit chance formula have a problem. In the revision is written: New Hit Chance combat formula (more info: http://uo.stratics.com/content/arms-armor/combat.php#hitchance) According to Stratics formula, i should have a 100% chance of hitting when i have 100 in a combat skill and the defender 0, instead the actual hit chance is around 50% miss / 50% hit. Interesting to note that if i have 25.0 in the combat skill and the defender has 0, i still should have a 100% hit chance, but actually the hit chance is much much lower. This also happens when both values are equal, you should have a 50% chance of hitting the target, this seems true when both attacker and defender combat skills are around 50.0% but at low low value of skills the hit chance seems a lot lot lower.
(0002926)
darksun84   
14-07-15 16:57   
(edited on: 14-07-15 17:24)
I managed to made a "small benchmark", the results probably aren't 100% accurate but they should give an idea about the high miss chances of the new formula. First test: Attacker skill: wrestling 1.2 Defender skill: macefighting 0.0 I should get around 52% hit chance with that values Results Total Hits: 25/1280 (1.953125) - Total Misses: 1254/1280 (97.968750) Second test: Attacker skill: wrestling 100.0 Defender Skill: macefighting 0.0 My chance should be around 100% Results Total Hits: 665/1280 (51.953125) - Total Misses: 616/1280 (48.125000) Third test(weirdest result) : Attacker skill: wrestling 0.0 Defender skill: wrestling 100.0 I should have an 8% chance of hitting target Results 16:52:(sphere_skills.scp,1431)Total Hits: 412/1280 (32.187500) - Total Misses: 868/1280 (67.812500)
(0002927)
lazarus   
14-07-15 18:58   
it's insane. The miss chances and the skillgain chances need to be fixed ='( hope Coruja comes and save us hahahaa. Thanks for the work darksun, like ever <3
(0002930)
Coruja   
16-07-15 22:54   
theres a difference between miss and block the attack, you're testing only the hit chance but not the block chance the combat behavior works like this: CheckAttackerHitChance IF (hit) CheckDefenderBlockChance IF (blocked) -HitBlock- ELSE -Hit- ENDIF ELSE -HitMiss- ENDIF but anyway I found a weird issue calling twice the hit chance formula, making all chars have a double chance to miss attacks. Next nightly will be released in some minutes with this fix, maybe it will fix this combat problem
(0002931)
lazarus   
18-07-15 19:22   
(edited on: 18-07-15 19:22)
Still have so much missing. Can you implement a system to get back to last formulas? And the wrestling, sword, mace, fencing skills doesn't raise.. [hope this can be resolved :P]
(0002932)
Rizz   
19-07-15 11:58   
Tell us when it's fixed
(0002933)
Shinaa   
19-07-15 14:33   
I think that something is wrong with the gainchance for combat skills overall, not related to the miss problem (which of course increases the problem). I had the following happen: Tactics has ADV_RATE=1.0,10.0,60.0,150.0,450.0,950.0 Wrestling has ADV_RATE=1.0,10.0,60.0,115.0,325.0,700.0 I set ACTDIFF in @HitTry to value of Wrestling, all skills were 50.0: At first both skills increased like crazy, gainchance (argn2 at @SKILLGAIN) was something like 2000+, Tactics having a higher chance then Wrestling, which already made no sense to me, but after a few percent Tactics gain dropt to zero. Then I tried not setting ACTDIFF to a set value, which of course increased the misses, but even when I actually hit, gainchance was often 0 at diffrent skilllevels. I think the new formula sets ACTDIFF to values that cause the gaincalculations to go wrong, often resulting in zero chance to gain. Skillgain function always had some problems with this, having ACTDIFF values higher than your skill for example, even if the skill would not fail because of it, would often result in zero gainchance.
(0002934)
lazarus   
22-07-15 19:29   
Tried the old formulas of actdiff that XuN shared in forums... That formulas are wrong. Something weird is happening there. (no errors but bad calculations about actdiff) hope this get fixed soon :'(
(0002990)
XuN   
30-10-15 18:01   
This has been fixed in last rev, gain checks will be done with a minimum of 5.0 skill to prevent it to fail.





View Issue Details
2561 [SphereServer] executable - windows build major always 04-10-15 15:16 30-10-15 18:00
Soulless  
XuN  
normal  
resolved 16-06-2013, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
Command_Sysmsgs
2464
NPCs spawn with strange colors and missing items
Npc's will spawn with strange skin color and missing articles of clothing. using the latest scriptpack off github and latest sphere win executable. causing errors like this to spam the console on save. 17:11:ERROR:UID=040001b15, id=0230b 'fur surong', Invalid code=3202 (Object not placed in the world) 17:11:ERROR:UID=040001c7d, id=01eff 'fancy dress', Invalid code=3202 (Object not placed in the world) Adding an NPC enough times by hand will produce this result using the latest script pack and sphere windows exe.
add an innkeeper enough times and one will show up with missing articles and/or a strange skin color
Notes
(0002986)
Shamino   
04-10-15 20:52   
The problem maybe is the 1,R5 code. Try this: ITEMNEWBIE=random_male_hair COLOR=colors_hair ITEMNEWBIE=random_facial_hair COLOR=match_hair ITEM=random_shirts_human COLOR=colors_all ITEM=random_pants_human COLOR=colors_all ITEM=random_footwear_human COLOR=colors_neutral ITEM=random_hats COLOR=colors_all
(0002987)
Soulless   
06-10-15 16:01   
This is the correct fix for this problem. some items not showing up and when they don't show up it colors the NPC a random color sometimes. after removing all of the ,1,R5 lines I still get the occasional error about a misplaced item. always about weapons and rings it seems ERROR:GC: 2 unplaced object deleted ERROR:UID=040006ff4, id=01f09 'silver ring', Invalid code=3202 (Object not placed in the world)
(0002988)
Shamino   
06-10-15 19:48   
OK Soulless open items/sphere_item_typedef_equipitem.scp Search @EquipTest And comment entire this trigger and test again. The variable CANUSE don't works fine.
(0002989)
XuN   
30-10-15 13:10   
Should be fixed in latest rev





View Issue Details
2562 [SphereServer] executable - windows build minor always 11-10-15 13:10 24-10-15 17:34
Shamino x64  
XuN Windows  
normal 8.1  
resolved 16-06-2013, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
Command_Sysmsgs, OSIMultiSight, FileCommands, NoItemNaming, NoHouseMuteSpeech, Buffs, NoPrefix
2481
Issue with WOP Color when NPCs cast spells.
If you force NPCs to use WOP with Local.Wop=1 in @SpellCast the color used is not the one in ini's WOPColor, even if you change it with Local.WopColor=xxx in @Start trigger of the spell it will continue using SAY_DEF_COLOR instead of WOPColor. SUGGESTION: Move Local.Wop of the @SpellCast trigger to new ini setting like WOPPlayer=0/1 but named WOPNpc=0/1.
1- Set WOPCOLOR=0481 (white) on .ini or in @Start trigger of the spell Local.WopColor=0481 2- Set npc @Spellcast LOCAL.WOP=1 3- Npc cast spells with standard gray color, ignore settings of the 1- point.
There are no notes attached to this issue.





View Issue Details
2507 [SphereServer] executable - generic major always 05-05-15 12:46 01-10-15 23:51
Rizz  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
2262
Wall of stone spell doesn't trigger @effect
From r2056 to r2262 I discovered that something has changed on Wall of Stone Spell. Now @effect doesn't work bcuz, when you cast the spell, sphere avoid to create the blocks on chars or items. This is a problem bcuz in this way I cannot make any cheack on a hit players to flag the caster as criminal. The only things I can do is make a check on @success uscing act but in this way you can just target the ground to avoid the criminal status. Plus is not possible now to cast more than one wall of stone on the same position like it was on r2056 and sphere 51a. I tried to set the spellflag_harm on the spell but then you will be flaged as a criminal even if you cast a wall in the middle of nothing.
Notes
(0002795)
XuN   
09-05-15 09:50   
I'll add some code related to this: Added: Field spells will fire @Create for their itemdefs/events, also @ItemCreate for characters with a 'tag.BadLoc' which will be true if they are going to be placed above any character. If tag keeps at 1 after the @Create trigger the field will be removed like it's been doing recently. Since fields will not be placed until they are allowed to (to avoid 'ghost' walls dissapearing), items will have a 'tag.pos' with the placement position. You can test it in tomorrow's nightly or downloading from my dropbox here: https://www.dropbox.com/s/k1aqepw37wytzn9/SphereSvr.exe?dl=0
(0002802)
Rizz   
19-05-15 21:29   
it works but only with tag.BadLoc i cannot check which char i am going to hit with the wall. I tried this script IF (==t_spell) && ( == 1) LOCAL.murati=0 FORCLIENTS 0 LOCAL.murati +=1 ENDFOR IF ( > 0) src.criminal ENDIF ENDIF But i get (sphere_item_building_walls.scp,545)Point(-1,-1): trying to get a sector for point on map #0 out of bounds for this map(7168,4096). Defaulting to sector 0 of the map.
(0002803)
XuN   
19-05-15 22:40   
Since fields will not be placed until they are allowed to (to avoid 'ghost' walls dissapearing), items will have a 'tag.pos' with the placement position. That means that you cannot use it to do nothing related to position, because its not placed in the world yet.
(0002804)
Rizz   
20-05-15 12:47   
(edited on: 20-05-15 12:48)
Then i suggest you to add another tag such as tag.charuid that contains the uid of the char you are going to cast the wall of stone on to. So i can set up something like: IF (==t_spell) && ( == 1) IF (.isplayer>) && is blue && blablabla) src.criminal ENDIF ENDIF
(0002806)
XuN   
20-05-15 13:33   
field flags, by default, has spellflag_targ_xyz .. which means targetted on the ground, if you want to enable it to be targeted at players you should retrieve any character in this location. serv.newitem=i_gold new.attr=08090 new.p= local.chars= new.remove if () src.criminal endif [function findchars] forchars // search in the given distsance return 1//if any character is found, return true endfor





View Issue Details
2559 [SphereServer] new feature request tweak always 27-09-15 20:19 01-10-15 23:24
azmanomer  
XuN  
normal  
resolved 16-06-2013, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
2552
Reveal after looting
Could you change it back to not reveal after loot? Because its not possible to change it via script but people can reveal players via scripts even its not in hardcode.
Notes
(0002980)
azmanomer   
27-09-15 20:21   
its 23-07-2015, Coruja update Fixed: Invisible chars not getting revealed when looting items from corpses.
(0002981)
Shamino   
27-09-15 20:23   
I like the old behavior like this: Hiding skill looting = reveal. Magic spell invis looting = no reveal.
(0002982)
azmanomer   
27-09-15 20:51   
i think no reveal for both of them people can reveal players if they want via script :P
(0002983)
Rizz   
29-09-15 09:02   
It has to be not reveal for both of them. Old behavior is a point of view, on sphere51a it was working like I said.
(0002985)
XuN   
01-10-15 23:24   
Added LootingReveal setting





View Issue Details
2560 [SphereServer] new feature request feature N/A 29-09-15 12:44 01-10-15 17:46
roberpot  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Add a way to get the control when a use TARGETF* and user cancel (esc) the targeting process.
We have @targon_cancel and @itemtargon_cancel, but when the targeting procedure inits from another source (a dialog, a function) and the user cancel the procedure, we lose the control. Can the function be called with an special argument or a reserved value (for example ARGO = 0)? The idea behind this is to not lost the control of the procedure. To use an item to control this or a packet function on sphere.ini are a workarounds but are not a clear solution. Thank you in advance.
Notes
(0002984)
XuN   
01-10-15 17:46   
Added





View Issue Details
2557 [SphereServer] executable - generic minor always 21-09-15 11:27 29-09-15 01:56
Shamino x64  
Coruja Windows  
normal 8.1  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
DiagonalWalkCheck, Unicode, New_Triggers, Size_Optimise, Minimize_Triggers
Command_Sysmsgs, OSIMultiSight, FileCommands, NoItemNaming, NoHouseMuteSpeech, Buffs, NoPrefix
2452
Rare issue with fighting NPCs, players work fine.
In last builds > August, have a rare issue fighting vs npcs, they dont face player or another npc when move around. See gifs... BEFORE: http://exilio-uo.com/ok.gif [^] NOW: http://exilio-uo.com/test.gif [^]
There are no notes attached to this issue.





View Issue Details
2542 [SphereServer] executable - windows build minor always 07-08-15 01:21 27-09-15 09:36
Shamino x64  
XuN Windows 7  
normal x64  
resolved 16-06-2013, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
Unicode, New_Triggers, Minimize_Triggers
Command_Sysmsgs, OSIMultiSight, FileCommands, NoItemNaming, NoHouseMuteSpeech, Buffs, NoPrefix
2405
Console error and mount deleted when save.
I add a c_llama, and mount with .gm ON without taming. Now .SAVE ERROR:UID=01fb, id=0dc 'Llama', Invalid code=1203 (Ridden NPC not acting as such) ERROR:GC: Object memory leak 6396!=6395 If use animal taming before mount the error dont occurs and mount not deleted on world save.
1- .add c_llama 2- Mount with .GM on, Doble click. 3- SAVE
Notes
(0002959)
Shamino   
05-09-15 17:34   
Same error with Ridden NPCs like Guards, they lose mount at world save.
(0002960)
azmanomer   
06-09-15 22:42   
same with build 2413
(0002975)
Shamino   
21-09-15 11:17   
Still not fixed in last build r2452 .add c_llama mount .save ERROR:UID=0d80, id=0dc 'Llama', Invalid code=1203 (Ridden NPC not acting as such) ERROR:GC: Object memory leak 5643!=5642
(0002977)
azmanomer   
23-09-15 04:37   
yeah same error
(0002978)
XuN   
25-09-15 12:23   
Should be working fine now, any comment?
(0002979)
Shamino   
26-09-15 15:39   
Seems fixed, thx.





View Issue Details
2556 [SphereServer] executable - generic minor always 21-09-15 11:24 25-09-15 18:27
Shamino x64  
XuN Windows  
normal 8.1  
resolved 16-06-2013, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
DiagonalWalkCheck, New_Triggers, Minimize_Triggers
Command_Sysmsgs, OSIMultiSight, FileCommands, NoItemNaming, NoHouseMuteSpeech, Buffs, NoPrefix
2452
Elemental damage set on CHARDEF dont work, on @Create yes.
NPCs with elemental damage on CHARDEF don't work, example c_steed_fire they have DAMFIRE on CHARDEF, if i have RESFIRE=70 don't reduce the damage. But if i put... ON=@Create DAMFIRE=70 Works like a charm and damage is been reduced.
There are no notes attached to this issue.





View Issue Details
2558 [SphereServer] executable - windows build major always 23-09-15 00:10 25-09-15 18:25
azmanomer  
XuN  
normal  
resolved 16-06-2013, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
2452
Cant hit npc
When i try to hit any npc nothing happened and console gave debug errors. I couldnt test with players. 00:38:DEBUG:__ thread (22264) __ | # | _____ function _____________ | ticks passed from previous function start ______ 00:38:DEBUG:>> 22264 | 0 | CWorld::OnTick | +0 00:38:DEBUG:>> 22264 | 1 | CSector::OnTick | +0 00:38:DEBUG:>> 22264 | 2 | CChar::OnTick | +0 <-- exception catch point (below is guessed and could be incorrect!) 00:38:DEBUG:>> 22264 | 3 | CChar::Skill_Done | +0 00:38:DEBUG:>> 22264 | 4 | CChar::Skill_Stage | +0 00:38:DEBUG:>> 22264 | 5 | CChar::Skill_Fighting | +0 00:38:DEBUG:>> 22264 | 6 | CChar::Fight_HitTry | +0 00:38:DEBUG:>> 22264 | 7 | CChar::Fight_Hit | +0 00:38:DEBUG:>> 22264 | 8 | CResource::Calc_CombatAttackSpeed | +0 00:38:DEBUG:>> 22264 | 9 | CChar::Stat_GetAdjusted | +0 00:38:DEBUG:>> 22264 | 10 | CChar::Stat_GetBase | +0 00:38:CRITICAL:"Integer: Divide by Zero" (0x1a1ef3), in CChar::Tick() 0000002 "timer expired"
.add c_llama attack
CombatSpeedEra= 0 SpeedScaleFactor=15000 CombatFlags=01000
There are no notes attached to this issue.





View Issue Details
2517 [SphereServer] executable - generic major always 12-06-15 16:55 22-09-15 05:58
Rizz  
XuN  
normal  
assigned  
reopened  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
2338
Dragons use fireball instead of explosion and is not possible to avoid damages running away
Dragons now use fireball istead on explosion, players are complaining bcuz is not possible to avoid the damages running away from the mobs.
Notes
(0002819)
XuN   
13-06-15 11:28   
Added local.sound to @Effect and @SpellEffect triggers, by default it uses spell->sound excepting effects from potions which will have a random value between 0x030 and 0x031 (old value), this is writable, 0 means no sound. Will work on tomorrow's build.
(0002821)
XuN   
13-06-15 12:21   
Wrong ticket :) I'm checking this and it seems ok... it's casting breath if target's distance is < 15. Added BREATH.TYPE to Breath's animation, this will tell Sphere what type of effect to use (same types as .effect). - To help keeping old behaviour (explosion on target instead of following fireball) I added BREATH.ANIM and BREATH.TYPE to every brain_dragon in sphere_monsters.scp and sphere_monsters_custom.scp, just remove the // on these lines with a quick find&replace to enable old style breath.
(0002827)
Rizz   
14-06-15 19:44   
(edited on: 14-06-15 19:45)
BREATH.ANIM works. BREATH.TYPE = 1 --> lightning on target BREATH.TYPE = 2,3 ---> explosion on target Basically i cannot have the old breath area beahviour. Is not possible to run away, even 20 tiles away you get the spell.
(0002887)
Rizz   
29-06-15 09:07   
Any news?
(0002935)
Rizz   
23-07-15 20:33   
Nothing?
(0002976)
Rizz   
22-09-15 05:58   
up





View Issue Details
2550 [SphereServer] executable - windows build minor always 18-08-15 13:00 16-09-15 05:57
Artyk  
XuN  
normal  
acknowledged  
open  
none    
none  
   
Automated (specify build number)
Item_Strict_Comparison
Command_Sysmsgs, NoHouseMuteSpeech
2413
Wrong/missing triggers on attacks
On a miss it triggers: @SkillAbort/@Abort for the skill concerning the current weapon It shouldn't trigger @SkillAbort, but @SkillFail It should also trigger @SkillUseQuick with argn3 = 0 for tactics On an hit it triggers: @SkillSuccess/@Success for the skill concerning the current weapon @SkillUseQuick/@UseQuick for Tactics @SkillAbort/@Abort for the skill concerning the current weapon It shouldn't trigger @SkillAbort
[EVENTS e_skilltest] ON=@SkillSuccess src.say SkillSuccess <ARGN1> ON=@SkillFail src.say SkillFail <ARGN1> ON=@SkillUseQuick src.say SkillUseQuick <ARGN1> ON=@SkillAbort src.say SkillAbort <ARGN1>
Notes
(0002952)
XuN   
28-08-15 18:36   
Is it mandatory to use these triggers instead of @Hit (for @Success), @HitMiss (for @Fail),@UserWarMode/@SkillStart(for @Abort) etc? I say that because the combat skills behave slightly different and they are based on their own triggers, altough that skill* triggers does exists and so, and the fact that if they do they should work, doing that would require a full rework on the combat engine.
(0002954)
Artyk   
28-08-15 20:47   
(edited on: 28-08-15 20:49)
As you said, they should work. Supposing it was working I placed a function under @SkillFail for each player and i found that bug, btw i "fixed" it for the moment using: ON=@HitMiss local.temp_hitmiss= argn1=)? : 43> FullTrigger @SkillFail argn1= Overyone who'll use @SkillFail will get stuck and have to use tricks to fix it. But it also doesn't fire @SkillUseQuick when tactics is failing (haven't tested it deeply, but i think it's the same for parrying) and it always fires @SkillAbort that i don't think it's really how it should works.
(0002971)
XuN   
15-09-15 10:32   
I'll flag it as accepted because you are right in your points and maybe someone someday fix it, but it's not needed nor a priority since combat has it's own triggers which makes this ones to do not be as much important as for other skills.
(0002974)
Coruja   
16-09-15 05:57   
if we trigger @SkillFail instead @SkillAbort on failure -maybe- this will raise combat skills even when miss. But we must check others non-combat skills too, to make sure that this will match these others skills because there's no sense some skills raise on failure and some others skills not also the correct behavior is really trigger @SkillUseQuick on tactics/anatomy/lumberjack passively on combat. But calling this trigger will also raise the skill, and I think it's not a good idea make it hardcoded because some ppl think that it's weird gain these 3 skills in a row so easily





View Issue Details
2532 [SphereServer] executable - generic crash always 02-07-15 01:49 15-09-15 10:43
Rizz  
XuN  
normal  
resolved  
fixed  
none    
none  
   
Automated (specify build number)
None
None
2364
Party issue
Is not possible to leave the party Some console errors 01:51:DEBUG:>> 3816 | 5 | NetworkInput::processGameClientData | +0 <-- exception catch point (below is guessed and could be incorrect!) 01:51:DEBUG:>> 3816 | 6 | PacketCharStatusReq::onReceive | +0 01:51:DEBUG:>> 3816 | 7 | CClient::addCharStatWindow | +0 01:51:DEBUG:>> 3816 | 8 | CCharRefArray::FindChar | +0 01:51:DEBUG:5c:Parsing Packet len=10 id=0x34 [2015/07/02 01:51:38] 0 1 2 3 4 5 6 7 8 9 A B C D E F -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- 0000 34 ed ed ed ed 04 00 04 b4 17 4......... 01:51:DEBUG:__ thread (3816) __ | # | _____ function _____________ | ticks passed from previous function start ______ 01:51:DEBUG:>> 3816 | 0 | CWorld::OnTick | +0 01:51:DEBUG:>> 3816 | 1 | CSector::OnTick | +0 01:51:DEBUG:>> 3816 | 2 | CChar::OnTick | +0 <-- exception catch point (below is guessed and could be incorrect!) 01:51:DEBUG:>> 3816 | 3 | CChar::OnTickStatusUpdate | +0 01:51:DEBUG:>> 3816 | 4 | CClient::UpdateStats | +0 01:51:DEBUG:>> 3816 | 5 | CClient::addManaUpdate | +0 01:51:DEBUG:>> 3816 | 6 | CPartyDef::AddStatsUpdate | +0 01:51:DEBUG:__ thread (3816) __ | # | _____ function _____________ | ticks passed from previous function start ______ 01:51:DEBUG:>> 3816 | 0 | CWorld::OnTick | +0 01:51:DEBUG:>> 3816 | 1 | CSector::OnTick | +0 01:51:DEBUG:>> 3816 | 2 | CChar::OnTick | +0 <-- exception catch point (below is guessed and could be incorrect!) 01:51:DEBUG:>> 3816 | 3 | CChar::OnTickStatusUpdate | +0 01:51:DEBUG:>> 3816 | 4 | CClient::UpdateStats | +0 01:51:DEBUG:>> 3816 | 5 | CClient::addManaUpdate | +0 01:51:DEBUG:>> 3816 | 6 | CPartyDef::AddStatsUpdate | +0 01:51:DEBUG:__ thread (3816) __ | # | _____ function _____________ | ticks passed from previous function start ______ 01:51:DEBUG:>> 3816 | 0 | CWorld::OnTick | +0 01:51:DEBUG:>> 3816 | 1 | CSector::OnTick | +0 01:51:DEBUG:>> 3816 | 2 | CChar::OnTick | +0 <-- exception catch point (below is guessed and could be incorrect!) 01:51:DEBUG:>> 3816 | 3 | CChar::OnTickStatusUpdate | +0 01:51:DEBUG:>> 3816 | 4 | CClient::UpdateStats | +0 01:51:DEBUG:>> 3816 | 5 | CClient::addManaUpdate | +0 01:51:DEBUG:>> 3816 | 6 | CPartyDef::AddStatsUpdate | +0 01:51:DEBUG:__ thread (3816) __ | # | _____ function _____________ | ticks passed from previous function start ______ 01:51:DEBUG:>> 3816 | 0 | CWorld::OnTick | +0 01:51:DEBUG:>> 3816 | 1 | CSector::OnTick | +0 01:51:DEBUG:>> 3816 | 2 | CChar::OnTick | +0 <-- exception catch point (below is guessed and could be incorrect!) 01:51:DEBUG:>> 3816 | 3 | CChar::OnTickStatusUpdate | +0 01:51:DEBUG:>> 3816 | 4 | CClient::UpdateStats | +0 01:51:DEBUG:>> 3816 | 5 | CClient::addManaUpdate | +0 01:51:DEBUG:>> 3816 | 6 | CPartyDef::AddStatsUpdate | +0 01:51:CRITICAL:"Access Violation" (0x192b26), in CChar::Tick() 0000001 "update stats" 01:51:DEBUG:__ thread (3816) __ | # | _____ function _____________ | ticks passed from previous function start ______ 01:51:DEBUG:>> 3816 | 0 | CWorld::OnTick | +0 01:51:DEBUG:>> 3816 | 1 | CSector::OnTick | +0 01:51:DEBUG:>> 3816 | 2 | CChar::OnTick | +0 <-- exception catch point (below is guessed and could be incorrect!) 01:51:DEBUG:>> 3816 | 3 | CChar::OnTickStatusUpdate | +0 01:51:DEBUG:>> 3816 | 4 | CClient::UpdateStats | +0 01:51:DEBUG:>> 3816 | 5 | CClient::addManaUpdate | +0 01:51:DEBUG:>> 3816 | 6 | CPartyDef::AddStatsUpdate | +0 01:51:DEBUG:__ thread (3816) __ | # | _____ function _____________ | ticks passed from previous function start ______ 01:51:DEBUG:>> 3816 | 0 | CWorld::OnTick | +0 01:51:DEBUG:>> 3816 | 1 | CSector::OnTick | +0 01:51:DEBUG:>> 3816 | 2 | CChar::OnTick | +0 <-- exception catch point (below is guessed and could be incorrect!) 01:51:DEBUG:>> 3816 | 3 | CChar::OnTickStatusUpdate | +0 01:51:DEBUG:>> 3816 | 4 | CClient::UpdateStats | +0 01:51:DEBUG:>> 3816 | 5 | CClient::addManaUpdate | +0 01:51:DEBUG:>> 3816 | 6 | CPartyDef::AddStatsUpdate | +0 01:51:DEBUG:__ thread (3816) __ | # | _____ function _____________ | ticks passed from previous function start ______ 01:51:DEBUG:>> 3816 | 0 | CWorld::OnTick | +0 01:51:DEBUG:>> 3816 | 1 | CSector::OnTick | +0 01:51:DEBUG:>> 3816 | 2 | CChar::OnTick | +0 <-- exception catch point (below is guessed and could be incorrect!) 01:51:DEBUG:>> 3816 | 3 | CChar::OnTickStatusUpdate | +0 01:51:DEBUG:>> 3816 | 4 | CClient::UpdateStats | +0 01:51:DEBUG:>> 3816 | 5 | CClient::addManaUpdate | +0 01:51:DEBUG:>> 3816 | 6 | CPartyDef::AddStatsUpdate | +0 01:51:DEBUG:__ thread (3816) __ | # | _____ function _____________ | ticks passed from previous function start ______ 01:51:DEBUG:>> 3816 | 0 | CWorld::OnTick | +0 01:51:DEBUG:>> 3816 | 1 | CSector::OnTick | +0 01:51:DEBUG:>> 3816 | 2 | CChar::OnTick | +0 <-- exception catch point (below is guessed and could be incorrect!) 01:51:DEBUG:>> 3816 | 3 | CChar::OnTickStatusUpdate | +0 01:51:DEBUG:>> 3816 | 4 | CClient::UpdateStats | +0 01:51:DEBUG:>> 3816 | 5 | CClient::addManaUpdate | +0 01:51:DEBUG:>> 3816 | 6 | CPartyDef::AddStatsUpdate | +0 01:51:CRITICAL:"Access Violation" (0x192b26), in CChar::Tick() 0000001 "update stats" 01:51:DEBUG:__ thread (3816) __ | # | _____ function _____________ | ticks passed from previous function start ______ 01:51:DEBUG:>> 3816 | 0 | CWorld::OnTick | +0 01:51:DEBUG:>> 3816 | 1 | CSector::OnTick | +0 01:51:DEBUG:>> 3816 | 2 | CChar::OnTick | +0 <-- exception catch point (below is guessed and could be incorrect!) 01:51:DEBUG:>> 3816 | 3 | CChar::OnTickStatusUpdate | +0 01:51:DEBUG:>> 3816 | 4 | CClient::UpdateStats | +0 01:51:DEBUG:>> 3816 | 5 | CClient::addManaUpdate | +0 01:51:DEBUG:>> 3816 | 6 | CPartyDef::AddStatsUpdate | +0 01:51:DEBUG:__ thread (3816) __ | # | _____ function _____________ | ticks passed from previous function start ______ 01:51:DEBUG:>> 3816 | 0 | CWorld::OnTick | +0 01:51:DEBUG:>> 3816 | 1 | CSector::OnTick | +0 01:51:DEBUG:>> 3816 | 2 | CChar::OnTick | +0 <-- exception catch point (below is guessed and could be incorrect!) 01:51:DEBUG:>> 3816 | 3 | CChar::OnTickStatusUpdate | +0 01:51:DEBUG:>> 3816 | 4 | CClient::UpdateStats | +0 01:51:DEBUG:>> 3816 | 5 | CClient::addManaUpdate | +0 01:51:DEBUG:>> 3816 | 6 | CPartyDef::AddStatsUpdate | +0 01:51:DEBUG:__ thread (3816) __ | # | _____ function _____________ | ticks passed from previous function start ______ 01:51:DEBUG:>> 3816 | 0 | CWorld::OnTick | +0 01:51:DEBUG:>> 3816 | 1 | CSector::OnTick | +0 01:51:DEBUG:>> 3816 | 2 | CChar::OnTick | +0 <-- exception catch point (below is guessed and could be incorrect!) 01:51:DEBUG:>> 3816 | 3 | CChar::OnTickStatusUpdate | +0 01:51:DEBUG:>> 3816 | 4 | CClient::UpdateStats | +0 01:51:DEBUG:>> 3816 | 5 | CClient::addManaUpdate | +0 01:51:DEBUG:>> 3816 | 6 | CPartyDef::AddStatsUpdate | +0
Notes
(0002891)
Rizz   
02-07-15 01:54   
When it happens, you cannot logout your pg
(0002893)
Rizz   
02-07-15 10:56   
I was in party with 2 other players, Master tried to disband but I was still in party. So i tried to leave the party and was not possible then I tried to log out. My char was stuck in game flagged as "online" while my client was closed. I waited 10 minutes, char still online. I tried to login again but I was stuck everytime in the char selection screen (after the server choice). Was not possible to detect why i could not enter the game, console was spamming like a crazy.
(0002894)
Rizz   
02-07-15 11:00   
Mmm may the uosteam maps leads to this problem? 01:33:CRITICAL:(negotiate.scp,128)"Access Violation" (0xfbf986), in CScriptObj::WriteVal() 01:33:DEBUG:command 'MEMBERS' ret '' [02F027A0] 01:33:ERROR:(negotiate.scp,128)Can't resolve 01:33:DEBUG:command 'MEMBER.0' ret '' [02F027A0] 01:33:ERROR:(negotiate.scp,129)Can't resolve 01:33:ERROR:(negotiate.scp,130)Can't resolve 01:33:ERROR:(negotiate.scp,130)Undefined symbol '' ['>= 18)'] 01:33:DEBUG:>> 3816 | 21 | CClient::r_GetRef | +0 01:33:DEBUG:command 'MEMBER.-1' ret '' [02F027A0] 01:33:ERROR:(negotiate.scp,129)Can't resolve 01:33:ERROR:(negotiate.scp,130)Can't resolve 01:33:ERROR:(negotiate.scp,130)Undefined symbol '' ['>= 18)'] negotiate.scp from row 128 to 134 FOR X 0 - 1> REF1 = > IF () && ( != ) && (> >= 18) LOCAL.COUNT ++ LOCAL.DATA = D> W> W> > ENDIF ENDFOR
(0002904)
XuN   
08-07-15 10:40   
Try to invert the for: FOR X - 1> 0 Probably this problem is caused because of the left player: If you have 3 players and player 1 leaves... then player 1 will be the last player 2, but the loop will go to player 2, who is player 3 in this case ... and when loops reach player 3 ... there's no player 3 anymore. You can additionally add a safe check there adding something like if (>) ref1=> Reply with the results, please :)
(0002941)
Coruja   
08-08-15 00:16   
it still occour on latest nightly?
(0002973)
XuN   
15-09-15 10:43   
Flagging this as resolved, cannot reproduce it.





View Issue Details
2554 [SphereServer] executable - generic trivial always 27-08-15 23:27 15-09-15 10:34
darksun84  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
2429
Parrying still fires @UseQuick even when SKF_SCRIPTED is applied.
Well it's really a minor thing, but i think a skill with SKF_SCRIPTED flag should skip any "hardcoded behaviour" (as is written in the comment in the sphere_defs file).
Apply FLAGS = SKF_SCRIPTED to Parrying and fight something.
Notes
(0002967)
darksun84   
10-09-15 23:17   
Testing with nightly build 2446, @useQuick is still fired. (More noticeable when parrying is set to 100.0, tested with shield and without shield)
(0002972)
XuN   
15-09-15 10:34   
True, maybe it got lost because of the move to GIT ... when updating local files before commiting.





View Issue Details
2555 [SphereServer] executable - windows build major always 13-09-15 21:24 15-09-15 10:30
azmanomer  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
FileCommands
2433
freeze after start
it wasnt like that but today when i start sphere it freeze 5 min later and when i check the logs after a while i found this; 21:29:DEBUG:__ thread (6548) __ | # | _____ function _____________ | ticks passed from previous function start ______ 21:29:DEBUG:>> 6548 | 0 | CWorld::OnTick | +0 21:29:DEBUG:>> 6548 | 1 | CSector::OnTick | +0 21:29:DEBUG:>> 6548 | 2 | CChar::OnTick | +0 21:29:DEBUG:>> 6548 | 3 | CItem::OnTrigger | +1513568 <-- exception catch point (below is guessed and could be incorrect!) 21:29:DEBUG:>> 6548 | 4 | CTextConsole::GetChar | +0 21:29:WARNING:Forcing thread 'Main' to terminate...
Notes
(0002969)
azmanomer   
13-09-15 22:13   
i changed my save files with old ones and its fixed but i think its happened because of vars i ll share my save files i hope you can find the cause. https://onedrive.live.com/redir?resid=41422FED47DC3E1!305&authkey=!AKGroRWhFO5remA&ithint=folder%2c
(0002970)
XuN   
15-09-15 10:30   
This is not something to be fixed IMO, it always worked like that. Both VAR and DEF stores inside for items and chars it's resource ID for internal purposes, it also serves as a way to check if these items or chars exists, ie if (>) will return 1 if the char/item you are using it on is scripted, I don't see a reason to change it ... just add prefixes/suffixes to that vars/defs, like var.crafting_ and there's no problem anymore.





View Issue Details
2548 [SphereServer] executable - generic major always 17-08-15 04:59 13-09-15 15:01
Rizz  
 
normal  
new  
open  
none    
none  
   
Automated (specify build number)
None
None
2364
"you decide not to sew anymore for now" leads you to lose all of your hides
When you try to craft a tailoring armor and you don't have enough materials to do that, you'll get the message "you decide not to sew anymore for now" and you'll lost all the materials you have in the backpack. This happen when you click on the icon (in skillmenu) to craft the item but you don't have enough or you don't have at all the material to craft that item.
Notes
(0002963)
Coruja   
09-09-15 02:54   
I took a quick look here and this message appears only on @Abort so it occour after the skill got started or on skill abort?
(0002968)
Rizz   
13-09-15 15:01   
After you make the attempt





View Issue Details
2521 [SphereServer] new feature request feature N/A 21-06-15 15:13 28-08-15 19:34
Shinaa  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
A way to change the attackspeed formula
Changing SpeedScaleFactor is not really enough, because it is only one variable in the formula, it will always be affected by DEX (or Stam atm) in some uncontrollable way. @HitTry is not working either, because setting ARGN1 to (example) 20 does not mean it's a 2.0 sec attack, in fact it will be something else dependend on Dex (Stam atm) and in some cases it will completely mess with the animation. Something like TAG.Override.AttackDelay which is used instead of the internal Delay calculated with SpeedScaleFactor would be nice.
Notes
(0002844)
Rizz   
22-06-15 10:27   
ARGN1 under hittry is the speed of animation. I suggest you to bypass the formula, I did and it works well.
(0002845)
Shinaa   
22-06-15 13:54   
I know it is supposed to be, but it really isn't or at least not very precise. Make a weapon with SPEED=50, SpeedScaleFactor=100000, set ARGN1 in HitTr to 20: at 100 Stam you will hit every 2,0 sec, which would be fine. at 150 Stam you will hit every 1,8 sec, without changing anything. (values used from last test I did and still remember, but it never actually was ARGN1=DELAY for any SpeedScaleFactor with diffrent weaponspeeds and stats) I know what I am talking about, I tested it for hours trying to find out how exactly attackspeed in Sphere works and as I said, at some point it would even look strange because the hit animation just started, triggering almost immediatly a hit and then finishing animation, repeat, for every hit. If ARGN1 is supposed to be exactly the delay, it is bugged and needs work.
(0002847)
XuN   
22-06-15 20:08   
Is your problem the animation or the damage? In newer clients the animation works like that because the packet changed, there's nothing we can do with it.
(0002851)
Rizz   
22-06-15 22:28   
Set the SpeedScaleFactor to 1 and block the attack under @hittry with a TAG where you store the serv.time This is the easiest way.
(0002857)
Shinaa   
23-06-15 16:43   
(edited on: 23-06-15 16:45)
My main problem is that ARGN1 in @HitTry is not really the delay before hit, it's modified by STAM and SPEED of the weapon, even if I set a value, like in the post above to 20, the result is diffrent for diffrent weapon speeds and STAM values. Not sure what blocking HitTry should accomplish, last time that just resulted in firing the trigger over and over.
(0002858)
Rizz   
23-06-15 20:06   
(edited on: 23-06-15 20:06)
@hittry will always fire over and over when you are in range to attack. You can define your new dex formula, manually block and unblock the attack (@hittry will continue to trigger anyway) as you want using return 1 and a TAG to store serv.time IF serv.time > (serv.time - your new delay) return 1 else argn1=0.3 endif This is just an example otherwise you can edit spere_combat... good luck xD
(0002860)
XuN   
23-06-15 20:21   
I found the problem, somehow it was being calculated again after the trigger.
(0002870)
Shinaa   
26-06-15 03:24   
This is not fixed. :( Sphereserver: Jun 25 2015 (17:00:57) [build 2357] Speedscalefactor = 80000 ARGN1 in @HitTry set to fix value: 30 (40) Weapon A with SPEED=50 At 1 Stam: 3.2 (3.6) At 100 Stam: 2.4 (2.8) At 150 Stam: 2.2 (2.6) Weapon B with SPEED=30 At 1 Stam: 4.6 (5.0) At 100 Stam: 3.0 (3.4) At 150 Stam: 2.6 (3.0) Changing ARGN1 does affect the attackspeed somehow, I cannot in any way see what exactly the value represents (going from 40 to 30 increases speed by 0.4 sec, but why?), it's not tenth of seconds for anything and is still affected by current STAM and SPEED of the weapon after the trigger.
(0002873)
XuN   
27-06-15 09:48   
I have to invest why ... but right now the delay after the trigger is Delay / 2, so if you have 3.0, the delay to hit will be 1.5. This is absolute, i'm testing it right now with logs inside the source and it works. realDelay = 37 Argn1 = 50 And I get this: 09:46:DEBUG:iTime = 37 09:46:DEBUG:HitTry: iTime = 37 , Argn1 = 87 09:46:DEBUG:TimeOut = 43 <-- this is the time you are waiting to hit. As I said, I have ti check why is this divided by 2, until that you can simply 'normalize' it with a simple argn1 *=2.
(0002876)
Shinaa   
27-06-15 12:31   
That clears ARGN1, since speed can only be a multitude of 0.2, 10 / 2 = 5 rounded down to the nearest would be 0.4. Now if it would not be affected by current STAM atleast (SPEED could be worked around I guess by setting all weapons to same speed and using a TAG for actual speed) after the trigger, one could work with it.
(0002881)
XuN   
27-06-15 12:44   
As I said, i'm going to see why is this happening (it must be a reason). This is a major change, I must first check out if this should happen before changing it.
(0002882)
Shinaa   
27-06-15 13:49   
(edited on: 27-06-15 13:50)
I already know why, run some tests after seeing the formula you posted in the other report. HitTry is triggered exactly between SwingStart and @Hit, which makes changing the real delay and the animationspeed impossible, because the animation is already playing. All you can do is increase or decrease the time until @Hit is fired by ARGN1/2 (min 0.2 sec), rounded to multitude of 0.2 (so 2.5 speed is not even possible). Also the internal calculations of Sphere are nowhere near the calculations linked in the other report for attackspeed (http://uo.stratics.com/content/arms-armor/combat.php), since it was liked why it uses STAM, I did some tests too: 1. SPEED is not the actual weapon speed like it is there. Tried bit and for a 2.5 Weapon Speed at 0 STAM I found SPEED=65 the closest thing (Real Speed 2.4, ARGN1=25). 2. Increasing STAM to 30 should have increased my attackspeed to 2.25, instead it jumped to 1.6 (ARGN1=17). 3. At STAM=60 it was already maxed out to 1.2 speed (ARGN1=12), which is the limit (correctly), but it should actually be at 150 STAM. I see only two ways to actually fix that problem: 1. Make a function that is called, similar to the server functions, right after the internal calculations, if it returns a value, use it instead of the calculated one. 2. Change HitTry to actually fire after the calculations so it's values are really used for the attackspeed and animationspeed. This might of course break some things, especially if the trigger has a return 1.
(0002883)
XuN   
27-06-15 15:37   
Maybe the formula must be checked again, however it has nothing to do with the rest. It is working fine, you can modify the delay exactly to whatever you want ...you are going to loose 0.1 sometimes because of rounding, yes, but this is why I said that I'm going to look at this. And for the anim delay, revisions.txt: 10-10-2014, XuN Added local.anim and local.animDelay (this last one only working for classic clients) to @HitTry, so animations can be disabled and fired later in @hit (to remove the odd behaviour with new animation packets, which doesn't have delay). local.AnimDelay is, by default, /10. This is the only relation they share until this point, so if you change argn1 the local.animdelay is not checked for changes anymore, to prevent problems if you want to have them different values, so you'll have to modify both. For your both solutions: 1: There's actually a function retrieving the delay. There's no need to have such 'calculated one plus another one calculating it too', if the formula is not working fine then it should be checked again ... and, as I said 5 times, it's going to be. 2: HitTry actually fires AFTER the calculations: Calcs are stored in a variable, this variable is passed to @HitTry, value resulted from the trigger is stored in the variable again, the variable is used to set the timeout (yes, it's doing a weird /2 but i'm going to check it further).
(0002884)
Shinaa   
27-06-15 17:10   
Well the local.anim and local.animDelay helped with the animations, thats really cool, thanks. :) After some more testing and using those variables I finally found a way to actually make HitTry do exactly the speed I want to, maybe it will help find the issue: ON=@HITTRY ACTDIFF=100 //make it always hit for testing IF ()//Desired Speed set in a Tag LOCAL.RestSpeed=-(/2)> ARGN1=*2> LOCAL.AnimDelay=/10> ENDIF Of course this will have problems if ARGN1 becomes negative, but it's a test only and shows what actually happens: The actual speed is somehow divided into two equal parts, the first part is not changeable in any way and will be influenced by STAM and SPEED of the weapon but is always unmodified ARGN1/2, the second part is ARGN1/2 after the trigger has been fired. The second part is also the time between @HitTry and @Hit.
(0002885)
Shinaa   
27-06-15 17:26   
I just realized something: Could it be that the delay is recalculated in or after @Hit is fired? That would make total sense why it behaves like that and why I thought HitTry is fired later. @HitTry --- ARGN1/2 time passes ---> @Hit is triggered ---> Sphere recalculates the rest of the delay but instead of using ARGN1 it recalculates it using the internal formula/2 ----> @HitTry Triggers
(0002905)
XuN   
08-07-15 10:41   
Should be fixed: https://www.dropbox.com/s/k1aqepw37wytzn9/SphereSvr.exe?dl=0 , read latest changelog for the changes :)
(0002909)
Shinaa   
09-07-15 17:06   
(edited on: 09-07-15 17:08)
Nice addition, thank you. :) But there seems to be a bug: The second half of the speed is somehow lost now, it's always 0,2 sec (I assume its actually 0, because 0,2 is probably the tick time and I had exactly that results by setting speedscalefactor to 0 in previous build). This makes all weapons faster and ARGN1 in @HitTry still incorrect. It also makes no diffrence if ARGN1 is set in @HitTry or not, result is the same. Ex: ARGN1=24 @HitTry fires --- 1,2 sec ---> @Hit fires --- 0,2 sec ---> @HitTry fires No matter your stats or weapon, the right side will always be 0,2 sec while it should be ARGN1 - Time Passed. While the left side is always correctly ARGN1/2 rounded up to the nearest multiple of 0,2. Note: It can't be simply ARGN1/2 because if you have ARGN1=30, ARGN1/2 is 15, in the left part it will result in a 1,6 sec delay, because of the 0,2 sec ticks.
(0002911)
XuN   
10-07-15 08:10   
Nice find, i'll sustract a tick from the resulting delay. There was a weird code in SpeedEras 2 & 3 adding a +25% delay, removed it, here you have the link with both fixes added: https://www.dropbox.com/s/k1aqepw37wytzn9/SphereSvr.exe?dl=0
(0002914)
Shinaa   
11-07-15 12:38   
Still same problem. :/ Second half after @Hit always 0.2 sec. Tested with CombatSpeedEra=0 and 3.
(0002915)
XuN   
11-07-15 16:05   
iDelay = 0 = will prepare character to hit in next tick, so it's working fine. If you want it to be instant you can just force it with something like this: ON=@Hit src.damage=,, argn1=0 // argn1=0 instead of return 1 to let sphere do some other checks like skillgain.
(0002953)
XuN   
28-08-15 19:34   
Closing this as it's been solved, note that in latest builds AnimDelay is reduced by 7 to match OSI 'hit-and-wait' style, so to retrieve the old style just add: local.AnimDelay = (/10)-7 if ( < 1 ) local.AnimDelay = 1 endif





View Issue Details
2547 [SphereServer] executable - windows build minor always 15-08-15 22:44 28-08-15 18:59
Shamino x64  
XuN Windows  
normal 8.1  
resolved 16-06-2013, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
DiagonalWalkCheck, New_Triggers
Command_Sysmsgs, OSIMultiSight, FileCommands, NoItemNaming, NoHouseMuteSpeech, Buffs, NoPrefix
2413
Tracking skill can't track brain_dragon and other issue.
First issue: When use tracking skill, npcs with brain_dragon don't show under animals or monsters. Second issue: Player are show two times, under humanoids category and under players category, i dont know if this is a real issue...
1-Create a c_repalon (he has brain_dragon). 2-Set your tracking skill to 100.0 3-Try to track reptalon.
There are no notes attached to this issue.





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2553 [SphereServer] executable - windows build minor always 27-08-15 15:38 28-08-15 18:24
darksun84  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
FileCommands
2429
COMBAT_NODIRCHANGE disable swing animations
When the flag COMBAT_NODIRCHANGE is enabled, both players and npc doesn't play the swing animation when fighting (the fight in se works fine, just no animations) while by fighting with ranged weapons, the animation isn't played but the arrow is shooted.
Enable Combat_NoDirchange Attack a npc
There are no notes attached to this issue.





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2545 [SphereServer] executable - windows build minor always 10-08-15 20:18 26-08-15 04:32
Shamino x64  
Coruja Windows  
normal 8.1  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
Unicode, New_Triggers
Command_Sysmsgs, OSIMultiSight, FileCommands, NoItemNaming, NoHouseMuteSpeech, Buffs, NoPrefix
2413
Don't see ghost when kill a player, need type .resend
When kill a player and he is on WAR mode, i dont see ghost. Need type .resend for refresh screen. GIF: http://i.imgur.com/8dMPIhq.gifv [^]
.kill a player .resend
Notes
(0002950)
Coruja   
25-08-15 20:27   
it still occour on latest nightly?
(0002951)
darksun84   
25-08-15 20:42   
Seems fixed !





View Issue Details
2551 [SphereServer] executable - windows build major always 22-08-15 14:43 25-08-15 07:24
Shamino x64  
Coruja Windows  
normal 8.1  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
2413
Food dont work, MOREM set food not sum and other issue.
1º Eating food consume stamina. 2º When u eating a i_cake for example with MOREM=10 the player food SET to 10, not sum +10 food, now u eat a apple and your food level decrease to 1. MOREM set food not sum. MOREM on Wiki: MOREM = Is the amount (0 to 127) of "food units" that will be gained when the item is used (eaten)
There are no notes attached to this issue.





View Issue Details
2544 [SphereServer] executable - windows build minor always 10-08-15 11:48 21-08-15 22:13
Shamino x64  
Coruja Windows  
normal 8.1  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
Unicode, New_Triggers
Command_Sysmsgs, OSIMultiSight, FileCommands, NoItemNaming, NoHouseMuteSpeech, Buffs, NoPrefix
2413
Paperdoll Gump dont update when change body variable.
On r2405 works fine, before this change: Fixed: Incorrect full update packet sent to clients when it' ID (body) got changed. Now when change body man to woman for example, the paperdoll dont be updated, need type .resend or close and re-open the paperdoll. This affect players and npcs too.
Open paperdoll. .body c_man or c_woman
Notes
(0002945)
Shamino   
11-08-15 21:15   
Another problem with paperdoll update, but this is minor minor. When use hiding or invis spell, the color of body become white, but need .resend for update, or close and reopen paperdoll.





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2540 [SphereServer] executable - windows build minor always 03-08-15 12:03 10-08-15 17:37
Shamino x64  
Coruja Windows  
normal 8.1  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
Unicode, New_Triggers
Command_Sysmsgs, OSIMultiSight, FileCommands, NoItemNaming, NoHouseMuteSpeech, Buffs
2304
Problem with Speedera and wrestling on players (ULTRA SLOW).
I have: CombatSpeedEra=0 // 0 = Legacy, T2A, 55x versions..., Recommended SpeedScaleFactor = 15000, Use DEX by default to calc speed, all others use stam And: SpeedScaleFactor=30000 The problem is when fight a player using Wrestling, he hit ultra slow, with 1 dex or 1000 dex, maybe for hands not are a weapons and dont have none speed. This problems dont occurs when npcs use wrestling, this bug is only for players. Sorry for my english :P
Set CombatSpeedEra=0 and fight with wrestling.
Notes
(0002937)
Shamino   
04-08-15 20:04   
I fix temporaly with that suck: ON=@HitTry IF (==Skill_Wrestling) IF ( <= 30) ARGN1=80 LOCAL.AnimDelay=7,5 ELIF ( <= 50) ARGN1=60 LOCAL.AnimDelay=5,5 ELIF ( <= 75) ARGN1=45 LOCAL.AnimDelay=3,5 ELIF ( <= 90) ARGN1=30 LOCAL.AnimDelay=2,5 ELIF ( <= 100) ARGN1=25 LOCAL.AnimDelay=2 ELIF ( <= 125) ARGN1=20 LOCAL.AnimDelay=1,5 ELIF ( >= 150) ARGN1=15 LOCAL.AnimDelay=1 ELSE ARGN1=30 LOCAL.AnimDelay=2,5 ENDIF ENDIF
(0002940)
Coruja   
08-08-15 00:15   
try using latest nightly, I made some changes on the swing speed calls
(0002943)
Shamino   
10-08-15 11:59   
Yes, now seems fixed, thx Coruja :D





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2543 [SphereServer] executable - windows build major always 07-08-15 12:09 10-08-15 17:37
darksun84  
Coruja  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
2407
Movement issues
In last nightly (build 2407), when your character move in another region they will start to move in a weird way. Looks like they are "hovering"(no running/walking animation displayed) at very fast speed. I am using client 7.0.20
Login with a character Teleport/move to another region Run or walk
Notes
(0002938)
darksun84   
07-08-15 12:14   
Npcs are not affected by this.
(0002939)
Coruja   
08-08-15 00:15   
try using latest nightly, it's working fine here using classic client 7.0.44.2
(0002944)
darksun84   
10-08-15 12:09   
Seems fixed now, good job :)!





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2523 [SphereServer] executable - linux build block always 22-06-15 20:03 08-08-15 00:20
Bubonic Pestilence  
XuN  
normal  
resolved 16-06-2013, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Encryption error
Video to show bug: https://www.youtube.com/watch?v=_rIxOVST4GA&feature=youtu.be [^] 22-05-2015 build: CAN connect 22-06-2015 build: Encryption error
Notes
(0002855)
roberpot   
23-06-15 08:30   
I confirm this error in build number 2349.
(0002861)
Coruja   
25-06-15 18:44   
it seems that you're using an -debug- nightly build. Does it occour on the non-debug build too?
(0002863)
roberpot   
25-06-15 18:56   
On build 2349 is not a debug build.
(0002864)
Bubonic Pestilence   
25-06-15 18:56   
18:56:WARNING:1:Bad Login 11 (Encryption error (unknown encryption or bad login packet)) 18:56:1:Client disconnected [Total:0] ('178.172.221.5') Just downloadede NON DEBUG current NIGHTLY :)
(0002889)
XuN   
01-07-15 18:47   
Should be fixed, any comments?
(0002942)
Coruja   
08-08-15 00:20   
I think XuN already fixed it some weeks ago if it still occour just click on the button to reopen this issue





View Issue Details
2539 [SphereServer] executable - windows build minor always 03-08-15 12:00 08-08-15 00:14
Shamino x86  
Coruja Windows  
normal 8.1  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
Unicode, New_Triggers
Command_Sysmsgs, OSIMultiSight, FileCommands, NoItemNaming, NoHouseMuteSpeech, Buffs, NoPrefix
2403
NPC blood is generated in myself when he hit me.
When a zombie hit me, her blood is generated on my. Screenshot: http://i.imgur.com/5W7ikqA.jpg [^]
Fight vs npc with another colorblood.
Notes
(0002936)
Shamino   
04-08-15 12:53   
Another bug, when i hit a zombie, he pop RED blood, and not bloodcolor= on the chardef.





View Issue Details
2541 [SphereServer] executable - windows build trivial always 04-08-15 20:03 06-08-15 21:39
Shamino x64  
Coruja Windows  
normal 8.1  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
Unicode
Command_Sysmsgs, OSIMultiSight, FileCommands, NoItemNaming, NoHouseMuteSpeech, Buffs, NoPrefix
2403
Hair color become white when resurrect, need type .resend
When die and resurrect, the color of hair is white, need to type .resend for resync the true color for client.exe. Temporal fix on player event: ON=@Resurrect SRC.TIMERF 1,RESEND
Dye hair color 33 for example. .suicide .resurrect Now u see white hair. type .resend Now u see red hair.
There are no notes attached to this issue.





View Issue Details
2538 [SphereServer] executable - generic block always 13-07-15 21:42 16-07-15 10:28
Rizz  
Coruja  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
2364
Drop resource on the ground or water will set timer -1 and never decay
If you drop resource on the ground (ingot in mine, fish on water) they will never decay
Notes
(0002918)
Rizz   
13-07-15 21:48   
They will be set with timer -1 and attr 00
(0002920)
lazarus   
13-07-15 23:15   
it doesn't happends to me. how you drop it? like just drop with your mouse or because overweight?
(0002921)
Rizz   
13-07-15 23:27   
overweight
(0002923)
lazarus   
13-07-15 23:50   
Yep. Now is tested. If you take some items with overweigth from gathering, they will drop in the ground with timer -1. ^_^ hope coruja comes and fix all. I want to live my shard :'(
(0002929)
Coruja   
16-07-15 10:28   
it will be fixed on next nightly





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2531 [SphereServer] executable - generic major always 02-07-15 01:48 16-07-15 09:00
Rizz  
Coruja  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
2364
Weid inssues with resurrect
I found some weird issue when resurrected: nearby clients cannot see the resurrected player or the resurrected player cannot see the other player and has some problem with refreshing the client (dead seeing). If you create an NPC, nearby clients cannot see until they refresh (go out the screen an go in again)
Notes
(0002892)
Rizz   
02-07-15 02:07   
I can fix using this command: timerdf 2, updatex (timerdf is totally like timerf but with tenth of seconds). In this way i cannot see the animation of the body ressurrecting from the ground
(0002895)
Rizz   
02-07-15 11:26   
Players in game, after resurrect, becomes grey such as invisible effect
(0002896)
darksun84   
02-07-15 18:53   
(edited on: 02-07-15 19:00)
For me it happens when i set PacketDeathAnimation= 1 With 0 it didn't happen. Edit: It happened also with PacketDeathAnimation = 0
(0002897)
darksun84   
03-07-15 12:10   
(edited on: 03-07-15 16:07)
I notice this (using PacketDeathAnimation = 0): 1-Bring a plevel 1 character with you. 2-Turn off gm and invulnerability 3-Stay in peace mode, .kill your character (not the plevel 1 character) 4-While still in peace mode, resurrect yourself. Switch to plevel 1 character, the other character shouldn't be displayed after the resurrection. 5-Same as above (stay in peace mode before killing your character), but before resurrecting switch to war mode( with alt+c not by tabbing). Resurrect yourself, this time your character will be displayed to plevel 1 character. Additional notes: the part above seems true only if your character dies while in peace mode, if he dies in war mode what i written seems to not be valid(he never appears to the plevel 1 character) but not sure about this. Additional notes 2: A quick way to see if your character will be displayed or not after the resurrection is to look at the hair color in game. If after the resurrection the color of the hair is white (color 0) but the actual value of hair color is different than 0, your character will be not displayed. Additional notes 3: Seems also character flag statf_war never get set, but i don't remember if it's still a valid flag or not. Edit: Sometime the flag get set, sometime not. Edit Edit: When @UserWarMode is fired, argn1 is always 0 (going to peace mode) but if you spam it (spamming tab or alt+c) sometimes it get to 1 and set statf_war correctly.
(0002899)
Coruja   
04-07-15 05:05   
try using latest build, I changed some lines on resurrect code to fix ghosts of bonded pets and -maybe- this will fix this problem too, since the problem is just a missing "update" call on client if it still occour even on latest build, then it need to be fixed. But for now, you can make an easy workaround calling UPDATE or UPDATEX on the char some seconds after resurrect
(0002902)
darksun84   
04-07-15 23:27   
(edited on: 04-07-15 23:28)
bug still present !
(0002916)
Coruja   
11-07-15 22:46   
try using latest nightly build, it's working fine now
(0002917)
darksun84   
13-07-15 14:20   
Yes looks fixed :)





View Issue Details
2536 [SphereServer] script pack text always 13-07-15 17:07 15-07-15 09:42
lazarus  
XuN  
normal  
resolved  
fixed  
none    
none 16-06-2013, 0.56b Prerelease  
   
Automated (specify build number)
None
None
2342
Lacking '>' in a line of sphere_defs
BFONT <basefont lacks > Just saying :P
Notes
(0002928)
XuN   
15-07-15 09:42   
It's ok this way, if you take a look in other lines this is the 'opening': BFONT BFONT_SIZE1 BFONT_SIZE2 BFONT_SIZE3 BFONT_SIZE4 BFONT_SIZE5 BFONT_SIZE7 So you can use it like yourtext





View Issue Details
2535 [SphereServer] executable - windows build minor always 09-07-15 00:35 10-07-15 08:08
nolok  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
2369
IF clause under @NpcRestock
Basically, code: ON=@NpcRestock SELL=i_hair_dyes,{6 9} BREAK //IF 1 SELL=i_dagger,2 //ENDIF With IF/ENDIF commented it's okay, i can buy both items, but if i uncomment them i can't buy the dagger and get on console: Undefined keyword 'SELL'. Am i doing it wrong or is the thing not working?
Notes
(0002910)
XuN   
10-07-15 08:08   
Changed how the trigger is run, it should be fixed in tomorrow's build :)





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2529 [SphereServer] executable - generic major always 01-07-15 21:10 08-07-15 10:52
Rizz  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
2364
Now all the spells require tithing point
Seems that is not possible to use magery bcuz all the spells need tithing point...
Notes
(0002890)
Rizz   
01-07-15 22:28   
You have to specify like this MANAUSE=14 TITHINGUSE=0 Otherwise will not work





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2534 [SphereServer] executable - generic major always 06-07-15 11:20 08-07-15 10:49
Rizz  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
2364
region_antimagic_all prevents resurrection from t_shrine
region_antimagic_all now prevents resurrection from t_shrine so is not possible to resurrect someone.
Notes
(0002903)
Shamino   
06-07-15 20:06   
(edited on: 06-07-15 20:07)
U need to add CAN_I_FORCEDC to shrine item and this custom typedef. If you dont like create a new item shrine, u can create a normal ankh and type: .xattr 010 .xcan |= can_i_forcedc .xtype t_shrine_help Code: [TYPEDEF t_shrine_help] ON=@DCLICK IF (&statf_dead) SRC.RESURRECT 1 SRC.HITS= SRC.STAM= SRC.MANA= RETURN 1 ELSE SRC.SYSMESSAGE You're full of life, you must be dead to use the ankh. RETURN 1 ENDIF
(0002907)
XuN   
08-07-15 10:49   
Best way to override it is to tweak the current t_shrine: [TYPEDEF t_shrine] ON=@DClick if (&statf_dead) src.resurrect 1 return 1 endif //no return here, so default msg is displayed too. You can additionally add the can_i_forcedc as Shamino said to let it be useable from any distance, even if you don't have LOS.





View Issue Details
2516 [SphereServer] executable - generic major always 12-06-15 16:52 08-07-15 10:42
Rizz  
Coruja  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
2338
Delay between spells and effect
If you drink a potion or cast a spell on yourself (such as bless, agility, etc) you'll get the effect 1 seconds after the spell succed or 1 second after you drink the potion. So: drink potion --> 1 second delay --> effect The same with the spells.
Notes
(0002822)
XuN   
13-06-15 12:29   
Looks like something got messed on CChar::OnTick(), we'll have to take a look on there.
(0002823)
XuN   
13-06-15 13:08   
Found the problem on 2287
(0002824)
Rizz   
13-06-15 15:45   
Is fixed now?
(0002825)
XuN   
13-06-15 17:36   
Not in the nightly, I would prefer to not touch code not added by me ... however this is a 'fixed build' based on r2341 https://www.dropbox.com/s/k1aqepw37wytzn9/SphereSvr.exe?dl=0 you should not have problems with it untill this gets fixed.
(0002831)
Rizz   
16-06-15 14:28   
Delay problems seems to be disappeared with that build
(0002834)
darksun84   
18-06-15 19:11   
Can this fix be put in the nightly :v ?
(0002835)
XuN   
18-06-15 19:15   
This was not a fix, just a revert ... so no.
(0002886)
Rizz   
29-06-15 09:06   
This should be fixed now right?
(0002888)
XuN   
29-06-15 11:09   
yes
(0002906)
XuN   
08-07-15 10:42   
I'll mark this as resolved, reopen if there are issues.





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2530 [SphereServer] executable - generic major always 02-07-15 01:19 04-07-15 04:57
Rizz  
Coruja  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
2364
When you hit someone blood appear on yourself insted of your target
When you hit someone blood appear on yourself insted of on your target
Notes
(0002898)
Coruja   
04-07-15 04:57   
It will be fixed on next nightly





View Issue Details
2525 [SphereServer] executable - windows build major always 22-06-15 21:06 27-06-15 16:34
Shamino x64  
XuN Windows  
normal 8.1  
resolved 16-06-2013, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
2349
Debug error with @resurrect on bonded pets script.
All pets tamed have the event e_mascota I have this error on @resurrect code when server starts and have a bonded pet DEAD, but not when resurrect the npc, very rare. http://pastebin.com/iJBh6LG5 [^] The script: http://pastebin.com/iHg0Nd2C [^]
Notes
(0002879)
XuN   
27-06-15 12:37   
Maybe related to #2522 . I can't replicate it, maybe this other problem fixed this one too. We'll see tomorrow.





View Issue Details
2520 [SphereServer] executable - generic major always 21-06-15 14:43 27-06-15 12:45
Shinaa Windows  
XuN Win7  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
Script_Profiler, Size_Optimise, DamageTools
FileCommands, NoHouseMuteSpeech, NoPrefix
2349
AttackSpeed not affected by DEX but by STAM
Setting DEX to 1 or 1000 does not affect attackspeed the slightest, while changing STAM will increase or decrease attackspeed the way DEX should.
Set Dex to 1000, set Stam to 20 -> Slow attack Set Dex to 1, set Stam to 100 -> Fast attack MaxStam does not matter, just your current Stam, exactly the way DEX should.
Script used to measure delay between hits: ON=@HIT IF (<TAG0.MyHit>) SAY Speed: <FVAL <SERV.TIME>-<TAG0.MyHit>> TAG.MyHit=<SERV.TIME> ELSE TAG.MyHit=<SERV.TIME> ENDIF
Notes
(0002848)
XuN   
22-06-15 20:35   
http://uo.stratics.com/content/arms-armor/combat.php Speed should be based on STAM and not in DEX, if you want anything related to combat changed just tweak it in sphere_combat.scp
(0002856)
Shinaa   
23-06-15 16:35   
Well pretty sure sphere always had it on DEX and the formula for it on wiki says DEX and nowhere in the revions does it state it was changed to STAM, nor does it state anywhere what the actual formula is, but looking at the linked table the values don't match sphere values anyway.
(0002859)
Rizz   
23-06-15 20:10   
I think would be nice add a new option in sphere.ini to decide if use STAM over DEX. Something like: swingbasedon=1 or 2 (1 dex, 2 stam)
(0002874)
XuN   
27-06-15 10:00   
(edited on: 27-06-15 10:04)
It was changed in rev 2270, May 10th, i'll update wiki too. Here is the formula so you can change it and mod without a problem :) if ( == BRAIN_GUARD) argn1=1 return 0 endif local.iBaseSpeed = 50 //Wrestling speed local.iSwingSpeedIncrease = if ( ) local.iBaseSpeed = if ( local.iBaseSpeed <= 0) local.iBaseSpeed = endif endif // ML formula (doesn't use m_iSpeedScaleFactor and it's only compatible with ML speed format eg. 0.25 ~ 5.00 instead 0 ~ 50) // NOTE: This formula is not being used. // local.iSwingSpeed = (( * 4) - ( / 30)) * (100 / (100 + )) // if ( < 5 ) // local.iSwingSpeed = 5 // local.iSwingSpeed = (local.iSwingSpeed * 10) / 4 // argn1 = // return 0 // SE formula (default m_iSpeedScaleFactor = 80000) local.iSwingSpeed = maximum(1, * (100 + ) / 100) local.iSwingSpeed = ( / (( + 100) * )) - 2 if ( < 5 ) = 5 local.iSwingSpeed = ( * 10) / 4 argn1 return 0 *I just converted it from source to script, it may have some missing brackets or not working 100%, but the code and formulas are these.





View Issue Details
2512 [SphereServer] executable - windows build major always 08-06-15 02:52 27-06-15 12:40
gnomo  
Coruja  
normal  
resolved 16-06-2013, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
2322
Mount disappearing keeps happening
http://tracker.sphere.torfo.org/bugs/view.php?id=2502 [^]
ERROR:GC: 1 unplaced object deleted ERROR:UID=0402cc833, id=03a5 'pier', Invalid code=3202 (Object not placed in the world) ERROR:UID=02cf5ac, id=0d2 'Desert Ostard', Invalid code=1203 (Ridden NPC not acting as such)
Notes
(0002814)
XuN   
08-06-15 12:54   
Are you using 0.56b pre-release to test that as you wrote?
(0002815)
Rizz   
10-06-15 22:25   
I still get this on build 2266 (but is outdated), i wish it will be fixed so i can update.
(0002816)
gnomo   
11-06-15 01:27   
Xun i'm using now build 2332 that i download in -> http://benserver.no-ip.ca/SphereBuild/
(0002817)
XuN   
11-06-15 16:36   
Can you show me, if you have, any script interfering with mounts? ie: Shrink potions, ethereals, stables, etc
(0002818)
Rizz   
11-06-15 23:47   
[ITEMDEF i_potion_shrink] ID=i_bottle_empty NAME=Shrink Potion VALUE=30000 TYPE=T_POTION TDATA1=i_bottle_empty RESOURCES=i_reag_batwing 7, i_bottle_EMPTY SKILLMAKE=SKILL_ALCHEMY 100.0, t_mortar WEIGHT=0.1 CATEGORY=Other SUBSECTION=Potions DESCRIPTION=Shrink Potion ON=@Create MORE2=100.0 COLOR=0498 ON=@DCLICK if (==) src.sysmessage Select pet to shrink src.shrink1 else endif return 1 [FUNCTION SHRINK1] if ! sysmessage Select pet to shrink endif targetf SHRINK1_CB return 1 [FUNCTION SHRINK2] SHRINK1_CB return 1 [FUNCTION SHRINK1_CB] if REF1= else REF1= endif REF2= REF3= //player if && && ( > 2) sysmessage You cannot reach the creature! elif sysmessage You cannot shrink players! elif sysmessage You cannot shrink items! elif (&(statf_invul|statf_dead|statf_insubstantial|statf_freeze|statf_stone|statf_invisible|statf_sleeping|statf_ridden|statf_hidden|statf_conjured)) || () sysmessage You cannot shrink that pet! elif (&statf_war) sysmessage This animal is too wild to be shrinked! elif () sysmessage You can't shrink an enticed animal! elif ! sysmessage This pet doesn't belong to you! else local.petconsume= if ! local.petconsume=1 endif if && (==) ref1.sound 49 if ( > ) consume else sysmessage To shrink you need at least potions. return 1 endif endif SERV.NEWITEM= NEW.NAME= NEW.COLOR= NEW.TAG.ID= NEW.TAG.STR= NEW.TAG.DEX= NEW.TAG.INT= NEW.TAG.FAME= NEW.TAG.KARMA= NEW.TAG.NAMEHUE= NEW.TAG.HITS= NEW.TAG.MANA= NEW.TAG.STAM= NEW.TAG.CANTRAINSTRTO= NEW.TAG.MAXHITS= NEW.TAG.MAXMANA= NEW.TAG.MAXSTAM= IF (!>) NEW.TAG.horse_armor= NEW.TAG.OBODY= NEW.TAG.BODY= ENDIF REF1.TIMERF CLEAR NEW.TAG.MAGICRESIST= NEW.TAG.WRESTLING= NEW.TAG.MAGERY= NEW.TAG.TACTICS= NEW.TAG.ANATOMY= NEW.TAG.LEVEL= NEW.TAG.EXP= NEW.TAG.livello1= NEW.TAG.esperienza1= NEW.TAG.JADROPOUSTAT= NEW.TYPE=t_shrink_fix NEW.P= NEW.attr = 02 NEW.timer = *60> NEW.UPDATEX NEW.SOUND NEW.SOUND=66 SERV.LOG @SHRINK () on account shrikned () REF1.REMOVE endif return 1 //############## TAMING TYPES ############## [TYPEDEF t_shrink_fix] ON=@Dclick IF (0!=) SRC.SYSMESSAGE The shrinked animal must be with you. ELIF ((((.TAG0.FOLLOWERCONSUME>) && (+.TAG0.FOLLOWERCONSUME>> > ))) || ((!(.TAG0.FOLLOWERCONSUME>)) && (+1> > ))) src.sysmessage @946,3,1 You must release some pets before unshrinking this one. ELSE SERV.NEWNPC= NEW.FINDLAYER.21.REMOVE NEW.P= NEW.COLOR= NEW.STR= NEW.DEX= NEW.INT= NEW.FAME= NEW.KARMA= NEW.NAME= NEW.MAGICRESISTANCE= NEW.WRESTLING= NEW.MAGERY= NEW.TACTICS= NEW.ANATOMY= NEW.MAXHITS= NEW.MAXMANA= NEW.MAXSTAM= NEW.HITS= NEW.MANA= NEW.STAM= NEW.LEVEL= NEW.EXP= NEW.TAG.livello1= NEW.TAG.esperienza1= NEW.TAG.CANTRAINSTRTO= NEW.TAG.NAME.HUE= NEW.TAG.JADROPOUSTAT= IF (!>) NEW.TAG.horse_armor= NEW.OBODY= NEW.BODY= ENDIF SRC.TAME IF (!()) NEW.TAG.JADROPOUSTAT= ENDIF SRC.SOUND +3> NEW.FACE REMOVE ENDIF RETURN 1 ON=@ClientToolTip IF (==c_dragon_rideable) SRC.ADDCLILOC 1060658,Original Animal,Rideable Dragon ELSE SRC.ADDCLILOC 1060658,Original Animal,.NAME> ENDIF IF (==c_m_dragon_silverdrake) || (==c_m_dragon_greendrake) || (==c_m_dragon_golddrake) || (==c_m_dragon_crystaldrake) || (==c_m_dragon_copperdrake) || (==c_m_dragon_bluedrake) || (==c_m_dragon_blackdrake) SRC.ADDCLILOC 1060658,Original Animal,Drake ELIF (==c_dragon_red) || (==c_dragon_green) SRC.ADDCLILOC 1060658,Original Animal,Dragon ELIF (==c_m_dragon_crystal) SRC.ADDCLILOC 1060658,Original Animal,Crystal Dragon ENDIF [TYPEDEF t_figurine] ON=@DCLICK IF (!==a_dungeon_21) if (!) && (!) src.sysmessage Unusable shrinked pet. src.sysmessage Call a Game Master for get it fixed. return 1 endif ENDIF IF (!==a_dungeon_21) IF ( < 5) src.curfollower=+1 ELSE src.message Hai troppi animali al seguito return 1 ENDIF ENDIF ON=@BUY IF ( > 1) SRC.SYSMESSAGE @946,3,1 You can only buy 1 creature per type. SRC.NEWGOLD ELSE LOCAL.FOLLOWERCONSUME=.TAG0.FOLLOWERCONSUME> IF (() && (+> > )) || ((!) && (+1> > )) src.sysmessage @946,3,1 You must release some pets before buying this one. SRC.NEWGOLD ELSE SERV.NEWNPC= NEW.FINDLAYER.21.REMOVE NEW.P= SRC.TAME NEW.FACE amount=1 // if > 1 // amount -- // else // remove // endif ENDIF ENDIF return 1
(0002826)
XuN   
13-06-15 17:43   
Invalid code=3202 (Object not placed in the world) Refers to items created via script (newitem / serv.newitem) but not placed anywhere and ONLY in this case ... so for this item it got 'lost' because a missed 'new.p/cont/bounce/equip... or whatever. This item will be deleted in Garbage Collect. Invalid code=1203 (Ridden NPC not acting as such) Refers to mounts when ACTION != 111. This will NOT remove the mount, it will just set it's action to 111, however it warns you about it.
(0002828)
Rizz   
16-06-15 00:07   
00:01:ERROR:'f' Bad Link to 011de2 00:01:ERROR:UID=040011dcb, id=0421c 'f', Invalid code=2205 (Mislinked item) 00:01:ERROR:'Oclock' Bad Link to 042289 00:01:ERROR:UID=040042252, id=0421c 'Oclock', Invalid code=2205 (Mislinked item) 00:01:ERROR:'Skeletal Mount' Bad Link to 042ce2 00:01:ERROR:UID=040042cc9, id=0421c 'Skeletal Mount', Invalid code=2205 (Mislinked item) 00:01:ERROR:'Grifon' Bad Link to 043a94 00:01:ERROR:UID=040043991, id=0421c 'Grifon', Invalid code=2205 (Mislinked item)
(0002839)
Coruja   
19-06-15 21:27   
not really XuN, I through the same thing too, the code seems to just show this warning msg and fix the npc action back to 111 instead delete it but on some quick testing, I found that if the mount is ridden without action 111 set it will be removed just ride any mount, use this function and type .save, and the mount will disappear [FUNCTION lol] REF1= //'disconnected' mount linked to my layer_horse IF () REF1.ACTION -1 ENDIF ERROR:(lol.scp,6)UID=019ec09, id=0dc 'Lhama', Invalid code=1203 (Ridden NPC not acting as such) ERROR:(lol.scp,6)GC: Object memory leak 902536!=902535
(0002842)
XuN   
20-06-15 08:38   
Even in this case action MUST BE 111 ALWAYS for mounted pets, to avoid possible problems related to skills, etc. I did not find any problem with the code removing this action so I bet it's caused by some script changing their actions when they are mounted. Opening all scripts in a good text editor and searching for 'action' in all files should help to solve this 'issue'. Rizz, this error is produced by invalid UID set on LINK, maybe a deleted character is linked for this item for example.
(0002843)
Rizz   
21-06-15 21:25   
(edited on: 21-06-15 21:25)
[FUNCTION RAMBYCOL] IF (0>) WHILE (0>) MEMORYFINDTYPE..COLOR -= ENDWHILE ENDIF ON=@Mount argo.RAMBYCOL memory_war_targ argo.RAMBYCOL memory_fight argo.RAMBYCOL memory_irritatedby argo.RAMBYCOL memory_harmedby argo.RAMBYCOL memory_aggreived argo.FLAGS &= ~statf_war argo.attacker.clear argo.ACTION 111 let's see in this way
(0002852)
Rizz   
22-06-15 22:31   
"Added temporary console debug message to find more info about mounts disappearing on worldsave (garbage collection)" This is very usefull but I cannot update my sphere once you'll fix the char tick problems.
(0002880)
XuN   
27-06-15 12:40   
Coruja found out the problem and solved it.





View Issue Details
2514 [SphereServer] executable - generic major always 12-06-15 16:49 27-06-15 12:39
Rizz  
Coruja  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
2338
Delay between the message "you have hidden yourself well" and hiding process
If you use the Hiding skill and get the success, after the message "you have hidden yourself well" you have to wait one seconds before to become hidden.
Notes
(0002836)
Coruja   
18-06-15 22:55   
it's not really an problem, but just an client update question on hiding/stealth success, the server apply statf_hidden flag on char, so it's been hidden on server-side. But on client-side, instead update the client screen immediately to make the char appear as hidden, sphere will mark the client to update only on next tick (a tick is an 1s timer that keep running on infinite loop to execute some internal actions like timers management, char status update, NPC AI, etc) I just changed this single line to make hiding update the client immediately instead use this 'queue' and now its working fine
(0002837)
XuN   
19-06-15 11:14   
As said in #2516 the problem is CChar::OnTick() all of this problems are related to changes made in build 2287 or 2289, can't remember right now. So in this case the UpdateModeFlag() is not the problem itself but another undesired effect caused by the changes on that commit, just like the stats problem from ticket #2516.
(0002840)
Coruja   
20-06-15 05:49   
yep it makes sense, taking a better look at revision 2287, these status updates was done by OnTickStatusUpdate(), which previously OnTick() was calling it at every single tick (10x per second) and now it's called only 1x per second so maybe just changing OnTickStatusUpdate() priority can solve this (these) problems but the question is: do we really need call it 10x more times? Maybe it's better just avoid these excessive OnTickStatusUpdate() calls and send a single update packet directly on action success (hiding, poison, etc) thats only my opinion, I dont see any problem in revert this change and make OnTickStatusUpdate() calls like it was before. I just reduced these excessive calls to this function to make OnTick() more "lightweight" :P
(0002841)
XuN   
20-06-15 08:30   
(edited on: 20-06-15 08:31)
The problem here are not the updates, you got them fixed if we talk about them. But the problem is another: You have to finish your cast in 1.2 seconds, then you'll get next tick in the next second and in the following tick (another second after, instead of 0.2) you'll finish the spell, same for skills, etc. The most 'visual' way to replicate this is to cast some stat's spells, bless, strenght... Your idea is nice, certainly reducing the ticks to one per sec would reduce the CPU usage heavily, but will produce problems like this. The same will happen with regens, imagine your RegenHits should make you regen your HP each 0.3 seconds, it will be done each 1.0 and you'll loose regens. IMO this should be working for now like it worked before, at least until Ben finally moved to his new city and Torfo move everything to GIT so he start working on SQL saves on a different branch and I continue with SQL timers (ticking over SQL instead of running all sectors each tick) so this will reduce the ticks to only the needed. And about OnTickStatusUpdate only called when needed ... actually the update for HP is sent only based on ini's option and the flags update everytime, however the code must be processed anyway for both situations in every tick, although it was designed to work alone and update periodically any changes, to avoid missing calls over the code, using the method you say will make it some lightweight, but take in count that this is also used to update HP ... you may disable this (not remove totally yet) and try to force the update in each flag change for poison, invul, etc and the hits update in the regens/combat (it should be done, maybe force in the Stat_SetVal() ?), dunno right now what will be the best without looking at the code.
(0002849)
Shamino   
22-06-15 21:29   
A simple .hits 50 have delay :/, around 500ms.





View Issue Details
2524 [SphereServer] executable - windows build minor always 22-06-15 20:05 27-06-15 12:37
Shamino x64  
XuN Windows  
normal 8.1  
resolved 16-06-2013, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
2349
Bonded NPCs create a gray corpse when dead.
Bonded NPCs create a gray corpse when dead.
.add c_llama tame .xbonded 1 .kill
Notes
(0002850)
Shamino   
22-06-15 22:25   
the bug not is the color of corpse. the bug IS the corpse created when bonded pet die, they turn ghosts, dont make corpse create. I have a temp fix, on=@deathcorpse if (==1) argo.remove endif Sorry for my english sucks.
(0002875)
XuN   
27-06-15 11:37   
(edited on: 27-06-15 11:39)
ON=@Death tag.DeathFlags |=death_nocorpse // No corpse will be created, nor loot droped to the corpse (so it's not being removed along with the corpse). I think it's better to have corpses created, it's easier to block the corpse's creation that have it disabled and create a corpse, setting it up, moving all the loot ...
(0002877)
XuN   
27-06-15 12:33   
Found a problem making npcs to be disconnected when loading server. However, Coruja, I can't find a way to force the bonded packet to be active everytime ... right now the char is grey when it die, if you .update you'll continue seeing it fine, but if you go out of view, so it must be loaded again, it become 'normal' again ... Maybe addChar()'s packet overrides this one ... you are the one that knows how this packet works, maybe you can take a look on this :)





View Issue Details
2522 [SphereServer] executable - windows build major always 22-06-15 20:03 27-06-15 12:34
Shamino x64  
XuN Windows  
normal 8.1  
resolved 16-06-2013, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
DiagonalWalkCheck, New_Triggers, Intrinsic_Locals, Script_Profiler, Size_Optimise, Minimize_Triggers
Command_Sysmsgs, OSIMultiSight, FileCommands, NoItemNaming, NoHouseMuteSpeech, Flood_Protection, Buffs, NoPrefix
2349
Bonded dead pets deleted when server starts.
Bonded DEAD pets are deleted when server start from reset or shutdown.
1- .add c_llama 2- TAME 3- .xbonded 1 4- .kill 5- .save 6- CLOSE SPHERE AND START. 7- The mount are deleted, none debug message or log.
Notes
(0002846)
Shamino   
22-06-15 20:04   
On r2290 works fine, NPC not deleted.
(0002878)
XuN   
27-06-15 12:34   
They were being disconnected, .allshow should reveal them, this will be fixed in next nightly.





View Issue Details
2526 [SphereServer] executable - windows build major always 22-06-15 21:19 27-06-15 09:48
Shamino x64  
Coruja Windows  
normal 8.1  
resolved 16-06-2013, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
2349
Error with Party System when user leave the group.
Debug error when user leave the group. This: 21:09:DEBUG:__ thread (7240) __ | # | _____ function _____________ | ticks passed from previous function start ______ 21:09:DEBUG:>> 7240 | 0 | NetworkManager::tick | +0 21:09:DEBUG:>> 7240 | 1 | NetworkThread::tick | +0 21:09:DEBUG:>> 7240 | 2 | NetworkInput::processInput | +0 21:09:DEBUG:>> 7240 | 3 | NetworkInput::processData | +0 21:09:DEBUG:>> 7240 | 4 | NetworkInput::processData | +0 21:09:DEBUG:>> 7240 | 5 | NetworkInput::processGameClientData | +0 <-- exception catch point (below is guessed and could be incorrect!) 21:09:DEBUG:>> 7240 | 6 | PacketExtendedCommand::onReceive | +0 21:09:DEBUG:>> 7240 | 7 | PacketPartyMessage::onReceive | +0 21:09:DEBUG:>> 7240 | 8 | CPartyDef::RemoveMember | +0 21:09:DEBUG:>> 7240 | 9 | CResource::GetDefaultMsg | +0 21:09:CRITICAL:"Access Violation" (0x704054cc), in SUB: NetworkInput::Message::ProcessMessage() 21:09:DEBUG:6:Parsing Packet len=10 id=0xbf [2015/06/22 21:09:54] 0 1 2 3 4 5 6 7 8 9 A B C D E F -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- 0000 bf 00 0a 00 06 02 00 00 11 ff ..........
- GM char add a normal player to party (gm can force adding char to party). - Normal player leave the group. - ERROR SHOW ON CONSOLE. - The GM party gump even shows self and the player, but the normal player party gump player is blank, 0 pjs on group.
Notes
(0002866)
Coruja   
25-06-15 19:43   
check if your party_* messages on sphere_msgs.scp are updated, usually these ProcessMessage() errors occour when the message on your script is using more/less "%s" strings so sphere wont generate the message correctly
(0002868)
Shamino   
25-06-15 21:08   
FIXED, i have a fucking double %s on a message. Thx coruja :D





View Issue Details
2528 [SphereServer] executable - generic major always 23-06-15 01:00 27-06-15 09:17
Rizz  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
2338
RESOURCES on npc doesn't work well
RESOURCES=25 i_ribs_raw,3 i_nightmare_hide,3 i_reag_eye_of_newt [ITEMDEF i_nightmare_hide] ID=i_hide TYPE=t_hide NAME=nightmare hide PILE=1 WEIGHT=5 ON=@CREATE COLOR=00989 I cannot have more than 1 hide, the amount of other items is ok
Notes
(0002853)
Rizz   
23-06-15 01:09   
RESOURCES=25 i_ribs_raw,3 i_nightmare_hide,3 i_reag_eye_of_newt, 30 i_hide Results: 25 raw, 1 nightmare hide, 3 eyes of newt, 3 hides... What's the problem? is amount divided by 10? Somekind of mistake with weight?
(0002865)
Coruja   
25-06-15 19:07   
if you're using FeatureML & 01 on sphere.ini, sphere will enable some racial bonus related to human/elf races and one of these bonus is make humans get +10% of hides when carving corpses. But for some strange reason I missed an "+" when added this formula and it was making humans get only 10% of the hides instead +10% bonus lol XuN already fixed it yesterday, try using using the latest build to check if still occour
(0002867)
Rizz   
25-06-15 19:45   
You should remove the racial bonus from FeatureML & 01 and make a different option to enable. I would like to keep the option from FeatureML & 01 but not this racial traits, it gives a lot of problems and annoying stuffs.
(0002869)
XuN   
25-06-15 23:05   
It's not giving problems anymore?
(0002871)
Rizz   
26-06-15 20:04   
Seems it works, plz consider my idea with the traits
(0002872)
XuN   
27-06-15 09:17   
Looks like there's no build for windows today ... I added new flags for that anyway, temp download link here: https://www.dropbox.com/s/k1aqepw37wytzn9/SphereSvr.exe?dl=0





View Issue Details
2519 [SphereServer] executable - generic major always 14-06-15 18:42 19-06-15 13:48
Rizz  
Ben  
normal  
resolved  
fixed  
none    
none  
   
Automated (specify build number)
None
None
2341
local.EffectID is not working under @spelleffect
local.EffectID is not working under @spelleffect
Notes
(0002829)
darksun84   
16-06-15 12:45   
According to the changelog Local.CreateObject1 is used for overriding the effect id in @effect/@spelleffect Changes in @Effect/@SpellEffect triggers for spells: Local.CreateObject1 overrides the effect id. Added Local.EffectColor, local.EffectRender and local.EffectExplode allowing to override the values of the sent effect.
(0002830)
Rizz   
16-06-15 14:27   
I had a look here: http://wiki.sphere.torfo.org/index.php/@SpellEffect I will try the way you suggested
(0002832)
Rizz   
16-06-15 14:32   
Local.CreateObject1 works, how to change the wiki then?
(0002833)
darksun84   
16-06-15 17:13   
I modified the wiki in both @spelleffect and @effect
(0002838)
Ben   
19-06-15 13:48   
fixed in wiki





View Issue Details
2518 [SphereServer] executable - windows build major always 14-06-15 12:17 19-06-15 09:38
Shamino  
Coruja  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
DiagonalWalkCheck, New_Triggers, Intrinsic_Locals, Script_Profiler, Size_Optimise
Command_Sysmsgs, OSIMultiSight, FileCommands, NoItemNaming, NoHouseMuteSpeech, Flood_Protection, Buffs, NoPrefix
2341
Bonded status lost when mount.
Pets losing bonded status when mount and dismount. And create a gray corpse when die.
Add c_llama .xbonded 1 .xshow bonded = 1 MOUNT DISMOUNT .xshow bonded = 0
There are no notes attached to this issue.





View Issue Details
2515 [SphereServer] executable - generic major always 12-06-15 16:50 13-06-15 11:48
Rizz  
XuN  
normal  
resolved  
fixed  
none    
none  
   
Automated (specify build number)
None
None
2338
Drink potions will play the spell sound
Now, drink potion will play the corrispective spell sound.
Notes
(0002820)
XuN   
13-06-15 11:48   
Added local.sound to @Effect and @SpellEffect triggers, by default it uses spell->sound excepting effects from potions which will have a random value between 0x030 and 0x031 (old value), this is writable, 0 means no sound.





View Issue Details
2513 [SphereServer] executable - windows build major always 10-06-15 13:05 11-06-15 16:35
darksun84  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
Script_Profiler
FileCommands
2332
Resistances don't work anymore.
Seems like that all resistances stopped working, looks like they are bypassed even if the argn2 value in @gethit returns 02
Add a NPC and get hit :P
There are no notes attached to this issue.





View Issue Details
2474 [SphereServer] new feature request tweak always 09-02-15 13:58 30-05-15 16:22
Jim  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
There are many signs have not defname and type in "sphere_item_deco_signs.scp"
There are many signs have not defname and type in "sphere_item_deco_signs.scp". Is it possible that someone spend a little time to add that in the script pack? Thanks!
Notes
(0002674)
XuN   
11-02-15 17:23   
If you have time, we can add it too :)
(0002701)
Coruja   
23-02-15 18:46   
do you have the ID of these missing signs?
(0002811)
darksun84   
25-05-15 21:37   
I added the defname to the missing ones, you can take it from here https://dl.dropboxusercontent.com/u/15246855/sphere_item_deco_signs.scp
(0002813)
XuN   
30-05-15 16:22   
Thanks drk, i'll upload it.





View Issue Details
2502 [SphereServer] executable - generic major random 24-04-15 18:16 20-05-15 09:33
Stanic  
XuN  
normal  
resolved 16-06-2013, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
2260
Mount disappearing
Some players of my server are reporting that theirs mount simply disappear after world save or in random moments. I found these errors on sphere's log: 13:39:ERROR:UID=0e9d4, id=0cc 'Horse', Invalid code=1203 (Ridden NPC not acting as such) 13:39:ERROR:UID=0400fcf42, id=03ea2 'Horse', Invalid code=2226 (Mount memory not equipped in the correct layer) 20:59:ERROR:UID=022a070, id=0da 'Zostrich', Invalid code=1203 (Ridden NPC not acting as such) 23:54:ERROR:UID=0f351e, id=0cc 'Horse', Invalid code=1203 (Ridden NPC not acting as such) 23:54:ERROR:UID=02df015, id=0cc 'Horse', Invalid code=1203 (Ridden NPC not acting as such) Someone with this same problem or that know what can be causing? :(
Notes
(0002767)
Terrikate   
24-04-15 19:35   
http://tracker.sphere.torfo.org/bugs/view.php?id=2042 If you follow the steps. Happen to you or no?
(0002768)
Rizz   
27-04-15 21:49   
Yes it happens to me follow the step, #2252
(0002775)
XuN   
29-04-15 08:37   
I really cannot reproduce this with latest nightly, what's up with ticket #2252 btw?
(0002777)
Rizz   
29-04-15 14:24   
Eh no, 2252 is my sphere version lol
(0002785)
XuN   
02-05-15 16:59   
Cannot reproduce steps.
(0002787)
XuN   
03-05-15 10:37   
For Invalid code=1203 (Ridden NPC not acting as such): Action must be 111 (ridden) And for Invalid code=2226 (Mount memory not equipped in the correct layer): It is called when TopObj is not a char for items with id 8270 and 8271 (Death Shroud and GM Robe) ONLY, so my bet is that some mount items were modified to work under these 2 clothes or a bad 'act' or 'new' link made these clothes receive mount's code, in this case the other error will make sense because some wrong references can screw both NPC and Mount item.
(0002792)
XuN   
07-05-15 14:56   
Still happening in latest build? I updated code for Death with some exceptions for mounts and this should not happen anymore.





View Issue Details
2430 [SphereServer] executable - windows build minor always 26-11-14 20:49 19-05-15 12:46
darksun84  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
2128
Automatic change of direction when fighting multiple opponents.
During a fight with two opponents, the player will istantly turn to face one of the previous target then he will suddenly turn back to strike the current target.
Add two hostile npc Attack the first one Then attack the second one Then attack again and stick to the first one After a while, the player will periodically turn to face the second npc and then suddenly face again the current target. It also create a sort of "rubber-band" effect when moving and fighting more opponents.
Notes
(0002576)
darksun84   
26-11-14 20:56   
(edited on: 26-11-14 21:01)
The sudden change of direction can also be logged by using the recent trigger @hitcheck 20:53:(sphere_skills.scp,1359)In @HitCheck Test NPC1 attacked by player zazam, direction of player 7 20:53:(sphere_skills.scp,1359)In @HitCheck Test NPC1 attacked by player zazam, direction of player 7 20:53:(sphere_skills.scp,1359)In @HitCheck Test NPC1 attacked by player zazam, direction of player 1 //ABove happens the change of direction, from dir 7 to -> 1, then the return to dir 7 again, this happen periodically. 20:53:(sphere_skills.scp,1359)In @HitCheck Test NPC1 attacked by player zazam, direction of player 7 20:53:(sphere_skills.scp,1359)In @HitCheck Test NPC1 attacked by player zazam, direction of player 7





View Issue Details
2510 [SphereServer] executable - generic minor always 13-05-15 02:24 16-05-15 18:27
Rizz  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
2266
Death shourd won't remove after being resurrected from ankh
You have to use .update
Notes
(0002799)
Ben   
16-05-15 18:27   
This should now be working properly





View Issue Details
2500 [SphereServer] executable - generic trivial have not tried 28-03-15 22:01 11-05-15 21:54
alexpetro window server  
XuN window  
normal 2003  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
NPCAct_Triggers
Flood_Protection
2235
Exp Sys - Levels doesn't works anymore
Levels are not updated when exp increase.
Notes
(0002764)
XuN   
19-04-15 22:48   
What flags are you using, can you debug some more information to know where to start looking at?
(0002765)
alexpetro   
20-04-15 18:26   
CombatFlags=01|02|04|08|020|080|0100|0200|01000 MagicFlags=04|010|020|040|080|0400 NPCAI=01|004|008|0040|0100|0400|0800 AdvancedLos=01|02 Experimental=01|04|08|040|0400|0800|02000|04000|020000 OptionFlags=01|04|08|0200|01000|02000|04000|08000|010000 ExperienceSystem=1 ExperienceMode=0 LevelSystem=1 LevelMode=1 LevelNextAt=1000
(0002786)
XuN   
03-05-15 10:31   
I did some tests and fixed some bugs related to experience system, this is working for me now, let me know if it works to you too in tomorrow's build.
(0002797)
Coruja   
11-05-15 21:54   
thx XuN, it's working fine now :D





View Issue Details
2503 [SphereServer] executable - windows build major always 27-04-15 21:28 10-05-15 17:31
babidi  
Ben  
normal  
resolved 16-06-2013, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
2256
UVAL DON'T WORK
UVAL DID NOT WORK. UVAL expression R Evaluates an expression and returns the result as an unsigned integer.
[FUNCTION FTUV] LOCAL.NEG = -1 LOCAL.NUMN = -5 LOCAL.NUMP = 5 LOCAL.FTUVA = <UVAL <LOCAL.NUMN>> LOCAL.FTUVB = <EVAL <LOCAL.NUMN>*<LOCAL.NEG>> LOCAL.FTUVC = <UVAL <LOCAL.NUMN>*<LOCAL.NUMP>> SERV.B <DLOCAL.FTUVA> <DLOCAL.FTUVB> <DLOCAL.FTUVC> // EXPECTED 5 5 25 RESULT -5 5 -25
Notes
(0002771)
Coruja   
28-04-15 00:59   
(edited on: 28-04-15 01:03)
I tried it here and it's really broken but note that converting a NEGATIVE signed number to unsigned will not simply keep the same number and just remove the signal. Unsigned numbers cant have negative values, so when it reach the minimum value (0) it will jump to the max value (2³² = 4294967296) instead just remove the signal from the number so unsigned -5 is 4294967291 (the same as 4294967296 - 5) and not 5 I will keep this thread open because UVAL is not really working (it just print the same value without change it to unsigned) but probably even after it got fixed, it wont work on your function as you expect maybe you can use another workaround that simply remove the signal if the value is negative instead change it to unsigned [FUNCTION RemoveSignal] IF ( < 0) ARGS = > ENDIF return so if you use it will return 5. Or you can simply use an *-1 directly on your formula without need to create another function IF ( < 0) LOCAL.A *= -1 ENDIF if LOCAL.A = -5 this will change it to LOCAL.A = 5
(0002796)
Ben   
10-05-15 17:31   
ok... tested, fix some issues, but really this worked as intended. The only issue I saw was that it was working with int32 while all storage variables use int64 now, so UVAL -5 = 18446744073709551611 now, not 4294967291. Now let me explain how it works. Locals, tags, vars... are signed int64 values. When you save -5 to a local, it's saved as -5. (it will display as 0fffffffffffffffb in hex) When you save 18446744073709551611, it saves as -5 (it will display as 0fffffffffffffffb in hex) If you wish to display an unsigned value, you must use UVAL when displaying since you can't save an unsigned value to any storage variables What you are looking for is a function called abs() which returns the number without the sign. I'll see about adding that in.





View Issue Details
2508 [SphereServer] executable - generic minor have not tried 06-05-15 23:34 09-05-15 09:07
Rizz  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
2262
AttackingIsaCrime=0 but attack will flag you as criminal
AttackingIsaCrime=0 but attack will flag you as criminal
Notes
(0002791)
XuN   
07-05-15 14:30   
Happening also in 2265 (latest today)?
(0002793)
Rizz   
08-05-15 20:21   
Fixed
(0002794)
XuN   
09-05-15 09:07   
Nice, closing.





View Issue Details
2506 [SphereServer] executable - generic major always 04-05-15 17:36 05-05-15 10:51
babidi  
XuN  
normal  
resolved 16-06-2013, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Food did nont increase "FOOD" value but set it to last eaten value
If you eat an apple yur food will become 1 or other food will set you food value to the amout it shoud rise
There are no notes attached to this issue.





View Issue Details
1530 [SphereServer] executable - generic major always 06-10-08 01:15 01-05-15 20:59
Coruja  
Coruja  
normal  
resolved  
fixed  
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.
(0002557)
XuN   
02-11-14 16:16   
Is this still happening Coruja?
(0002784)
Coruja   
01-05-15 20:59   
that's a old bug from many years ago (2008), since then I'm using TAG.NOMOVETILL=+2> after GO functions as workaround but a month ago I removed this workaround from the script and it seems to be working fine, so maybe we can consider it fixed





View Issue Details
2424 [SphereServer] executable - generic major always 29-10-14 13:01 11-04-15 16:12
Rizz  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
2089
Cannot change wartarget dclick on status in warmode
You cannot change your wartarget doubleclicking on a different char status.
1 warmode 2 attack a npc doubleclicking on his status 3 attack another npc doubleclicking on his status You'll see you won't change the wartarget and you'll continue to attack the first npc
Notes
(0002524)
Rizz   
29-10-14 13:02   
If i revert to r2056 this works.
(0002527)
XuN   
29-10-14 14:40   
Cannot replicate with latest build and default scripts.
(0002529)
Rizz   
29-10-14 23:27   
(edited on: 29-10-14 23:28)
Ok is my problem with the scripts. The problem stats here: ON=@ATTACK f_war_targ_clear [FUNCTION f_war_targ_clear] REF1 = REF2 = FORCHARMEMORYTYPE memory_war_targ IF ( != ) color=&~memory_war_targ if ! remove endif endif ENDFOR This is supposed to delete the multi target and keep only one target. Works on build <= 2056 Did i make something wrong or there is a real problem with the build?
(0002530)
XuN   
30-10-14 09:01   
So what you want is to keep only one attacker and deleting others, right? You might want to try with Attackers instead of memories: ON=@Attack f_war_targ_clear [function f_war_targ_clear] if !() return 0 endif ref1= for -1> 0 ref2=.uid> if (==) continue endif if () continue endif // the rest, who is not me or a player, will be removed from attackers. attacker.delete endfor
(0002531)
Rizz   
30-10-14 11:18   
I would like to keep the attackers list (so i can make some checks) but then i need to focus only on one wartarg to avoid this problem: 1) you attack A 2) A goes out of range or you just prefer to change your target 3) then you attack B 4) B goes out of range and A comes in again 5) you start to hit A and then when B comes in again you still hit A With previous build i also noticed some problem using attacklast bcuz, in some circustances, you supposed to hit A but you hit B. Players complained bcuz, of course, this always happened when you are near to kill someone and then you shot to the wrong one. Now you are telling me that this beahviour is related to the attackers list, so i'm just wondering if my code works bcuz attackers list is not working on my release.
(0002532)
XuN   
30-10-14 14:02   
I never said this was related to attacker's list, only suggested you to use it :) I made changes on 'target selection' when added the Threat variable, but they are ONLY applied for NPCs. Attackers list is meant to override periodically the memories and finally get rid of them so, like you would have to do before attackers were implemented, you should work with the idea of having attackers as the base to work on and any other system to be custom... don't rely on memories anymore since they are condemned to die (in attacker's terms at least). Tell me what checks are you using with attackers, I might find you a way to solve your problem using the system anyway.
(0002533)
Rizz   
30-10-14 18:05   
(edited on: 30-10-14 18:10)
Thx XuN for interesting in my case :D I use attackers to made some checks on "who deals more damage and who was the last one". In example in the arena i use this code: ON=@KILL IF ( == ) IF () LOCAL.src_punti_arena= LOCAL.argo_punti_arena= LOCAL.src_punti_arena +=1 LOCAL.argo_punti_arena -=2 src.account.TAG.punti_arena= argo.account.TAG.punti_arena= src.sysmessage @021,3,1 You gain 1 point argo.sysmessage @021,3,1 You lose 2 point ENDIF ENDIF I use to prevent players escaping with gate or teleport; example: IF ( != 0) && ( < 20) src.sysmessage You must wait until 20 seconds from your last hit suffered! src.sysmessage Devi attendere 20 secondi dal tuo ultimo colpo subito! src.message return 1 ENDIF src.go 1106,419,-80,2 I use for multiple reward while killing mobs or enemy guildmates ON=@Death IF () FOR y 0 -1> .... .... ON=@DEATHCORPSE LOCAL.n=1 FOR X 0 IF (>.dam> > 0) .... .... These kind of stuff. That's why i would like to keep all the attackers list but only one wartarg. Actually how is working the wartarg? It checks trough the attackers list to find the closest one and than attack?
(0002534)
XuN   
30-10-14 19:44   
It's an interesting feature to add: ignore a target. Test this build: https://www.dropbox.com/s/k1aqepw37wytzn9/SphereSvr.exe?dl=0 It includes a new 'ignore' variable to attacker's lists, setting it to 1 will make the character to skip this one when looking for a target. Can also be set using argn1=1 inside @CombatAdd. To anwser your question this is the proccess of looking for target (Note that this is a fast adaptation to sphere script, syntax is not going to look similar... is just an orientation): local.closest = 0 // nearest distance of last eligible target. local.threat = 0 // same but for threat, only used if ini's setting is on local.target = 0 //who am i going to attack? for 0 attackers if attacker.x.ignore continue endif local.dist = if == archery if local.dist > archerymaxdist || local.dist < archerymindist //ini's settings continue endif if target = attacker.x.uid continue endif endif if local.dist > 14 //view sight continue endif if !canseelos attacker.x.uid continue endif if (serv.npcai & npc_ai_threat) && threat < attacker.x.threat local.threat = attacker.x.threat local.closest = attacker.x.distance local.target = attacker.x elseif (local.dist < local.closest) local.closest = attacker.x.distance local.target = attacker.x endif endfor target=
(0002535)
Rizz   
30-10-14 23:38   
(edited on: 30-10-14 23:47)
I've tried this way: ON=@ATTACK f_war_targ_clear_v2 [FUNCTION f_war_targ_clear_v2] ref1= //the one i chose to attack if !() return 0 endif if ( != ) serv.b debug 1 for (0 -1>) ref2=.uid> if (==) continue endif if ( != ) attacker..ignore=1 serv.uid.>.say ignored: .ignore> endif endfor endif serv.b target .name> But i cannot change war target. Seems i cannot set ignore=1 to the attacker.
(0002536)
XuN   
31-10-14 19:32   
(edited on: 31-10-14 19:32)
Try it again, I fixed some issues and made some changes, its working for me. @CombatAdd <--- use this and NOT @Attack if () Argn2=1 // Argn2 is now Ignore, argn1 is default threat (if used). endif Edit: Use the same link, I updated the build in it.
(0002546)
XuN   
02-11-14 10:56   
I assume this is working fine, reopen if not.
(0002559)
Rizz   
02-11-14 19:17   
Tried your script and i downloaded the new sphere from the same link. Still not working at all, i attach a video: https://www.dropbox.com/s/lh6qzwpn55ykrpb/Video_1414955401.wmv?dl=0 (i was not at home so i could not try)
(0002561)
XuN   
04-11-14 16:47   
Can you download and test again from the same link? I made some changes.
(0002562)
Rizz   
04-11-14 20:13   
Same problem plus now sphere gives me error on owner.isplayer
(0002581)
Rizz   
10-12-14 00:25   
Any news?
(0002651)
XuN   
24-01-15 19:10   
Been away for some time, can you tell me what's working and what's not right now with all the current updates? Need you to test in latest builds :) Thanks in advance.
(0002738)
Rizz   
19-03-15 21:43   
Still not working.
(0002739)
XuN   
20-03-15 09:41   
It is working fine to me with latest nightly. Added 2 llamas with 10k hp, placed both at the same distance of 3 tiles and started shooting them, switching from time to time and my character always attacks the correct one. I moved myself to be in a distance of 3 tiles away from one llama and 6 tiles away from the other one and still working. This was tested with a Bow. Using a melee weapon it is slightly different, if you are attacking one that is not in the required range it will automatically find best next target and attacks it regardless of the choosen target coming near to you, so if it comes in range you'll have to attack it again. Not sure if this have to be working this way but its how its and it's been working.
(0002740)
Rizz   
20-03-15 11:08   
Yesterday I tried with 2 llamas and one c_man at different distances (but in the same screen of course), once I attacked the first llama was impossible for me to change target. Tested with a fast bow. I will try again. Did you add some script? Anyway in my opinion, target needs to change only on player request otherwise this will result too much messy. In a PVP (where usually you have to change target frequently) you cannot miss the last shot bcuz your opponent runs 3 tiles away from a previous target. Even in PVM. I need to stay on the last target I choese.
(0002741)
XuN   
20-03-15 13:36   
Target sticks on what you 'dclick' but on certain situations (enemy out of range ie) it switchs to keep hitting obviously, IMO its working fine... I'm using this function to test: [function ble] serv.newnpc c_llama new.hits 10000 new.dex new.p=

new.move 3 serv.newnpc c_llama new.hits 10000 new.dex new.p=

new.move -3 ref1= serv.newitem i_bow,1,1 serv.newitem=i_arrow,1000,1 dex=10000 attack= Lets stick to the 'bug' itself, if you want to change behaviour this is another thing, we must first see if its still not changing target at desire (what it does after enemy 'dissapeared' can be discussed later).

(0002743)
Rizz   
21-03-15 21:34   
Tried again: as you can see from the video I am able to hit only the neareast target even if i try to change. https://www.dropbox.com/s/z064w7zbny7rptz/nearest.wmv?dl=0
(0002759)
Rizz   
09-04-15 21:31   
Any news?
(0002760)
XuN   
10-04-15 11:45   
I'm using the code I pasted in last reply, creating 2 llamas and setting my dex to high values (for fastest testing), I move between both llamas (having both in my attacker list) and distance means nothing. Tell me what .show serv.build gives you because in latest nightly this is not replicable with default script pack.
(0002761)
Rizz   
11-04-15 13:01   
I cannot tell you bcuz I deleted that version. I tried the last one (downloaded yesterday) and it works with default scriptpack (the one i tried before didn't work even with the default scripts). So i think this is fixed now.
(0002763)
XuN   
11-04-15 16:12   
I hate you, I was going crazy for a bug already fixed! Closing this :)





View Issue Details
2494 [SphereServer] executable - windows build minor have not tried 15-03-15 10:56 11-04-15 16:07
MirroR  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
2190
@CharContextMenuRequest ????
@ItemContextMenuRequest @ContextMenuRequest // That's not enough ! @CharContextMenuRequest ??? Why this does not have? @ClientToolTip @ItemClientToolTip @CharClientToolTip [events e_context] on=@ContextMenuRequest if (<src.isevent.e_context>) trigger @click endif Only on this current situation it makes for a src. Does not apply when another player is clicked !
Notes
(0002762)
XuN   
11-04-15 16:07   
Added char* definitions for both ContextMenuRequest and ContextMenuSelect.





View Issue Details
2497 [SphereServer] executable - generic minor always 26-03-15 19:34 31-03-15 11:41
Shamino  
Coruja  
normal  
resolved 16-06-2013, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None, Intrinsic_Locals, Script_Profiler, Size_Optimise
Command_Sysmsgs, OSIMultiSight, FileCommands, NoItemNaming, NoHouseMuteSpeech, Flood_Protection, Buffs, NoPrefix
2231
ArchProtection with COMBAT_ELEMENTAL_ENGINE dont apply the effects like single Protection Spell
Coruja change the protection spell, for decrease MR and decrease physical resist like OSI, but forget modify the ArchProtection Spell. Added: New Magic Reflection and Protection spell behavior if COMBAT_ELEMENTAL_ENGINE feature is enabled.
Cast ArchProtection.
There are no notes attached to this issue.





View Issue Details
2454 [SphereServer] executable - windows build minor always 02-01-15 18:44 29-03-15 22:56
MirroR  
 
normal  
new  
open  
none    
none  
   
Automated (specify build number)
None
None
2150
E/C Vendor Buying Problem
I can't see vendor menus http://i.hizliresim.com/z2nqkD.jpg [^] this is mageshop menu. thanks
Notes
(0002654)
Jim   
25-01-15 04:17   
I also found it, it is a problem in 3D(Enhanced Client) if someone can not buy/sell. Did anybody fix it?
(0002755)
XuN   
26-03-15 12:37   
I found something weird on OSI sniffing: In the buy proccess PacketContainer '0x3c' is sent, instead of PacketVendorBuyList '0x74', and its called twice... first one with all contents and second one only with amount of items sent to shop menu, anyway price is not set in this so I wonder how they get it.
(0002757)
Ben   
29-03-15 22:56   
Did some sniffing also, and this is what I get from OSI. send 0xC3 with full content send in loop 0xDC for each item send 0xC3 0x00 0x05 0x00 0x00 send 0x74 with no content send 0x24 with conttype as 0x00 client sends 0xD6 request send in loop 0xD6 for each item I replicated it but I still get a blank menu. Not sure where to go from here. Sell menu seems to work fine, spellbook also, since these are related to the same packets...





View Issue Details
2499 [SphereServer] executable - generic minor always 27-03-15 20:41 27-03-15 20:55
Shamino x64  
XuN Windows  
normal 8.1  
resolved 16-06-2013, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
Intrinsic_Locals, Size_Optimise
Command_Sysmsgs, OSIMultiSight, FileCommands, NoItemNaming, NoHouseMuteSpeech, Flood_Protection, Buffs, NoPrefix
2231
Rare error on console when cast Explosion Spell
When cast explosion spell on target self or another target i get this error on console: 20:36:ERROR:Undefined symbol '' 20:36:ERROR:Undefined symbol 'DEF' I have the MAGICF_OSIFORMULAS activated.
Cast explosion.
There are no notes attached to this issue.





View Issue Details
2498 [SphereServer] executable - windows build major always 27-03-15 04:26 27-03-15 08:37
lazarus Windows  
XuN Windows 7  
normal 7  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Not Available
None
None
2233
ON=@Death function working bad (threads)
REV 2233 blank server Just kill a NPC and you get some thread errors: Same with players. 00:19:DEBUG:__ thread (8196) __ | # | _____ function _____________ | ticks passed from previous function start ______ 00:19:DEBUG:>> 8196 | 0 | CWorld::OnTick | +0 00:19:DEBUG:>> 8196 | 1 | CSector::OnTick | +0 00:19:DEBUG:>> 8196 | 2 | CChar::OnTick | +0 <-- exception catch point (below is guessed and could be incorrect!) 00:19:DEBUG:>> 8196 | 3 | CChar::Death | +0 00:19:DEBUG:>> 8196 | 4 | CVarDefMap::Empty | +0 00:19:CRITICAL:"Access Violation" (0x1dc45), in CChar::Tick() 0000001 "death" 00:20:1:'admin1' commands 'str 4000'=1 00:20:DEBUG:__ thread (8196) __ | # | _____ function _____________ | ticks passed from previous function start ______ 00:20:DEBUG:>> 8196 | 0 | CWorld::OnTick | +0 00:20:DEBUG:>> 8196 | 1 | CSector::OnTick | +0 00:20:DEBUG:>> 8196 | 2 | CChar::OnTick | +0 <-- exception catch point (below is guessed and could be incorrect!) 00:20:DEBUG:>> 8196 | 3 | CChar::Death | +0 00:20:DEBUG:>> 8196 | 4 | CVarDefMap::Empty | +0 00:20:CRITICAL:"Access Violation" (0x1dc45), in CChar::Tick() 0000001 "death" 00:20:DEBUG:__ thread (8196) __ | # | _____ function _____________ | ticks passed from previous function start ______ 00:20:DEBUG:>> 8196 | 0 | CWorld::OnTick | +0 00:20:DEBUG:>> 8196 | 1 | CSector::OnTick | +0 00:20:DEBUG:>> 8196 | 2 | CChar::OnTick | +0 <-- exception catch point (below is guessed and could be incorrect!) 00:20:DEBUG:>> 8196 | 3 | CChar::Death | +0 00:20:DEBUG:>> 8196 | 4 | CVarDefMap::Empty | +16 00:20:CRITICAL:"Access Violation" (0x1dc45), in CChar::Tick() 0000001 "death"
-Open server -Kill NPC -On Death functions call. -Thread problems.
Notes
(0002756)
XuN   
27-03-15 08:37   
Fixed, also moved NPC_CleanOwners() under the bonded check to avoid forgeting their masters.





View Issue Details
2479 [SphereServer] executable - windows build minor always 17-02-15 12:45 26-03-15 12:53
darksun84  
Coruja  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
Script_Profiler
None
2187
minor problem with sphere default bonus to damage
With the introduction of the new combat engine, the sphere default bonus (STR/10) to damage is not applied (and also not displayed in the status menu) even if combat flag OSI_DAMAGEMOD is disabled. This happens also with COMBAT_ELEMENTAL_ENGINE turned off.
Notes
(0002682)
darksun84   
18-02-15 14:11   
This also applies with ranged weapon (the damage bonus was dex / 10).
(0002687)
Coruja   
22-02-15 00:31   
I found the problem, it will be fixed on next nightly
(0002698)
darksun84   
23-02-15 11:34   
(edited on: 23-02-15 14:36)
Update I noticed that damage bonus is applied but it depends from the base weapon damage or character base damage, instead of a flat str (dex) / 10 bonus. Example: If i have a base damage of 100,100 every 10 point of str i get +1 damage, so with 110 str i have 101-101. If i have a base damage of 50,50 every 20 point of str i get +1 damage, and so on. Considering the base damage of weapons, you'll get the bonus damage from str when the character will reach a very high value in that stat. Also archery weapon still use str instead of dex ( i don't remember for throwing)
(0002699)
Coruja   
23-02-15 18:39   
the bonus value is a % instead a pure integer. The % signal makes a huge difference here :P example: your have base damage 15-17 and STR=100, so the bonus is 10% (not 10) and the damage value after apply the bonus will be 16-18 (not 25-27) but you're right, I took a quick look on the old code and it works using pure integer instead %. Probably I changed it accidentally to match the OSI formula (which uses %) but on next nightly it will be fixed PS: the formula always uses STR with no longer DEX for ranged skills (archery/throwing) because STR can be used to increase damage, but DEX is used to increase speed instead damage
(0002704)
darksun84   
25-02-15 18:36   
(edited on: 25-02-15 18:39)
I tested it, works fine now. Just one consideration: It's really not possible to re-implement back the DEX (instead of STR) damage bonus for ranged weapons ? Or a way to disable the STR damage bonus for ranged weapon ? (Of course only with OSIDAMAGE flag disabled) Thank you





View Issue Details
2496 [SphereServer] executable - windows build crash sometimes 21-03-15 12:38 25-03-15 16:25
nolok  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Crash probably due to highly crowded areas
I'm using sphere to decorate my world with other guys, so i have sectors with 1200-1300 items. There isn't a big lag, but i think that sphere has difficulty to manage these sectors, in fact walking from a crowded sector to another makes the server crash very often and loop generating enormous logs, until i manually kill the server. I tested with nightly builds 0002150 and 0002215. Example log: 20:40:5:'x' commands 't'=1 (it's like .tele) 20:41:DEBUG:__ thread (1624) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:41:DEBUG:>> 1624 | 0 | NetworkThread::tick | +0 20:41:DEBUG:>> 1624 | 1 | NetworkOutput::processOutput | +15 20:41:DEBUG:>> 1624 | 2 | NetworkOutput::processPacketQueue | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:41:DEBUG:>> 1624 | 3 | NetworkOutput::sendPacket | +0 20:41:DEBUG:__ thread (2280) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:41:DEBUG:>> 2280 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:41:CRITICAL:"Access Violation" (0xfffcf153), in NetworkManager::Tick() 0000001 "cleaning queues" 20:41:CRITICAL:Exception, in NetworkOutput::processPacketQueue() 0000001 "sending" 20:41:DEBUG:id='5', pri='2', packet '2' of '50' to send, length '52' of '20000' 20:41:DEBUG:__ thread (1624) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:41:DEBUG:>> 1624 | 0 | NetworkThread::tick | +0 20:41:DEBUG:>> 1624 | 1 | NetworkOutput::processOutput | +15 20:41:DEBUG:>> 1624 | 2 | NetworkOutput::processPacketQueue | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:41:DEBUG:>> 1624 | 3 | NetworkOutput::sendPacket | +16 20:41:DEBUG:id='5', pri='2', packet '3' of '50' to send, length '78' of '20000' 20:41:DEBUG:__ thread (1624) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:41:DEBUG:>> 1624 | 0 | NetworkThread::tick | +0 20:41:DEBUG:>> 1624 | 1 | NetworkOutput::processOutput | +15 20:41:DEBUG:>> 1624 | 2 | NetworkOutput::processPacketQueue | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:41:DEBUG:>> 1624 | 3 | NetworkOutput::sendPacket | +16 20:41:DEBUG:__ thread (2280) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:41:DEBUG:>> 2280 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:41:DEBUG:id='5', pri='2', packet '4' of '50' to send, length '104' of '20000' 20:41:DEBUG:__ thread (1624) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:41:DEBUG:>> 1624 | 0 | NetworkThread::tick | +0 20:41:DEBUG:>> 1624 | 1 | NetworkOutput::processOutput | +15 20:41:DEBUG:>> 1624 | 2 | NetworkOutput::processPacketQueue | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:41:DEBUG:>> 1624 | 3 | NetworkOutput::sendPacket | +32 20:41:DEBUG:id='5', pri='2', packet '5' of '50' to send, length '130' of '20000' 20:41:DEBUG:__ thread (1624) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:41:DEBUG:>> 1624 | 0 | NetworkThread::tick | +0 20:41:DEBUG:>> 1624 | 1 | NetworkOutput::processOutput | +15 20:41:DEBUG:>> 1624 | 2 | NetworkOutput::processPacketQueue | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:41:DEBUG:>> 1624 | 3 | NetworkOutput::sendPacket | +47 20:41:DEBUG:id='5', pri='2', packet '6' of '50' to send, length '156' of '20000' 20:41:DEBUG:__ thread (1624) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:41:DEBUG:>> 1624 | 0 | NetworkThread::tick | +0 20:41:DEBUG:>> 1624 | 1 | NetworkOutput::processOutput | +15 20:41:DEBUG:>> 1624 | 2 | NetworkOutput::processPacketQueue | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:41:DEBUG:>> 1624 | 3 | NetworkOutput::sendPacket | +47 20:41:DEBUG:id='5', pri='2', packet '7' of '50' to send, length '182' of '20000' 20:41:DEBUG:__ thread (2280) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:41:DEBUG:>> 2280 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:41:DEBUG:__ thread (1624) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:41:DEBUG:>> 1624 | 0 | NetworkThread::tick | +0 20:41:DEBUG:>> 1624 | 1 | NetworkOutput::processOutput | +15 20:41:DEBUG:>> 1624 | 2 | NetworkOutput::processPacketQueue | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:41:DEBUG:>> 1624 | 3 | NetworkOutput::sendPacket | +63 20:41:DEBUG:id='5', pri='2', packet '8' of '50' to send, length '208' of '20000' 20:41:DEBUG:__ thread (1624) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:41:DEBUG:>> 1624 | 0 | NetworkThread::tick | +0 20:41:DEBUG:>> 1624 | 1 | NetworkOutput::processOutput | +15 20:41:DEBUG:>> 1624 | 2 | NetworkOutput::processPacketQueue | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:41:DEBUG:>> 1624 | 3 | NetworkOutput::sendPacket | +78 20:41:DEBUG:id='5', pri='2', packet '9' of '50' to send, length '234' of '20000' And so on, for a nice 11 MB log (server crashed in the night, i killed it in the morning). In addition, i think those sectors are a problem also when nobody is there. A guy was working in another town, with very few dynamic items inside, and the server crashed. Here's the log: 23:39:5:'y' commands 'nudgeup 10'=1 23:39:'y' commands uid=040003d1d (paper lantern) to 'nudgeup 10'=1 23:39:DEBUG:__ thread (2352) __ | # | _____ function _____________ | ticks passed from previous function start ______ 23:39:DEBUG:>> 2352 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 23:39:CRITICAL:"Access Violation" (0xfffcf153), in NetworkManager::Tick() 0000001 "cleaning queues" 23:39:DEBUG:__ thread (2352) __ | # | _____ function _____________ | ticks passed from previous function start ______ 23:39:DEBUG:>> 2352 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 23:39:DEBUG:__ thread (2352) __ | # | _____ function _____________ | ticks passed from previous function start ______ 23:39:DEBUG:>> 2352 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 23:39:DEBUG:__ thread (2352) __ | # | _____ function _____________ | ticks passed from previous function start ______ 23:39:DEBUG:>> 2352 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 23:39:DEBUG:__ thread (2352) __ | # | _____ function _____________ | ticks passed from previous function start ______ 23:39:DEBUG:>> 2352 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 23:39:DEBUG:__ thread (2352) __ | # | _____ function _____________ | ticks passed from previous function start ______ 23:39:DEBUG:>> 2352 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 23:39:DEBUG:__ thread (2352) __ | # | _____ function _____________ | ticks passed from previous function start ______ 23:39:DEBUG:>> 2352 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 23:39:DEBUG:__ thread (2352) __ | # | _____ function _____________ | ticks passed from previous function start ______ 23:39:DEBUG:>> 2352 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 23:39:DEBUG:__ thread (2352) __ | # | _____ function _____________ | ticks passed from previous function start ______ 23:39:DEBUG:>> 2352 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 23:39:DEBUG:__ thread (2352) __ | # | _____ function _____________ | ticks passed from previous function start ______ 23:39:DEBUG:>> 2352 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 23:39:DEBUG:__ thread (2352) __ | # | _____ function _____________ | ticks passed from previous function start ______ 23:39:DEBUG:>> 2352 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 23:39:DEBUG:__ thread (2352) __ | # | _____ function _____________ | ticks passed from previous function start ______ 23:39:DEBUG:>> 2352 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 23:39:DEBUG:__ thread (2352) __ | # | _____ function _____________ | ticks passed from previous function start ______ 23:39:DEBUG:>> 2352 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) Then the server closed itself, so the error part of the log is that, i didn't cut anything. We all are using the Enhanced Client and FeatureSA = 0, but i don't think that's relevant. I also tried to increase in the ini MaxPacketsPerTick from 25 to 35 and 50, MaxQueueSize from 50 to 30, 40 and 60, MaxSizePerTick from 12000 to 13000 and 15000, but it didn't prevent server from crashing, instead in some cases it increased the lag (in the areas with 1200+ items). In the ini i also have UseAsyncNetwork=2, UsePacketPriority=1, UseExtraBuffer=1.
OptionFlags=01|08|080|0100|0200 Experimental=04|08|040|080|0400|0800|0200|080000|020000 I wrote them here because the list below isn't up to date.
Notes
(0002744)
Shamino   
22-03-15 01:43   
Uhmmm, maybe try with UseAsyncNetwork=0 and test.
(0002745)
Coruja   
23-03-15 01:32   
try using UseAsyncNetwork=0, this feature can make the server unstable because it have some unknown errors but are you using the latest nightly? yesterday build got some important changes which directly affect enhanced clients (the "open gump" packet) and also it fixes some "network" console errors too
(0002746)
XuN   
23-03-15 15:41   
As it's been said in the other replies, switch to 0 AsyncNetwork setting. Increasing values in this settings will also help you: // Maximum number of packets to send per tick MaxPacketsPerTick=25 // try increasing this to 300 // Maximum number of packets before lowering packet priorities (0 for no limit) MaxQueueSize=50 // same here // Maximum number of bytes to send per tick (also governs maximum size of outgoing packets) MaxSizePerTick=12000 // increase this to 1MB: 1000000 These values may be reduced by your network capacities, but Sphere will perform better anyway... however having such amount of items is impossible to handle in a live server no matter the emulator/game you play... I would recomend to put them into statics (if you were not planning to).
(0002750)
nolok   
23-03-15 16:41   
Yup, i'm planning to freeze them. Are there other tools than multool to do this? Anyway, when I'll have a couple of minutes (a couple of days i think) I'll test your solutions, but why do I get errors if I am not in that sector?
(0002752)
XuN   
24-03-15 08:20   
This errors are related to this setting, which never worked as it should, I disabled it in the source in my last commit until it's fixed to avoid any problem more.
(0002753)
nolok   
24-03-15 22:01   
Tested with last nightly (with AsyncNetwork=0): no crash, even in sectors with 1500 items, that's nice :) Thanks guys
(0002754)
XuN   
25-03-15 16:24   
anytime





View Issue Details
2431 [SphereServer] executable - generic text always 07-12-14 17:49 23-03-15 17:11
Coruja  
Coruja  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
TAGLIST / CTAGLIST / VARLIST unicode text parsing
the internal function DumpKeys() [/common/CVarDefMap.cpp, line 630] is using a \n on the sysmessage, and this thing is breaking the text of functions TAGLIST / CTAGLIST / VARLIST with many blank spaces between all lines example: If I use TAGLIST function ingame, it will return TAG.A=1 TAG.B=2 TAG.C=3 instead TAG.A=1 TAG.B=2 TAG.C=3 to fix it, the \n must be used only if the function is called by sphere console, but not on ingame clients. I have no idea how I can check if the function is called by console or ingame client, so I'm opening this thread to someone take a better look :P
just type .TAGLIST ingame it can be reproduced only using SMSG_DEF_UNICODE=1 on sphere_msgs.scp (I'm not sure why, maybe because unicode texts can parse \n and non-unicode texts will just ignore it)
Notes
(0002578)
Ben   
07-12-14 23:48   
As far as I can tell from my tests, this only happens on pre-SA clients. I managed to reproduce with client 6.0.14.3 but not with 3 other clients above 7.0.10.3 Not sure it's even worth trying to fix if it's a client parsing issue...
(0002749)
XuN   
23-03-15 16:27   
Not sure of the problem really, but if it can be solved with a simple check for clients with versions lower than 7013, then use this: if (pSrc->GetChar() && pSrc->GetChar()->GetClient()->GetNetState()->isClientLessVersion(7013)) pSrc->SysMessagef("%s%s=%s", static_cast(pszPrefix), static_cast(pVar->GetKey()), static_cast(pVar->GetValStr())); else pSrc->SysMessagef("%s%s=%s\n", static_cast(pszPrefix), static_cast(pVar->GetKey()), static_cast(pVar->GetValStr()));
(0002751)
Coruja   
23-03-15 17:11   
roflmao I spent many hours trying to get the client version inside DumpKeys() and you made it in just some seconds :D but anyway, I think it's better doesnt use \n on all clients instead only on clients > 7xxx, because this \n is not really needed on any client version (only console/logs will need it) so I just made a simple check to avoid \n on all clients, I dont know if this will break texts on console/logs, but apparently everything is working fine (I tested it using '.taglist' on client 5.0.2 / 7.0.44 and also 'show uid.123456.taglist' on console, and both are working fine)





View Issue Details
2453 [SphereServer] executable - windows build major sometimes 31-12-14 15:42 23-03-15 15:57
Gandalfs  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Ships fail
http://i.imgur.com/MAaK35D.png [^] I dont know right now what is the seasson but i see this two times. only use the command 'Forward' and Right/Left. I see the player in the water without the ship and the ship equal from the image.
Notes
(0002633)
MirroR   
31-12-14 19:19   
(edited on: 31-12-14 19:20)
This Fixed, Your build number ? 17-12-2014, Ben Fixed #2437 & #2440: More ship movement issues. 21-12-2014, Ben Fixed #2442: More Ship errors. bencro1028 r2141 21.12.14 Fixed #2446: Again, more ship issues.
(0002634)
Gandalfs   
31-12-14 19:33   
(edited on: 31-12-14 19:40)
im not sure, i see in the server what i play. i think r2147, but i dont know. I put here only for if more people can reproduce and post. i see this fail about 5 times, no ship in this area, only see normal move like left/right, the ship lost the parts and the position, in one time i see one npc fight on the ship. if me know more i put here sorry for now its this only.
(0002669)
Coruja   
07-02-15 05:55   
(edited on: 13-02-15 18:25)
you can use '.show serv.build' to get your sphere build version EDIT: it's already fixed I think, Im using build 2157 (19 jan 2015) on my live server and it doesn't seem to have this problem





View Issue Details
2485 [SphereServer] executable - generic minor have not tried 27-02-15 03:13 20-03-15 19:47
Jim  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
2193
Issue 0002477 is still exist, and 0002476 is resolved partially in build 2193
0002477 is still exist, there are "WARNING:3:Unknown game packet (0x30) received" a great probability when the player died. 0002476 is resolved partially, the "re-login" problem is resolved, right now ok, but some function or command still can not be called in @Death or @DeathCorpse, e.g. a function to open a simple dialog.. maybe it related to 0002477
Notes
(0002712)
Ben   
27-02-15 22:19   
ok... Whatever the client does with that packet once it receives it is beyond our control. Issue 2477 was solved on my end after the changes I made. I was receiving random unknown packet errors, not just 0x30, so this leads me to believe it's caused by something else if 0x30 is the only one you get. Issue 2476 is out of our control. The commands can be done, but the death packet seems to reset the screen. So messages get cleared (check your journal, they are there), dialogs get closed...
(0002715)
Coruja   
02-03-15 21:55   
when you die, sphere will run these things on this order: 1) @Death 2) @DeathCorpse 3) PacketDeathMenu so if you open any dialog on @Death or @DeathCorpse, unfortunately the PacketDeathMenu will make the client close all dialogs to show the 'you are dead' effect. Thats not really a sphere fault, the client itself close all dialogs when it show this death animation but try using TIMERF, maybe it works ON=@Death TIMERF 1,DIALOG d_something
(0002742)
XuN   
20-03-15 19:47   
There's an ini option to disable this packet and related problems.





View Issue Details
2493 [SphereServer] executable - generic major have not tried 10-03-15 12:39 18-03-15 23:19
darksun84  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
2209
Major issues and crash
There are some problems with the latest nightly (2209). I tested it with client 7.0.15.1 and 7.0.7.1. I think it's caused by the following change: " Updated minimum client version required to use some new packets". The issues are: 1)Opening the bank makes you crash. 2) Sometime the Backpack is not displayed until you use the command .pack, when you logout and then login the backpack is not shown again (backpack is present in the .edit menu) 3)Adding a vendor/banker npc will make you crash, other npc will not cause you to crash. 4)Sometime NPC with human/elf body are displayed naked (weapons and shield are displayed correctly) if you equip somethin it will be displayed correctly until you login again (correct items are displayed in the .edit menu.) 5) Some weird issue like status bar color (see screenshot)
Immagine.png (866,244) 10-03-15 12:39
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=115&type=bug
Notes
(0002729)
Stanic   
11-03-15 05:54   
I'm with problems in the latest nightly too. Crashing Constantly. 01:07:DEBUG:__ thread (14772) __ | # | _____ function _____________ | ticks passed from previous function start ______ 01:07:DEBUG:>> 14772 | 0 | NetworkManager::processAllInput | +0 01:07:DEBUG:>> 14772 | 1 | NetworkInput::processInput | +0 01:07:DEBUG:>> 14772 | 2 | NetworkInput::processData | +0 01:07:DEBUG:>> 14772 | 3 | NetworkInput::processData | +0 01:07:DEBUG:>> 14772 | 4 | NetworkInput::processGameClientData | +0 <-- exception catch point (below is guessed and could be incorrect!) 01:07:DEBUG:>> 14772 | 5 | PacketDoubleClick::onReceive | +0 01:07:DEBUG:>> 14772 | 6 | CClient::Event_DoubleClick | +0 01:07:DEBUG:>> 14772 | 7 | CClient::Cmd_Use_Item | +0 01:07:DEBUG:>> 14772 | 8 | CClient::addContainerSetup | +0 01:07:DEBUG:>> 14772 | 9 | NetState::endTransaction | +0 01:07:DEBUG:>> 14772 | 10 | NetworkOutput::QueuePacketTransaction | +0 01:07:CRITICAL:"Access Violation" (0xfffe8de8), in SUB: NetworkInput::Message::ProcessMessage() 01:07:DEBUG:274:Parsing Packet len=10 id=0x09 [2015/03/11 01:07:23] 0 1 2 3 4 5 6 7 8 9 A B C D E F -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- 0000 09 40 1d 8c 21 06 40 1d 8c 21 .@..!.@..! 01:10:WARNING:Forcing thread 'Main' to terminate... 01:10:CRITICAL:'Main' thread hang, restarting... 01:10:280:Client connected [Total:91] ('177.17.37.65' 1/2) 01:10:DEBUG:__ thread (29960) __ | # | _____ function _____________ | ticks passed from previous function start ______ 01:10:DEBUG:>> 29960 | 0 | NetworkManager::tick | +0 01:10:DEBUG:>> 29960 | 1 | NetworkThread::tick | +0 01:10:DEBUG:>> 29960 | 2 | NetworkOutput::processOutput | +0 01:10:DEBUG:>> 29960 | 3 | NetworkOutput::processPacketQueue | +0 01:10:DEBUG:>> 29960 | 4 | NetworkManager::processAllInput | +173301 01:10:DEBUG:>> 29960 | 5 | NetworkInput::processInput | +0 01:10:DEBUG:>> 29960 | 6 | NetworkInput::processData | +0 01:10:DEBUG:>> 29960 | 7 | NetworkInput::processData | +203 01:10:DEBUG:>> 29960 | 8 | NetworkInput::processGameClientData | +0 <-- exception catch point (below is guessed and could be incorrect!) 01:10:DEBUG:>> 29960 | 9 | PacketDoubleClick::onReceive | +0 01:10:DEBUG:>> 29960 | 10 | CClient::Event_DoubleClick | +0 01:10:DEBUG:>> 29960 | 11 | CClient::Cmd_Use_Item | +0 01:10:DEBUG:>> 29960 | 12 | CClient::addContainerSetup | +0 01:10:DEBUG:>> 29960 | 13 | NetState::endTransaction | +0 01:10:DEBUG:>> 29960 | 14 | NetworkOutput::QueuePacketTransaction | +0 01:10:CRITICAL:"Access Violation" (0xfffe8de8), in SUB: NetworkInput::Message::ProcessMessage() 01:10:DEBUG:274:Parsing Packet len=165 id=0x07 [2015/03/11 01:10:16] 0 1 2 3 4 5 6 7 8 9 A B C D E F -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- 0000 07 40 1d 8c ef 01 9a 08 40 1d 8c ef ff ff ff ff .@......@....... 0010 00 ff 40 12 b0 89 06 40 0b 4e 4d bf 00 06 00 24 ..@....@.NM....$ 0020 30 06 40 1d 8c 21 06 40 1d 8c 21 06 40 1d 8c 21 0.@..!.@..!.@..! 0030 06 40 1d 8d db bf 00 06 00 24 30 02 01 00 00 00 .@.......$0..... 0040 00 00 02 01 01 00 00 00 00 02 01 02 00 00 00 00 ................ 0050 02 01 03 00 00 00 00 bf 00 06 00 24 30 bf 00 06 ...........$0... 0060 00 24 33 bf 00 06 00 24 7c bf 00 06 00 24 61 bf .$3....$|....$a. 0070 00 06 00 24 49 bf 00 06 00 24 34 bf 00 06 00 24 ...$I....$4....$ 0080 63 bf 00 06 00 24 6a bf 00 06 00 24 3c bf 00 06 c....$j....$<... 0090 00 24 5c bf 00 06 00 24 5a bf 00 06 00 24 3f bf .$\....$Z....$?. 00a0 00 06 00 24 50 ...$P 01:10:WARNING:280:Bad Login 10 (Encryption error (packet length does not match what was expected)) 01:10:DEBUG:__ thread (29960) __ | # | _____ function _____________ | ticks passed from previous function start ______ 01:10:DEBUG:>> 29960 | 0 | NetworkManager::tick | +0 01:10:DEBUG:>> 29960 | 1 | NetworkThread::tick | +0 01:10:DEBUG:>> 29960 | 2 | NetworkOutput::processOutput | +0 01:10:DEBUG:>> 29960 | 3 | NetworkOutput::processPacketQueue | +0 01:10:DEBUG:>> 29960 | 4 | NetworkManager::tick | +173551 01:10:DEBUG:>> 29960 | 5 | NetworkThread::tick | +0 01:10:DEBUG:>> 29960 | 6 | NetworkOutput::processOutput | +0 <-- exception catch point (below is guessed and could be incorrect!) 01:10:DEBUG:>> 29960 | 7 | NetworkOutput::processPacketQueue | +31 01:10:DEBUG:ActiveThread=0, TickCount=134 01:10:DEBUG:__ thread (29960) __ | # | _____ function _____________ | ticks passed from previous function start ______ 01:10:DEBUG:>> 29960 | 0 | NetworkManager::tick | +0 01:10:DEBUG:>> 29960 | 1 | NetworkThread::tick | +0 01:10:DEBUG:>> 29960 | 2 | NetworkOutput::processOutput | +0 01:10:DEBUG:>> 29960 | 3 | NetworkOutput::processPacketQueue | +0 01:10:DEBUG:>> 29960 | 4 | NetworkManager::processAllOutput | +173582 01:10:DEBUG:>> 29960 | 5 | NetworkOutput::processOutput | +0 <-- exception catch point (below is guessed and could be incorrect!) 01:10:DEBUG:>> 29960 | 6 | NetworkOutput::processPacketQueue | +15 01:10:DEBUG:ActiveThread=0, TickCount=135
(0002730)
lazarus   
11-03-15 22:53   
Same here. I don't have any errors in my Sphere but I got D/C every single time REV 2211 Client 7.0.10.3
(0002731)
Stanic   
12-03-15 16:37   
I compiled a Sphere without changes made in packets. Download and test: https://www.dropbox.com/s/zx8tahi67ux4du2/SphereSvr.rar?dl=0
(0002732)
lazarus   
14-03-15 15:48   
Still crashing in r2213-2214 Please! someone save us!
(0002733)
Coruja   
15-03-15 02:29   
try using these test builds on this order 1/2/3 to check if it works https://mega.co.nz/#!glhhgQDL!gX1Kw5F2O7mwSsa4KDDxLI4FMsHiXyQWdTZS-lCtGJA PS: I dont recommend use it for a long time on live shards, just use it as temporary build until nightlies got fixed
(0002734)
lazarus   
15-03-15 15:37   
@Coruja my chrome take that like a really potential virus and can't download it. o.O
(0002735)
Coruja   
15-03-15 18:00   
probably because it's a zip with 3 .exe inside :P but there's nothing to worry since these 3 .exe are 3 sphereSvr.exe, on chrome just click to open the detailed download page and there you will see a button like "keep this file instead delete it"
(0002736)
Stanic   
16-03-15 21:37   
(edited on: 16-03-15 21:38)
Still crashing with all these builds here.





View Issue Details
1561 [SphereServer] executable - generic major always 02-01-09 00:56 09-03-15 00:28
pyromapes2k  
Ben  
normal  
resolved  
unable to reproduce  
none    
none 0.56c Nightly  
   
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.
Notes
(0002727)
Ben   
09-03-15 00:28   
Since a lot of the combat system was redone since this report, I'm closing this. If this problem still exist, just reopen.





View Issue Details
2465 [SphereServer] executable - windows build major always 24-01-15 12:10 09-03-15 00:19
Jim  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
tow steps and one stop...tow steps and one stop...look like lag
today, i download the nightly version 2014/1/24 to replace the version 2014/1/16. and then found a problem. that is : when the play walking or running, the screen will be little lag. the play will run tow steps and one stop, and then continue tow steps and one stop... in the old version, the play is running smooth steps by steps....
Notes
(0002652)
Ben   
24-01-15 22:46   
(edited on: 24-01-15 23:45)
That is caused by FEATURE_SA_MOVEMENT. This flag was completely disabled in previous build to avoid people using it. You should turn that feature off until it's working properly [EDIT] This could also be the result of using speed hacks...
(0002653)
Jim   
25-01-15 01:05   
(edited on: 25-01-15 04:14)
Yes, Ben, as you said, it is ok now after disabling the "FEATURE_SA_MOVEMENT" flag. Thanks!





View Issue Details
2492 [SphereServer] executable - generic major always 07-03-15 17:08 09-03-15 00:19
alexpetro  
Ben Windows  
normal 2003 server  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
New_Triggers, NewPositionChecks, WalkCheck, Size_Optimise, DamageTools, NPCAct_Triggers
Command_Sysmsgs, OSIMultiSight, Flood_Protection, Buffs, NoPrefix, DyeType, DrinkIsFood
2196
Player Stucked with FEATURE_SA_MOVEMENT enabled
It's impossible walk on the map with the feature enabled.
There are no notes attached to this issue.





View Issue Details
2487 [SphereServer] executable - windows build block always 03-03-15 02:07 08-03-15 00:28
Shamino  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
2196
Client freeze when try to open a container.
I use the 7.0.8.2 (SA Client), whit the last nighlty and have this problem: http://i.imgur.com/Tspeu3K.gif [^] The client freeze when try to open a container, empty or not, is rare but only freeze the say and the movement of player, still showing tooltips O_o. I test with my scripts and a default sphere script pack and have the same issue. But if i run the client 4.0.11c (ML Client) works fine :/ thepowerfuldrk use the client 7.0.15.1 and works fine too. With r2178 build works, but with r2192 not. The problem is between r2178 > ?¿ < r2192
Use client 7.0.8.2 with last nightlys.
freeze.gif (748,162) 03-03-15 02:07
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=114&type=bug
There are no notes attached to this issue.





View Issue Details
1549 [SphereServer] executable - generic minor always 07-11-08 12:15 06-03-15 07:32
pyromapes2k  
Coruja  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
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.
(0002725)
Coruja   
06-03-15 07:32   
this issue was fixed a long time ago :P





View Issue Details
1562 [SphereServer] executable - generic major always 02-01-09 01:00 05-03-15 16:38
pyromapes2k  
Coruja  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
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?
(0002723)
XuN   
05-03-15 16:38   
Should be fixed with the recent changes on combat engine.





View Issue Details
2481 [SphereServer] executable - windows build crash always 21-02-15 18:49 05-03-15 16:36
alexpetro  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Not Available
DiagonalWalkCheck, New_Triggers, Intrinsic_Locals, NewPositionChecks, WalkCheck, Script_Profiler, DamageTools, NPCAct_Triggers
OSIMultiSight, NoItemNaming, NoHouseMuteSpeech, Flood_Protection, Buffs, NoPrefix, DyeType
 2188
Adding a tooltip to some Typedef make crash server
Adding a tooltip to some Typedef make crash server
I have many items which I have added a tooltip, this for to show info to the players about our customized game systems. Anyway here a simple example: On a Type T_fruit [ITEMDEF 0c5c] //Watermelon DEFName=i_fruit_watermelon Name=Anguria TYPE=T_FRUIT TDATA1=i_semi_anguria Tdata2=10 VALUE={5 10} WEIGHT=1 DUPELIST=0c5d ON=@ClientToolTip IF (<amount> > 1) Name=Angurie Else Name=Anguria endif this mke crash the server
the build 0002011 Does not present the problem. The problem is tested also with original sphere files
Notes
(0002688)
MirroR   
22-02-15 01:19   
(edited on: 22-02-15 01:20)
Not name ! ON=@ClientToolTip IF ( > 1) src.addcliloc , Else src.addcliloc ,anguria Endif
(0002689)
Ben   
22-02-15 02:00   
I found the reason for this... It started in r2146 when Coruja added "Tooltips now will auto update when item/char properties got changed." so changing certain properties in @ClientToolTip will cause an infinite loop. Not sure it can be fixed without removing that feature...
(0002703)
alexpetro   
24-02-15 18:55   
Mirror I want change the name, because in Italian we can't add %S to differentiate sigolar to plurar. Anyway I use routines in Clienttooltip for many scopes, i have hundreds items that give information to the player and they change their state with enviroment: "a barrell will fill with water meanwhile is raining, Tooltip tell me how many litres of water it contein..." and so on.. Please spend just a little time for this, is very usefull for shards customization, and vital for mine. Thank you.
(0002708)
alexpetro   
26-02-15 17:39   
with MirroR solution i can solve the Name Problem adding a Return 1. Remain the request to have the possibility to full script the Trigger, for the above motivations. Thank you.
(0002722)
XuN   
05-03-15 16:36   
Should be fixed tomorrow.





View Issue Details
2478 [SphereServer] executable - windows build minor random 17-02-15 08:49 05-03-15 14:57
MirroR  
Coruja  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
2186
Combat Animation Issue
http://uoroa.com/ff.gif [^] src.anim 1.2 it seems like there is a problem on a horse.
Notes
(0002691)
Coruja   
22-02-15 02:17   
there's no anim 1.2, it's 12 :P sphere internal animations are a bit messed, because sphere get the attack animation based on the item TYPEDEF instead ID. Which means: every t_weapon_mace_pick will have the same anim, and this can made some weapons have wrong animations strangely OSI uses swordmanship skill on all polearms (halberd/bardiche/scythe), so check if you're using TYPEDEF t_weapon_sword on these items. Here I'm using t_weapon_sword on halberd and it's working fine
(0002695)
MirroR   
22-02-15 04:08   
(edited on: 22-02-15 04:14)
I dont understand ! what should I use ? already t_weapon_sword
(0002702)
Coruja   
23-02-15 21:45   
previously I tried it here and it was working fine, but now I tried again and got the same halberd problem all weapons was using a random attack anim, making it use this weird anim sometimes. I just disabled this 'randomizer' to make weapons use proper anims instead random anims, and now it seems to be working fine
(0002721)
XuN   
05-03-15 14:57   
I've tested this too and it's working to me, reopen if not.





View Issue Details
2475 [SphereServer] executable - windows build tweak always 09-02-15 17:25 05-03-15 14:40
pepa.sajdler  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
DiagonalWalkCheck, Unicode
OSIMultiSight
2178
Incorrectly updating light level with multiple nightsight items
Multiple nightsight tags are not "stacking."
Wore more items with nightsight 1 Take one off - the light level changes to current terrain light level.
Nightly 0.56c, Feb 8 2015 (00:05:31), internal build 0002178 (lasts for a while)
There are no notes attached to this issue.





View Issue Details
2488 [SphereServer] executable - generic major always 05-03-15 03:30 05-03-15 12:28
Stanic  
XuN  
normal  
resolved 16-06-2013, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Pet Status
When a player buy a pet on the animal trainer the pet becomes BLUE if the is BLUE or RED if the player is RED. If a BLUE player became RED after buy some pet, the pet also became RED, vice versa. I believe that this is working with all types of system that use '<OWNER>'.
Notes
(0002719)
XuN   
05-03-15 12:28   
Fixed in next commit.





View Issue Details
2484 [SphereServer] executable - generic trivial always 25-02-15 01:26 26-02-15 01:35
darksun84  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
Script_Profiler
None
2192
GM mode enabled and small issue with .addnpc
Since tonight nightly (2192), a player with GM mode enabled can actually fail a skill action if the skill value is not high enough (before with GM mode enabled you will always succeed). I think it's not a big issue, but some GM commands are related to the magery skills (.addnpc and probably .resurrect) so if for some reason a GameMaster can't set his skills, he can't perform these commands. (Also i am sure that Mirror will find this issue and flood the chat )
Create a new character with GM privilege and low magery ( i tested wit 0) Set GM mode on Try to use .addnpc You will get the message "Your spell fizzle" When magery is high enough (i tested with 100.0) the NPC added by .addnpc will be correctly summoned.
Notes
(0002707)
Ben   
26-02-15 01:35   
Found issue...





View Issue Details
2476 [SphereServer] executable - generic minor sometimes 15-02-15 02:13 26-02-15 01:07
Jim  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
2184
WARNING:3:Unknown game packet (0x30) received
when a player killed by a npc, there is a warning show on console, "WARNING:3:Unknown game packet (0x30) received"
Notes
(0002680)
Ben   
15-02-15 17:42   
you might want to restart your server as this is not a client->server packet. Something is out of sync here...
(0002681)
Jim   
16-02-15 04:09   
It seems like that caused by set ""PacketDeathAnimation=1"" in sphere.ini. if set to 1, then it will show this ERROR about 15 times (i tried 20 times). if set to 0, then it will NOT show this ERROR(i tried 20 times too). as i had mentioned at issue #2477, set to 1, it will cause "re-login" something....
(0002706)
Ben   
26-02-15 01:07   
related to 2477





View Issue Details
2477 [SphereServer] executable - windows build major always 15-02-15 07:35 26-02-15 00:55
Jim  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
The @Death and @Deathcorpse triggers are abnormal, if set ""PacketDeathAnimation=1"" in sphere.ini
if set ""PacketDeathAnimation=0"" , then the @Death and @Deathcorpse triggers are ok, the functions can be called inside, e.g. SAY i die.... but if set "PacketDeathAnimation=1", then these two triggers are abnormal, the functions can NOT be called inside. and in the game, when the char of player is died, it looks like the char is re-login, because sysmessage "Login confirm on servername, Welcome to Ultima Online" is shown.
Notes
(0002677)
Jim   
15-02-15 07:36   
build,.#2184
(0002678)
XuN   
15-02-15 09:48   
[events e_test] ON=@DeathCorpse serv.log @DeathCorpse trigger called on , PacketDeathAnimation = ON=@Death serv.log @Death trigger called on , PacketDeathAnimation = gives this in console: 09:47:Death trigger called on XuN, PacketDeathAnimation = 1 09:47:P'XuN' was killed by accident. 09:47:DeathCorpse trigger called on XuN, PacketDeathAnimation = 1 I wont bet for it but I guess you have something that causes conflict with this because it is working fine here with base script pack.
(0002679)
Jim   
15-02-15 10:53   
but it will cause re-login, or looks like the char is re-login, because sysmessage "Login confirm on servername, Welcome to Ultima Online" is shown. and the paperdoll is closed. and at the two triggers, can you try to call a function that will open a normal dialog? the dialog is not shown.
(0002693)
Ben   
22-02-15 02:44   
(edited on: 22-02-15 02:51)
I'm getting some weird and random reactions to this when enabled with any client above 4.0.4t(SE client) so far. I know the resurrection packet was removed from UO at some point, but I don't know at which version number. My only solution to this would be to not use it on newer clients...
(0002697)
Coruja   
22-02-15 08:06   
PacketDeathAnimation is the packet 02c, sphere send it only once to the client on death, but today I found something strange about send it twice in a row. The first packet is to tell to client that the player is dead, and the second one is to tell that the player will keep playing as ghost so try simulate it sending the packet twice to see if it works [FUNCTION lol] SENDPACKET 02c 00 SENDPACKET 02c 02
(0002705)
Ben   
26-02-15 00:55   
This will be fixed shortly...





View Issue Details
2462 [SphereServer] executable - windows build crash always 24-01-15 06:33 23-02-15 18:44
sub-zero  
Coruja  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
Command_Sysmsgs, FileCommands, NoItemNaming, NoHouseMuteSpeech
Crash on cooking skillmenu
server crash on clicking on cooking/barbecue
simple try cooking nay of barbecue of skillmenu
using Sphere Version 0.56c-Nightly [WIN32] by www.spherecommunity.net, compiled at Jan 23 2015 (00:08:15), internal build 0002158
Notes
(0002667)
Coruja   
07-02-15 05:42   
try type manually .skillmenu sm_cooking to test if it works if it works manually, maybe the problem is not really on the skill menu, but on some item/typedef behavior (although I doesn't found nothing wrong on scripts)
(0002683)
darksun84   
19-02-15 15:43   
(edited on: 19-02-15 16:05)
I am testing cooking, while cooking works when called manually(by skillmenu sm_cooking) , it always crash when the skill is used by a cooking tool. By my test, the problem is solved by doing this: 1) In all the food items made by cooking skill, you must add t_cooking in the SKILLMAKE line of the item, without this you 'll crash, this is very important. Example: SKILLMAKE=Cooking 50.0,t_cooking. 2)By default, the cooking submenus (Ingredients, Baking, Barbecue) are missing the "sub-menu title". Example: [SKILLMENU sm_cook_barbecue] ON=i_bird_cooked () MAKEITEM=i_bird_cooked must be [SKILLMENU sm_cook_barbecue] Barbecue ON=i_bird_cooked () MAKEITEM=i_bird_cooked If the sub-title is missing, sphere will think that ON=I_bird_cooked () is the subtitle, the next line is MAKEITEM=i_bird_cooked. Anyway i don't know why it works if called manually by skillmenu :p
(0002684)
Coruja   
20-02-15 01:12   
it makes sense, the skillmenu is really missing the title line if you add the title on the skillmenu it still work on items without t_cooking set?
(0002685)
darksun84   
20-02-15 10:33   
(edited on: 20-02-15 10:34)
If you add the title on all the cooking submenu, but t_cooking is not set on the foods, you always get the message "you can't do anything with what you have"
(0002700)
Coruja   
23-02-15 18:44   
so I'm quite sure the crash is caused only by the missing title on the skillmenu anyway, I already fixed it on script pack yesterday, now cooking skillmenu already comes with proper title and all cooking itens with t_cooking properly set





View Issue Details
2480 [SphereServer] executable - windows build crash always 19-02-15 19:55 22-02-15 07:25
MirroR  
Coruja  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
2188
Classic Client Vendor Menu
Open the vendor menu Client crash I use client 7.0.15.1
Notes
(0002686)
Coruja   
21-02-15 23:56   
try test on the next feb 22 nightly, I'll send a temporary fix to see if it will stop crash the client when it open the vendor buy menu
(0002692)
Coruja   
22-02-15 02:37   
nah, EC is crashing too? maybe now it makes sense :P -classic clients: always need the vendor extra layer. So maybe it's better remove this client version check and always send it? -enhanced clients (> 6.0.1.7?): it needs a extra byte on packet 03c and 024 to store the "grid location", maybe it's crashing because this extra byte is missing I dont have enhanced client here to test it, but you can find more info about this extra byte on these packets here: https://github.com/brodock/runuo/blob/master/Server/Network/Packets.cs#L272
(0002696)
Coruja   
22-02-15 07:25   
okay, I removed the MAXCLIVER_EXTRASHOPLAYER check and now the extra layer is sent to all clients, this will fix this issue on classic clients I also made some small changes on the 'grid location' check, maybe this can fix (or not) the problem on enhanced clients too :P





View Issue Details
2472 [SphereServer] executable - windows build minor always 02-02-15 20:34 12-02-15 11:49
Shamino x64  
Coruja Windows  
normal 8.1  
resolved 16-06-2013, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
Command_Sysmsgs, OSIMultiSight, FileCommands, Buffs, NoPrefix
2167
Errors with default town and guild stones scripts.
I found this errors on the scripts. file \stones\towns\sphere_town_functions.scp 17 linne If (<ref1.type> != t_town_town), correct is t_stone_town another bug in \stones\towns\sphere_town_dlg_master.scp linne 56 If (<f_stonesys_iswarring>) this function dont exist on scripts another bug on this file \stones\sphere_genericstone_functions.scp linne 106, function f_stonesys_sendsmsg ERROR:(sphere_genericstone_functions.scp,106)Undefined symbol 'Guild'
Notes
(0002670)
Coruja   
07-02-15 06:01   
1st and 2nd bug are already fixed here on my test files, but I cant find nothing wrong on 3rd script are you sure that you're using an updated script pack? try check your f_stonesys_sendsmsg and f_stonesys_gettypename functions
(0002672)
Shamino   
08-02-15 19:46   
ok fixed! thx





View Issue Details
2467 [SphereServer] executable - windows build minor always 27-01-15 00:56 05-02-15 01:45
MirroR  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
2153
Orc Ship
just correct this m_orc_Ship_n http://i.hizliresim.com/04g9gR.png [^] look m_orc_ship_e m_orc_ship_w m_orc_ship_s
Notes
(0002666)
Ben   
05-02-15 01:45   
Fixed





View Issue Details
2473 [SphereServer] executable - generic major always 03-02-15 05:03 05-02-15 00:26
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Not Available
None
None
Pirate assault (invading ship/boats with locked plank)
1) Add any ship/boat on water (here I'm using default T2A small ship) 2) Navigate until you find another ship, and park your ship side by side with this other ship 3) Open your ship plank 4) Now simply walk over the plank to exit the ship, and you will invade the other boat :P
Notes
(0002665)
Ben   
05-02-15 00:26   
Found the bug...





View Issue Details
2468 [SphereServer] executable - generic tweak always 27-01-15 01:48 02-02-15 10:29
Terrikate  
XuN  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c Nightly  
  0.56c Nightly  
Automated (specify build number)
None
None
Notoriety inherited from owner for pets not working
Only happens with NotoGuildWar
Notes
(0002658)
XuN   
29-01-15 11:30   
Let me understand it, if your guild is at war with the pet's owner the pet will have Orange color regardless of owner's notoriety? Is this happening only for the pet (pet and it's owner have different colors)? or happens for both owner and pet?
(0002660)
Ben   
30-01-15 01:50   
What do you have PetsInheritNotoriety set too?





View Issue Details
2471 [SphereServer] script pack minor N/A 30-01-15 06:20 30-01-15 18:43
sub-zero  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Missing some defs in sphere_defs.scp
Missing: HTML_REDTEXT and HTML_WHITETEXT in sphere_defs.scp
31-10-2013, RanXerox (Script Pack) -Noted: Comments in the sphere_item_typedef_equipitem.scp file were improved -Added: HTML_REDTEXT and HTML_WHITETEXT to sphere_defs.scp -Added: TAG.GargoyleOnly to i_gargish* weapons in sphere_item_provisions_weapons.scp
Causing some errors in tooltips
UO-ERRO-0001.png (515,854) 30-01-15 06:20
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=113&type=bug
Notes
(0002661)
XuN   
30-01-15 12:17   
What's the problem with: -Added: TAG.GargoyleOnly to i_gargish* weapons in sphere_item_provisions_weapons.scp ? I'll update sphere_item_typedef_equipitem.scp with BFONT_RED and BFONT_WHITE instead of HTML_REDTEXT/WHITETEXT. After his update I made another one updating tag.GargoyleOnly and ElfOnly/HumanOnly with CanUse &can_u_gargoyle/elf/human. So you need both scripts and build updated to reflect these changes, they are working for me, let me know if something else is wrong.
(0002662)
sub-zero   
30-01-15 17:18   
no problem with TAG.GargoyleOnly sorry for extra information





View Issue Details
2391 [SphereServer] executable - generic minor always 23-08-14 02:32 29-01-15 19:43
Coruja  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Names showing wrong notoriety color on client login
On client login, all nearby chars names are sent to this client as 'blue', without check the real notoriety. After some seconds, it will update (because NotoTimeOut setting on sphere.ini) and now it will show the correct notoriety
1) Set invul=1 on any nearby char (FLAGS=04) 2) Logout 3) Login after 0000003:0000001 minute (or more) 4) This same char will be invul but the name color will be blue 5) Wait some seconds and now the npc notoriety will update to the correct color (invul = yellow)
Using 21 aug 2014 build
Notes
(0002418)
Ben   
27-08-14 02:13   
I can't reproduce this one...
(0002419)
Feeh   
27-08-14 02:30   
Any script that override notoriety?
(0002420)
Coruja   
27-08-14 03:19   
to reproduce this you must logout and wait some time until sphere clear the "notoriety cache", after that if you login again, all npcs near will be blue and after some seconds it will be fixed to the correct color. If logout/login too fast, this cant be reproduced because the client will already know the npc correct notoriety based on the "notoriety cache" the only thing that I'm using related to NPC names is this: [EVENTS e_all_npcs] ON=@AfterClick IF ( > 2) && ( < 10) LOCAL.Flags=> IF ( == -1) LOCAL.ClickMsgText= the ELSE LOCAL.ClickMsgText= >the 0 > ENDIF ENDIF MESSAGE @,,1 return 1
(0002422)
Ben   
01-09-14 23:28   
still not able to reproduce... I logged out and waited 3 days and it showed invul right away.
(0002423)
darksun84   
02-09-14 13:49   
i can't reproduce it too !
(0002465)
Ben   
11-10-14 15:12   
Closing this as it can't be reproduced. Possible that lag is causing the packet to arrive later?
(0002486)
Coruja   
17-10-14 09:23   
today I found something interesting about this issue.. when I login using client 7.0.35 it works fine and all nearby npcs will be yellow (invul). But if logout, wait until sphere clear the notoriety list, and login again using client 5.0.2d this problem can be reproduced, all nearby npcs will be blue and will turn yellow only after 30 seconds when sphere updates the notoriety list I'm trying to take a look at the code, but nothing found :/
(0002512)
XuN   
26-10-14 08:21   
Try using NotoUpdate or NotoClear in @Login for this lower client, maybe its missing some packet?
(0002513)
Coruja   
26-10-14 08:46   
strangely calling NotoClear manually it works fine ON=@Login FORCHARS NotoClear ENDFOR maybe we can change on source to make it call NotoClear by default? or if it's already called, just check if there's some timing problem
(0002514)
XuN   
26-10-14 11:42   
try without forchars, NotoClear erases the Notoriety List on self, which stores the current NOTO of others. Anyway, it's already called... i'll take a deeper look.
(0002515)
Coruja   
26-10-14 16:51   
without forchars it doesn't work.. I tested this last SVN change but the problem still occour :/ -maybe- we should call NotoSave_Update() before addPlayerStart() on CClientMsg.cpp? Or even inside addPlayerStart() but before the client load nearby characters
(0002516)
XuN   
26-10-14 20:52   
That worths a try, move it above addPlayerStart( pChar ); in CClient::Setup_Start and test it.
(0002517)
Coruja   
27-10-14 07:59   
(edited on: 27-10-14 08:04)
already tried to call NotoSave_Update() in every order, but none of them works the only way I can get it working is calling NotoClear on all nearby chars. I have no idea why it occours, and even why this can fix it. But it works like magic :P CWorldSearch AreaChars(m_pChar->GetTopPoint(), UO_MAP_VIEW_SIZE); AreaChars.SetSearchSquare(true); for (;;) { CChar * pCharNear = AreaChars.GetChar(); if ( ! pCharNear ) break; pCharNear->GetChar()->NotoSave_Clear(); }
(0002520)
XuN   
28-10-14 22:39   
In that case you can use pCharNear->NotoSave_Delete(pCharNear->NotoSave_GetID(this)); to only remove this character and not everyone.
(0002647)
Ben   
18-01-15 21:55   
Did this ever get resolved?





View Issue Details
2469 [SphereServer] executable - generic minor always 29-01-15 02:03 29-01-15 19:39
Jim  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
something wrong about the remaining use times of fish pole and the fish created on ground
nightly version 2015/1/28 there are two issues: 1, the fish pole, when you move the mouse over it, it will show the remaining number that can be used, but the number is counted from 1>2>3.... i think it should be MAX>max-1>max-2.... 2, the fish, when you fish successfully, the sysmessage is fish put in your pack, but the fish finally be put on the ground
Notes
(0002657)
XuN   
29-01-15 11:27   
1) will be corrected in next build. 2) Can't replicate it either with current source or latest build, check if you have any script related to this ... using actarg2=1 in Success trigger for gathering skills will pack the resources, setting it to 0 will drop them (For fishing default is 0 and for others is 1, so you have to set it in sphere_skills.scp or download a fresh one). Both values are working fine for me.
(0002659)
Jim   
29-01-15 14:22   
hi XuN, sorry about the 2nd one, it is not a issue. following your sugestion, i double check it, and it is caused by Razor setting. so. it is ok for 2nd one. :_)





View Issue Details
2464 [SphereServer] script pack minor always 24-01-15 09:21 26-01-15 03:28
Jim  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
it always show "The tool is out of charges" when use a fish_pole
The "USESCUR" is always "0" when the fish_pole be created. is it a bug? (sphereserver and scripts are all 2015/1/16 nightly version) when i use the fish_pole, it always show "The tool is out of charges". because in the "Skill_Fishing", there are scripts as below, but the "USESCUR" is always "0" when the fish_pole be created. /// ON=@PreStart IF (<SRC.FINDLAYER.2.USESCUR>< 1) SRC.SYSMESSAGE The tool is out of charges. return 1 ENDIF ///
There are no notes attached to this issue.





View Issue Details
2463 [SphereServer] script pack tweak always 24-01-15 09:15 26-01-15 02:54
Jim  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
missing a "s" in "ITEM=random_skirts_human"
file:spherechar_human.scp line:105 (nightly,2015/1/24) that is "random_skirt_human", should be "random_skirts_human", missing a "s" after skirt.
There are no notes attached to this issue.





View Issue Details
2452 [SphereServer] executable - windows build minor always 28-12-14 09:35 18-01-15 02:01
MirroR  
Ben  
normal  
resolved  
no change required  
none    
none  
   
Automated (specify build number)
None
None
2146
AddContextEntry Flags
http://wiki.sphere.torfo.org/index.php/ADDCONTEXTENTRY [^] 01 - locked (will be grayed out) 02 - consecutive entries with this flag set will be summarized under a golden arrow 020 - can be colored On=@ContextMenuRequest //SRC.AddContextEntry EntryTag,TextID,Flags,Color Src.AddContextEntry 200,3010206,020,021 This Doesn't Work
Notes
(0002645)
Ben   
18-01-15 02:01   
Unfortunately, as of clients 7+ the color flag has ben dropped. So color is only good for older clients





View Issue Details
2456 [SphereServer] executable - generic minor always 06-01-15 14:33 17-01-15 20:27
Terrikate  
Ben  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Archery Butte don't work
Spend arrows but constantly tells you "You have no ammunition"
Notes
(0002640)
Ben   
17-01-15 20:27   
Found the error... old code was left behind :)





View Issue Details
2458 [SphereServer] new feature request feature always 15-01-15 00:15 17-01-15 17:54
Gandalfs  
Ben  
normal R2153  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Movements Ship & Item
Sorry i can't found how to post in this post and i need post here. http://tracker.sphere.torfo.org/bugs/view.php?id=2451 [^] Ben i use in my free shard one spawn for kill the players wend they are fishing. My problem it's now wend you modify this, now all items moves with ship. Can you create some TAG? i like if you put for example TAG.NOMOVEWITHSHIP=1 the item leave from ship wend the ship move some tiles.
Notes
(0002636)
Gandalfs   
15-01-15 00:38   
Or if you dont like create a TAG make one ATTR for example attr_leavefromship if you put this in one item, the item leave wend the ship move. I like more the TAG for can use in ITEMs and CHARs
(0002639)
Ben   
17-01-15 17:54   
Changed it so that now, attr_static will not move with ships.





View Issue Details
2457 [SphereServer] executable - generic trivial always 06-01-15 15:31 17-01-15 17:35
Terrikate  
Ben  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
OSIMultiSight
TAG.ALWAYSSEND on base item definition don't work
Strange bug. We force on the trigger ON=@CREATE to work properly
Notes
(0002638)
Ben   
17-01-15 17:35   
This will be fixed in future nightlies





View Issue Details
2445 [SphereServer] script pack tweak always 20-12-14 17:59 31-12-14 19:03
Gandalfs  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
ADD function fails in spheremenu.scp
and i see fails in sphere_menu.scp ON=0 Alchemist ADDNPC C_H_ALCHEMIST all are bad ID in the default script change for this sintax "c_alchemist" and more fails with .add in deeds bads ids 17:49:ERROR:(sphere_menu.scp,3995)Undefined symbol 'i_deed_shop_blacksmithy_large' 17:49:ERROR:(sphere_menu.scp,3995)Bad MENU item id 'i_deed_shop_blacksmithy_large' its change for i_deed_large_house_with_patio 17:49:ERROR:(sphere_menu.scp,3970)Undefined symbol 'i_deed_House_stone_small' 17:49:ERROR:(sphere_menu.scp,3970)Undefined keyword 'ADD' its change for i_deed_field_stone_house
Notes
(0002632)
Ben   
31-12-14 19:03   
Replaced old menu with new Dialog (menu still available but not recommended to use)





View Issue Details
2451 [SphereServer] executable - windows build minor always 28-12-14 09:28 31-12-14 18:53
MirroR  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
2146
Movements Ship & Item
attr_decay attr_static attr_move_never only (attr 0) - no problem this link http://uoroa.com/yes.gif [^] look at
Notes
(0002629)
Ben   
28-12-14 16:10   
That's not a bug, that's how it was designed. If an item is not movable by a normal player (except corpses), it does not move with a ship.
(0002630)
MirroR   
28-12-14 22:33   
This Right Ben, only for corpse available. I already use t_corpse. Just for your information he said.
(0002631)
Ben   
31-12-14 18:53   
Changed it so that even non-movable items will move with the ship.





View Issue Details
2447 [SphereServer] executable - windows build tweak sometimes 22-12-14 00:43 25-12-14 21:01
Gandalfs  
Ben  
normal r2143  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Not Available
None
None
Ship/No update client correctly
You see some images bug not real if for client not update correctly. Here don't exist another ship, if fail the client update. http://imgur.com/8flKe7g [^]
Notes
(0002612)
Gandalfs   
22-12-14 00:55   
(edited on: 22-12-14 12:38)
here more: Three ship are moving all with 'Forward' http://i.imgur.com/xmaawmk.png http://i.imgur.com/1wv2Krx.png http://i.imgur.com/RygEod1.png http://i.imgur.com/5pkIZSz.png When you press in the fake images you read: You can't see the target
(0002617)
Ben   
23-12-14 00:44   
what client version are you using? I can't replicate it.
(0002618)
Gandalfs   
23-12-14 00:47   
client 7.0.8.2
(0002622)
Gandalfs   
23-12-14 02:05   
here you can see, i can reproduce alltimes https://www.youtube.com/watch?v=7s-uHBboQyI
(0002623)
Gandalfs   
24-12-14 00:30   
Testing with r2144 Same bug can see here https://www.youtube.com/watch?v=uWrTLfdYPco
(0002624)
Ben   
24-12-14 00:39   
This seems fixed for r2145.
(0002626)
Gandalfs   
25-12-14 13:32   
Testing with r2146 Now i dont see more fake images of ship but i see the player only. http://i.imgur.com/m2CgRUM.png http://i.imgur.com/qzXWC00.png
(0002627)
Ben   
25-12-14 21:01   
Should now be fixed





View Issue Details
2436 [SphereServer] executable - windows build major random 13-12-14 19:02 24-12-14 20:46
Shamino  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
DiagonalWalkCheck, Script_Profiler, Size_Optimise
Command_Sysmsgs, OSIMultiSight, FileCommands, Buffs, NoPrefix
2135
Ships error on console, client desynchronization.
Last nightly build r2135 Errors on console: http://pastebin.com/b7UUCWs5 [^] http://pastebin.com/p9keDXMw [^] http://pastebin.com/YUPK2djx [^]
Ctrl_Barcos-249.scp (16,208) 13-12-14 19:08
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=109&type=bug
Notes
(0002587)
Shamino   
13-12-14 19:08   
(edited on: 13-12-14 19:18)
I use client 7.0.8.2 // EF_NoDiagonalCheckLOS = 00000001 // EF_ItemStackDrop = 00000008 // EF_Script_Profiler = 00000400 // EF_Size_Optimise = 00000800 Experimental=01|08|0400|0800 // OF_NoSmoothSailing 00000002 // Deactivate Smooth Sailing for clients >= 7.0.8.13 // OF_Command_Sysmsgs 00000008 // Shows status of hearall, allshow, allmove... commands after toggling them // OF_OSIMultiSight 00000020 // Enabling this prevents all the items inside a multi of being sent until a player enters the multi. // OF_FileCommands 00000080 // This enables all FILE commands // OF_Buffs 00002000 // Enable the buffs and place them in the buff bar for newer clients. // OF_NoPrefix 00004000 // Add prefix "A" and "An" to itemnames or not OptionFlags=02|08|020|080|02000|04000 I upload Ctrl_Barcos.scp script.
(0002608)
Ben   
20-12-14 20:20   
please test r2140 to see if this still happens... since I can't reproduce it.
(0002625)
Shamino   
24-12-14 15:59   
(edited on: 24-12-14 15:59)
Solved thx.





View Issue Details
2450 [SphereServer] executable - windows build major always 22-12-14 21:28 23-12-14 23:32
Gandalfs  
Ben  
normal r2143  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Ship/ Npcs Can Attack outside
I think is a bug npcs in anothers release cannot attack outside. https://www.youtube.com/watch?v=0tqU9VfZ-pU [^] And you read this with its hit you. You cannot hit characters outside the ship. combat: test attack sea serpent You cannot hit characters outside the ship. sea serpent lands a terrible blow to your chest! combat: test attack sea serpent sea serpent scores a hit to your back! You cannot hit characters outside the ship. sea serpent scores a hit to your back! combat: test attack sea serpent You cannot hit characters outside the ship. sea serpent hits your left arm! combat: test attack sea serpent You cannot hit characters outside the ship.
Notes
(0002613)
Gandalfs   
22-12-14 21:53   
(edited on: 22-12-14 22:31)
I have this if you need in sphere.ini CombatFlags=0 i know the msg if for this COMBAT_ALLOWHITFROMSHIP OFF. I remember in anothers release the NPC cannot enter in your ship, now all npcs attack and enter if its see in front of you.





View Issue Details
2441 [SphereServer] executable - windows build minor always 17-12-14 16:31 21-12-14 22:36
MirroR  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
2138
Character Creation Gargoye Horn Color
When creating a new character gargoyle horn color is not constant. http://hizliresim.com/A0mOMp [^]
Notes
(0002611)
Ben   
21-12-14 22:36   
Fixed





View Issue Details
2444 [SphereServer] executable - windows build minor always 20-12-14 01:35 21-12-14 21:58
Gandalfs  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
add function
If you write in game .add i you get 20 error undefined symbol.
Notes
(0002606)
Gandalfs   
20-12-14 17:47   
(edited on: 20-12-14 17:50)
here can see http://imgur.com/153IRC2





View Issue Details
2446 [SphereServer] executable - windows build major have not tried 21-12-14 00:52 21-12-14 02:26
Gandalfs  
Ben  
normal r2140  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Boats movement
if one player move her ship like 'forward' and then another player says 'forward' in another ship the first stop, and only move the second ship.
Notes
(0002609)
Gandalfs   
21-12-14 01:01   
(edited on: 21-12-14 02:07)
You only can move one Ship in all server!!! all make stop when you move another. here can you see https://www.youtube.com/watch?v=MfArmKYfCcA https://www.youtube.com/watch?v=14vUoseFGBY And i see a related fail, i report this in the next example. Example: Player A , Player B A says 'Forward' , B says 'Back', A (Stooped Player) says 'Forward' her ship dont make nothing need use another command for move but never the same ('Forward').
(0002610)
Ben   
21-12-14 02:26   
also found and fixed





View Issue Details
2442 [SphereServer] executable - windows build major always 17-12-14 22:08 20-12-14 19:58
Gandalfs  
Ben  
normal r2138  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Ship error on Console
Its very easy reproduce you need 2 steps: First one player move some ship like forward then second another player connect and wait in Windows of server selection or character selection or login. The player with boat move to another placer of the map! and you get the error post down in console.
21:55:0:Client connected [Total:1] ('127.0.0.1' 1/1) 21:55:0:Login 'test' 21:55:0:Client disconnected [Total:0] ('127.0.0.1') 21:55:1:Client connected [Total:1] ('127.0.0.1' 1/1) 21:55:1:Login 'test' 21:55:1:Setup_Start acct='test', char='test', IP='127.0.0.1' 21:56:2:Client connected [Total:2] ('3x.1x4.x9.x8' 1/1) 21:56:2:Login 'test1' 21:56:2:Client disconnected [Total:1] ('3x.1x4.x9.x8') 21:56:3:Client connected [Total:2] ('3x.1x4.x9.x8' 1/2) 21:56:3:Login 'test1' 21:56:1:'test' Says 'forward' mode=0 21:56:DEBUG:__ thread (17988) __ | # | _____ function _____________ | ticks passed from previous function start ______ 21:56:DEBUG:>> 17988 | 0 | CServer::ShipTimers_Tick | +0 21:56:DEBUG:>> 17988 | 1 | CItemShip::OnTick | +0 21:56:DEBUG:>> 17988 | 2 | CItemShip::Ship_OnMoveTick | +0 21:56:DEBUG:>> 17988 | 3 | CItemShip::Ship_Move | +0 21:56:DEBUG:>> 17988 | 4 | CItemShip::Ship_MoveDelta | +0 21:56:DEBUG:>> 17988 | 5 | CGObList::GetHead | +0 21:56:CRITICAL:"Access Violation" (0xbf62d), in Sphere::Tick() 0000002 "ships_tick" 21:56:DEBUG:__ thread (17988) __ | # | _____ function _____________ | ticks passed from previous function start ______ 21:56:DEBUG:>> 17988 | 0 | CServer::ShipTimers_Tick | +0 21:56:DEBUG:>> 17988 | 1 | CItemShip::OnTick | +0 21:56:DEBUG:>> 17988 | 2 | CItemShip::Ship_OnMoveTick | +0 21:56:DEBUG:>> 17988 | 3 | CItemShip::Ship_Move | +0 21:56:DEBUG:>> 17988 | 4 | CItemShip::Ship_MoveDelta | +0 21:56:DEBUG:>> 17988 | 5 | CGObList::GetHead | +0 21:56:DEBUG:__ thread (17988) __ | # | _____ function _____________ | ticks passed from previous function start ______ 21:56:DEBUG:>> 17988 | 0 | CServer::ShipTimers_Tick | +0 21:56:DEBUG:>> 17988 | 1 | CItemShip::OnTick | +0 21:56:DEBUG:>> 17988 | 2 | CItemShip::Ship_OnMoveTick | +0 21:56:DEBUG:>> 17988 | 3 | CItemShip::Ship_Move | +0 21:56:DEBUG:>> 17988 | 4 | CItemShip::Ship_MoveDelta | +0 21:56:DEBUG:>> 17988 | 5 | CGObList::GetHead | +16 21:56:DEBUG:__ thread (17988) __ | # | _____ function _____________ | ticks passed from previous function start ______ 21:56:DEBUG:>> 17988 | 0 | CServer::ShipTimers_Tick | +0 21:56:DEBUG:>> 17988 | 1 | CItemShip::OnTick | +0 21:56:DEBUG:>> 17988 | 2 | CItemShip::Ship_OnMoveTick | +0 21:56:DEBUG:>> 17988 | 3 | CItemShip::Ship_Move | +0 21:56:DEBUG:>> 17988 | 4 | CItemShip::Ship_MoveDelta | +0 21:56:DEBUG:>> 17988 | 5 | CGObList::GetHead | +0 21:56:DEBUG:__ thread (17988) __ | # | _____ function _____________ | ticks passed from previous function start ______ 21:56:DEBUG:>> 17988 | 0 | CServer::ShipTimers_Tick | +0 21:56:DEBUG:>> 17988 | 1 | CItemShip::OnTick | +0 21:56:DEBUG:>> 17988 | 2 | CItemShip::Ship_OnMoveTick | +0 21:56:DEBUG:>> 17988 | 3 | CItemShip::Ship_Move | +0 21:56:DEBUG:>> 17988 | 4 | CItemShip::Ship_MoveDelta | +0 21:56:DEBUG:>> 17988 | 5 | CGObList::GetHead | +0 21:56:DEBUG:__ thread (17988) __ | # | _____ function _____________ | ticks passed from previous function start ______ 21:56:DEBUG:>> 17988 | 0 | CServer::ShipTimers_Tick | +0 21:56:DEBUG:>> 17988 | 1 | CItemShip::OnTick | +0 21:56:DEBUG:>> 17988 | 2 | CItemShip::Ship_OnMoveTick | +0 21:56:DEBUG:>> 17988 | 3 | CItemShip::Ship_Move | +0 21:56:DEBUG:>> 17988 | 4 | CItemShip::Ship_MoveDelta | +0 21:56:DEBUG:>> 17988 | 5 | CGObList::GetHead | +0 21:56:DEBUG:__ thread (17988) __ | # | _____ function _____________ | ticks passed from previous function start ______ 21:56:DEBUG:>> 17988 | 0 | CServer::ShipTimers_Tick | +0 21:56:DEBUG:>> 17988 | 1 | CItemShip::OnTick | +0 21:56:DEBUG:>> 17988 | 2 | CItemShip::Ship_OnMoveTick | +0 21:56:DEBUG:>> 17988 | 3 | CItemShip::Ship_Move | +0 21:56:DEBUG:>> 17988 | 4 | CItemShip::Ship_MoveDelta | +0 21:56:DEBUG:>> 17988 | 5 | CGObList::GetHead | +0 21:56:DEBUG:__ thread (17988) __ | # | _____ function _____________ | ticks passed from previous function start ______ 21:56:DEBUG:>> 17988 | 0 | CServer::ShipTimers_Tick | +0 21:56:DEBUG:>> 17988 | 1 | CItemShip::OnTick | +0 21:56:DEBUG:>> 17988 | 2 | CItemShip::Ship_OnMoveTick | +0 21:56:DEBUG:>> 17988 | 3 | CItemShip::Ship_Move | +0 21:56:DEBUG:>> 17988 | 4 | CItemShip::Ship_MoveDelta | +0 21:56:DEBUG:>> 17988 | 5 | CGObList::GetHead | +0 21:56:DEBUG:__ thread (17988) __ | # | _____ function _____________ | ticks passed from previous function start ______ 21:56:DEBUG:>> 17988 | 0 | CServer::ShipTimers_Tick | +0 21:56:DEBUG:>> 17988 | 1 | CItemShip::OnTick | +0 21:56:DEBUG:>> 17988 | 2 | CItemShip::Ship_OnMoveTick | +0 21:56:DEBUG:>> 17988 | 3 | CItemShip::Ship_Move | +0 21:56:DEBUG:>> 17988 | 4 | CItemShip::Ship_MoveDelta | +0 21:56:DEBUG:>> 17988 | 5 | CGObList::GetHead | +0 21:56:DEBUG:__ thread (17988) __ | # | _____ function _____________ | ticks passed from previous function start ______ 21:56:DEBUG:>> 17988 | 0 | CServer::ShipTimers_Tick | +0 21:56:DEBUG:>> 17988 | 1 | CItemShip::OnTick | +0 21:56:DEBUG:>> 17988 | 2 | CItemShip::Ship_OnMoveTick | +0 21:56:DEBUG:>> 17988 | 3 | CItemShip::Ship_Move | +0 21:56:DEBUG:>> 17988 | 4 | CItemShip::Ship_MoveDelta | +0 21:56:DEBUG:>> 17988 | 5 | CGObList::GetHead | +0 21:56:DEBUG:__ thread (17988) __ | # | _____ function _____________ | ticks passed from previous function start ______ 21:56:DEBUG:>> 17988 | 0 | CServer::ShipTimers_Tick | +0 21:56:DEBUG:>> 17988 | 1 | CItemShip::OnTick | +0 21:56:DEBUG:>> 17988 | 2 | CItemShip::Ship_OnMoveTick | +0 21:56:DEBUG:>> 17988 | 3 | CItemShip::Ship_Move | +0 21:56:DEBUG:>> 17988 | 4 | CItemShip::Ship_MoveDelta | +0 21:56:DEBUG:>> 17988 | 5 | CGObList::GetHead | +15 21:56:DEBUG:__ thread (17988) __ | # | _____ function _____________ | ticks passed from previous function start ______ 21:56:DEBUG:>> 17988 | 0 | CServer::ShipTimers_Tick | +0 21:56:DEBUG:>> 17988 | 1 | CItemShip::OnTick | +0 21:56:DEBUG:>> 17988 | 2 | CItemShip::Ship_OnMoveTick | +0 21:56:DEBUG:>> 17988 | 3 | CItemShip::Ship_Move | +0 21:56:DEBUG:>> 17988 | 4 | CItemShip::Ship_MoveDelta | +0 21:56:DEBUG:>> 17988 | 5 | CGObList::GetHead | +16 21:56:CRITICAL:"Access Violation" (0xbf62d), in Sphere::Tick() 0000002 "ships_tick" 21:56:DEBUG:__ thread (17988) __ | # | _____ function _____________ | ticks passed from previous function start ______ 21:56:DEBUG:>> 17988 | 0 | CServer::ShipTimers_Tick | +0 21:56:DEBUG:>> 17988 | 1 | CItemShip::OnTick | +0 21:56:DEBUG:>> 17988 | 2 | CItemShip::Ship_OnMoveTick | +0 21:56:DEBUG:>> 17988 | 3 | CItemShip::Ship_Move | +0 21:56:DEBUG:>> 17988 | 4 | CItemShip::Ship_MoveDelta | +0 21:56:DEBUG:>> 17988 | 5 | CGObList::GetHead | +0 21:56:DEBUG:__ thread (17988) __ | # | _____ function _____________ | ticks passed from previous function start ______ 21:56:DEBUG:>> 17988 | 0 | CServer::ShipTimers_Tick | +0 21:56:DEBUG:>> 17988 | 1 | CItemShip::OnTick | +0 21:56:DEBUG:>> 17988 | 2 | CItemShip::Ship_OnMoveTick | +0 21:56:DEBUG:>> 17988 | 3 | CItemShip::Ship_Move | +0 21:56:DEBUG:>> 17988 | 4 | CItemShip::Ship_MoveDelta | +0 21:56:DEBUG:>> 17988 | 5 | CGObList::GetHead | +0 21:56:DEBUG:__ thread (17988) __ | # | _____ function _____________ | ticks passed from previous function start ______ 21:56:DEBUG:>> 17988 | 0 | CServer::ShipTimers_Tick | +0 21:56:DEBUG:>> 17988 | 1 | CItemShip::OnTick | +0 21:56:DEBUG:>> 17988 | 2 | CItemShip::Ship_OnMoveTick | +0 21:56:DEBUG:>> 17988 | 3 | CItemShip::Ship_Move | +0 21:56:DEBUG:>> 17988 | 4 | CItemShip::Ship_MoveDelta | +0 21:56:DEBUG:>> 17988 | 5 | CGObList::GetHead | +0 21:56:DEBUG:__ thread (17988) __ | # | _____ function _____________ | ticks passed from previous function start ______ 21:56:DEBUG:>> 17988 | 0 | CServer::ShipTimers_Tick | +0 21:56:DEBUG:>> 17988 | 1 | CItemShip::OnTick | +0 21:56:DEBUG:>> 17988 | 2 | CItemShip::Ship_OnMoveTick | +0 21:56:DEBUG:>> 17988 | 3 | CItemShip::Ship_Move | +0 21:56:DEBUG:>> 17988 | 4 | CItemShip::Ship_MoveDelta | +0 21:56:DEBUG:>> 17988 | 5 | CGObList::GetHead | +0 21:56:DEBUG:__ thread (17988) __ | # | _____ function _____________ | ticks passed from previous function start ______ 21:56:DEBUG:>> 17988 | 0 | CServer::ShipTimers_Tick | +0 21:56:DEBUG:>> 17988 | 1 | CItemShip::OnTick | +0 21:56:DEBUG:>> 17988 | 2 | CItemShip::Ship_OnMoveTick | +0 21:56:DEBUG:>> 17988 | 3 | CItemShip::Ship_Move | +0 21:56:DEBUG:>> 17988 | 4 | CItemShip::Ship_MoveDelta | +0 21:56:DEBUG:>> 17988 | 5 | CGObList::GetHead | +0 21:56:DEBUG:__ thread (17988) __ | # | _____ function _____________ | ticks passed from previous function start ______ 21:56:DEBUG:>> 17988 | 0 | CServer::ShipTimers_Tick | +0 21:56:DEBUG:>> 17988 | 1 | CItemShip::OnTick | +0 21:56:DEBUG:>> 17988 | 2 | CItemShip::Ship_OnMoveTick | +0 21:56:DEBUG:>> 17988 | 3 | CItemShip::Ship_Move | +0 21:56:DEBUG:>> 17988 | 4 | CItemShip::Ship_MoveDelta | +0 21:56:DEBUG:>> 17988 | 5 | CGObList::GetHead | +0 21:56:DEBUG:__ thread (17988) __ | # | _____ function _____________ | ticks passed from previous function start ______ 21:56:DEBUG:>> 17988 | 0 | CServer::ShipTimers_Tick | +0 21:56:DEBUG:>> 17988 | 1 | CItemShip::OnTick | +0 21:56:DEBUG:>> 17988 | 2 | CItemShip::Ship_OnMoveTick | +0 21:56:DEBUG:>> 17988 | 3 | CItemShip::Ship_Move | +0 21:56:DEBUG:>> 17988 | 4 | CItemShip::Ship_MoveDelta | +0 21:56:DEBUG:>> 17988 | 5 | CGObList::GetHead | +0 21:56:DEBUG:__ thread (17988) __ | # | _____ function _____________ | ticks passed from previous function start ______ 21:56:DEBUG:>> 17988 | 0 | CServer::ShipTimers_Tick | +0 21:56:DEBUG:>> 17988 | 1 | CItemShip::OnTick | +0 21:56:DEBUG:>> 17988 | 2 | CItemShip::Ship_OnMoveTick | +0 21:56:DEBUG:>> 17988 | 3 | CItemShip::Ship_Move | +0 21:56:DEBUG:>> 17988 | 4 | CItemShip::Ship_MoveDelta | +0 21:56:DEBUG:>> 17988 | 5 | CGObList::GetHead | +0 21:56:DEBUG:__ thread (17988) __ | # | _____ function _____________ | ticks passed from previous function start ______ 21:56:DEBUG:>> 17988 | 0 | CServer::ShipTimers_Tick | +0 21:56:DEBUG:>> 17988 | 1 | CItemShip::OnTick | +0 21:56:DEBUG:>> 17988 | 2 | CItemShip::Ship_OnMoveTick | +0 21:56:DEBUG:>> 17988 | 3 | CItemShip::Ship_Move | +0 21:56:DEBUG:>> 17988 | 4 | CItemShip::Ship_MoveDelta | +0 21:56:DEBUG:>> 17988 | 5 | CGObList::GetHead | +0 21:56:DEBUG:__ thread (17988) __ | # | _____ function _____________ | ticks passed from previous function start ______ 21:56:DEBUG:>> 17988 | 0 | CServer::ShipTimers_Tick | +0 21:56:DEBUG:>> 17988 | 1 | CItemShip::OnTick | +0 21:56:DEBUG:>> 17988 | 2 | CItemShip::Ship_OnMoveTick | +0 21:56:DEBUG:>> 17988 | 3 | CItemShip::Ship_Move | +0 21:56:DEBUG:>> 17988 | 4 | CItemShip::Ship_MoveDelta | +0 21:56:DEBUG:>> 17988 | 5 | CGObList::GetHead | +0 21:56:DEBUG:__ thread (17988) __ | # | _____ function _____________ | ticks passed from previous function start ______ 21:56:DEBUG:>> 17988 | 0 | CServer::ShipTimers_Tick | +0 21:56:DEBUG:>> 17988 | 1 | CItemShip::OnTick | +0 21:56:DEBUG:>> 17988 | 2 | CItemShip::Ship_OnMoveTick | +0 21:56:DEBUG:>> 17988 | 3 | CItemShip::Ship_Move | +0 21:56:DEBUG:>> 17988 | 4 | CItemShip::Ship_MoveDelta | +0 21:56:DEBUG:>> 17988 | 5 | CGObList::GetHead | +0 21:56:DEBUG:__ thread (17988) __ | # | _____ function _____________ | ticks passed from previous function start ______ 21:56:DEBUG:>> 17988 | 0 | CServer::ShipTimers_Tick | +0 21:56:DEBUG:>> 17988 | 1 | CItemShip::OnTick | +0 21:56:DEBUG:>> 17988 | 2 | CItemShip::Ship_OnMoveTick | +0 21:56:DEBUG:>> 17988 | 3 | CItemShip::Ship_Move | +0 21:56:DEBUG:>> 17988 | 4 | CItemShip::Ship_MoveDelta | +0 21:56:DEBUG:>> 17988 | 5 | CGObList::GetHead | +0 21:56:DEBUG:__ thread (17988) __ | # | _____ function _____________ | ticks passed from previous function start ______ 21:56:DEBUG:>> 17988 | 0 | CServer::ShipTimers_Tick | +0 21:56:DEBUG:>> 17988 | 1 | CItemShip::OnTick | +0 21:56:DEBUG:>> 17988 | 2 | CItemShip::Ship_OnMoveTick | +0 21:56:DEBUG:>> 17988 | 3 | CItemShip::Ship_Move | +0 21:56:DEBUG:>> 17988 | 4 | CItemShip::Ship_MoveDelta | +0 21:56:DEBUG:>> 17988 | 5 | CGObList::GetHead | +0 21:56:DEBUG:__ thread (17988) __ | # | _____ function _____________ | ticks passed from previous function start ______ 21:56:DEBUG:>> 17988 | 0 | CServer::ShipTimers_Tick | +0 21:56:DEBUG:>> 17988 | 1 | CItemShip::OnTick | +0 21:56:DEBUG:>> 17988 | 2 | CItemShip::Ship_OnMoveTick | +0 21:56:DEBUG:>> 17988 | 3 | CItemShip::Ship_Move | +0 21:56:DEBUG:>> 17988 | 4 | CItemShip::Ship_MoveDelta | +0 21:56:DEBUG:>> 17988 | 5 | CGObList::GetHead | +0 21:56:DEBUG:__ thread (17988) __ | # | _____ function _____________ | ticks passed from previous function start ______ 21:56:DEBUG:>> 17988 | 0 | CServer::ShipTimers_Tick | +0 21:56:DEBUG:>> 17988 | 1 | CItemShip::OnTick | +0 21:56:DEBUG:>> 17988 | 2 | CItemShip::Ship_OnMoveTick | +0 21:56:DEBUG:>> 17988 | 3 | CItemShip::Ship_Move | +0 21:56:DEBUG:>> 17988 | 4 | CItemShip::Ship_MoveDelta | +0 21:56:DEBUG:>> 17988 | 5 | CGObList::GetHead | +0 21:56:DEBUG:__ thread (17988) __ | # | _____ function _____________ | ticks passed from previous function start ______ 21:56:DEBUG:>> 17988 | 0 | CServer::ShipTimers_Tick | +0 21:56:DEBUG:>> 17988 | 1 | CItemShip::OnTick | +0 21:56:DEBUG:>> 17988 | 2 | CItemShip::Ship_OnMoveTick | +0 21:56:DEBUG:>> 17988 | 3 | CItemShip::Ship_Move | +0 21:56:DEBUG:>> 17988 | 4 | CItemShip::Ship_MoveDelta | +0 21:56:DEBUG:>> 17988 | 5 | CGObList::GetHead | +0 21:56:DEBUG:__ thread (17988) __ | # | _____ function _____________ | ticks passed from previous function start ______ 21:56:DEBUG:>> 17988 | 0 | CServer::ShipTimers_Tick | +0 21:56:DEBUG:>> 17988 | 1 | CItemShip::OnTick | +0 21:56:DEBUG:>> 17988 | 2 | CItemShip::Ship_OnMoveTick | +0 21:56:DEBUG:>> 17988 | 3 | CItemShip::Ship_Move | +0 21:56:DEBUG:>> 17988 | 4 | CItemShip::Ship_MoveDelta | +0 21:56:DEBUG:>> 17988 | 5 | CGObList::GetHead | +0 21:56:DEBUG:__ thread (17988) __ | # | _____ function _____________ | ticks passed from previous function start ______ 21:56:DEBUG:>> 17988 | 0 | CServer::ShipTimers_Tick | +0 21:56:DEBUG:>> 17988 | 1 | CItemShip::OnTick | +0 21:56:DEBUG:>> 17988 | 2 | CItemShip::Ship_OnMoveTick | +0 21:56:DEBUG:>> 17988 | 3 | CItemShip::Ship_Move | +0 21:56:DEBUG:>> 17988 | 4 | CItemShip::Ship_MoveDelta | +0 21:56:DEBUG:>> 17988 | 5 | CGObList::GetHead | +0 21:56:DEBUG:__ thread (17988) __ | # | _____ function _____________ | ticks passed from previous function start ______ 21:56:DEBUG:>> 17988 | 0 | CServer::ShipTimers_Tick | +0 21:56:DEBUG:>> 17988 | 1 | CItemShip::OnTick | +0 21:56:DEBUG:>> 17988 | 2 | CItemShip::Ship_OnMoveTick | +0 21:56:DEBUG:>> 17988 | 3 | CItemShip::Ship_Move | +0 21:56:DEBUG:>> 17988 | 4 | CItemShip::Ship_MoveDelta | +0 21:56:DEBUG:>> 17988 | 5 | CGObList::GetHead | +0 21:56:DEBUG:__ thread (17988) __ | # | _____ function _____________ | ticks passed from previous function start ______ 21:56:DEBUG:>> 17988 | 0 | CServer::ShipTimers_Tick | +0 21:56:DEBUG:>> 17988 | 1 | CItemShip::OnTick | +0 21:56:DEBUG:>> 17988 | 2 | CItemShip::Ship_OnMoveTick | +0 21:56:DEBUG:>> 17988 | 3 | CItemShip::Ship_Move | +0 21:56:DEBUG:>> 17988 | 4 | CItemShip::Ship_MoveDelta | +0 21:56:DEBUG:>> 17988 | 5 | CGObList::GetHead | +15 21:56:DEBUG:__ thread (17988) __ | # | _____ function _____________ | ticks passed from previous function start ______ 21:56:DEBUG:>> 17988 | 0 | CServer::ShipTimers_Tick | +0 21:56:DEBUG:>> 17988 | 1 | CItemShip::OnTick | +0 21:56:DEBUG:>> 17988 | 2 | CItemShip::Ship_OnMoveTick | +0 21:56:DEBUG:>> 17988 | 3 | CItemShip::Ship_Move | +0 21:56:DEBUG:>> 17988 | 4 | CItemShip::Ship_MoveDelta | +0 21:56:DEBUG:>> 17988 | 5 | CGObList::GetHead | +0 21:56:DEBUG:__ thread (17988) __ | # | _____ function _____________ | ticks passed from previous function start ______ 21:56:DEBUG:>> 17988 | 0 | CServer::ShipTimers_Tick | +0 21:56:DEBUG:>> 17988 | 1 | CItemShip::OnTick | +0 21:56:DEBUG:>> 17988 | 2 | CItemShip::Ship_OnMoveTick | +0 21:56:DEBUG:>> 17988 | 3 | CItemShip::Ship_Move | +0 21:56:DEBUG:>> 17988 | 4 | CItemShip::Ship_MoveDelta | +0 21:56:DEBUG:>> 17988 | 5 | CGObList::GetHead | +16 21:56:DEBUG:__ thread (17988) __ | # | _____ function _____________ | ticks passed from previous function start ______ 21:56:DEBUG:>> 17988 | 0 | CServer::ShipTimers_Tick | +0 21:56:DEBUG:>> 17988 | 1 | CItemShip::OnTick | +0 21:56:DEBUG:>> 17988 | 2 | CItemShip::Ship_OnMoveTick | +0 21:56:DEBUG:>> 17988 | 3 | CItemShip::Ship_Move | +0 21:56:DEBUG:>> 17988 | 4 | CItemShip::Ship_MoveDelta | +0 21:56:DEBUG:>> 17988 | 5 | CGObList::GetHead | +0 21:56:DEBUG:__ thread (17988) __ | # | _____ function _____________ | ticks passed from previous function start ______ 21:56:DEBUG:>> 17988 | 0 | CServer::ShipTimers_Tick | +0 21:56:DEBUG:>> 17988 | 1 | CItemShip::OnTick | +0 21:56:DEBUG:>> 17988 | 2 | CItemShip::Ship_OnMoveTick | +0 21:56:DEBUG:>> 17988 | 3 | CItemShip::Ship_Move | +0 21:56:DEBUG:>> 17988 | 4 | CItemShip::Ship_MoveDelta | +0 21:56:DEBUG:>> 17988 | 5 | CGObList::GetHead | +0 21:56:DEBUG:__ thread (17988) __ | # | _____ function _____________ | ticks passed from previous function start ______ 21:56:DEBUG:>> 17988 | 0 | CServer::ShipTimers_Tick | +0 21:56:DEBUG:>> 17988 | 1 | CItemShip::OnTick | +0 21:56:DEBUG:>> 17988 | 2 | CItemShip::Ship_OnMoveTick | +0 21:56:DEBUG:>> 17988 | 3 | CItemShip::Ship_Move | +0 21:56:DEBUG:>> 17988 | 4 | CItemShip::Ship_MoveDelta | +0 21:56:DEBUG:>> 17988 | 5 | CGObList::GetHead | +0 21:56:DEBUG:__ thread (17988) __ | # | _____ function _____________ | ticks passed from previous function start ______ 21:56:DEBUG:>> 17988 | 0 | CServer::ShipTimers_Tick | +0 21:56:DEBUG:>> 17988 | 1 | CItemShip::OnTick | +0 21:56:DEBUG:>> 17988 | 2 | CItemShip::Ship_OnMoveTick | +0 21:56:DEBUG:>> 17988 | 3 | CItemShip::Ship_Move | +0 21:56:DEBUG:>> 17988 | 4 | CItemShip::Ship_MoveDelta | +0 21:56:DEBUG:>> 17988 | 5 | CGObList::GetHead | +0 21:56:DEBUG:__ thread (17988) __ | # | _____ function _____________ | ticks passed from previous function start ______ 21:56:DEBUG:>> 17988 | 0 | CServer::ShipTimers_Tick | +0 21:56:DEBUG:>> 17988 | 1 | CItemShip::OnTick | +0 21:56:DEBUG:>> 17988 | 2 | CItemShip::Ship_OnMoveTick | +0 21:56:DEBUG:>> 17988 | 3 | CItemShip::Ship_Move | +0 21:56:DEBUG:>> 17988 | 4 | CItemShip::Ship_MoveDelta | +0 21:56:DEBUG:>> 17988 | 5 | CGObList::GetHead | +0 21:56:DEBUG:__ thread (17988) __ | # | _____ function _____________ | ticks passed from previous function start ______ 21:56:DEBUG:>> 17988 | 0 | CServer::ShipTimers_Tick | +0 21:56:DEBUG:>> 17988 | 1 | CItemShip::OnTick | +0 21:56:DEBUG:>> 17988 | 2 | CItemShip::Ship_OnMoveTick | +0 21:56:DEBUG:>> 17988 | 3 | CItemShip::Ship_Move | +0 21:56:DEBUG:>> 17988 | 4 | CItemShip::Ship_MoveDelta | +0 21:56:DEBUG:>> 17988 | 5 | CGObList::GetHead | +0 21:56:DEBUG:__ thread (17988) __ | # | _____ function _____________ | ticks passed from previous function start ______ 21:56:DEBUG:>> 17988 | 0 | CServer::ShipTimers_Tick | +0 21:56:DEBUG:>> 17988 | 1 | CItemShip::OnTick | +0 21:56:DEBUG:>> 17988 | 2 | CItemShip::Ship_OnMoveTick | +0 21:56:DEBUG:>> 17988 | 3 | CItemShip::Ship_Move | +0 21:56:DEBUG:>> 17988 | 4 | CItemShip::Ship_MoveDelta | +0 21:56:DEBUG:>> 17988 | 5 | CGObList::GetHead | +16 21:56:DEBUG:__ thread (17988) __ | # | _____ function _____________ | ticks passed from previous function start ______ 21:56:DEBUG:>> 17988 | 0 | CServer::ShipTimers_Tick | +0 21:56:DEBUG:>> 17988 | 1 | CItemShip::OnTick | +0 21:56:DEBUG:>> 17988 | 2 | CItemShip::Ship_OnMoveTick | +0 21:56:DEBUG:>> 17988 | 3 | CItemShip::Ship_Move | +0 21:56:DEBUG:>> 17988 | 4 | CItemShip::Ship_MoveDelta | +0 21:56:DEBUG:>> 17988 | 5 | CGObList::GetHead | +0 21:56:DEBUG:__ thread (17988) __ | # | _____ function _____________ | ticks passed from previous function start ______ 21:56:DEBUG:>> 17988 | 0 | CServer::ShipTimers_Tick | +0 21:56:DEBUG:>> 17988 | 1 | CItemShip::OnTick | +0 21:56:DEBUG:>> 17988 | 2 | CItemShip::Ship_OnMoveTick | +0 21:56:DEBUG:>> 17988 | 3 | CItemShip::Ship_Move | +0 21:56:DEBUG:>> 17988 | 4 | CItemShip::Ship_MoveDelta | +0 21:56:DEBUG:>> 17988 | 5 | CGObList::GetHead | +15 21:56:1:'test' Says 'stop' mode=0 all times can reproduce 22:03:0:Client connected [Total:1] ('127.0.0.1' 1/1) 22:03:0:Login 'test' 22:03:0:Client disconnected [Total:0] ('127.0.0.1') 22:03:1:Client connected [Total:1] ('127.0.0.1' 1/2) 22:03:1:Login 'test' 22:03:1:Setup_Start acct='test', char='test', IP='127.0.0.1' 22:04:2:Client connected [Total:2] ('37.xxx.xx.xx' 1/1) 22:04:2:Login 'test1' 22:04:1:'test' Says 'forward' mode=0 22:04:DEBUG:__ thread (12600) __ | # | _____ function _____________ | ticks passed from previous function start ______ 22:04:DEBUG:>> 12600 | 0 | CServer::ShipTimers_Tick | +0 22:04:DEBUG:>> 12600 | 1 | CItemShip::OnTick | +0 22:04:DEBUG:>> 12600 | 2 | CItemShip::Ship_OnMoveTick | +0 22:04:DEBUG:>> 12600 | 3 | CItemShip::Ship_Move | +0 22:04:DEBUG:>> 12600 | 4 | CItemShip::Ship_MoveDelta | +0 22:04:DEBUG:>> 12600 | 5 | CGObList::GetHead | +0 22:04:CRITICAL:"Access Violation" (0xbf62d), in Sphere::Tick() 0000002 "ships_tick" 22:04:DEBUG:__ thread (12600) __ | # | _____ function _____________ | ticks passed from previous function start ______ 22:04:DEBUG:>> 12600 | 0 | CServer::ShipTimers_Tick | +0 22:04:DEBUG:>> 12600 | 1 | CItemShip::OnTick | +0 22:04:DEBUG:>> 12600 | 2 | CItemShip::Ship_OnMoveTick | +0 22:04:DEBUG:>> 12600 | 3 | CItemShip::Ship_Move | +0 22:04:DEBUG:>> 12600 | 4 | CItemShip::Ship_MoveDelta | +0 22:04:DEBUG:>> 12600 | 5 | CGObList::GetHead | +0 22:04:DEBUG:__ thread (12600) __ | # | _____ function _____________ | ticks passed from previous function start ______ 22:04:DEBUG:>> 12600 | 0 | CServer::ShipTimers_Tick | +0 22:04:DEBUG:>> 12600 | 1 | CItemShip::OnTick | +0 22:04:DEBUG:>> 12600 | 2 | CItemShip::Ship_OnMoveTick | +0 22:04:DEBUG:>> 12600 | 3 | CItemShip::Ship_Move | +0 22:04:DEBUG:>> 12600 | 4 | CItemShip::Ship_MoveDelta | +0 22:04:DEBUG:>> 12600 | 5 | CGObList::GetHead | +15 22:04:DEBUG:__ thread (12600) __ | # | _____ function _____________ | ticks passed from previous function start ______ 22:04:DEBUG:>> 12600 | 0 | CServer::ShipTimers_Tick | +0 22:04:DEBUG:>> 12600 | 1 | CItemShip::OnTick | +0 22:04:DEBUG:>> 12600 | 2 | CItemShip::Ship_OnMoveTick | +0 22:04:DEBUG:>> 12600 | 3 | CItemShip::Ship_Move | +0 22:04:DEBUG:>> 12600 | 4 | CItemShip::Ship_MoveDelta | +0 22:04:DEBUG:>> 12600 | 5 | CGObList::GetHead | +0 22:04:DEBUG:__ thread (12600) __ | # | _____ function _____________ | ticks passed from previous function start ______ 22:04:DEBUG:>> 12600 | 0 | CServer::ShipTimers_Tick | +0 22:04:DEBUG:>> 12600 | 1 | CItemShip::OnTick | +0 22:04:DEBUG:>> 12600 | 2 | CItemShip::Ship_OnMoveTick | +0 22:04:DEBUG:>> 12600 | 3 | CItemShip::Ship_Move | +0 22:04:DEBUG:>> 12600 | 4 | CItemShip::Ship_MoveDelta | +0 22:04:DEBUG:>> 12600 | 5 | CGObList::GetHead | +0 22:04:DEBUG:__ thread (12600) __ | # | _____ function _____________ | ticks passed from previous function start ______ 22:04:DEBUG:>> 12600 | 0 | CServer::ShipTimers_Tick | +0 22:04:DEBUG:>> 12600 | 1 | CItemShip::OnTick | +0 22:04:DEBUG:>> 12600 | 2 | CItemShip::Ship_OnMoveTick | +0 22:04:DEBUG:>> 12600 | 3 | CItemShip::Ship_Move | +0 22:04:DEBUG:>> 12600 | 4 | CItemShip::Ship_MoveDelta | +0 22:04:DEBUG:>> 12600 | 5 | CGObList::GetHead | +0 22:04:DEBUG:__ thread (12600) __ | # | _____ function _____________ | ticks passed from previous function start ______ 22:04:DEBUG:>> 12600 | 0 | CServer::ShipTimers_Tick | +0 22:04:DEBUG:>> 12600 | 1 | CItemShip::OnTick | +0 22:04:DEBUG:>> 12600 | 2 | CItemShip::Ship_OnMoveTick | +0 22:04:DEBUG:>> 12600 | 3 | CItemShip::Ship_Move | +0 22:04:DEBUG:>> 12600 | 4 | CItemShip::Ship_MoveDelta | +0 22:04:DEBUG:>> 12600 | 5 | CGObList::GetHead | +0 22:04:DEBUG:__ thread (12600) __ | # | _____ function _____________ | ticks passed from previous function start ______ 22:04:DEBUG:>> 12600 | 0 | CServer::ShipTimers_Tick | +0 22:04:DEBUG:>> 12600 | 1 | CItemShip::OnTick | +0 22:04:DEBUG:>> 12600 | 2 | CItemShip::Ship_OnMoveTick | +0 22:04:DEBUG:>> 12600 | 3 | CItemShip::Ship_Move | +0 22:04:DEBUG:>> 12600 | 4 | CItemShip::Ship_MoveDelta | +0 22:04:DEBUG:>> 12600 | 5 | CGObList::GetHead | +0 22:04:CRITICAL:"Access Violation" (0xbf62d), in Sphere::Tick() 0000002 "ships_tick" 22:04:DEBUG:__ thread (12600) __ | # | _____ function _____________ | ticks passed from previous function start ______ 22:04:DEBUG:>> 12600 | 0 | CServer::ShipTimers_Tick | +0 22:04:DEBUG:>> 12600 | 1 | CItemShip::OnTick | +0 22:04:DEBUG:>> 12600 | 2 | CItemShip::Ship_OnMoveTick | +0 22:04:DEBUG:>> 12600 | 3 | CItemShip::Ship_Move | +0 22:04:DEBUG:>> 12600 | 4 | CItemShip::Ship_MoveDelta | +0 22:04:DEBUG:>> 12600 | 5 | CGObList::GetHead | +0 22:04:DEBUG:__ thread (12600) __ | # | _____ function _____________ | ticks passed from previous function start ______ 22:04:DEBUG:>> 12600 | 0 | CServer::ShipTimers_Tick | +0 22:04:DEBUG:>> 12600 | 1 | CItemShip::OnTick | +0 22:04:DEBUG:>> 12600 | 2 | CItemShip::Ship_OnMoveTick | +0 22:04:DEBUG:>> 12600 | 3 | CItemShip::Ship_Move | +0 22:04:DEBUG:>> 12600 | 4 | CItemShip::Ship_MoveDelta | +0 22:04:DEBUG:>> 12600 | 5 | CGObList::GetHead | +0 22:04:DEBUG:__ thread (12600) __ | # | _____ function _____________ | ticks passed from previous function start ______ 22:04:DEBUG:>> 12600 | 0 | CServer::ShipTimers_Tick | +0 22:04:DEBUG:>> 12600 | 1 | CItemShip::OnTick | +0 22:04:DEBUG:>> 12600 | 2 | CItemShip::Ship_OnMoveTick | +0 22:04:DEBUG:>> 12600 | 3 | CItemShip::Ship_Move | +0 22:04:DEBUG:>> 12600 | 4 | CItemShip::Ship_MoveDelta | +0 22:04:DEBUG:>> 12600 | 5 | CGObList::GetHead | +0 22:04:DEBUG:__ thread (12600) __ | # | _____ function _____________ | ticks passed from previous function start ______ 22:04:DEBUG:>> 12600 | 0 | CServer::ShipTimers_Tick | +0 22:04:DEBUG:>> 12600 | 1 | CItemShip::OnTick | +0 22:04:DEBUG:>> 12600 | 2 | CItemShip::Ship_OnMoveTick | +0 22:04:DEBUG:>> 12600 | 3 | CItemShip::Ship_Move | +0 22:04:DEBUG:>> 12600 | 4 | CItemShip::Ship_MoveDelta | +0 22:04:DEBUG:>> 12600 | 5 | CGObList::GetHead | +0 22:04:DEBUG:__ thread (12600) __ | # | _____ function _____________ | ticks passed from previous function start ______ 22:04:DEBUG:>> 12600 | 0 | CServer::ShipTimers_Tick | +0 22:04:DEBUG:>> 12600 | 1 | CItemShip::OnTick | +0 22:04:DEBUG:>> 12600 | 2 | CItemShip::Ship_OnMoveTick | +0 22:04:DEBUG:>> 12600 | 3 | CItemShip::Ship_Move | +0 22:04:DEBUG:>> 12600 | 4 | CItemShip::Ship_MoveDelta | +0 22:04:DEBUG:>> 12600 | 5 | CGObList::GetHead | +0 22:04:DEBUG:__ thread (12600) __ | # | _____ function _____________ | ticks passed from previous function start ______ 22:04:DEBUG:>> 12600 | 0 | CServer::ShipTimers_Tick | +0 22:04:DEBUG:>> 12600 | 1 | CItemShip::OnTick | +0 22:04:DEBUG:>> 12600 | 2 | CItemShip::Ship_OnMoveTick | +0 22:04:DEBUG:>> 12600 | 3 | CItemShip::Ship_Move | +0 22:04:DEBUG:>> 12600 | 4 | CItemShip::Ship_MoveDelta | +0 22:04:DEBUG:>> 12600 | 5 | CGObList::GetHead | +0 22:04:DEBUG:__ thread (12600) __ | # | _____ function _____________ | ticks passed from previous function start ______ 22:04:DEBUG:>> 12600 | 0 | CServer::ShipTimers_Tick | +0 22:04:DEBUG:>> 12600 | 1 | CItemShip::OnTick | +0 22:04:DEBUG:>> 12600 | 2 | CItemShip::Ship_OnMoveTick | +0 22:04:DEBUG:>> 12600 | 3 | CItemShip::Ship_Move | +0 22:04:DEBUG:>> 12600 | 4 | CItemShip::Ship_MoveDelta | +0 22:04:DEBUG:>> 12600 | 5 | CGObList::GetHead | +0 22:04:DEBUG:__ thread (12600) __ | # | _____ function _____________ | ticks passed from previous function start ______ 22:04:DEBUG:>> 12600 | 0 | CServer::ShipTimers_Tick | +0 22:04:DEBUG:>> 12600 | 1 | CItemShip::OnTick | +0 22:04:DEBUG:>> 12600 | 2 | CItemShip::Ship_OnMoveTick | +0 22:04:DEBUG:>> 12600 | 3 | CItemShip::Ship_Move | +0 22:04:DEBUG:>> 12600 | 4 | CItemShip::Ship_MoveDelta | +0 22:04:DEBUG:>> 12600 | 5 | CGObList::GetHead | +0 22:04:DEBUG:__ thread (12600) __ | # | _____ function _____________ | ticks passed from previous function start ______ 22:04:DEBUG:>> 12600 | 0 | CServer::ShipTimers_Tick | +0 22:04:DEBUG:>> 12600 | 1 | CItemShip::OnTick | +0 22:04:DEBUG:>> 12600 | 2 | CItemShip::Ship_OnMoveTick | +0 22:04:DEBUG:>> 12600 | 3 | CItemShip::Ship_Move | +0 22:04:DEBUG:>> 12600 | 4 | CItemShip::Ship_MoveDelta | +0 22:04:DEBUG:>> 12600 | 5 | CGObList::GetHead | +0 22:04:DEBUG:__ thread (12600) __ | # | _____ function _____________ | ticks passed from previous function start ______ 22:04:DEBUG:>> 12600 | 0 | CServer::ShipTimers_Tick | +0 22:04:DEBUG:>> 12600 | 1 | CItemShip::OnTick | +0 22:04:DEBUG:>> 12600 | 2 | CItemShip::Ship_OnMoveTick | +0 22:04:DEBUG:>> 12600 | 3 | CItemShip::Ship_Move | +0 22:04:DEBUG:>> 12600 | 4 | CItemShip::Ship_MoveDelta | +0 22:04:DEBUG:>> 12600 | 5 | CGObList::GetHead | +0 22:04:DEBUG:__ thread (12600) __ | # | _____ function _____________ | ticks passed from previous function start ______ 22:04:DEBUG:>> 12600 | 0 | CServer::ShipTimers_Tick | +0 22:04:DEBUG:>> 12600 | 1 | CItemShip::OnTick | +0 22:04:DEBUG:>> 12600 | 2 | CItemShip::Ship_OnMoveTick | +0 22:04:DEBUG:>> 12600 | 3 | CItemShip::Ship_Move | +0 22:04:DEBUG:>> 12600 | 4 | CItemShip::Ship_MoveDelta | +0 22:04:DEBUG:>> 12600 | 5 | CGObList::GetHead | +0 22:04:DEBUG:__ thread (12600) __ | # | _____ function _____________ | ticks passed from previous function start ______ 22:04:DEBUG:>> 12600 | 0 | CServer::ShipTimers_Tick | +0 22:04:DEBUG:>> 12600 | 1 | CItemShip::OnTick | +0 22:04:DEBUG:>> 12600 | 2 | CItemShip::Ship_OnMoveTick | +0 22:04:DEBUG:>> 12600 | 3 | CItemShip::Ship_Move | +0 22:04:DEBUG:>> 12600 | 4 | CItemShip::Ship_MoveDelta | +0 22:04:DEBUG:>> 12600 | 5 | CGObList::GetHead | +15 22:04:DEBUG:__ thread (12600) __ | # | _____ function _____________ | ticks passed from previous function start ______ 22:04:DEBUG:>> 12600 | 0 | CServer::ShipTimers_Tick | +0 22:04:DEBUG:>> 12600 | 1 | CItemShip::OnTick | +0 22:04:DEBUG:>> 12600 | 2 | CItemShip::Ship_OnMoveTick | +0 22:04:DEBUG:>> 12600 | 3 | CItemShip::Ship_Move | +0 22:04:DEBUG:>> 12600 | 4 | CItemShip::Ship_MoveDelta | +0 22:04:DEBUG:>> 12600 | 5 | CGObList::GetHead | +0 22:04:DEBUG:__ thread (12600) __ | # | _____ function _____________ | ticks passed from previous function start ______ 22:04:DEBUG:>> 12600 | 0 | CServer::ShipTimers_Tick | +0 22:04:DEBUG:>> 12600 | 1 | CItemShip::OnTick | +0 22:04:DEBUG:>> 12600 | 2 | CItemShip::Ship_OnMoveTick | +0 22:04:DEBUG:>> 12600 | 3 | CItemShip::Ship_Move | +0 22:04:DEBUG:>> 12600 | 4 | CItemShip::Ship_MoveDelta | +0 22:04:DEBUG:>> 12600 | 5 | CGObList::GetHead | +0 22:04:DEBUG:__ thread (12600) __ | # | _____ function _____________ | ticks passed from previous function start ______ 22:04:DEBUG:>> 12600 | 0 | CServer::ShipTimers_Tick | +0 22:04:DEBUG:>> 12600 | 1 | CItemShip::OnTick | +0 22:04:DEBUG:>> 12600 | 2 | CItemShip::Ship_OnMoveTick | +0 22:04:DEBUG:>> 12600 | 3 | CItemShip::Ship_Move | +0 22:04:DEBUG:>> 12600 | 4 | CItemShip::Ship_MoveDelta | +0 22:04:DEBUG:>> 12600 | 5 | CGObList::GetHead | +0 22:04:DEBUG:__ thread (12600) __ | # | _____ function _____________ | ticks passed from previous function start ______ 22:04:DEBUG:>> 12600 | 0 | CServer::ShipTimers_Tick | +0 22:04:DEBUG:>> 12600 | 1 | CItemShip::OnTick | +0 22:04:DEBUG:>> 12600 | 2 | CItemShip::Ship_OnMoveTick | +0 22:04:DEBUG:>> 12600 | 3 | CItemShip::Ship_Move | +0 22:04:DEBUG:>> 12600 | 4 | CItemShip::Ship_MoveDelta | +0 22:04:DEBUG:>> 12600 | 5 | CGObList::GetHead | +0 22:04:DEBUG:__ thread (12600) __ | # | _____ function _____________ | ticks passed from previous function start ______ 22:04:DEBUG:>> 12600 | 0 | CServer::ShipTimers_Tick | +0 22:04:DEBUG:>> 12600 | 1 | CItemShip::OnTick | +0 22:04:DEBUG:>> 12600 | 2 | CItemShip::Ship_OnMoveTick | +0 22:04:DEBUG:>> 12600 | 3 | CItemShip::Ship_Move | +0 22:04:DEBUG:>> 12600 | 4 | CItemShip::Ship_MoveDelta | +0 22:04:DEBUG:>> 12600 | 5 | CGObList::GetHead | +0 22:04:DEBUG:__ thread (12600) __ | # | _____ function _____________ | ticks passed from previous function start ______ 22:04:DEBUG:>> 12600 | 0 | CServer::ShipTimers_Tick | +0 22:04:DEBUG:>> 12600 | 1 | CItemShip::OnTick | +0 22:04:DEBUG:>> 12600 | 2 | CItemShip::Ship_OnMoveTick | +0 22:04:DEBUG:>> 12600 | 3 | CItemShip::Ship_Move | +0 22:04:DEBUG:>> 12600 | 4 | CItemShip::Ship_MoveDelta | +0 22:04:DEBUG:>> 12600 | 5 | CGObList::GetHead | +0 22:04:DEBUG:__ thread (12600) __ | # | _____ function _____________ | ticks passed from previous function start ______ 22:04:DEBUG:>> 12600 | 0 | CServer::ShipTimers_Tick | +0 22:04:DEBUG:>> 12600 | 1 | CItemShip::OnTick | +0 22:04:DEBUG:>> 12600 | 2 | CItemShip::Ship_OnMoveTick | +0 22:04:DEBUG:>> 12600 | 3 | CItemShip::Ship_Move | +0 22:04:DEBUG:>> 12600 | 4 | CItemShip::Ship_MoveDelta | +0 22:04:DEBUG:>> 12600 | 5 | CGObList::GetHead | +0 22:04:DEBUG:__ thread (12600) __ | # | _____ function _____________ | ticks passed from previous function start ______ 22:04:DEBUG:>> 12600 | 0 | CServer::ShipTimers_Tick | +0 22:04:DEBUG:>> 12600 | 1 | CItemShip::OnTick | +0 22:04:DEBUG:>> 12600 | 2 | CItemShip::Ship_OnMoveTick | +0 22:04:DEBUG:>> 12600 | 3 | CItemShip::Ship_Move | +0 22:04:DEBUG:>> 12600 | 4 | CItemShip::Ship_MoveDelta | +0 22:04:DEBUG:>> 12600 | 5 | CGObList::GetHead | +0 22:04:DEBUG:__ thread (12600) __ | # | _____ function _____________ | ticks passed from previous function start ______ 22:04:DEBUG:>> 12600 | 0 | CServer::ShipTimers_Tick | +0 22:04:DEBUG:>> 12600 | 1 | CItemShip::OnTick | +0 22:04:DEBUG:>> 12600 | 2 | CItemShip::Ship_OnMoveTick | +0 22:04:DEBUG:>> 12600 | 3 | CItemShip::Ship_Move | +0 22:04:DEBUG:>> 12600 | 4 | CItemShip::Ship_MoveDelta | +0 22:04:DEBUG:>> 12600 | 5 | CGObList::GetHead | +0 22:04:DEBUG:__ thread (12600) __ | # | _____ function _____________ | ticks passed from previous function start ______ 22:04:DEBUG:>> 12600 | 0 | CServer::ShipTimers_Tick | +0 22:04:DEBUG:>> 12600 | 1 | CItemShip::OnTick | +0 22:04:DEBUG:>> 12600 | 2 | CItemShip::Ship_OnMoveTick | +0 22:04:DEBUG:>> 12600 | 3 | CItemShip::Ship_Move | +0 22:04:DEBUG:>> 12600 | 4 | CItemShip::Ship_MoveDelta | +0 22:04:DEBUG:>> 12600 | 5 | CGObList::GetHead | +0 22:04:DEBUG:__ thread (12600) __ | # | _____ function _____________ | ticks passed from previous function start ______ 22:04:DEBUG:>> 12600 | 0 | CServer::ShipTimers_Tick | +0 22:04:DEBUG:>> 12600 | 1 | CItemShip::OnTick | +0 22:04:DEBUG:>> 12600 | 2 | CItemShip::Ship_OnMoveTick | +0 22:04:DEBUG:>> 12600 | 3 | CItemShip::Ship_Move | +0 22:04:DEBUG:>> 12600 | 4 | CItemShip::Ship_MoveDelta | +0 22:04:DEBUG:>> 12600 | 5 | CGObList::GetHead | +0 22:04:DEBUG:__ thread (12600) __ | # | _____ function _____________ | ticks passed from previous function start ______ 22:04:DEBUG:>> 12600 | 0 | CServer::ShipTimers_Tick | +0 22:04:DEBUG:>> 12600 | 1 | CItemShip::OnTick | +0 22:04:DEBUG:>> 12600 | 2 | CItemShip::Ship_OnMoveTick | +0 22:04:DEBUG:>> 12600 | 3 | CItemShip::Ship_Move | +0 22:04:DEBUG:>> 12600 | 4 | CItemShip::Ship_MoveDelta | +0 22:04:DEBUG:>> 12600 | 5 | CGObList::GetHead | +0 22:04:DEBUG:__ thread (12600) __ | # | _____ function _____________ | ticks passed from previous function start ______ 22:04:DEBUG:>> 12600 | 0 | CServer::ShipTimers_Tick | +0 22:04:DEBUG:>> 12600 | 1 | CItemShip::OnTick | +0 22:04:DEBUG:>> 12600 | 2 | CItemShip::Ship_OnMoveTick | +0 22:04:DEBUG:>> 12600 | 3 | CItemShip::Ship_Move | +0 22:04:DEBUG:>> 12600 | 4 | CItemShip::Ship_MoveDelta | +0 22:04:DEBUG:>> 12600 | 5 | CGObList::GetHead | +0 22:04:DEBUG:__ thread (12600) __ | # | _____ function _____________ | ticks passed from previous function start ______ 22:04:DEBUG:>> 12600 | 0 | CServer::ShipTimers_Tick | +0 22:04:DEBUG:>> 12600 | 1 | CItemShip::OnTick | +0 22:04:DEBUG:>> 12600 | 2 | CItemShip::Ship_OnMoveTick | +0 22:04:DEBUG:>> 12600 | 3 | CItemShip::Ship_Move | +0 22:04:DEBUG:>> 12600 | 4 | CItemShip::Ship_MoveDelta | +0 22:04:DEBUG:>> 12600 | 5 | CGObList::GetHead | +0 22:04:DEBUG:__ thread (12600) __ | # | _____ function _____________ | ticks passed from previous function start ______ 22:04:DEBUG:>> 12600 | 0 | CServer::ShipTimers_Tick | +0 22:04:DEBUG:>> 12600 | 1 | CItemShip::OnTick | +0 22:04:DEBUG:>> 12600 | 2 | CItemShip::Ship_OnMoveTick | +0 22:04:DEBUG:>> 12600 | 3 | CItemShip::Ship_Move | +0 22:04:DEBUG:>> 12600 | 4 | CItemShip::Ship_MoveDelta | +0 22:04:DEBUG:>> 12600 | 5 | CGObList::GetHead | +0 22:04:DEBUG:__ thread (12600) __ | # | _____ function _____________ | ticks passed from previous function start ______ 22:04:DEBUG:>> 12600 | 0 | CServer::ShipTimers_Tick | +0 22:04:DEBUG:>> 12600 | 1 | CItemShip::OnTick | +0 22:04:DEBUG:>> 12600 | 2 | CItemShip::Ship_OnMoveTick | +0 22:04:DEBUG:>> 12600 | 3 | CItemShip::Ship_Move | +0 22:04:DEBUG:>> 12600 | 4 | CItemShip::Ship_MoveDelta | +0 22:04:DEBUG:>> 12600 | 5 | CGObList::GetHead | +0 22:04:DEBUG:__ thread (12600) __ | # | _____ function _____________ | ticks passed from previous function start ______ 22:04:DEBUG:>> 12600 | 0 | CServer::ShipTimers_Tick | +0 22:04:DEBUG:>> 12600 | 1 | CItemShip::OnTick | +0 22:04:DEBUG:>> 12600 | 2 | CItemShip::Ship_OnMoveTick | +0 22:04:DEBUG:>> 12600 | 3 | CItemShip::Ship_Move | +0 22:04:DEBUG:>> 12600 | 4 | CItemShip::Ship_MoveDelta | +0 22:04:DEBUG:>> 12600 | 5 | CGObList::GetHead | +0 22:04:DEBUG:__ thread (12600) __ | # | _____ function _____________ | ticks passed from previous function start ______ 22:04:DEBUG:>> 12600 | 0 | CServer::ShipTimers_Tick | +0 22:04:DEBUG:>> 12600 | 1 | CItemShip::OnTick | +0 22:04:DEBUG:>> 12600 | 2 | CItemShip::Ship_OnMoveTick | +0 22:04:DEBUG:>> 12600 | 3 | CItemShip::Ship_Move | +0 22:04:DEBUG:>> 12600 | 4 | CItemShip::Ship_MoveDelta | +0 22:04:DEBUG:>> 12600 | 5 | CGObList::GetHead | +0 22:04:DEBUG:__ thread (12600) __ | # | _____ function _____________ | ticks passed from previous function start ______ 22:04:DEBUG:>> 12600 | 0 | CServer::ShipTimers_Tick | +0 22:04:DEBUG:>> 12600 | 1 | CItemShip::OnTick | +0 22:04:DEBUG:>> 12600 | 2 | CItemShip::Ship_OnMoveTick | +0 22:04:DEBUG:>> 12600 | 3 | CItemShip::Ship_Move | +0 22:04:DEBUG:>> 12600 | 4 | CItemShip::Ship_MoveDelta | +0 22:04:DEBUG:>> 12600 | 5 | CGObList::GetHead | +0 22:04:DEBUG:__ thread (12600) __ | # | _____ function _____________ | ticks passed from previous function start ______ 22:04:DEBUG:>> 12600 | 0 | CServer::ShipTimers_Tick | +0 22:04:DEBUG:>> 12600 | 1 | CItemShip::OnTick | +0 22:04:DEBUG:>> 12600 | 2 | CItemShip::Ship_OnMoveTick | +0 22:04:DEBUG:>> 12600 | 3 | CItemShip::Ship_Move | +0 22:04:DEBUG:>> 12600 | 4 | CItemShip::Ship_MoveDelta | +0 22:04:DEBUG:>> 12600 | 5 | CGObList::GetHead | +0 22:04:DEBUG:__ thread (12600) __ | # | _____ function _____________ | ticks passed from previous function start ______ 22:04:DEBUG:>> 12600 | 0 | CServer::ShipTimers_Tick | +0 22:04:DEBUG:>> 12600 | 1 | CItemShip::OnTick | +0 22:04:DEBUG:>> 12600 | 2 | CItemShip::Ship_OnMoveTick | +0 22:04:DEBUG:>> 12600 | 3 | CItemShip::Ship_Move | +0 22:04:DEBUG:>> 12600 | 4 | CItemShip::Ship_MoveDelta | +0 22:04:DEBUG:>> 12600 | 5 | CGObList::GetHead | +15 22:04:DEBUG:__ thread (12600) __ | # | _____ function _____________ | ticks passed from previous function start ______ 22:04:DEBUG:>> 12600 | 0 | CServer::ShipTimers_Tick | +0 22:04:DEBUG:>> 12600 | 1 | CItemShip::OnTick | +0 22:04:DEBUG:>> 12600 | 2 | CItemShip::Ship_OnMoveTick | +0 22:04:DEBUG:>> 12600 | 3 | CItemShip::Ship_Move | +0 22:04:DEBUG:>> 12600 | 4 | CItemShip::Ship_MoveDelta | +0 22:04:DEBUG:>> 12600 | 5 | CGObList::GetHead | +0 22:04:DEBUG:__ thread (12600) __ | # | _____ function _____________ | ticks passed from previous function start ______ 22:04:DEBUG:>> 12600 | 0 | CServer::ShipTimers_Tick | +0 22:04:DEBUG:>> 12600 | 1 | CItemShip::OnTick | +0 22:04:DEBUG:>> 12600 | 2 | CItemShip::Ship_OnMoveTick | +0 22:04:DEBUG:>> 12600 | 3 | CItemShip::Ship_Move | +0 22:04:DEBUG:>> 12600 | 4 | CItemShip::Ship_MoveDelta | +0 22:04:DEBUG:>> 12600 | 5 | CGObList::GetHead | +0 22:04:DEBUG:__ thread (12600) __ | # | _____ function _____________ | ticks passed from previous function start ______ 22:04:DEBUG:>> 12600 | 0 | CServer::ShipTimers_Tick | +0 22:04:DEBUG:>> 12600 | 1 | CItemShip::OnTick | +0 22:04:DEBUG:>> 12600 | 2 | CItemShip::Ship_OnMoveTick | +0 22:04:DEBUG:>> 12600 | 3 | CItemShip::Ship_Move | +0 22:04:DEBUG:>> 12600 | 4 | CItemShip::Ship_MoveDelta | +0 22:04:DEBUG:>> 12600 | 5 | CGObList::GetHead | +0 22:04:DEBUG:__ thread (12600) __ | # | _____ function _____________ | ticks passed from previous function start ______ 22:04:DEBUG:>> 12600 | 0 | CServer::ShipTimers_Tick | +0 22:04:DEBUG:>> 12600 | 1 | CItemShip::OnTick | +0 22:04:DEBUG:>> 12600 | 2 | CItemShip::Ship_OnMoveTick | +0 22:04:DEBUG:>> 12600 | 3 | CItemShip::Ship_Move | +0 22:04:DEBUG:>> 12600 | 4 | CItemShip::Ship_MoveDelta | +0 22:04:DEBUG:>> 12600 | 5 | CGObList::GetHead | +0 22:04:DEBUG:__ thread (12600) __ | # | _____ function _____________ | ticks passed from previous function start ______ 22:04:DEBUG:>> 12600 | 0 | CServer::ShipTimers_Tick | +0 22:04:DEBUG:>> 12600 | 1 | CItemShip::OnTick | +0 22:04:DEBUG:>> 12600 | 2 | CItemShip::Ship_OnMoveTick | +0 22:04:DEBUG:>> 12600 | 3 | CItemShip::Ship_Move | +0 22:04:DEBUG:>> 12600 | 4 | CItemShip::Ship_MoveDelta | +0 22:04:DEBUG:>> 12600 | 5 | CGObList::GetHead | +15 22:04:DEBUG:__ thread (12600) __ | # | _____ function _____________ | ticks passed from previous function start ______ 22:04:DEBUG:>> 12600 | 0 | CServer::ShipTimers_Tick | +0 22:04:DEBUG:>> 12600 | 1 | CItemShip::OnTick | +0 22:04:DEBUG:>> 12600 | 2 | CItemShip::Ship_OnMoveTick | +0 22:04:DEBUG:>> 12600 | 3 | CItemShip::Ship_Move | +0 22:04:DEBUG:>> 12600 | 4 | CItemShip::Ship_MoveDelta | +0 22:04:DEBUG:>> 12600 | 5 | CGObList::GetHead | +0 22:04:DEBUG:__ thread (12600) __ | # | _____ function _____________ | ticks passed from previous function start ______ 22:04:DEBUG:>> 12600 | 0 | CServer::ShipTimers_Tick | +0 22:04:DEBUG:>> 12600 | 1 | CItemShip::OnTick | +0 22:04:DEBUG:>> 12600 | 2 | CItemShip::Ship_OnMoveTick | +0 22:04:DEBUG:>> 12600 | 3 | CItemShip::Ship_Move | +0 22:04:DEBUG:>> 12600 | 4 | CItemShip::Ship_MoveDelta | +0 22:04:DEBUG:>> 12600 | 5 | CGObList::GetHead | +0 22:04:DEBUG:__ thread (12600) __ | # | _____ function _____________ | ticks passed from previous function start ______ 22:04:DEBUG:>> 12600 | 0 | CServer::ShipTimers_Tick | +0 22:04:DEBUG:>> 12600 | 1 | CItemShip::OnTick | +0 22:04:DEBUG:>> 12600 | 2 | CItemShip::Ship_OnMoveTick | +0 22:04:DEBUG:>> 12600 | 3 | CItemShip::Ship_Move | +0 22:04:DEBUG:>> 12600 | 4 | CItemShip::Ship_MoveDelta | +0 22:04:DEBUG:>> 12600 | 5 | CGObList::GetHead | +0 22:04:1:'test' Says 'stop' mode=0 2:Client disconnected [Total:1] ('37.xxx.xx.xx')
Notes
(0002600)
Gandalfs   
18-12-14 15:28   
(edited on: 18-12-14 15:28)
i upload a video you can see the error and how to make. https://www.youtube.com/watch?v=12UV9MPpBss
(0002601)
Shamino   
18-12-14 20:54   
Prob is the same error reported for me here: http://tracker.sphere.torfo.org/bugs/view.php?id=2436
(0002607)
Ben   
20-12-14 19:58   
Found and fixed this issue.





View Issue Details
2443 [SphereServer] executable - linux build minor always 20-12-14 00:44 20-12-14 15:27
Lirion Linux x86_64  
Debian GNU/Linux  
normal 7  
new  
open  
none    
none  
   
Automated (specify build number)
None
Command_Sysmsgs
2139
Debian build 0002139 throws memory double free message on exit
The server launches fine, runs fine so far, but on termination (disable secure mode --> x from server terminal) it nearly always throws this error. (I did run into a plain segfault with no additional information once, all other attempts, about 5 so far, do this). For the message details check this pastebin: http://pastebin.com/Ysix8GZE [^]
Launch server on Debian stable, disable secure mode in terminal, terminate server in terminal.
Debian wheezy, the current stable release.

Sphere runs with at least r2139.
Notes
(0002602)
Lirion   
20-12-14 00:59   
ldd output: linux-gate.so.1 => (0xf7728000) libpthread.so.0 => /lib/i386-linux-gnu/i686/cmov/libpthread.so.0 (0xf76ff000) libmysqlclient.so.18 => /usr/lib/i386-linux-gnu/libmysqlclient.so.18 (0xf73dc000) librt.so.1 => /lib/i386-linux-gnu/i686/cmov/librt.so.1 (0xf73d2000) libdl.so.2 => /lib/i386-linux-gnu/i686/cmov/libdl.so.2 (0xf73ce000) libstdc++.so.6 => /usr/lib/i386-linux-gnu/libstdc++.so.6 (0xf72e2000) libm.so.6 => /lib/i386-linux-gnu/i686/cmov/libm.so.6 (0xf72bc000) libgcc_s.so.1 => /lib/i386-linux-gnu/libgcc_s.so.1 (0xf729f000) libc.so.6 => /lib/i386-linux-gnu/i686/cmov/libc.so.6 (0xf7139000) /lib/ld-linux.so.2 (0xf7729000) libz.so.1 => /lib/i386-linux-gnu/libz.so.1 (0xf7120000)
(0002603)
Ben   
20-12-14 14:55   
This also happens on the linux nightly version. might take a while to track down.
(0002604)
Lirion   
20-12-14 15:25   
After populating the server with an account, a character and some items this error doesn't seem to reappear. You may want to lower the priority of this bug report already.
(0002605)
Lirion   
20-12-14 15:27   
...all I get now is: 15:24:FATAL:Immediate Shutdown initialized! terminate called after throwing an instance of 'CGrayAssert' Just in case this is related to the bug report's problem.





View Issue Details
2440 [SphereServer] executable - windows build major always 17-12-14 13:46 18-12-14 02:37
Gandalfs  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Ships / Port
build r2138 You say first forward, then port the ship says We cannot turn that way Cap'n without the obstacles and in direction left/right https://www.youtube.com/watch?v=TSUc_Ao2jkM [^]
Notes
(0002595)
Gandalfs   
17-12-14 14:15   
(edited on: 17-12-14 14:19)
https://www.youtube.com/watch?v=hTmP2XEGIuI The map is Ilshenar front Montor
(0002599)
Ben   
18-12-14 02:37   
fixed





View Issue Details
2437 [SphereServer] executable - windows build major always 13-12-14 20:28 18-12-14 02:36
Gandalfs  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
boarding boats
Put two boats in the same position and use "port" and you can enter in the another boat.
boarding boats1.png (203,580) 13-12-14 20:28
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=110&type=bug
boarding boats2.png (278,929) 13-12-14 20:28
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=111&type=bug
Notes
(0002588)
Ben   
14-12-14 16:28   
Found and fixed issue.
(0002597)
Gandalfs   
17-12-14 21:40   
The same bug here: with build r2138 http://i.imgur.com/jxa4vWA.png http://i.imgur.com/HcNoT3T.png
(0002598)
Ben   
18-12-14 02:36   
Should now work in all conditions





View Issue Details
2429 [SphereServer] new feature request feature always 26-11-14 10:24 15-12-14 00:13
Gil Amarth Linux  
Ben CentOS  
normal  
resolved 16-06-2013, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
SpawnItem property
It would be great if we could have the SpawnItem property for items, like it exists for characters. It would sufficient even if it is readonly property, to know from what spawn gem was the item generated. Thanks in advance, we all are grateful for all the work you have done recently. Regards.
Notes
(0002591)
Ben   
15-12-14 00:13   
Added TAG.SpawnItem with the spawngem's UID





View Issue Details
2428 [SphereServer] executable - generic major always 16-11-14 22:46 06-12-14 23:36
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
2114
Client not loading correctly huge multis
to prevent some conflict problems with latest 'ship movement speed' commits, I will report it here to someone take a look instead change it by myself and break something :P if I login inside a huge multi (eg: 60x40 tiles), this range will be > 18 tiles (client default view sight, or VISUALRANGE sphere property) so the client will not show this multi until I step <= 18 tiles near this multi center. Strangely on previous builds before 'ship movement speed' build this was working fine the same occour if I'm walking on open world and then a huge multi appears. The client will not display this multi until I walk <= 18 tiles from the multi center. GM=1 can keep walking until reach this distance, but GM=0 will get stuck into a invisible wall because the client can't see the multi
Testing on latest 2114 build (16 nov 2014) + client 5.0.2 (resdisp 5)
Notes
(0002568)
Ben   
17-11-14 13:02   
I'll have a look at it, I thought I had that issue fixed since I had noticed something like that in the past when testing this code.
(0002569)
XuN   
17-11-14 16:52   
Hmmm since it is related to visual range to... I'll use this ticket to submit another 'fix' related to EC, VisualRange in EC is increased a lot but the actual limit is 18 (Hardcoded), maybe instead of allowing to increase the VisualRange variable the code should check for more range directly, to keep it up faster to Classic clients?
(0002570)
Ben   
20-11-14 01:25   
visualrange can already be modified for each char and can have a value of up to 31 if I remember correctly.
(0002571)
Ben   
20-11-14 02:43   
I'm guessing it works fine without OSIMultiSight?
(0002577)
Ben   
06-12-14 23:36   
I'm assuming this is fixed...





View Issue Details
1934 [SphereServer] executable - linux build minor always 23-03-11 21:21 23-11-14 20:56
wuffel  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Tiledata is ignored at dynamic items
Setting: Item A with flags wall | impassable | noshoot and height=5 Item B with flags Background | Surface | noshoot and height=0 Place a line of Item A on height 0. Place a line of Item B above A on height 5 (doesnt matter: 6,7 and so on are doing the same for this test) with gm=0 you aren't able to walk on Item B cause Item A blocks the way. To make this works you need an explicit ITEMDEF for Item A. Its not enough to put height=5 in an existing itemdef as long as item A is in the dupelist. this means you need: [Itemdef ID_OF_ITEM_A] height=5 sphere doesnt take care of the tiledata-height, although there is no height-definition in the script.
look above
Notes
(0002575)
Ben   
23-11-14 20:56   
This seems to have been resolved...





View Issue Details
2378 [SphereServer] executable - windows build major always 10-07-14 13:09 23-11-14 19:21
Xfolder  
matex  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
AllowTelnetPacketFilter, Script_Profiler
FileCommands, NoHouseMuteSpeech
1971
Can't walk on not scripted static tile
If floors tile are not scripted can't walk on!
Notes
(0002331)
Ben   
14-07-14 01:46   
how about an example...
(0002339)
Xfolder   
17-07-14 11:11   
if I have this in my scripts: [ITEMDEF 04082] DEFNAME=i_decorative_paver_1 I can walk on it, otherwise i can't :\
(0002340)
Feeh   
18-07-14 00:34   
Are you using custom MUL/UOPs? Was not able to reproduce I've removed many static tiles from my scripts and could still walk on them with GM=0
(0002342)
Xfolder   
18-07-14 11:22   
Yes i use custom mul. The only way to walk on it is scripting the tile.
(0002344)
Feeh   
18-07-14 18:18   
What is your custom tile flags ? Virtue tiles have no flags Teleporters have Flags: Surface, Bridge (moonglow, jhelom...) Alchemical symbols have Flags: Background, Surface, ArticleA Snow Tiles have Flags: Background, Surface, Unknown2 Water have Flags: Background, Impassable, Wet, Unknown2 Static grass have Flags: Background, Surface, Unknown2 Most floors have Flags: Background, Surface, ArticleA Cave floor have Flags: Background, Surface, NoShoot, Unknown2 I'm assuming you're now using the latest sphere version I don't really know how sphere handle the movement but I'm trying my best Until we solve that, you can leave the floor scripted. Sphere does have scripts for many static tiles.
(0002383)
darksun84   
30-07-14 22:01   
You can write in the Sphere's console : d ui A file named unscripted_items.scp will be created in the Sphere's folder, inside the file there will be also your custom floor tiles, then you have just to place it in the scripts folder :D.
(0002387)
XuN   
07-08-14 10:41   
Can you give out some more information? Are these tiles over unpassable terrain, over other walkable tiles... what is around them?
(0002424)
matex   
11-09-14 19:59   
Can you report on this using the newest Version? I think i maybe got that one in the walk checking code.
(0002441)
Rizz   
27-09-14 16:04   
still have some problem of walking here... where is unscripted_items.scp ?
(0002574)
Ben   
23-11-14 19:21   
Found and fixed this issue. Item flags will be taken directly from tiledata if no ITEMDEF is found.





View Issue Details
1559 [SphereServer] executable - generic minor always 14-12-08 02:36 23-11-14 15:42
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
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.
Notes
(0001920)
Ben   
18-01-14 18:25   
This can't be done without a complete overhaul of the internal ship system. There are no way to associate the components of one direction with the ones of another, making it impossible to just modify the dispid. To store info... store it on the ship item itself(UID of ship is the MORE1 of tillerman).
(0002573)
Ben   
23-11-14 15:42   
I have spent some time to make this work. Ship will now turn it's items and change their dispid instead of re-creating them. This also allows for a smoother ship turn





View Issue Details
2427 [SphereServer] executable - windows build major sometimes 10-11-14 18:40 23-11-14 15:37
MirroR  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
2106
Ship Movements
me removed orc ship moving so :( http://pastebin.com/HjiwZRLG [^] Another problem leave items on the ship, items disappear
Notes
(0002572)
Ben   
23-11-14 15:37   
This is now Fixed





View Issue Details
1644 [SphereServer] executable - generic minor always 18-08-09 11:46 09-11-14 18:14
Valarin  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
09-09-2008
UseNetworkMulti
NoPrefix
Corpses on a ship
Corpses on ship don't move with the ship, it stays still.
Notes
(0002566)
Ben   
09-11-14 18:14   
This is now fixed in R2106





View Issue Details
1735 [SphereServer] new feature request tweak always 29-03-10 16:00 02-11-14 19:02
xantier  
 
normal  
new 0.56c 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.
chest.png (32,586) 02-11-14 12:51
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=107&type=bug
Notes
(0002551)
XuN   
02-11-14 11:52   
RunUO style is not explaining so much, what does that mean to do?
(0002553)
Feeh   
02-11-14 12:52   
(edited on: 02-11-14 12:53)
Items does have the height property and RunUO does read it. When you drop two or more items on the ground RunUO will try to put one item on top of each other. If the pile is too high RunUO will not allow you to drop the item into this spot, unless you can reach this height. (I've attached a picture) Smaller items will allow you to pile more, bigger items will only be able to pile a few (only 4 chests per pile from ground position)
(0002558)
Ben   
02-11-14 19:02   
what he is asking for is // EF_ItemStacking = 00000004 // EF_ItemStackDrop = 00000008 but to be able to customize it... although those options were no available back then





View Issue Details
1602 [SphereServer] new feature request feature N/A 06-05-09 23:52 02-11-14 15:24
cloud_br  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
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 =]
Notes
(0002556)
XuN   
02-11-14 15:24   
@HitCheck





View Issue Details
1621 [SphereServer] executable - generic minor always 03-06-09 21:43 02-11-14 15:13
cloud_br  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
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.
(0002554)
XuN   
02-11-14 15:13   
Fixed in next build.





View Issue Details
1676 [SphereServer] executable - generic major always 16-11-09 23:26 02-11-14 11:56
Fire-Dragon-DoL  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
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!)
Notes
(0002552)
XuN   
02-11-14 11:56   
These msgs were added time ago: //npc_generic_gone_1 "Well it was nice speaking to you %s but I must go about my business" //npc_generic_gone_2 "Nice speaking to you %s"





View Issue Details
1820 [SphereServer] executable - generic minor always 17-09-10 08:48 02-11-14 11:49
babidi  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1333
COMBAT_PREHIT not works for archery
it works only for the close combat
Notes
(0000637)
xantier   
17-09-10 15:14   
yeh i remember i opened this before (or thought to open this :P). it doesn't work for archery..
(0000638)
ShiryuX   
18-09-10 05:40   
Prehit doesn't apply for ranged combat. Do you have any official UO documentation that proves this statement wrong? Otherwise, I'll close the report.
(0000640)
xantier   
18-09-10 06:46   
Every UO version had a different prehit style that included both ranged and melee. In T2A, that prehit timer can be 0.25 sec., in another version it can be 0.50, or a version can contain "hit while running" feature. You can find these informations from web.archive.org, google groups UO, old school players or OSI with demo account. You can also check UO Demo (1998) which osi had released it as single player tutorial UO. I don't see a reason to research that information before reporting bugs. Because I don't remember sphereserver had an aim to replicate OSI. If it is really needed then you will have to code it for ALL uo versions. Can you or who coded prehit tell me why it is added for only melee ? Is there an information for it ? And even it is not OSI accurate to have ranged prehit, why shouldn't we have an option for it ?
(0000641)
ShiryuX   
18-09-10 06:57   
On one side, you always defend OSI replica and request for it. On the other side, you attack me for requesting UO information about an UO feature. Your comments only defend your own interests. I'm not gonna break backwards compatibility. Unless you give me a good reason to. Instead of attacking me, or the way I develop, you could get that information from the sites you previously named and post it here. If you don't want to cooperate with me or with Sphere, that's fine, but don't start attacking because we don't resolve everything you fill in the tracker. Thank you.
(0000642)
xantier   
18-09-10 07:04   
(edited on: 18-09-10 22:06)
I defend OSI replica because i'm trying to replicate OSI by scripting but there are points i can stuck at while doing this.. Sphereserver's aim is not that replica, and should not be that but it must allow us to do that. It will surely defend my interests, then why should i suggest something if i'm not stuck at some point. I'm not attacking anyone, just asked a few things. Stop finding reasons not to fix my problems. I'm not commanding you anything, i don't have right for it. Just a reasonable reply would make me happy. I can't suppose you to change or fix things immediately. Here is a T2A accurate shard explains all of the swing things : http://forum.uosecondage.com/viewtopic.php?f=8&t=4340
(0000688)
xantier   
06-10-10 18:38   
Please stop deleting my entries those you don't "like".
(0000690)
babidi   
06-10-10 19:38   
:) activate email notify and read all the notes whene they are writen directly from your email
(0000691)
ShiryuX   
06-10-10 21:58   
Please, stop talking to us like if we were your employees. If I've asked for information is because I don't know how prehit works (a feature never used for me), and I don't know which behavior is right. BTW, A server post means nothing. Oh, and stop answering, this is not a chat/forum.
(0002550)
XuN   
02-11-14 11:49   
Fixed in next nightly.





View Issue Details
2217 [SphereServer] new feature request feature N/A 07-10-13 00:05 02-11-14 11:00
Mordaunt  
XuN  
normal  
assigned 16-06-2013, 0.56b Prerelease  
open  
none    
none  
   
Not Available
None
None
Server List
It's missing! It was very useful for seeing how many sphereservers were running, clients connected e.t.c. Both from a playing point of view and in terms of development and administration. It's be REALLY NICE to get this back. :D :D :D :D :D
Notes
(0002038)
Avatar   
14-04-14 03:03   
(edited on: 14-04-14 03:04)
You know bro, it is possible to create network in php environment and using telnet connection, we can create such things. But you know, if those who are using Sphere Server are not volunteer to register their server to network, It wont work. There is also another way to achieve this. We can add function into sphere server which informs the server about other all servers. However, this might be a problem for people since you know you are getting data regularly from others and one might get annoyed with this. In my free time, I'll think on it and maybe I can create such platform in php and we can put it on Sphere Server Web Site for those who wants to register ;)





View Issue Details
2265 [SphereServer] executable - windows build minor unable to reproduce 22-01-14 18:14 02-11-14 10:58
jconapogostick  
XuN  
normal  
resolved 16-06-2013, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Not Available
New_Triggers
Command_Sysmsgs, NoHouseMuteSpeech
Access Violation in Sphere::MainMonitorLoop() 0000003 "Check Stuck"
i cannot find the reason nor reproduce it, but the server crashed with this log: http://pastebin.com/w8dCAaGG [^]
the fishing.scp shown on the logs is irrelative. it's a basic script that worked fine for years. the line in question (20) is as follows: IF <SRC.RESTEST 10 i_fish_cut_raw>
fishing.scp (1,505) 12-02-14 01:36
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=93&type=bug
Notes
(0001937)
jconapogostick   
03-02-14 22:59   
(edited on: 13-02-14 18:48)
another random crash occured today, i can't make the connection between the previous one and this one so here's the log: http://pastebin.com/HgujVrjL
(0001945)
jconapogostick   
10-02-14 03:42   
(edited on: 13-02-14 18:49)
another crash today, it was stable for the last 3 days, no exception, no warnings, nothing at all. all of a sudden, this happens when a lingering account tries to connect: http://pastebin.com/435wpSD4
(0001946)
Ben   
11-02-14 03:14   
Although you say the fishing script is irrelevant, it's obviously connected in some way. I'll need to see the whole thing. There may be a clue in there as to why it's causing this...
(0001947)
jconapogostick   
11-02-14 08:41   
the fishing thing never happened again. it's just a very basic frypan script that lets players to cook in bulk. do you have any ideas about my last log? most of my crashes happen that way. a re-connect of a recently disconnected/logged out player enters the world and it crashes.
(0001948)
Ben   
12-02-14 00:49   
Unless you help me, I can't help you. Both crash happen in the same area of the code... so they are in some way connected.
(0001949)
jconapogostick   
12-02-14 01:38   
ok :) i added the script, i know its poorly written a very old item that i havent revised at all. the first log is connected to it, but i'm very interested in finding the cause of my last log. it happens a lot, the fishing crash happened only once whilst the "lingering character reconnects" crash happens at least once every week.
(0001950)
jconapogostick   
12-02-14 06:42   
(edited on: 13-02-14 18:49)
another crash just happened at the same time i tried to login, here's the log: http://pastebin.com/EJt6yFS6
(0001951)
XuN   
13-02-14 18:47   
(edited on: 13-02-14 18:53)
Not sure if that can cause the problem itself, but you are using src.new.bounce, the usage is new.bounce, same with amount, think that you are using serv.new*... the reference to use is new, src is the player double clicking and not serv... it may cause some issues like that. And please, for such big pastes uses pastebin.com :) (I've already edited your notes with it)
(0001952)
jconapogostick   
13-02-14 22:05   
i know that script is poorly written, but i didn't think it would cause a crash anyway. it was the first and the last time i've seen the reference to that script in the logs. the last 2 logs is what i'm worried about. it was an idle time with no players online when i tried to connect and it crashed with the last log i provided.
(0002523)
XuN   
29-10-14 12:15   
I guess this is related to Network Threads and the other network settings, they should be disabled.





View Issue Details
2322 [SphereServer] executable - windows build major sometimes 26-04-14 02:54 02-11-14 10:58
Kirofus Win32  
XuN Windows Server  
normal 2012  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
DiagonalWalkCheck, Unicode, NewPositionChecks, WalkCheck, Size_Optimise
None
1893
Problem with networking
Since the revision 0001893, I have network issues when players login to server. They can't do the first step or open backpack. I don't have this issue on Build 0001888. After few login/logout, they can login, but all animations are laggy. We are using client 6.0.1.10.
Notes
(0002108)
Kirofus   
26-04-14 02:54   
Please note that I don't have this problem when I'm connected to localhost.
(0002109)
XuN   
26-04-14 08:40   
(edited on: 26-04-14 08:40)
Are you still using any network settings? Can't reproduce this on new build with this client and default ini settings and connecting from public ip.
(0002110)
XuN   
26-04-14 10:01   
nvm, I downloaded client 6.0.10.0 instead of 6.0.1.1 ^^. I'm on it.
(0002111)
XuN   
26-04-14 11:26   
Fixed it, I was sending one aditional WORD in the container's packet.
(0002112)
Kirofus   
26-04-14 15:55   
What is the range of clients that may affect ? On the SVN, it say "older clients". If you send me a revised version of the SphereSvr.exe, I will test with a large range of version. I've done some test with client 6.0.14.3 this morning and I was able to login, but after few step, my client freeze and I was needed to logout. Here's the log with debug : http://kirofus.no-ip.com/sphere2014-04-26.txt
(0002116)
XuN   
26-04-14 21:12   
Older means in this case Older than the ones with Grid View.
(0002118)
Kirofus   
27-04-14 06:49   
Still have problem with the build #1901. I've just started the new build and my character was stuck after apparing in-game. No stats, No clothes... I've closed my client and tried again, and it was OK the second time.
(0002119)
XuN   
27-04-14 12:53   
09:51:DEBUG:Reached maximum packet count limit for this tick (25/25). There's a ini setting for this, try increasing it a bit.
(0002120)
Kirofus   
28-04-14 02:13   
Seems OK now. Great job.
(0002155)
Kirofus   
06-05-14 14:37   
I still have problems sometime on first player login. I'm now at 75 of packet count limit per tick. Can I upgrade this value to 1000 to be sure that players are able to login at 100% ?
(0002162)
Kirofus   
08-05-14 13:06   
This is what players see (Sometime) on the first login: http://kirofus.no-ip.com/login.jpg Stats and Clothes missings and they can't move. Only the second logon is OK.
(0002164)
XuN   
09-05-14 08:44   
Something similar happened when client's packets changed around 7.0.33 and had to be fixed, what client versions and build are you using?
(0002165)
Kirofus   
09-05-14 12:55   
Client 6.0.10.0 and build 1912
(0002166)
XuN   
09-05-14 16:48   
What about increasing this ?: // Maximum number of bytes to send per tick (also governs maximum size of outgoing packets) MaxSizePerTick=12000
(0002201)
Kirofus   
16-05-14 12:33   
(edited on: 16-05-14 17:45)
I've upgraded the value to 128000 and no real change. But when I've upgrade the nightly build from yesterday, the situation was worst ! I've typed ".go green acres" and we have 2 houses with few items for animations (Like 50-80 items max and colored) and a NPC. I've got a lag of 20 seconds seeing all items appearing one by one. I've rollback to the release #1912 and this is a little bit better. Also, when I was coloring items the color was "flickering" on the gump before being applied. Also I have many debug message : "718:05:DEBUG:Noto_Add(Kirofus) for Kirofus ="
(0002263)
XuN   
02-06-14 20:37   
Any news?
(0002269)
Kirofus   
05-06-14 01:56   
Still same problem (Tested few second ago with build 1948). But this is intermittent. Probably a memory leak or something like that because I was alone on the server and on the same local network... and I've tried to teleport few second ago to Green Acres and 10 seconds has passed until I see all items. I know that this region was in sleep mode, but I don't know if this help.
(0002271)
XuN   
05-06-14 08:30   
This is really interesting, can you test if this only happens when entering Sleeping sectors? That would be really helpfull!!
(0002273)
Kirofus   
05-06-14 13:12   
(edited on: 05-06-14 13:16)
Who I can know if the sector was in sleep mode ? There is a command or a property about this ? I've tried few seconds ago to logon in-game and teleport to Green acres, same problem. After, going back to a city, logoff and do the same process again in less than 10-15 second and I've got the same problem. Here a video of what happening: http://kirofus.no-ip.com/green_acres.avi You can take a look from 0:07 to 0:23. After restarting the server (Sphere) and going back on the same place, the time for all items appear is really minor (3-5 sec max)
(0002386)
XuN   
06-08-14 09:40   
Forgot to reply anymore I asumed I did fix this, are you still having issues with this? I cannot replicate it.





View Issue Details
2417 [SphereServer] executable - windows build major have not tried 12-10-14 05:05 02-11-14 10:56
MirroR  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1991
Vessel movement
While moving with ship, ship parts collapse
Untitled.png (483,489) 12-10-14 05:05
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=106&type=bug
There are no notes attached to this issue.





View Issue Details
2047 [SphereServer] executable - windows build major always 22-10-11 14:57 02-11-14 10:56
DavideRei  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
DiagonalWalkCheck, NewPositionChecks, WalkCheck, Size_Optimise
None
Problem with the ships: Gang Plank
I use Stygian Abyss 7.0.7.3. But I have also tried with UO version 6.0.1.10 and the problem is the same. On a ship if i try to walk the gang plank my character is sent on the sail of the ship. If the ship is moving, the character remains in the sea and the ship leaves(lol). Instead, if the ship is stopped, you can perform three different actions. 1: Move to the opposite side of the ship -> Sometimes you falls into the ship, sometimes you are sent on the sail on the other side. 2: .fix -> you are in the sea, outside of the ship. 3: Doubleclick on a gang plank -> you return into the ship If you run on a gang plank, instead of walking on it, the problem does not occur. There are also problems to get off the ship. If you run, you remain on the gang plank. If you walk, you go on the sail as I described earlier and only if you try to walk towards the coast you can get off the ship.
1 - Create a ship. 2 - Enter the ship 3 - Try to walk on the gang plank
on the sail.jpg (217,192) 22-10-11 14:57
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=79&type=bug
Notes
(0001277)
Shaklaban   
25-10-11 00:23   
i can't reproduce it. is the your gang plan in the region of your ship?
(0001278)
DavideRei   
25-10-11 14:59   
I tried with the base scripts. A clean install of Sphere; the same for UO. But I just realized I made ​​a mistake. Trying again I discovered that the problem occurs only with gm accounts(I tried with a plevel 7 account). Instead, all works with normal accounts(plevel 1). The situation with a plevel 7 is: - Before Stygian Abyss(i tried with 6.0.1.10): the problem occur only with GM on. - From Stygian Abyss: the problem occur always(no difference between GM on or off) The problem is less important than I thought. However, it can create discomfort. For example in our shard (we use Stygian Abyss) we want to give some important characters(Kings) to some GM, but these characters could not get on the ships because otherwise they could be recognized as GM(when they leave the ship).
(0002545)
XuN   
02-11-14 10:23   
Found the problem, will be commited with some more changes related to ships.





View Issue Details
2114 [SphereServer] executable - generic major always 21-11-12 00:33 02-11-14 10:55
Mordaunt  
XuN  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
New_Triggers
Command_Sysmsgs, FileCommands, NoHouseMuteSpeech
1547
Boating with enhanced client
Using the standard boating commands (forward, back, left, right, e.t.c....) in the enhanced client the boat does not move. Instead the dynamic components (mast, hold, planks, ropes e.t.c..) move and you move with them. Basically makes boating in the enhanced client unusable
Load enhanced client, add a boat and go sailing
Fix smooth sailing while you're fixing this ;)
There are no notes attached to this issue.





View Issue Details
2396 [SphereServer] executable - windows build major always 05-09-14 10:08 02-11-14 08:36
Matline  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Stay in Range
// COMBAT_STAYINRANGE 00200 // abort attack swing when out of range instead of waiting to come back in range With or withouth this COMBATFLAGS when target out of range, the attack is aborted.
Notes
(0002432)
Rizz   
16-09-14 14:49   
True, this is ruining the entire pvp plz fix :(
(0002519)
XuN   
28-10-14 17:24   
Test this in this build or in tomorrow's nightly: https://www.dropbox.com/s/k1aqepw37wytzn9/SphereSvr.exe?dl=0
(0002544)
XuN   
02-11-14 08:36   
No more replies... so I guess this is working correctly, reopen if not.





View Issue Details
1582 [SphereServer] executable - generic minor always 25-02-09 12:32 02-11-14 01:46
khaos  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
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.
(0002542)
Ben   
02-11-14 01:46   
This can be worked out with @hitcheck





View Issue Details
1878 [SphereServer] executable - windows build minor have not tried 27-12-10 06:27 01-11-14 23:05
xantier  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
@wait on magery ?
In order to override things on magery (like "You are already casting a spell"), @wait trigger must also be on magery. @spellselect trigger isn't enough itself because it's triggered after you start magery..
Notes
(0002539)
Ben   
01-11-14 23:05   
ARGN2 in @Wait and @skillwait will contain spell number... no need to add more triggers here.





View Issue Details
1953 [SphereServer] new feature request feature always 05-05-11 12:55 01-11-14 22:59
trinax Linux  
Ben Debian  
normal 5.0  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
DiagonalWalkCheck, NewPositionChecks, WalkCheck, Script_Profiler, NetworkOutThread
Command_Sysmsgs, FileCommands, NoHouseMuteSpeech, NoPrefix
1443
@Fail does not trigger on spells if you cast another spell
Hello, While casting, lets say 55, if you cast Nightsight, the @Fail under spell 55 does not trigger, putting my code under "@Fail&Abort under Magery skill" solved the problem for me for now, but it is unnecessary cycle usage. Here is the flags of 55: FLAGS=SPELLFLAG_TARG_XYZ|SPELLFLAG_HARM|SPELLFLAG_RESIST|spellflag_scripted|spellflag_playeronly
Notes
(0001057)
jeem   
06-05-11 18:46   
I think that makes sense. When you cast the second spell, you don't "fail" the spell. You abort it, because it is up to you to cancel or continue casting spell. If anything, this should be a request about @abort for spells. I assume we don't have that, right?
(0001058)
trinax   
06-05-11 19:36   
Yep, I also noticed that but there isn't any abort trigger as you said.
(0001063)
MrSugarCube   
12-05-11 03:39   
jeem is correct that your actions are causing the skill attempt to be aborted rather than failed. I'll leave this issue open as a feature request for @Abort under spells.
(0002538)
Ben   
01-11-14 22:59   
I see no reason to add another trigger here since @abort under magery and @skillabort on chars is triggered in spell aborts. To help with this, I'm adding ARGN2 as the spell number in @abort and @skillabort if magery is in use.





View Issue Details
2077 [SphereServer] new feature request feature N/A 10-05-12 20:11 29-10-14 22:48
Sadus  
XuN  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
@BEFOREDCLICK or something similar
Really need this trigger cause @DCLICK not firing when im paralyzed for example
Notes
(0002528)
XuN   
29-10-14 22:48   
added can_i_forcedc





View Issue Details
2081 [SphereServer] new feature request feature always 12-07-12 23:26 29-10-14 13:51
Sadus  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
ARGN3 to @GETHIT or similar option
ARGN3 to @GETHIT ARGN3 - Layer where hit striked. or give us any other method for checking where hit striked. Now sphere give combat messages only.
Notes
(0002526)
XuN   
29-10-14 13:51   
use @Hitcheck.





View Issue Details
1570 [SphereServer] executable - generic minor always 18-01-09 11:43 29-10-14 13:50
kulek  
RanXerox  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
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
(0002525)
XuN   
29-10-14 13:50   
I don't think this is a bug, sector's light are time-based and hour time between sectors may differ.





View Issue Details
2330 [SphereServer] new feature request feature N/A 06-05-14 03:07 29-10-14 11:45
Coruja  
Coruja  
normal  
assigned  
open  
none    
none  
   
Automated (specify build number)
None
None
New CONTAINEROPENID on t_container
On OSI some containers have a different DISPID when opened, like armoires (default is closed, and when it open the gump, the DISPID will turn into an opened armoire) the idea is implement this on sphere using a new TDATA5 or CONTAINEROPENID on t_container. When the gump open, sphere will change the item DISPID to CONTAINEROPENID and start a 5sec timer loop, when the char who opened the container get offline or distance > 3, the container get back to default ID (closed)
There are no notes attached to this issue.





View Issue Details
2390 [SphereServer] new feature request minor sometimes 23-08-14 01:28 29-10-14 11:42
kn4tseb deca hexa core  
XuN LInux windows  
normal centos 7 win 7  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
DiagonalWalkCheck
None
2009
ON=@Shrink
Fires when a character is about to be shrunk Fires on Characters SRC The character trying to shrink ARGO The character that is going to be shrunk ACT= the item where the target originated from // if any ARGN1 = the spell number used to shrink // if ANY
SRC uses an item or maybe a spell to shrink the target originates argo is selected the char "becomes" a figurine
Would be usefull in my opinion, lot of things happens when a char is shrunk... would be cool to have something that stores things when its done
Notes
(0002522)
XuN   
29-10-14 11:42   
I think having something like this is more than enough: [itemdef i_potion_shrink] .. .. ON=@TargOn_Char if !() src.sysmessage=Target must be a pet. return 1 elseif !() src.sysmessage=You can only shrink your pets. return 1 elseif !(> && < 5) src.sysmessage=You can't reach return 1 endif if ( == 1) return 1 endif if (==1) return 1 endif src.targ.shrink ref1=&~030000000> // this is the figurine ref1.bounce





View Issue Details
2410 [SphereServer] executable - generic major always 29-09-14 00:39 29-10-14 11:35
Stanic  
XuN  
normal  
resolved 16-06-2013, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Mass Dispel
If someone cast "Mass Dispel" and has some other player paralyzed, in the range of the spell of course, this player continues paralyzed after the spell effect.
Notes
(0002443)
Rizz   
29-09-14 02:08   
This is normal, is not a bug and must be never changed. If you need to remove the paralyzed effect just use @spelleffect and set a timerd=1 to your paralyze rune.
(0002447)
Stanic   
29-09-14 02:44   
Seriously...? I thought that this was not normal! Sorry.





View Issue Details
2395 [SphereServer] executable - generic major always 04-09-14 14:12 29-10-14 11:35
Maeglin  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
2009
KILL, GUARD, GUARD ME not working with *ALL*.
KILL/GUARD commands dont work with *all* prefix, while COME, STAY and STOP do. It seems that only one (random, not even nearest) pet sees and answers to these commands.
spk_pet on=KILL say wtf? and type ALL kill. Only one pet answers, only one attacks.
latest 56c nightly.
Notes
(0002460)
XuN   
08-10-14 18:32   
Actually this problem is ONLY related to their speaks, they will obey any action but only one will reply back. Tested using all kill on 2 ogres against a llama, both attacked her.





View Issue Details
2393 [SphereServer] executable - generic minor always 26-08-14 01:12 28-10-14 23:45
Coruja  
Coruja  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
MAKEITEM / REPLICATE broken
The REPLICATE property on items doesnt work anymore on craft skills, it will only craft 1 item even on items with REPLICATE=1 also MAKEITEM i_lol,1000 is broken too, it will only craft 1 item even using values > 1
Using 21 aug 2014 build
There are no notes attached to this issue.





View Issue Details
2423 [SphereServer] executable - generic minor always 28-10-14 11:05 28-10-14 16:03
Rizz  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
2087
Melee and archery animations won't display correctly while riding
Even if you force the animations with local.animation they still won't display in the right way (they seems like to be broken). Cannot understand why, while riding, if you type .anim 26 the animation will be displayed correctly but this doesn't happen with local.anim=26.
There are no notes attached to this issue.





View Issue Details
2422 [SphereServer] executable - generic crash always 22-10-14 20:29 27-10-14 16:10
Rizz  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
2072
Sphere crash in some circustances
http://forum.spherecommunity.net/Thread-Unknown-Case?pid=18688#pid18688 [^]
Notes
(0002510)
XuN   
26-10-14 08:04   
Try this build, should have this issue fixed: https://www.dropbox.com/s/k1aqepw37wytzn9/SphereSvr.exe?dl=0
(0002518)
Rizz   
27-10-14 12:57   
Yes, seems has been solved now.





View Issue Details
2421 [SphereServer] executable - generic major sometimes 20-10-14 02:04 26-10-14 16:29
Stanic  
Coruja  
normal  
resolved 16-06-2013, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Sell System
When you cut a bolt of cloth with a scissors, creating 50 folded cloth, the value of 1 folded cloth is the same value of 1 bolt of cloth.
1. Create a new Tailor npc. 2. Buy one (or more) bolt of cloth. 3. Type sell, but cancel the action. 4. Cut the bolt of cloth. 5. Type sell, and as you can see, the value of 1 bolt of cloth will be the same of 1 bolt of cloth. If don't work, try before the step 3, set "RESTOCK 1" on the npc.
Notes
(0002489)
Stanic   
20-10-14 02:06   
https://www.youtube.com/watch?v=LZwL3kszB58&feature=youtu.be
(0002490)
Coruja   
20-10-14 08:50   
I can confirm it here on first 'sell' command the npc will generate an 'item list', where it will store the bolt of cloth as 'UID 666666 = price 75' and using scissors on the bolt of cloth, it will create the new cloth item using the same UID 666666 as the previous bolt cloth so on next 'sell' command the npc will find this UID 666666 on the price list and it will set the item price = 75 (value stored previously for i_cloth_bolt) instead 2 (the correct value for i_cloth) so maybe there's 3 ways to fix this problem: 1) rewrite the entire buy/sell engine to always use on-the-fly values instead values stored previously 2) always call RESTOCK before use SELL functions. It's a quick fix but doesn't make any sense let the npc generate a useless item list to then clear this list without even use it. 3) change only bolt of cloth behavior to create the new cloth using a new UID. This will fix the problem on bolt of cloth, but not on all items if this situation applies to more items. Since there's no others items, I think this will be the best solution
(0002493)
XuN   
20-10-14 14:14   
I tried to do some changes to buy/sells some time ago to make dynamic pricing and it was impossible with the current system, and if the system itself is not working fine ... I can think on some ideas to solve all problems at the same time :)
(0002498)
Coruja   
20-10-14 16:22   
it's working fine, the problem is just on items with the same UID :D I think we can still using it and just change the bolt of cloth behavior. I'm taking a look at the source and the bolt of cloth is doing a strange behavior, its just changing the item base/amount instead delete the bolt of cloth to create the cloth. Maybe just changing this small behavior will be enough to fix this problem
(0002500)
Stanic   
20-10-14 18:49   
Is not possible use the same process of to get the correct value of some item??
(0002502)
XuN   
20-10-14 20:42   
If you can, go for it, I just don't agree with this fix (not because it being bad nor something similar) but because of looking to the 'future', it would be nice to allow dynamic behaviours :P
(0002504)
Stanic   
20-10-14 22:15   
(edited on: 20-10-14 22:23)
Another solution is when cut something create the new item with a different uid. I created this workaround and apparently the problem with the folded cloth was fixed, but can exist anothers items with the same problem. ON=@TargOn_Item IF (==i_cloth_bolt) SERV.NEWITEM i_cloth NEW.AMOUNT=*50> NEW.CONT= ARGO.REMOVE return 1 ENDIF
(0002505)
Stanic   
20-10-14 22:25   
Forget, still with the same problem. So probably is not the uid the problem here.
(0002506)
Coruja   
21-10-14 01:14   
I think the bolt of cloth behavior must be changed because the current behavior is a bit odd. Instead create new items with new UIDs, the bolt of cloth is just changing its id/name/amount to transform into a cloth item. It looks weird. I already fixed it here, probably will be fixed on next nightly build. No more price exploits because now it will create a new item instead just change the item properties. The point of this change is not fix the price, but fix this weird UID behavior. Luckly fixing the UID behavior will fix the price too :P but sure, a new vending engine will be great too. It will generate values on demand or it will be list-based too? I think we can remove some unusual behaviors like the price based on item quality or char karma





View Issue Details
2420 [SphereServer] executable - generic major always 17-10-14 02:30 26-10-14 13:37
Rizz  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
2060
Swing velocity/animation is incredible fast now
Even if you change ARGN1 under @hittry the speed of the swing is incredible fast.
Notes
(0002485)
Rizz   
17-10-14 02:34   
(edited on: 20-10-14 13:24)
The animation seems not complete/broken, like if some frames are missing... so i think is totally like an ARGN1=1 everytime.
(0002492)
Rizz   
20-10-14 13:23   
(edited on: 20-10-14 13:23)
I don't have this problem with internal build 2036
(0002495)
Rizz   
20-10-14 14:45   
Even the monsters are affected by this issue.
(0002496)
Rizz   
20-10-14 15:45   
I am not sure but this issue makes server crashes when a lot of monsters attack.
(0002499)
XuN   
20-10-14 18:07   
The problem is ONLY related to animation, it had nothing to do with hits or argn in HitTry. Here you have a fixed build: https://www.dropbox.com/s/k1aqepw37wytzn9/SphereSvr.exe?dl=0
(0002501)
Rizz   
20-10-14 19:07   
(edited on: 20-10-14 19:09)
Tried. If you set ARGN1=100 in @HITTRY the animation of the swing will take 1 second but the hit will arrive in 10 seconds. The animation doesn't account if you are riding or not (you'll see the animation without your pet anyway). I didn't try the server crash yet.
(0002511)
XuN   
26-10-14 08:08   
Try the same build as in: http://tracker.sphere.torfo.org/bugs/view.php?id=2422 Reply here also if there is any wrong animation in that build and which one(s).





View Issue Details
2413 [SphereServer] executable - generic major always 29-09-14 23:52 26-10-14 08:05
Rizz  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
2036
@UserWarmode resets all the attackers
If you tab (trigger @UserWarmode) you'll reset all the attackers. I discovered when i saw some players escape from the arena ignoring my check on the attacker.last.elapsed.
Notes
(0002449)
Rizz   
30-09-14 02:19   
UPDATE: When you are 19 tiles far away from your opponent, his status bar will become grey and the attacker will be resetted.
(0002454)
XuN   
08-10-14 13:50   
I'll send a small update related to this, report back after testing with next build.
(0002471)
Rizz   
13-10-14 13:37   
Still the same issue.
(0002472)
Rizz   
13-10-14 13:41   
If you set ARGN3=0 you cannot change war/peace status.
(0002494)
Rizz   
20-10-14 14:32   
(edited on: 20-10-14 14:32)
Still the same issue with r2070.
(0002507)
Feeh   
22-10-14 22:14   
Try with build 2077





View Issue Details
2419 [SphereServer] executable - generic minor always 17-10-14 01:31 18-10-14 22:46
Rizz  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
2060
DEBUG messages
:DEBUG:Anim args = 1: 28, 0, 0
Notes
(0002488)
Ben   
18-10-14 22:46   
Xun's fault... Fixed :)





View Issue Details
2401 [SphereServer] executable - generic major have not tried 21-09-14 23:15 17-10-14 02:02
Rizz  
 
normal  
new  
open  
none    
none  
   
Automated (specify build number)
None
None
2035
Memories with different timerd equipped on player decay at the same time
[function f_testa_archery] serv.newitem i_mem_prova_arch new.timerd=12 equip <new.uid> serv.newitem i_mem_prova_arch new.timerd=6 equip <new.uid> [ITEMDEF i_mem_prova_arch] id=i_worldgem_lg layer=layer_special type=T_EQ_SCRIPT name=Timer Memory weight=0 on=@create attr=attr_invis on=@equip link=<src.uid> on=@timer link.say asdas return 1 Different timer, same decay time.
Notes
(0002434)
Ben   
22-09-14 12:52   
you do realize you have a difference of 0.6 seconds and the method you used is by far not the most precise way to test it...
(0002435)
XuN   
22-09-14 17:06   
Use this instead of what you have ... also a remove would be nice :) on=@timer link.say return 1
(0002436)
Rizz   
22-09-14 20:15   
(edited on: 22-09-14 20:18)
Ben, we are talking about 0.6 seconds not 0.06 seconds; you can easy notice the difference. Anyway with : [ITEMDEF i_mem_prova_arch] id=i_worldgem_lg layer=layer_special type=T_EQ_SCRIPT name=Timer Memory weight=0 on=@create attr=attr_invis on=@equip link= on=@timer link.sysmessage return 0 The 173 number is related to the number of one packet. http://i39.servimg.com/u/f39/12/69/62/20/cattur20.png There are almost no differences and when they are.. they are wrong.
(0002479)
Rizz   
16-10-14 01:31   
UP
(0002483)
Rizz   
17-10-14 02:02   
Still the same problem, memories on players decay with incorrect timer.





View Issue Details
1454 [SphereServer] executable - generic minor always 19-07-08 01:02 17-10-14 01:22
Coruja  
Coruja  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
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.
(0002482)
Coruja   
17-10-14 01:22   
It's working fine now





View Issue Details
1860 [SphereServer] executable - generic minor always 29-11-10 02:25 16-10-14 19:10
Coruja  
Coruja  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Not Available
None
None
Incorrect spell condition order on Magery
If I try to use an spell (that I doesnt have it on spellbook) on a anti-magic area, it will return "this area is anti-magic" message, not "you doesnt have this spell on spellbook". If I exit this anti-magic region and try to cast the same spell again I got the correct message that I doesnt have this spell yet. The correct order is: 1) Check if I have the spell on spellbook 2) Check for anti-magic region
Notes
(0002480)
Coruja   
16-10-14 19:10   
I fixed using the 1st option, calling triggers even if the player doesn't have the spellbook/mana/reags can be usefull if someone want to do some custom checks or use 'return 6' to make the spell 100% softcoded with no internal checks (as Feeh said)





View Issue Details
2195 [SphereServer] script pack minor always 27-08-13 20:57 15-10-14 03:30
Coruja  
Coruja  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Incorrect behavior on create food spell
On OSI rules, create food spell is not a target based spell. You doesnt need to use the spell and target the ground to create the item on ground, but you just use the spell and the food appears on the backpack without any target sphere_spells.scp: [Spell 2] ... FLAGS=SPELLFLAG_TARG_XYZ //just remove this flag ON=@Success //and add this (in a hardcoded way) SERV.NEWITEM <DEF.deffood> //deffood on sphere_defs.scp must be updated with the correct list too (probably this will turn LOCAL.CreateObject obsolete on this spell, replacing it with the working deffood) NEW.CONT=<SRC.FINDLAYER.layer_pack> SRC.SYSMESSAGE @,,1 You magically create food in your backpack: <NEW.NAME> //add on sphere_msgs.scp SRC.SOUND 482 //I cant remember why I'm using the sound here instead snd_spell_create_food setting (sphere_defs.scp). Maybe the sound doesnt works without SPELLFLAG_TARG_XYZ and it must be fixed too
Correct deffood setting: {i_fruit_grapes 1 i_ham 1 i_cheese_cut 1 i_muffins 1 i_fish_cut_cooked 1 i_ribs_cooked 1 i_bird_cooked 1 i_sausages 1 i_fruit_apple 1 i_fruit_peach 1}
Notes
(0001793)
khaos   
01-12-13 09:48   
This can be soft coded and does not require any form of hard code update. You provided the exact use above. Sphere is not EA. We provide EA support via soft code and internal hard code where needed. We are not going to switch the entire internals of the Hard Code to perpetuate a complete EA clone. Again, you provided a script. If you wanted you can send contributions such as this to me, Ran, Ben, or XuN. I am in the process of helping Ran get the Base packs in order. I am also going to prepare two sets of equipment and possibly spell codes for use (UO:R Damage style and AoS Damage style). Ran should have closed this out. Again, we are not EA. Please contribute to the AoS Basepack (No dev overwrite the old spells please unless needed and please don't alter things in the hard code that can be done as they are above in the soft code).
(0001794)
khaos   
01-12-13 09:50   
I attached a note to this already on the reason I am CLOSING THIS. Ran Xerox if you are seeing this; please note the changes in spare rar file. Coruja used to do a lot for the community; but as your own argument is: We are not EA. Please leave the old spell code for this alone.
(0001796)
RanXerox   
01-12-13 22:31   
For what its worth, I took this ticket not to blindly implement it verbatim as Khaos seems to assume. For example, it makes sense that if no SPELLFLAG_TARG* was specified, the default behavior should automatically create the food in the pack. Also, if indeed the sound does not always play, that does imply some other logic flaw in the hardcode behavior.
(0002477)
Ben   
15-10-14 03:30   
You should close the tickets you fixed :P Specially if you're the reporter...





View Issue Details
2046 [SphereServer] executable - generic major always 29-09-11 23:54 14-10-14 00:58
babidi  
Coruja  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Not Available
None
None
some items don't raise up skills
if you try to raise up blacksmith crafting daggers it will not raise skill never, even if adv rate is 1.0 the problem is that skillmake under dagger is blacksmithing 0.0 all items that has SKILMAKE under 1.0 will wont raise skill ex for skullcap tailoring 0.1 dagger blacksmithing 0.0 etc...
Notes
(0002384)
XuN   
02-08-14 13:26   
Still happening?
(0002475)
Coruja   
14-10-14 00:48   
this old bug was fixed some months ago skillgain was not being called on crafted items using skillmake 0.0, but now it's working fine





View Issue Details
2392 [SphereServer] executable - generic major always 24-08-14 21:48 13-10-14 17:07
Coruja  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
[Major] Paralyze Field + Fire Field
When I step into a paralyze field + fire field at the same spot, there's no way to get out there because I will get paralyzed but the fire field wont unparalyze when damage, and the damage always disturb any other spell too The correct behavior is make the fire field damage break the paralyze effect
Using 21 aug 2014 build
Notes
(0002413)
darksun84   
25-08-14 17:31   
Looks like that if i cast paralyze field and then fire field at the same spot, the problem appears as you described. But if i cast fire field and then paralyze field, the fire field actually unparalyze you (even if the paralyze field spell icon is still present in the player layer 38 after the player step out).
(0002421)
Coruja   
28-08-14 00:26   
I created a workaround to fix this. Horrible solution, but it's fine for a temporary workaround scripts/items/sphere_item_animations.scp: [ITEMDEF 03967] DEFNAME=i_fx_field_paralyze ... ON=@Step IF () //Dont try to paralyze again if the char already got paralyzed return 1 ENDIF
(0002474)
XuN   
13-10-14 17:07   
The best option we can provide to offer 'control' over all situations is to leave it this way, so people can allow/deny the effects of multiple walls.





View Issue Details
2414 [SphereServer] executable - generic major always 30-09-14 11:54 13-10-14 17:06
Rizz  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
2036
@hitcheck stops to fire when your opponent hides himself
@hitcheck doesn't fire when your opponent hides himself (also using attacklast). This is non-sense, if you mind to replace all the combat system with this trigger you should enable the possibility to do that and use cansee/canseelos on sphere_combat. Right now if your opponent hides himself often, you cannot swing... never. To swing you have to double click like a crazy on the char status or spam attacklast to let @hitcheck fires again.
Notes
(0002450)
Rizz   
30-09-14 11:55   
Is the same if a player move 19 tiles away, @hitcheck stops to fire again.
(0002453)
XuN   
08-10-14 13:49   
Maybe client limitation? the HitCheck code is placed above these checks so it should not give any problem.
(0002473)
XuN   
13-10-14 17:06   
Since the trigger is being called before any checks ... the only think I can figure out are 2 things: a) You have something conflicting with this. b) The client won't even try to attack what it cannot see. Hence we can do nothing to help in this situation.





View Issue Details
2399 [SphereServer] executable - generic minor always 15-09-14 21:37 13-10-14 17:04
Rizz  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
2034
attacklast macro will reveal you while holding archery weapons
when i'm hidden and i use the attacklast macro with bow equipped i've been revealed, this doesn't happen with other weapons. With other melee weapons you have to hit otherwise you'll stay hidden
1) hide yourself 2) equip a bow 3) use attacklast macro 4) get revealed
Notes
(0002429)
XuN   
16-09-14 10:43   
You have to start the swing to reveal, right? which means you will only reveal with melee weapons when target is close to you, but with archery this doesn't happen since you can start the swing far away from the target.
(0002430)
Rizz   
16-09-14 13:52   
Is possible to make some change or maybe add some new trigger such as @reveal or some override tag?
(0002459)
XuN   
08-10-14 18:12   
For Sphere it is the same using attacklast macro, double clicking the target being in war mode or in the status bar, you have already a lot of ways to prevent this.





View Issue Details
2403 [SphereServer] executable - generic major always 23-09-14 09:11 13-10-14 17:03
Coruja  
XuN  
normal  
resolved  
fixed  
none    
none  
   
Automated (specify build number)
None
None
Pets accepting any item the owner gives him
Pets can eat t_fruit (example), but if I try to give him any other item != t_fruit, it will aceppt the item and place it on pet backpack (layer 21) which can't be opened by the pet owner the only way to get back these items is kill the pet to pickup the items from the loot the correct behavior is make pets accept only items which they will eat, otherwise they will refuse the item
I tested on rideable (eg: c_llama) and non-rideable (eg: c_rabbit) npcs and both can reproduce the bug
Notes
(0002458)
XuN   
08-10-14 17:51   
I think it's ok because if this is blocked in the source some people wanting to do it will be in trouble. IMO a softcoded fix for pets using @NPCAcceptItem will be the perfect solution.
(0002463)
Ben   
10-10-14 20:12   
@ReceiveItem can also be used here form even more control. Doing this in hardcode would not be wise. There would need to be acceptions for pack llamas and pack horses... best done in softcode





View Issue Details
2408 [SphereServer] executable - windows build major always 25-09-14 11:53 13-10-14 17:03
MirroR  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
DamageTools
None
1991
Res Physical
resistor values ​​physical status window does not work. see. http://hizliresim.com/MlgR59 [^]
Notes
(0002467)
MirroR   
11-10-14 20:56   
(edited on: 11-10-14 20:56)
Not Fixed a shirt 1 resphysical, Reflection of the status bar 2 resphysical .show resphysical = 1 .show modar = 1 the show
(0002469)
XuN   
12-10-14 09:50   
Obviously ... this is needed to keep the old systems working, if you don't want to show ModAr in the status bar ... then it's your problem and you should not use it or use a tag instead, think in ModAr like a ModResPhysical variable.





View Issue Details
2418 [SphereServer] executable - generic major always 13-10-14 13:50 13-10-14 15:53
Rizz  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
2056
Animations won't include the pet
When you hit or get a hit while you are riding a pet, the pet will disappear until the animation has been coplete. http://i39.servimg.com/u/f39/12/69/62/20/cattur22.png [^] http://i39.servimg.com/u/f39/12/69/62/20/immagi12.png [^]
There are no notes attached to this issue.





View Issue Details
2416 [SphereServer] executable - windows build major always 12-10-14 05:05 12-10-14 18:37
azmanomer  
Ben  
normal  
resolved  
fixed  
none    
none  
   
Automated (specify build number)
New_Triggers
None
2055
Region Triggers
region triggers not work on npcs it works for just players
Notes
(0002468)
azmanomer   
12-10-14 05:16   
(edited on: 12-10-14 14:09)
i mean @Enter @Exit @Step
(0002470)
Ben   
12-10-14 18:37   
Only @enter was acting weird... and it will be fixed.





View Issue Details
2394 [SphereServer] new feature request minor have not tried 27-08-14 03:12 11-10-14 15:57
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
New setting to use unicode texts as default
Here on my server I always need to use @,,1 on every SAY/MESSAGE/SYSMESSAGE/etc to send it as unicode text it's easy to do it on a couple of lines, but on all msgs of the entire server is a pain. So the idea is create a new def on sphere_msgs.sco, a new boolean (0/1) to make sphere use unicode by default in every msg PS: on OSI unicode is used by default on all msgs
example on sphere_msgs.scp: [DEFNAME messages_settings] // Default color & font for SysMessage SMSG_DEF_COLOR 946 SMSG_DEF_FONT 3 SMSG_DEF_UNICODE 1 //<---- new // Default color & font for Message/Say MSG_DEF_COLOR 0 MSG_DEF_FONT 3 MSG_DEF_UNICODE 1 //<---- new // Default color & font for Messages when player click an item IMSG_DEF_COLOR 0 IMSG_DEF_FONT 3 IMSG_DEF_UNICODE 1 //<---- new
Notes
(0002466)
Ben   
11-10-14 15:57   
This will be added





View Issue Details
2398 [SphereServer] executable - generic minor always 13-09-14 10:48 11-10-14 15:08
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Range to call guards
On latest nightly builds, the range to call guards is too short, the only way to call guards against someone is come too close to this char (maybe 5~8 tiles) someone can check this distance on sphere source? I think the correct range it should be is =< 14 tiles
Notes
(0002425)
Ben   
13-09-14 17:01   
The distance is 12 and has always been 12... nothing changed here
(0002427)
Coruja   
14-09-14 01:34   
bah that's strange.. but anyway I think it is a good idea change this default range to 14 tiles I made a quick search on runuo files, and found that it uses 14 too public void CallGuards( Point3D p ) { if ( IsDisabled() ) return; IPooledEnumerable eable = Map.GetMobilesInRange( p, 14 ); ... }
(0002428)
XuN   
16-09-14 10:02   
Are you talking about NPCs calling guards? If so, maybe what confuses you is the fact that NPCs have to see the character (CanSee) to call guards on him.
(0002433)
Coruja   
16-09-14 21:42   
the guards are called by players, just imagine this scenario: there's 20 miners on minoc mine, then a single PK appears on the mine entrance (inside the mine and inside guarded region). The PK will stay here just casting flamestrike on all players, and it will kill these 20 players without any problem even with all of them calling 'guards' at each second, but no guards will appear, the PK is too distant the question is not about "oh, he killed all miners, thats wrong", but actually ppl are taking advantage using this 'exploit' to kill inside guarded region preventing someone call guards
(0002464)
Ben   
11-10-14 15:08   
This should be resolved as the distance is now set to 14





View Issue Details
2397 [SphereServer] executable - generic major always 12-09-14 13:20 10-10-14 20:36
Rizz  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
2010
Return 1 doesn't prevent the guards incoming under @callguards
ON=@CallGuards ARGN1=0 ARGN2=0 RETURN 1 If you call the guards, the guard will appear for 0.1 second, disappear and the REF1 will gain one kill.
Notes
(0002426)
Ben   
14-09-14 00:07   
This should be resolved, not tested though...
(0002431)
Rizz   
16-09-14 14:13   
Checked, guards still come with return 1.
(0002438)
Rizz   
25-09-14 11:58   
Any news?
(0002439)
Rizz   
25-09-14 13:41   
I'm trying the build r2038, seems working.





View Issue Details
2409 [SphereServer] executable - generic major always 27-09-14 16:41 10-10-14 20:35
Rizz  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
2038
Another issue with stairs
I described here. http://forum.spherecommunity.net/Thread-Impossible-to-step-over-this [^]
There are no notes attached to this issue.





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2402 [SphereServer] executable - generic minor always 23-09-14 08:16 08-10-14 17:57
Coruja  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Not Available
None
None
Stoned players can dismount
If some player got stoned (.xSTONE 1 / FLAGS=statf_stone) while riding his mount, even stoned the player can dclick itself to unmount but if dclick again on the mount it will got the message 'you cant reach this'. I think the correct behavior is not allow the char dismount if stoned, because the player can't move and can't reach anything
There are no notes attached to this issue.





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2412 [SphereServer] script pack major always 29-09-14 00:45 08-10-14 14:05
Stanic  
XuN  
normal  
resolved 16-06-2013, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Double Paralyze Field
If two different players cast "Paralyze Field" in the same tile, both will be paralyzed when step in the field. The correct would be just the first one be paralyzed, because the second field is on top of the first.
Notes
(0002444)
Rizz   
29-09-14 02:13   
Why? If the paralyze fields are on the same tiles if you step on the first you'll step on the second too.
(0002445)
Stanic   
29-09-14 02:30   
Yes, what you said makes sense but as long as know the Sphere always only considered the last one. This change affect the PvP and the PvM =/ Would be nice have a option to disable this.
(0002457)
XuN   
08-10-14 14:05   
Same as http://tracker.sphere.torfo.org/bugs/view.php?id=2411





View Issue Details
2411 [SphereServer] executable - generic major always 29-09-14 00:43 08-10-14 14:04
Stanic  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Paralyze Field and Fire Field
If some player cast "Paralyze Field" and "Fire Field" in the same tile, and another player step in this same tile, he never lose the "Paralyze Field" effect and will die because the "Fire Field" effect.
Notes
(0002442)
Rizz   
29-09-14 02:05   
You should add your build version... this is fixed already in mine. I use r2036
(0002446)
Stanic   
29-09-14 02:43   
I'm using the r2038 and the problem remains.
(0002448)
Rizz   
29-09-14 11:26   
(edited on: 29-09-14 11:27)
For me is working good, my flags are: MagicFlags=04|08|010 Maybe you have scripted something on spell walls?
(0002456)
XuN   
08-10-14 14:04   
Changes in r1998 stoped items over another items blocking the effects of others to make it easier to allow/block/select what do you want to take effect. If you want to block ALWAYS the paralyze effect if a fire field (or another item) is in the same spot you can use @Step trigger in the i_fx_field_paralyze item checking for them.





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2405 [SphereServer] executable - generic major always 23-09-14 18:19 07-10-14 10:18
Coruja  
Coruja  
normal  
resolved  
fixed  
none    
none  
   
Automated (specify build number)
None
None
Criminal when attack members from the same guild
Using AttackingIsaCrime=1 on sphere.ini, if I attack some player on the same guild (green name) it will flag me as criminal the correct behavior is not flag criminal when attack members from the same guild (green name) PS: I only tested on members from the same guild. I doesn't made any test on ppl from enemy guilds (orange name) but just to make sure, ppl from enemy guilds must not flag criminal too
There are no notes attached to this issue.





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2404 [SphereServer] executable - generic minor always 23-09-14 17:39 04-10-14 03:55
Coruja  
Coruja  
normal  
resolved  
fixed  
none    
none  
   
Automated (specify build number)
None
None
Skill cooking doesn't work anymore
The function MAKEITEM is not working on cooking skill even with FLAGS=skf_craft set on sphere_skills.scp this will break the cooking craft menu, and even if I type manually .MAKEITEM i_some_item_made_with_cooking I will got an 'invalid command' error but if I try to use .MAKEITEM i_platemail_arms which uses blacksmith skill (or any other craft skill) it will work fine, so the problem is only on cooking skill not being recognized as a craft skill
There are no notes attached to this issue.





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2407 [SphereServer] executable - generic minor always 23-09-14 21:30 04-10-14 03:55
Coruja  
Coruja  
normal  
resolved  
fixed  
none    
none  
   
Automated (specify build number)
None
None
Skill Cartography doesn't call @SkillMakeItem anymore
That's a simple issue (and maybe quick to fix): Cartography is not calling @SkillMakeItem on success anymore strangely the skill can call @SkillFail without problems, but not @SkillMakeItem
[SKILL 12] DEFNAME=SKILL_CARTOGRAPHY KEY=Cartography TITLE=Cartographer FLAGS=skf_craft DELAY=3.0 STAT_STR=15 STAT_INT=70 STAT_DEX=20 BONUS_STR=0 BONUS_DEX=20 BONUS_INT=100 //80 BONUS_STATS=15 ADV_RATE=20.0,40.0,80.0 VALUES=1,20,80 ON=@Select SRC.SYSMESSAGE This skill cannot be used directly. return 1 ON=@Start SOUND 0249 ON=@Fail SRC.SYSMESSAGE You fail the action ON=@Abort SRC.SYSMESSAGE You aborted the action
Notes
(0002440)
darksun84   
26-09-14 14:13   
(edited on: 26-09-14 14:14)
I think that maybe it's caused by DRAWMAP(found in the skillmenu.scp) not firing @SkillMakeitem
(0002451)
Coruja   
04-10-14 03:55   
Fixed on latest nightly, the cartography skill is now a genuine craft skill instead a non-craft skill with some crafting behavior





View Issue Details
2406 [SphereServer] executable - generic major always 23-09-14 20:23 23-09-14 20:23
Coruja  
 
normal  
new  
open  
none    
none  
   
Automated (specify build number)
None
None
[MAJOR] Security problems on AOS House Customization engine
I found 2 security problems on AOS House Customization engine. Both occours when I use COMMIT on the customization menu 1) All doors used on the customization menun will be created using using type t_door by default, and not t_door_locked. This can leak serious security issues with ppl being able to enter on all custom houses without any access/key because the door is not locked ------------------------------------ 2) When commit a new design, all doors/teleports already placed on previous house design will be removed and replaced with new created items. This will make the item reset properties like uid/type/events/tags, which means: lose all security settings. Example: I got a metal front door on position 10,10 (X,Y) with TAG.Access=2 to allow only friends use this door. Later I enter on menu to create some random walls without touch on this door, but when I press commit, this door will be removed and replaced with a new one which will be created with empty tags/events/etc. So the door will change the UID and will lose all security setting I think the best way to fix this is prevent sphere replace the door/teleport with a new one on COMMIT if the same door/teleport is already created on the same position
There are no notes attached to this issue.





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1998 [SphereServer] executable - generic minor always 13-07-11 08:18 23-09-14 09:32
babidi  
MrSugarCube  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Not Available
None
None
remove 1 on player doesn't trigger f_onchar_delete
if you delete a player form the client using delete (and age minimum time elapsed) will corectly trigger f_onchard_delete if in game a gm is deletendi a player using remove 1 will not trigger f_onchar_delete
Notes
(0001189)
Shaklaban   
25-07-11 15:48   
also account deleting wont fire f_onchar_delete. and wont fire @destroy for items which is belong the characters in the account.
(0001199)
MrSugarCube   
31-07-11 18:54   
The f_onchar_delete function is only supposed to be executed when a client deletes a character through the character selection screen. For other causes of deletion (.remove, account deletion) you can use the @Destroy trigger. Or you can in the next build, since they weren't working as Shaklaban correctly pointed out. :)





View Issue Details
1997 [SphereServer] executable - generic major always 11-07-11 21:19 23-09-14 08:12
Coruja  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1468
Worldsave timing problem (urgent)
f_onserver_save must be called before the worldsave, but is being called after the worldsave this produce a strange save method, because the worldsave goes like this: 1)Msg: worldsave in 10 seconds... 2)Server stop to save for about 20sec without any warning 3)After a 20sec 'freeze', it shows twice "the world is saving..." and "save took 666 seconds" without the 'worldsave warning', every worldsave is like a server problem (sphere freeze or huge lag) and ppl were starting to complain about the server, so I marked this severity as major :D
using latest 11/07/2011 nightly release
Notes
(0001159)
Coruja   
11-07-11 21:21   
DeadSocketTime=5 MaxPacketsPerTick=100 MaxPings=15 MaxQueueSize=0 MaxSizePerTick=12000 NetTTL=300 UseAsyncNetwork=0 UsePacketPriority=0 UseExtraBuffer=1 TooltipMode=0 TooltipCache=30 AutoTooltipResend=07f NetworkThreads=0 NetworkThreadPriority=255
(0001161)
babidi   
13-07-11 08:13   
http://tracker.sphere.torfo.org/bugs/view.php?id=1819 same as this i think they sometimes touch something and make this issue came true
(0001164)
Coruja   
16-07-11 05:06   
today I noticed that using UsePacketPriority=1 fix this problem but using UsePacketPriority=0 the problem remains now it's not a problem at all (since it's already fixed by UsePacketPriority=1), but it must be fixed when using UsePacketPriority=0 too
(0001190)
Coruja   
26-07-11 06:58   
confirmed, the problem occour only using NetworkThreads=0 using NetworkThreads=1 the worldsave works fine, but I doesnt want use NetworkThreads (it will slow down server ping) sphere build 1487





View Issue Details
2389 [SphereServer] executable - generic major always 19-08-14 00:16 20-08-14 23:05
Rizz  
Feeh  
normal  
resolved  
fixed  
none    
none  
   
Automated (specify build number)
None
None
2007
spell fields GetDist::InvalidPoint
I posted a description here: http://forum.spherecommunity.net/Thread-wall-of-stone-GetDist-InvalidPoint [^] If you cast more fields on water tiles, sphere will start to experience lags; too many will lead to crash.
1) cast one of the spell fields on water tiles or nearby 2) watch the sphere console driving crazy
Help me Ben (kenobi), you're my only hope.
Notes
(0002412)
Feeh   
20-08-14 23:05   
Fixed, as stated by Rizz http://forum.spherecommunity.net/Thread-wall-of-stone-GetDist-InvalidPoint





View Issue Details
2326 [SphereServer] executable - windows build minor always 04-05-14 11:54 17-08-14 17:38
Xfolder  
Feeh  
normal  
resolved  
unable to reproduce  
none    
none 0.56c Nightly  
   
Automated (specify build number)
AllowTelnetPacketFilter, Script_Profiler
FileCommands
1912
mt_indoors was lost
Can't use mt_indoors.. I must use 00040..
Notes
(0002149)
Feeh   
04-05-14 19:09   
Are you trying to change the CAN flags during execution (trigger/function...) or setting it in the CHARDEF definition ?
(0002151)
Xfolder   
04-05-14 23:50   
I define the flags in chardef and console gives error :)
(0002152)
Feeh   
05-05-14 00:02   
I was able to reproduce the problem but not the way you said [CHARDEF 01] DEFNAME=c_ogre NAME=ogre ICON=i_pet_ogre SOUND=snd_monster_ogre1 CAN=MT_WALK|MT_USEHANDS|MT_EQUIP|MT_INDOORS no errors at console Can you give more details?
(0002153)
XuN   
05-05-14 07:15   
CanUse is giving problems too asigning values when it shouldn't ... I don't know what's the problem in there.
(0002174)
Feeh   
10-05-14 03:46   
-Fixed #2326: Some mt_* CAN flags were not allowed to be assigned after char/npc creation. It should be assignable anytime from now
(0002209)
Xfolder   
19-05-14 11:39   
Not resolved.. Try to write .show eval mt_indoors, it gives 0!
(0002213)
Feeh   
19-05-14 20:38   
No problems here .show eval mt_indoors 'eval mt_indoors' for 'feeh' is '64'
(0002215)
Ben   
20-05-14 01:59   
more then likely, (not tested here) if you take a step it will reset itself as this flag is used to tell the server if you are under a roof or not which is adjusted on every step.
(0002235)
Feeh   
23-05-14 20:32   
I this working as it should? I can not reproduce the problem yet. The changes I've made is that now you can FORCE some can values to be assigned anytime
(0002409)
Ben   
17-08-14 17:38   
With the changes made... it can't be reproduced. Closing this.





View Issue Details
1899 [SphereServer] new feature request feature N/A 27-01-11 01:35 17-08-14 17:35
Mirravin  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Not Available
None
None
f_onaccount_login_fail
To fire f_onaccount_login_fail when login is failed. ARGN1=reason Is needed to disconnect character when player lose internet connection and can't re-login("Someone is already using this account." until disconnect as inactive socket). f_onaccount_login doesn't fire if login fail.
Notes
(0000870)
Mirravin   
27-01-11 01:37   
If possible: RETURN 1 to force login success.
(0001114)
ozzy   
15-06-11 20:43   
Up!
(0001115)
Mirravin   
15-06-11 21:02   
What is interesting, f_onaccount_login starts while incorrect password is entered, but not in case of "Someone is already using this account.".
(0001116)
babidi   
16-06-11 19:07   
i think is a good idea to not put nothing like disconnection on _login or _fail (required) because if someone maybe know the acocunt_name may disconnect the playing one watch out
(0001117)
Mirravin   
16-06-11 22:38   
"is accounts in game" check fires after password check, so I will put disconnect there if I have the ability to do it. :)
(0001379)
Mirravin   
17-09-12 21:04   
Ooo, Terricate, congratulations with starting of working and thank you. :) Please, add some script function to fire on: Bad Login 1: "Someone is already using this account." It is really problem, that player can't fastly re-login after he lost internet connection.
(0002408)
Ben   
17-08-14 17:35   
This should be able to be done with f_onaccount_connect





View Issue Details
2380 [SphereServer] executable - generic minor always 09-08-14 01:03 17-08-14 17:27
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Field spells creating items on incorrect Z
Not sure if it's really a bug, but field spells actually always have the same Z and doesn't follow the floor Z Example: if I cast a fire field on stairs, all field items will have the same Z, which means: half of the field will be under the stairs, and the other half will be flying on the air. I think the best ways to prevent this is make all field items follow the floor Z, like something calling the function FIX everytime an field item got created
bug_fieldZ.png (75,984) 10-08-14 02:39
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=105&type=bug
Notes
(0002389)
XuN   
09-08-14 11:38   
Added
(0002390)
Coruja   
10-08-14 02:38   
(edited on: 10-08-14 02:40)
I'm testing here on 10 aug build and it seems to be fine :D there's just a small problem, if the field got created inside a house with P.Z < 0 (most parte of Malas facet have Z < -50), the field will be created on the ground Z under the house, not on the house floor Z This can be reproduced inside a house multi (m_foundation_7x7, or any other house) on Malas (847,186,-83,3) PS: uploaded the img of this problem
(0002402)
Coruja   
15-08-14 18:39   
I found more info after more Z tests on fields going under the house floor, the problem is on the FIX function, not on the field creation. If I use the FIX function on any item inside the house, the item will be dropped to the map ground Z instead the house floor Z -------------------------- and another small problem, if I enable "circle of transparency" on UO settings and cast a field spell on the ground -under- the house front stairs, the field will be created under the stairs and there's no way to step on it. PS: this occour on pre-built houses where the stair become invisible when using "circle of transparency". On custom houses the stair is not affected by circle of transparency
(0002407)
Ben   
17-08-14 17:27   
Fixed the issue with Fix which seems to solve this issue.





View Issue Details
2387 [SphereServer] executable - generic minor N/A 16-08-14 03:09 17-08-14 03:34
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Hunger/starving causing wrong damage
The hunger/starving damage is being affected by char armor, this doesn't make sense, it must be a direct damage :P Example: my char must receive 20 damage when starving, if I'm without any armor I will receive 20, but if I'm wearing some armor, the damage will be lowered to 12 PS: starving damage also must have dam_noreveal|dam_nounparalyze damage flags too
Using 15 aug 2014 build
Notes
(0002405)
Ben   
17-08-14 03:34   
This should also be fixed in next build... although I have not tested the fix.





View Issue Details
2385 [SphereServer] executable - windows build major always 13-08-14 11:42 17-08-14 02:45
darksun84  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
Script_Profiler
Command_Sysmsgs
2002
No swing animation during combat, @HitTry doesn't fire.
When you start to fight a npc or another player, the combat swings aren't displayed anymore, this happens for both melee and ranged combat but not for NPC that throws item(like ogre and so on). The animation when the player or the npc receive damage shows up correctly. I also noticed that @HitTry doesn't fire anymore but the @Hit trigger is still fired, also @SkillStart and @Start for the related combat skill fires after @Hit or @HitMiss and if i am correct they should start before @Hittry. So the current flow of combat is this @HitCheck ( new trigger ) -> @Hit (@HitMiss if you miss) -> @SkillStart -> @Start -> @GetHit (for the character that get hit) 11:41:(sphere_skills.scp,1363)Firing @Hitcheck 11:41:(sphere_skills.scp,1360)Firing @HitMiss action : skill_wrestling 11:41:(sphere_skills.scp,1374)Starting Wrestling in @SkillStart 11:41:(sphere_skills.scp,998)Firing @Start for skill Wrestling 11:41:(sphere_skills.scp,1366)Firing @GetHit
-Add a npc -Starts to fight -Damage is displayed but no swing animation are played for the player and the npc.
Notes
(0002400)
darksun84   
13-08-14 18:15   
(edited on: 13-08-14 18:18)
Small correction. In this line : "but not for NPC that throws item(like ogre and so on)." I mean that when a NPC throws an item, the animation is displayed correctly.
(0002404)
Ben   
17-08-14 02:45   
will be fixed in next build





View Issue Details
2386 [SphereServer] executable - generic minor always 16-08-14 01:50 17-08-14 02:03
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Ghosts can't pass through doors anymore
Dead players (flag statf_ghost) can't pass through doors anymore :( I dont know the last build number where it works fine, just noticed the problem today
Using 15 aug 2014 build
Notes
(0002403)
Ben   
17-08-14 02:03   
This will be fixed in the next build...





View Issue Details
2383 [SphereServer] executable - generic major always 10-08-14 02:20 15-08-14 01:03
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Weight problems on item create
Using 10 aug 2014 build, when I cut 40 bolt of cloths, I will get 2000 cloths on my backpack. Cloth has weight=0.1, so these 2000 cloths must have weight 200. But after cut the bolt of cloth, my weight will be 100722 lol if I drop these 2000 cloths on the ground, then pick it up and place it on my backpack using GM=1, my weight will be fine (+200 weight) PS: ppl on my server told me that this can happen when cut fish to get raw fish steaks, or any other action that use the scissors. I cant reproduce them here, I can only confirm the cloth problem
1) .add i_cloth_bolt 2) .xamount 40 3) .add i_scissors 4) use scissors on 40 bolt of cloths 5) 2000 cloths will be created on backpack and the char weight will be 100722
Notes
(0002391)
Ben   
10-08-14 04:16   
Probably just an update issue with weight change. I'll have a look at this one...
(0002392)
Ben   
10-08-14 13:48   
Found and fixed :)
(0002395)
Coruja   
11-08-14 17:54   
thx :D is it already fixed on build 2001 (11 aug)? I'm using this build and it still with the cloth weight problem :/
(0002397)
Ben   
12-08-14 02:52   
It should be in that build... I did test it myself using the steps you mentioned, but I have no way to see if the fix actually made it in untill Wednesday.
(0002398)
darksun84   
12-08-14 19:22   
(edited on: 12-08-14 19:32)
Using the 12th August nightly build the problem still exist. Wait no sure i'll test better, i think i did some mess. Ok, I am using a sigle bolt of cloth, a bolt weight 50 stones. When it is cut a single folded cloth is created, a single folded cloth should weights 1 stone, instead its weight it's 50 (the same of the bolt of cloth).
(0002399)
Ben   
13-08-14 02:47   
Ya, I was able to verify that the fix did not get commited with the rest of the changes. I'll try to commit it before the next build... as long as I get home in time :)
(0002401)
darksun84   
14-08-14 12:28   
Seems fine now, thank you :D +1





View Issue Details
2382 [SphereServer] executable - generic major sometimes 09-08-14 23:56 10-08-14 16:27
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
REVEAL causing main loop
Using "REVEAL statf_invisible|statf_hidden", sometimes for some unknown reasons it can make sphere freeze (main loop)
Using 09 aug 2014 build [FUNCTION DoReveal] REVEAL statf_invisible|statf_hidden //line 540 09:39:WARNING:(sys_functions.scp,540)Forcing thread 'Main' to terminate... 09:39:CRITICAL:(sys_functions.scp,540)'Main' thread hang, restarting... 09:41:DEBUG:__ thread (19148) __ | # | _____ function _____________ | ticks passed from previous function start ______ 09:41:DEBUG:>> 19148 | 0 | CWorld::OnTick | +0 09:41:DEBUG:>> 19148 | 1 | CSector::OnTick | +31 09:41:DEBUG:>> 19148 | 2 | CChar::OnTick | +0 09:41:DEBUG:>> 19148 | 3 | CChar::Skill_Done | +0 09:41:DEBUG:>> 19148 | 4 | CChar::Skill_Stage | +0 09:41:DEBUG:>> 19148 | 5 | CChar::Skill_Magery | +0 09:41:DEBUG:>> 19148 | 6 | CChar::Spell_CastDone | +0 09:41:DEBUG:>> 19148 | 7 | CChar::Spell_Bolt | +0 09:41:DEBUG:>> 19148 | 8 | CItem::OnSpellEffect | +0 09:41:DEBUG:>> 19148 | 9 | CItem::OnTrigger | +0 09:41:DEBUG:>> 19148 | 10 | CScriptObj::OnTriggerScript | +0 09:41:DEBUG:>> 19148 | 11 | CScriptObj::OnTriggerRunVal | +0 09:41:DEBUG:>> 19148 | 12 | CScriptObj::OnTriggerRun | +0 09:41:DEBUG:>> 19148 | 13 | CScriptObj::OnTriggerRun | +0 09:41:DEBUG:>> 19148 | 14 | CItem::r_Verb | +0 09:41:DEBUG:>> 19148 | 15 | CObjBase::r_Verb | +0 09:41:DEBUG:>> 19148 | 16 | CScriptObj::r_Call | +0 09:41:DEBUG:>> 19148 | 17 | CScriptObj::OnTriggerRun | +0 09:41:DEBUG:>> 19148 | 18 | CScriptObj::OnTriggerForLoop | +0 09:41:DEBUG:>> 19148 | 19 | CScriptObj::OnTriggerRun | +0 09:41:DEBUG:>> 19148 | 20 | CScriptObj::OnTriggerRun | +0 09:41:DEBUG:>> 19148 | 21 | CChar::r_Verb | +0 09:41:DEBUG:>> 19148 | 22 | CObjBase::r_Verb | +0 09:41:DEBUG:>> 19148 | 23 | CChar::OnTakeDamage | +0 09:41:DEBUG:>> 19148 | 24 | CChar::OnTrigger | +0 09:41:DEBUG:>> 19148 | 25 | CScriptObj::OnTriggerScript | +0 09:41:DEBUG:>> 19148 | 26 | CScriptObj::OnTriggerRunVal | +0 09:41:DEBUG:>> 19148 | 27 | CScriptObj::OnTriggerRun | +0 09:41:DEBUG:>> 19148 | 28 | CChar::r_Verb | +0 09:41:DEBUG:>> 19148 | 29 | CObjBase::r_Verb | +0 09:41:DEBUG:>> 19148 | 30 | CScriptObj::r_Call | +0 09:41:DEBUG:>> 19148 | 31 | CScriptObj::OnTriggerRun | +0 09:41:DEBUG:>> 19148 | 32 | CChar::r_Verb | +0 09:41:DEBUG:>> 19148 | 33 | CChar::Reveal | +0 09:41:DEBUG:>> 19148 | 34 | CItem::OnTrigger | +174284 09:41:DEBUG:>> 19148 | 35 | NetworkManager::processAllInput | +88328 09:41:DEBUG:>> 19148 | 36 | NetworkInput::processInput | +0 09:41:DEBUG:>> 19148 | 37 | NetworkInput::processData | +0 09:41:DEBUG:>> 19148 | 38 | NetworkInput::processData | +0 09:41:DEBUG:>> 19148 | 39 | NetworkInput::processGameClientData | +0 <-- exception catch point (below is guessed and could be incorrect!) 09:41:DEBUG:>> 19148 | 40 | PacketMovementReq::onReceive | +0 09:41:DEBUG:>> 19148 | 41 | PacketMovementReq::doMovement | +0 09:41:DEBUG:>> 19148 | 42 | CClient::Event_Walking | +0 09:41:DEBUG:>> 19148 | 43 | CChar::CheckRevealOnMove | +0 09:41:DEBUG:>> 19148 | 44 | CChar::Reveal | +0 09:41:DEBUG:>> 19148 | 45 | CObjBase::Delete | +0 09:41:DEBUG:>> 19148 | 46 | CGObList::InsertHead | +0 09:41:DEBUG:>> 19148 | 47 | CGObList::InsertAfter | +0 09:41:DEBUG:>> 19148 | 48 | CGObList::GetHead | +0 09:41:DEBUG:be:Parsing Packet len=7 id=0x02 [2014/08/09 09:41:02] 0 1 2 3 4 5 6 7 8 9 A B C D E F -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- 0000 02 80 07 00 00 00 00 .€..... 09:57:WARNING:(sys_functions.scp,540)Forcing thread 'Main' to terminate... 09:57:CRITICAL:(sys_functions.scp,540)'Main' thread hang, restarting... 12:00:DEBUG:__ thread (19288) __ | # | _____ function _____________ | ticks passed from previous function start ______ 12:00:DEBUG:>> 19288 | 0 | CWorld::OnTick | +0 12:00:DEBUG:>> 19288 | 1 | CSector::OnTick | +31 12:00:DEBUG:>> 19288 | 2 | CChar::OnTick | +0 12:00:DEBUG:>> 19288 | 3 | CChar::Skill_Done | +0 12:00:DEBUG:>> 19288 | 4 | CChar::Skill_Stage | +0 12:00:DEBUG:>> 19288 | 5 | CChar::Skill_Magery | +0 12:00:DEBUG:>> 19288 | 6 | CChar::Spell_CastDone | +0 12:00:DEBUG:>> 19288 | 7 | CChar::Spell_Bolt | +0 12:00:DEBUG:>> 19288 | 8 | CItem::OnSpellEffect | +0 12:00:DEBUG:>> 19288 | 9 | CItem::OnTrigger | +0 12:00:DEBUG:>> 19288 | 10 | CScriptObj::OnTriggerScript | +0 12:00:DEBUG:>> 19288 | 11 | CScriptObj::OnTriggerRunVal | +0 12:00:DEBUG:>> 19288 | 12 | CScriptObj::OnTriggerRun | +0 12:00:DEBUG:>> 19288 | 13 | CScriptObj::OnTriggerRun | +0 12:00:DEBUG:>> 19288 | 14 | CItem::r_Verb | +0 12:00:DEBUG:>> 19288 | 15 | CObjBase::r_Verb | +0 12:00:DEBUG:>> 19288 | 16 | CScriptObj::r_Call | +0 12:00:DEBUG:>> 19288 | 17 | CScriptObj::OnTriggerRun | +0 12:00:DEBUG:>> 19288 | 18 | CScriptObj::OnTriggerForLoop | +0 12:00:DEBUG:>> 19288 | 19 | CScriptObj::OnTriggerRun | +0 12:00:DEBUG:>> 19288 | 20 | CScriptObj::OnTriggerRun | +0 12:00:DEBUG:>> 19288 | 21 | CChar::r_Verb | +0 12:00:DEBUG:>> 19288 | 22 | CObjBase::r_Verb | +0 12:00:DEBUG:>> 19288 | 23 | CChar::OnTakeDamage | +0 12:00:DEBUG:>> 19288 | 24 | CChar::OnTrigger | +0 12:00:DEBUG:>> 19288 | 25 | CScriptObj::OnTriggerScript | +0 12:00:DEBUG:>> 19288 | 26 | CScriptObj::OnTriggerRunVal | +0 12:00:DEBUG:>> 19288 | 27 | CScriptObj::OnTriggerRun | +0 12:00:DEBUG:>> 19288 | 28 | CChar::r_Verb | +0 12:00:DEBUG:>> 19288 | 29 | CObjBase::r_Verb | +0 12:00:DEBUG:>> 19288 | 30 | CScriptObj::r_Call | +0 12:00:DEBUG:>> 19288 | 31 | CScriptObj::OnTriggerRun | +0 12:00:DEBUG:>> 19288 | 32 | CChar::r_Verb | +0 12:00:DEBUG:>> 19288 | 33 | CChar::Reveal | +0 12:00:DEBUG:>> 19288 | 34 | CItem::OnTrigger | +174284 12:00:DEBUG:>> 19288 | 35 | CWorld::OnTick | +934524 12:00:DEBUG:>> 19288 | 36 | CSector::OnTick | +63 12:00:DEBUG:>> 19288 | 37 | CChar::OnTick | +0 12:00:DEBUG:>> 19288 | 38 | CChar::Skill_Done | +0 12:00:DEBUG:>> 19288 | 39 | CChar::Skill_Stage | +0 12:00:DEBUG:>> 19288 | 40 | CChar::Skill_Magery | +0 12:00:DEBUG:>> 19288 | 41 | CChar::Spell_CastDone | +0 12:00:DEBUG:>> 19288 | 42 | CChar::Spell_Bolt | +0 12:00:DEBUG:>> 19288 | 43 | CItem::OnSpellEffect | +0 12:00:DEBUG:>> 19288 | 44 | CItem::OnTrigger | +0 12:00:DEBUG:>> 19288 | 45 | CScriptObj::OnTriggerScript | +0 12:00:DEBUG:>> 19288 | 46 | CScriptObj::OnTriggerRunVal | +0 12:00:DEBUG:>> 19288 | 47 | CScriptObj::OnTriggerRun | +0 12:00:DEBUG:>> 19288 | 48 | CScriptObj::OnTriggerRun | +0 12:00:DEBUG:>> 19288 | 49 | CItem::r_Verb | +0 12:00:DEBUG:>> 19288 | 50 | CObjBase::r_Verb | +0 12:00:DEBUG:>> 19288 | 51 | CScriptObj::r_Call | +0 12:00:DEBUG:>> 19288 | 52 | CScriptObj::OnTriggerRun | +0 12:00:DEBUG:>> 19288 | 53 | CScriptObj::OnTriggerForLoop | +0 12:00:DEBUG:>> 19288 | 54 | CScriptObj::OnTriggerRun | +15 12:00:DEBUG:>> 19288 | 55 | CScriptObj::OnTriggerRun | +0 12:00:DEBUG:>> 19288 | 56 | CChar::r_Verb | +0 12:00:DEBUG:>> 19288 | 57 | CObjBase::r_Verb | +0 12:00:DEBUG:>> 19288 | 58 | CChar::OnTakeDamage | +0 12:00:DEBUG:>> 19288 | 59 | CChar::OnTrigger | +0 12:00:DEBUG:>> 19288 | 60 | CScriptObj::OnTriggerScript | +0 12:00:DEBUG:>> 19288 | 61 | CScriptObj::OnTriggerRunVal | +0 12:00:DEBUG:>> 19288 | 62 | CScriptObj::OnTriggerRun | +0 12:00:DEBUG:>> 19288 | 63 | CChar::r_Verb | +0 12:00:DEBUG:>> 19288 | 64 | CObjBase::r_Verb | +0 12:00:DEBUG:>> 19288 | 65 | CScriptObj::r_Call | +0 12:00:DEBUG:>> 19288 | 66 | CScriptObj::OnTriggerRun | +0 12:00:DEBUG:>> 19288 | 67 | CChar::r_Verb | +0 12:00:DEBUG:>> 19288 | 68 | CChar::Reveal | +0 12:00:DEBUG:>> 19288 | 69 | CItem::OnTrigger | +160525 12:00:DEBUG:>> 19288 | 70 | CWorld::OnTick | +7376742 12:00:DEBUG:>> 19288 | 71 | CSector::OnTick | +109 12:00:DEBUG:>> 19288 | 72 | CChar::OnTick | +0 <-- exception catch point (below is guessed and could be incorrect!) 12:00:DEBUG:>> 19288 | 73 | CObjBase::OnTickStatusUpdate | +0 13:24:WARNING:(sys_functions.scp,540)Forcing thread 'Main' to terminate... 13:24:CRITICAL:(sys_functions.scp,540)'Main' thread hang, restarting...
Notes
(0002393)
Ben   
10-08-14 16:27   
This should be fixed in next nightly... I hope





View Issue Details
2381 [SphereServer] executable - generic minor always 09-08-14 05:39 09-08-14 10:09
Coruja  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
REVEAL function doesn't remove memory item
If I use invisibility spell and then call "REVEAL statf_invisible", I will be revealed but the memory item (i_rune_invisibility) will remain equipped on char :P
Using 09 aug 2014 build
Notes
(0002388)
XuN   
09-08-14 10:09   
It seems even when the spell is the same, the potion effect (layer 44, andthe one I made to remove instantly) is different than the spell effect (stored in layer 39)... So there you have another way to difference effects from spells and potions :)





View Issue Details
2362 [SphereServer] executable - windows build major unable to reproduce 12-06-14 06:34 06-08-14 05:11
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Strange "Divide by Zero" exceptions on latest builds
I have no idea how to debug/reproduce to this, but I updated my live server from may 25 build to jun 11 build and now I'm getting tons of console exception. Already tried using jun 12 build too but the problem persists on my test server I dont get even a single error, but on live server I got tons of errors :/
13:47:DEBUG:__ thread (8284) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:47:DEBUG:>> 8284 | 0 | CWorld::OnTick | +0 13:47:DEBUG:>> 8284 | 1 | CSector::OnTick | +16 13:47:DEBUG:>> 8284 | 2 | CChar::OnTick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:47:DEBUG:>> 8284 | 3 | CChar::Death | +0 13:47:DEBUG:>> 8284 | 4 | CVarDefMap::Empty | +0 13:47:CRITICAL:"Integer: Divide by Zero" (0x2ead3), in CChar::Tick() 0000001 "death" 13:47:DEBUG:__ thread (8284) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:47:DEBUG:>> 8284 | 0 | CWorld::OnTick | +0 13:47:DEBUG:>> 8284 | 1 | CSector::OnTick | +15 13:47:DEBUG:>> 8284 | 2 | CChar::OnTick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:47:DEBUG:>> 8284 | 3 | CChar::Death | +0 13:47:DEBUG:>> 8284 | 4 | CVarDefMap::Empty | +0 13:47:CRITICAL:"Integer: Divide by Zero" (0x2ead3), in CChar::Tick() 0000001 "death" 13:47:DEBUG:__ thread (8284) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:47:DEBUG:>> 8284 | 0 | CWorld::OnTick | +0 13:47:DEBUG:>> 8284 | 1 | CSector::OnTick | +0 13:47:DEBUG:>> 8284 | 2 | CChar::OnTick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:47:DEBUG:>> 8284 | 3 | CChar::Death | +0 13:47:DEBUG:>> 8284 | 4 | CVarDefMap::Empty | +0
Notes
(0002294)
Feeh   
13-06-14 03:51   
What is the frequency it happens? (tons = console constant flood?) There is any known abnormal side effect? Any specific code that is executed during some char death? As you stated, in my fresh test server I was not able to reproduce
(0002296)
Coruja   
13-06-14 04:17   
some ppl told me about NPCs which doesnt die. The NPC reach HITS=0 but stay alive and frozen without die, probably it's something related to this because the console error tell something about CChar::Tick() 0000001 "death" I cant reproduce it here too, just found this huge error on logs. Normally my log files have 800kb/day and using this build I got 23mb/8hrs. Visually it's something about 50~100 errors each minute
(0002302)
kn4tseb   
19-06-14 05:51   
i have presented this issue, im using jun 12th revision, and i ve seen it with some npcs with large HP ranges, about more than 3000 max HP.... they die but its more like the npc freezes without dying, and console shows lots tick errors for some time... a few minutes even.. best way to solv it is by removing the npc with .remove command or wait till it finally becomes a corpse..
(0002335)
Feeh   
17-07-14 00:49   
Is this still happening? If yes, any way reproduce the error or still unknown? What flags are you using?
(0002385)
Coruja   
05-08-14 04:06   
Fixed on test build 1991





View Issue Details
2343 [SphereServer] executable - windows build minor always 20-05-14 03:06 29-07-14 08:56
Coruja  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Fishing skill
Trying to fix/improve the fishing skill, I found some small problems: 1) The fish is going to the ground, but the correct behavior is put it on backpack like any other harvest skill (mining, lumberjack, etc) 2) Duplicated fishing msg. On skill start, sphere uses the msg 'fishing_promt' (sphere_msgs.scp) but I think the correct behavior is use the skill PROMPT_MSG (sphere_skills.scp) like many others skills 3) The fishing max distance actually is 6 but the correct is 4 tiles 4) The correct fishing sound is 0364 5) I dont know how adapt this to current stroke engine, but the correct behavior for the skill is: -Action start (target on ground, anim will run -without sound-) -After 1.6s the splash effect/sound appears -There's only 1 stroke with 8.0s (not 3 strokes)
Notes
(0002341)
XuN   
18-07-14 09:22   
1: Feeh added something for it with actargx 2: Actually mining does that too 'MACEPICK_TARG', the difference is the show text. 3: Fixed 4: Fixed 6: @SkillStrokes are for crafting skills right now, skills are slightly different. -fixed -fixed? -The splash and sound arent fired when fishing succeed? So correct delay for fishing is 8.0 and the splash and sound are fired with a external timer?
(0002343)
Coruja   
18-07-14 18:10   
On sphere the fishing behavior is completely different, it keeps trowing the fishing pole for many times with small delays. The correct order must be like this timeline: 0.0s: char anim to use the fishing pole (ANIM 12, no sound) 1.5s: the splash appears on the water (EFFECT 2,0352D,4,16) and make the splash sound (SOUND 0364) 8.0s: push the fish and finish the action (no anim, no sound) the total action time is 8.0s with just 1 "skill stroke", the splash anim/sound is fired on a external 1.5s timer PS: the timer is 1.5s not 1.6s lol
(0002346)
XuN   
19-07-14 10:06   
I'll commit some changes: SKF_GATHER enabled, only fishing will have this flag in sphere_skills.scp, so now @Stroke and @SkillStroke can be used. @(Skill)Start and @(Skill)Stroke now uses act as a reference for the worldgem. @(Skill)Start have local.GatherStrokeCnt for gathering skills. Fishing delay is now 8.0 (1 stroke), the splash animation is softcoded in sphere_skills.scp since working with timerf in the source will complicate things a little. In the 'long and not even started' proccess of softcoding skills ... the sounds/animations (for fishing!) will be added in the skill's triggers. I think it's working fine but let me know if something goes wrong and then I'll add SKF_GATHER to Lumberjacking and Mining.
(0002347)
Coruja   
20-07-14 03:21   
thx, I sent the missing i_memory_fishing_splash on Fishing skill, everything is working fine now :D PS: on server resync I got 'Undefined keyword SKF_GATHER' console error, this SKF_GATHER value is missing on sphere_defs.scp
(0002348)
XuN   
20-07-14 20:04   
The item was already added in the bottom of the file :), thanks anyway. So is everything else working fine? i'll commit the sphere_defs.scp update and then start to convert the other 2 skills and trying to make SKF_GATHER somehow 'generic' to be plug & play in every skill.
(0002349)
Coruja   
20-07-14 22:56   
roflmao I didn't see it on the bottom of the file I merged both i_memory_fishing_splash, the one at the bottom doesn't fire the splash effect on players with GM=0, but it's working fine now RANGE and ACT is working fine too, but LOCAL.GatherStrokeCnt on @Start doesn't work, here I set local.GatherStrokeCnt=3 but it only does 1 stroke and at the end of this first stroke it fire a strange anim+sound instead continue to next stroke
(0002350)
XuN   
22-07-14 11:50   
Fixed those problems with strokes. How many delays and strokes does have lumberjacking and mining?
(0002351)
XuN   
22-07-14 13:19   
Commited already them, i'll change it if they are wrong. Look also at the scripts for the damages on weapons and feel free to adjust them :)
(0002381)
XuN   
29-07-14 08:56   
I asume its working OK, reopen if not.





View Issue Details
2041 [SphereServer] executable - windows build major always 20-09-11 00:57 27-07-14 19:43
babidi  
XuN  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1507
skillgain problems
with clean sphere last build 1507 skillgain got problems skill 5 is stucked skillgain 5 1 never raise parry and other skills a wrong value of difficulty is calculed wrong. even if you pass as difficulty it get wrong valuens on @skillgain and does not increment.
Notes
(0002380)
XuN   
27-07-14 19:43   
This is the actual ADV_RATE=800.0,800.0,800.0 ... dunno why Change it to ADV_RATE=10.0,150.0,600.0 to fix it.





View Issue Details
2373 [SphereServer] executable - windows build minor always 08-07-14 14:03 27-07-14 19:27
Xfolder  
matex  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
AllowTelnetPacketFilter, Script_Profiler
FileCommands, NoHouseMuteSpeech
1971
Boat placement
Can't place boat on static water beacouse "Terrain is too bumpy to place structure here."
Notes
(0002326)
Ben   
13-07-14 16:52   
The reason for this is that boats need deep water to move... I don't think this can be changed without messing up the already messed up boat system
(0002329)
Terrikate   
13-07-14 17:18   
But it's something new. In previous versions this error did not happen Later I show you the latest version where the boats were properly
(0002336)
Feeh   
17-07-14 01:06   
Do you know on what build or when it broke ?
(0002338)
Xfolder   
17-07-14 11:09   
In #1657 it is ok..
(0002345)
Feeh   
18-07-14 21:43   
You mean the 1657 build? If yes it gonna be a little harder to track, but I'll try... See if the latest build also block boat placement
(0002376)
Feeh   
24-07-14 21:11   
Can anyone confirm if builds later than 1977 is fixed ?
(0002378)
Xfolder   
27-07-14 11:31   
Sorry I'm not using the latest revisions of Sphere becouse I don't like some new changes..
(0002379)
XuN   
27-07-14 19:27   
I don't know what changes do you mean but all the latest changes are just improvements (mainly the skill flags, just adding the proper flags to sphere_skills.scp will enable the changes, leaving them untouched should make them behave like always). Coming to topic, the issue was fixed by matex (i've tested it), reopen if i'm wrong.





View Issue Details
1737 [SphereServer] executable - linux build minor have not tried 15-04-10 20:18 26-07-14 20:07
HOCOK  
XuN  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c Nightly  
   
Not Available
None
None
ATTACKER.LAST
ATTACKER.LAST is not set if you cast Paralyze or Paralyze Field on victim.
Notes
(0002377)
XuN   
26-07-14 20:07   
Fixed some time ago.





View Issue Details
1679 [SphereServer] executable - generic feature have not tried 28-11-09 10:27 24-07-14 21:00
dzhony  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
09-09-2008
None
None
Log seconds
Would it be possible to add seconds value to the start of the logged line?
Notes
(0000643)
Mirravin   
18-09-10 23:46   
(edited on: 18-09-10 23:55)
+1 It can be useful for debugging problems.
(0000651)
babidi   
20-09-10 16:33   
i think will be very useful also (to be added also for serv.log command)
(0002374)
XuN   
24-07-14 20:59   
Timerf x,serv.log I'm logging with delay





View Issue Details
1829 [SphereServer] executable - generic minor always 08-10-10 02:31 24-07-14 20:58
Incanus  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
Command_Sysmsgs, FileCommands, NoHouseMuteSpeech, Buffs, NoPrefix
1343
Explosion potions remove paralyzed flag from invulnerable npcs
Explosion potions remove paralyzed flag from invulnerable npcs
- add an ogre - set the ogres flags to 05 (invul, paralyzed) - cast a lightning on him -> paralyzed flag stays intact - throw an explosion potion on him -> the ogre receives no damage, but the paralyed flag is removed
Notes
(0002372)
XuN   
24-07-14 20:58   
Fixed: Explosion potions will read flags from s_explosion spell, if FLAGS & SPELLFLAG_NOUNPARALYZE, potion will not unfreeze either.





View Issue Details
1863 [SphereServer] new feature request crash N/A 04-12-10 21:42 24-07-14 20:39
Robert  
XuN  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
20-09-2009
Unicode
OSIMultiSight
More Sql Connections
I'm using one sql database on local, and one on web. I have to use web's database asynchronously to avoid sphere(game) from freezing. When i need a data on web's server i change the MySqlHost and other parameters at runtime, but when both of this databases needed because of using aquerys (for web's database) sphere crashes. It will be great for us to have more than one "db." declarations in sphere.ini.
Like this serv.MySqlHost=127.0.0.1 serv.MySqlUser=aaa serv.MySqlPassword=xxxx serv.MySqlDatabase=yyyy serv.MySql2Host=72.100.200.50 serv.MySql2User=bbb serv.MySql2Password=tttt serv.MySql2Database=uuuu db.connect, db2.connect
Notes
(0002370)
XuN   
24-07-14 20:39   
MySql values can be writen: [function db1.connect] serv.MySqlHost=127.0.0.1 serv.MySqlUser=aaa serv.MySqlPassword=xxxx serv.MySqlDatabase=yyyy db.connect [function db2.connect] serv.MySql2Host=72.100.200.50 serv.MySql2User=bbb serv.MySql2Password=tttt serv.MySql2Database=uuuu db.connect





View Issue Details
1766 [SphereServer] executable - generic minor always 25-06-10 16:26 24-07-14 20:35
nolok  
XuN  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
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.
Notes
(0000877)
MrSugarCube   
29-01-11 05:01   
It works fine here, perhaps your macefighting's ADV_RATE setting is too difficult? If the @SkillGain trigger isn't even firing, for a combat skill it means that one of the following is true: - The character is in a safe zone (region_flag_safe). - The character did no damage. - The skill gain was blocked by GAINRADIUS on the combat skill. - EF_Minimize_Triggers is enabled. - The character does not have an event containing an @SkillGain trigger.
(0002368)
XuN   
24-07-14 20:35   
Skillgain macefighting,1 makes the skill raise always, without the 1 ... it takes normal amount of times to raise.





View Issue Details
1900 [SphereServer] executable - generic tweak always 28-01-11 17:54 24-07-14 18:08
Terrikate  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1402
Skipping any control speech (including default spk_player)
You can skip any sections speech check if the sentence begins with ()=
Notes
(0000880)
MrSugarCube   
29-01-11 14:04   
Do you have an example? Each of the following worked fine for me (in spk_player): ON=*boo* // accepts "boo", "()=boo", "(boo)", "boo()=" SYSMESSAGE You said *boo*! RETURN 2 ON=*boo // accepts "boo", "()=boo" SYSMESSAGE You said *boo! RETURN 2 ON=boo* // accepts "boo", "boo()=" SYSMESSAGE You said boo*! RETURN 2
(0000883)
Terrikate   
29-01-11 16:26   
Sorry!. It is a failure of long ago and spoke from memory without remembering the exact failure ... The problem is the comparison with STRCMPI, STRCMP and STRMATCH. If you use the characters () = you skip the checks and fails on the console. EXAMPLE ON=* SERV.LOG IF (&STATF_DEAD) IF !STRCMPI(,all come) ELSEIF !STRCMPI(,all stop) ELSEIF !STRCMPI(,navegacion) ELSE RETURN 1 ENDIF ENDIF 16:11:ERROR:(sphere_speech.scp,54)Undefined symbol 'SDGG' 16:11:(sphere_speech.scp,61)()=SDGG
(0000884)
Terrikate   
29-01-11 16:27   
Affect any system that uses comparisons. Another flaw is that the comparators allow the use of asterisks and question marks as wildcards, so if you put an * when you are asking for a 3 digit code will pass the test. Also if you put three characters of interrogations.
(0000974)
babidi   
23-03-11 09:01   
can be a way to inject code this way?
(0002365)
XuN   
23-07-14 19:47   
Not happening me, can you still reproduce it?
(0002367)
XuN   
24-07-14 18:08   
Closed since there's no problem anymore.





View Issue Details
1932 [SphereServer] new feature request feature have not tried 23-03-11 00:30 23-07-14 19:37
babidi  
XuN  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Not Available
None
None
trigger for char spawning
is possible to had a trigger fired when a char is spawning from a worldgembit or had an argument pointing to the worldgem?
Notes
(0000978)
trinax   
24-03-11 14:37   
It is possible to add an event to worldgem bit ([typedef t_spawner] i.e.) and use @timer maybe, till a feature is added.
(0000979)
Mirravin   
24-03-11 15:48   
[typedef t_spawn_char]
(0000981)
babidi   
25-03-11 02:22   
[typedef t_spawn_char] ON=@timer serv.b //I is the worldgembit //but tha char!? //tryed but always 0 from script and works if .show serv.lastnewchar from game. new issue?
(0000982)
trinax   
25-03-11 11:16   
(edited on: 25-03-11 11:24)
on=@timer local.i forchars if (==) f_do_things_to_char endif endfor Since lastnewchar does not work, I think typedef timer is called before the npc actually spawns. So the script above probably also won't work. You could also try what I said at the top, make a custom typedef [t_spawner] and .xevents +t_spawner to the worldgem bits you want to check. I don't think it will work though.
(0000983)
babidi   
25-03-11 11:20   
the char not spawn on 0 distance but in the parameter of his inits, right? lastnewchar should work always because maybe the timer is called before the npc, but lastnewchar should have the uid of the char before the one i'm trying to catch
(0002364)
XuN   
23-07-14 19:37   
@Create works now for spawned NPCs too.





View Issue Details
1993 [SphereServer] executable - windows build major always 05-07-11 18:55 23-07-14 19:19
Shaklaban  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1485
new networking features (networkthread priority and newworkthreads)
NETWORKTHREADS 0 NETWORKTHREADPRIORITY 255 I've little try with new feature with this settings. However its not stable. I can try it only for 4-5 minutes because all players have insteresting lag. For example if you cast energy field on ground, its coming to screen part by part. Or when you are going to area with 10-15 items, all items loading one by one and client freeze for 1-2 seconds. I have no problems with r1478.
Notes
(0001160)
Coruja   
12-07-11 18:54   
try using UseAsyncNetwork=0 if I use 1 or 2, I got this 'slow' problem too (using client 6.0.1, I doesnt know if it works for older or newest clients)





View Issue Details
2035 [SphereServer] executable - windows build block random 10-09-11 13:37 23-07-14 19:15
babidi  
XuN  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1503
some error in NetworkManager & Access Violation
i found server closed and this error in the logs.. 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:CRITICAL:"Access Violation" (0xfffd0d03), in NetworkManager::Tick() 0000001 "cleaning queues" 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:CRITICAL:"Access Violation" (0xfffd0cf0), in NetworkManager::Tick() 0000001 "cleaning queues" 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:15:DEBUG:__ thread (4420) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:15:DEBUG:>> 4420 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!)
Notes
(0001253)
babidi   
11-09-11 01:11   
other error and server down 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:CRITICAL:"Access Violation" (0xfffd0d03), in NetworkManager::Tick() #1 "cleaning queues" 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:CRITICAL:"Access Violation" (0xfffd0cf0), in NetworkManager::Tick() #1 "cleaning queues" 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:45:DEBUG:__ thread (5744) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:45:DEBUG:>> 5744 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!)
(0001254)
babidi   
11-09-11 01:12   
this errors begin from when started to use aexecute and aquery
(0001255)
babidi   
11-09-11 15:39   
2 minutes after started server 15:30:DEBUG:__ thread (2624) __ | # | _____ function _____________ | ticks passed from previous function start ______ 15:30:DEBUG:>> 2624 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 15:30:CRITICAL:"Access Violation" (0x770d0ede), in NetworkManager::Tick() #1 "cleaning queues" sphere closed now i have disabled database and servertimer to see if something change
(0001257)
babidi   
11-09-11 17:00   
80 minute server start 16:45:DEBUG:__ thread (4968) __ | # | _____ function _____________ | ticks passed from previous function start ______ 16:45:DEBUG:>> 4968 | 0 | NetworkManager::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 16:45:CRITICAL:"Access Violation" (0x770d0ede), in NetworkManager::Tick() #1 "cleaning queues" now i disable NetworkThreads => 0
(0001258)
babidi   
12-09-11 10:14   
after 12 hours of opened sphere, has not cashed. no one of those error with NetworkThreads = 0 no crash but terrible lag on map 0 that is spawned and full of item
(0001259)
Mirravin   
12-09-11 12:30   
set UseAsyncNetwork=0
(0001260)
babidi   
12-09-11 15:16   
i now set like this and let you know /////////////////////////////////////////////////////////////// //////// Network Behaviour /////////////////////////////////////////////////////////////// // WARNING: These are advanced settings that should not normally be changed // from the recommended default values! // Disconnect inactive socket in x min DeadSocketTime=5 // Maximum number of packets to send per tick MaxPacketsPerTick=25 // Number of connections a client can make before being blocked MaxPings=15 // Maximum number of packets before lowering packet priorities (0 for no limit) MaxQueueSize=50 // Maximum number of bytes to send per tick (also governs maximum size of outgoing packets) MaxSizePerTick=12000 // Time to remember previous connection history (seconds) NetTTL=300 // 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=0 // Prioritise outgoing packets (provides a smoother experience in crowded areas) UsePacketPriority=1 // Enables an additional buffer for outgoing data. UseExtraBuffer=1 // Tooltip modes // 0 = Always send full tooltip // 1 = Wait for client to request full tooltip TooltipMode=0 // Time to cache tooltip data for (seconds) TooltipCache=60 // Automatically invalidate and resend tooltips when: // 0001 item or character name changes // 0002 item amount changes // 0004 container weight changes // 0008 weapon or armor durability changes // 0010 weapon poison charge changes // 0020 wand charge changes // 0040 spell added to spellbook AutoTooltipResend=07f // Number of network threads. Clients are distributed evenly amongst each thread. Set to 0 to not // use a separate networking thread. NetworkThreads=0 //1 // If network threads are used, this controls the priority they are assigned. // 0 = Idle // 1 = Low // 2 = Normal // 3 = High // 4 = Highest // 5 = Real-time // 255 = Automatic (recommended) NetworkThreadPriority=255
(0001261)
babidi   
12-09-11 20:05   
it works like that almost 0 lag and no errors and no crash. i have still to activate mysql(status and accounts) and servertimer to test but until now working good. but what i'm wondering now. Is clear that Netorksthreads is the problem and should be corected. RIGHT?
(0001271)
babidi   
19-09-11 21:18   
networkthreads is BAD clean sphere 19 sep build 1506 scripst, emulator, created folders and changed path for uo folder, just started network error 21:12:Sphere Version 0.56b-Nightly [WIN32] by www.sphereserver.com, compiled at Sep 19 2011 (00:04:42), internal build #1506 21:12:WARNING: --- WARNING --- This is a nightly build of SphereServer. This build is to be used for testing and/or bug reporting ONLY. DO NOT run this build on a live shard unless you know what you are doing! Nightly builds are automatically made every night from source and might contain errors, might be unstable or even destroy your shard as they are mostly untested! --------------------------------- 21:12:Expansion maps supported: T2A, LBR, AOS, SE, ML, SA 21:12:Allocating map sectors: 0=7168 1=7168 2=900 3=1280 4=32761 5=1280 21:12:Indexing 217 scripts... 21:12:Loading scripts/sphere_defs.scp . . . . 21:12:Loading scripts/sphere_msgs.scp 21:12:Done loading scripts. 21:12:Loaded 77 client encryption keys. 21:12:Server started on 'PC-MS' port 2598. 21:12:Monitoring IP '192.168.0.5'. 21:12:Monitoring IP '169.254.255.253'. 21:12:Loading save/spheredata... 21:12:Loading save/spherestatics... 21:12:Loading save/spheremultis... 21:12:Loading save/sphereworld... 21:12:Loading save/spherechars... 21:12:GC: 0 Objects accounted for 21:12:Auto-complete dictionary loaded (contains 143 words). 21:12:Option flags: CommandSysmessages + NoHouseMuteSpeech 21:12:Admin=me@my.email.com, URL=www.myshard.com, Lang=English, TZ=0 21:12:Startup complete. items=0, chars=0 21:12:Press '?' for console commands 21:12:DEBUG:__ thread (3836) __ | # | _____ function _____________ | ticks passed from previous function start ______ 21:12:DEBUG:>> 3836 | 0 | NetworkManager::processAllInput | +0 21:12:DEBUG:>> 3836 | 1 | NetworkInput::processInput | +0 21:12:CRITICAL:"Access Violation" (0xfffd5b89), in Sphere::Tick() #3 "network-in" 21:12:FATAL:Immediate Shutdown initialized! 21:12:FATAL:Server terminated by error 1!
(0002361)
XuN   
23-07-14 19:15   
Disabling Network Settings solved it.





View Issue Details
2000 [SphereServer] executable - generic minor random 17-07-11 05:34 23-07-14 19:14
Coruja  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Not Available
None
None
Polymorph spell and function POLY doesnt work sometimes
After some uses, polymorph spell will doesnt work anymore (it will always stop the action and return "magery skill aborted" message). The same occour with the POLY internal function. This problem occour randomly, I dont know why --------------------------------------------- Btw, talking about POLY code, it will be a good idea create more functionality to this thing, like more args: POLY id_to_polymorph,check_skill,check_mana -id_to_polymorph: obviously this is the chardef to polymorph into -check_skill: this will check char skill (0: doesnt check / 1: check) -check_mana: the same as check_skill, but for mana (skip mana check will not consume mana) With new args we can script a real working polymorph functions like the barracoon special hability to transform ppl into ratman no matter the target skill/mana, just using POLY c_ratman,0,0 http://uo.stratics.com/database/view.php?db_content=hunters&id=107 [^]
Using 11/07/11 nightly release
Notes
(0001217)
ShiryuX   
14-08-11 06:52   
What about SPELLFLAG_POLY and LOCAL.CREATEOBJECT1 to do it? That would solve the problem? I can't edit '.poly', it just calls the spell, is like doing '.cast s_polymorph'
(0001219)
Coruja   
17-08-11 07:02   
what SPELLFLAG_POLY does? it will override skill and mana check? the LOCAL.CREATEOBJECT1 already exists since you can use 'POLY c_pig', but it would be nice to use it directly on ON=@Effect or something like this without calling 'POLY c_pig' + 'return 1' but the main problem is the spell failure, you can use polymorth once, can use it again, and randomly it will stop working (only for this char) and if you try to use it again you always will get a "skill aborted" message
(0001220)
ShiryuX   
18-08-11 21:27   
You will be able to create polymorph spells and overwrite the ID with the LOCAL.
(0001266)
MrSugarCube   
15-09-11 02:42   
Does your polymorph problem happen when casting from a scroll/spellbook or just when using the POLY function? The POLY function can fail if TARG (polymorph target) or TARGPRV (spell source (scroll/wand)) are invalid. Otherwise, we'll need more information to help us reproduce the issue.
(0002360)
XuN   
23-07-14 19:14   
For your request... it would be a pain right now to edit a lot of code just for this while it can be done easily with script: ON=@Select if () tag.forced_poly return 6 endif [function ForcePoly] tag.forced_poly=1 poly Reopen if the spell is still failing or can reproduce it.





View Issue Details
1999 [SphereServer] executable - windows build major random 14-07-11 22:30 23-07-14 18:58
babidi  
XuN  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1482
main thread
randomly get 21:51:WARNING:Forcing thread 'Main' to terminate... 21:51:CRITICAL:'Main' thread hang, restarting... 22:19:WARNING:Forcing thread 'Main' to terminate... 22:19:CRITICAL:'Main' thread hang, restarting... and cpu use going to 100% the it take minutes to login and lags alot but no more errors in console except that very strange
22:02:Sphere Version 0.56b-Nightly [WIN32] by www.sphereserver.com, compiled at Jun 22 2011 (00:03:20), internal build 0001482 // Experimental flags // Flags for options that affect server behaviour and which might affect compatibility // See the revisions.txt file for more details on this // EF_DiagonalWalkCheck = 00000001 // EF_New_Triggers = 00000008 // EF_Intrinsic_Locals = 00000020 // EF_Item_Strict_Comparison = 00000040 // EF_NewPositionChecks = 00000080 // Do not set while server is running !!! // EF_WalkCheck = 00000100 // EF_AllowTelnetPacketFilter = 00000200 // Enables packet filtering for telnet connections as well // EF_Script_Profiler = 00000400 // EF_Size_Optimise = 00000800 // EF_Minimize_Triggers = 00001000 // Minimize trigger calls (use only 0.51 triggers) // EF_DamageTools = 00002000 // damage tools (and fire @damage on them) while mining or lumberjacking // EF_PetSlots = 00004000 // INCOMPLETE YET! DO NOT USE until this warning is removed! // EF_UsePingServer = 00008000 // Enable the experimental Ping Server (for showing pings on the server list, uses UDP port 12000) // EF_NPCAct_Triggers = 00010000 // Enable @NPCSpecialAction and @NPCAction triggers (mutual exclusive with EF_Minimize_Triggers) // EF_FixCanSeeInClosedConts = 00020000 // Change CANSEE to return 0 for items inside containers that a client hasn't opened // EF_NetworkOutThread = 00800000 // Send network data in a separate thread // EF_Specific = 01000000 // Specific behaviour, not completly tested Experimental=01|08|040|0800|010000|0800000 // Option flags // Flags for options that affect server behaviour but not compatibility // See the revisions.txt file for more details on this // OF_Command_Sysmsgs = 00000008 //Shows status of hearall, allshow, allmove... commands after toggling them // OF_OSIMultiSight = 00000020 // OF_Items_AutoName = 00000040 // OF_FileCommands = 00000080 // OF_NoItemNaming = 00000100 // OF_NoHouseMuteSpeech = 00000200 // OF_Flood_Protection = 00001000 // OF_Buffs = 00002000 // OF_NoPrefix = 00004000 // Add prefix "A" and "An" to itemnames or not // OF_DyeType = 00008000 // if set allows using i_dye on all t_dye_vat instead of only i_dye_tub // OF_DrinkIsFood = 00010000 // type T_DRINK will increase FOOD lvl like T_FOOD // OF_Specific = 01000000 // Specific behaviour, not completly tested OptionFlags=08|020|0200|02000 // Extra combat flags to control the fight (default:0, 0.55i compatible) // COMBAT_NODIRCHANGE 00001 // Not rotate player when fighting (like was in 0.51a) // COMBAT_FACECOMBAT 00002 // Allow faced combat only (recommended) // COMBAT_PREHIT 00004 // allow prehit for close combat. first hit is instant (delay 0.1sec) // COMBAT_USE_RESISTANCE 00008 // use character props RES* against oldfashioned damage types // COMBAT_SPECIALDAMAGE 00010 // use character tags TAG.*DAMAGE to apply additional damage // COMBAT_DCLICKSELF_UNMOUNTS 00020 // unmount horse when dclicking self while in warmode // COMBAT_ALLOWHITFROMSHIP 00040 // Allow attacking opponents from ships // COMBAT_OSIDAMAGEMOD 00080 // modify weapon damage OSI-style (taking anatomy, tactics, lumberjacking into account) // COMBAT_ARCHERYCANMOVE 00100 // firing bow while moving // COMBAT_STAYINRANGE 00200 // abort attack swing when out of range instead of waiting to come back in range // COMBAT_STACKARMOR 01000 // If a region is covered by more than one armor part, all AR will count // COMBAT_TARGETTEDHIT 02000 // Allows setting of preferred hit area by TAG.HITPREFERENCE CombatFlags=01|020|040|0100|01000|02000 // Extra magic flags to control magic/magery behaviour (default:0, 0.55i compatible) // MAGICF_NODIRCHANGE = 0x0000001 // Not rotate player when casting/targeting // MAGICF_PRECAST = 0x0000002 // Precasting (cast spell before target prompt) // MAGICF_IGNOREAR = 0x0000004 // Magic damage ignore ar // MAGICF_CANHARMSELF = 0x0000008 // Magic can do damage on self // MAGICF_STACKSTATS = 0x0000010 // Different stat spells don't cancel each other out // MAGICF_FREEZEONCAST = 0x0000020 // No movement whilst casting // MAGICF_SUMMONWALKCHECK = 0x0000040 // Summoned creatures should be able to walk on the target location (e.g. water creatures to be summoned on water) // MAGICF_NOFIELDSOVERWALLS = 0x0000080 // Field spells cannot cross over blocking objects MagicFlags=04|08|010 // NPC AI settings // NPC_AI_PATH 0001 NPC pathfinding // NPC_AI_FOOD 0002 NPC food search (objects + grass) // NPC_AI_EXTRA 0004 NPC magics, etc // NPC_AI_ALWAYSINT 0008 Always be as smart as possible with pathfinding // NPC_AI_INTFOOD 0010 NPC food search (more intelligent and trusworthy) // NPC_AI_COMBAT 0040 Look for friends in combat // NPC_AI_VEND_TIME 0080 vendors closing their shops at nighttime // NPC_AI_LOOTING 0100 loot corpses an the way // NPC_AI_MOVEOBSTACLES 0200 if moveable items block my way, try to move them NPCAI=0001|0004|0010|0040|0200
Notes
(0001162)
Mirravin   
14-07-11 23:43   
(edited on: 14-07-11 23:45)
Do you using MYSQL database? I had similar problems sometimes when Sphere losing connection with DB server. or mb infinity loop caused by scripts...
(0001163)
babidi   
15-07-11 07:29   
yes i use mysql for accounts and status
(0001204)
babidi   
01-08-11 20:53   
12:53:World save completed, took 1.3263 seconds 12:53:(sphere_serv_triggers.scp,141)Statics data saved (save/spherestatics.scp). 12:56:WARNING:Forcing thread 'Main' to terminate... 12:56:CRITICAL:'Main' thread hang, restarting... 12:59:WARNING:(functions_DB.scp,17)Forcing thread 'Main' to terminate... 13:02:WARNING:(functions_DB.scp,17)Forcing thread 'Main' to terminate... 13:02:CRITICAL:(functions_DB.scp,17)'Main' thread hang, restarting... 13:05:WARNING:(functions_DB.scp,17)Forcing thread 'Main' to terminate... 13:08:WARNING:(functions_DB.scp,17)Forcing thread 'Main' to terminate... 13:11:WARNING:(functions_DB.scp,17)Forcing thread 'Main' to terminate... ----- 13:30:STATUS: UPDATED SERVER INFO! 13:30:STATUS: UPDATED PLAYERS INFO! 13:31:ERROR:Warning: 1209 items at 3730,2596,40,too complex! 13:31:ERROR:Warning: 1209 items at 3726,2603,39,too complex! 13:33:STATUS: UPDATED SERVER INFO! 13:35:WARNING:(new_server_status.scp,24)Forcing thread 'Main' to terminate... 13:38:WARNING:(functions_DB.scp,17)Forcing thread 'Main' to terminate... 13:41:WARNING:(functions_DB.scp,17)Forcing thread 'Main' to terminate... 13:44:WARNING:(functions_DB.scp,17)Forcing thread 'Main' to terminate... 13:44:(sphere_serv_triggers.scp,141)Statics data saved (save/spherestatics.scp). 13:47:WARNING:(functions_DB.scp,17)Forcing thread 'Main' to terminate... 13:47:CRITICAL:(functions_DB.scp,17)'Main' thread hang, restarting... 13:50:WARNING:(functions_DB.scp,17)Forcing thread 'Main' to terminate... 13:53:WARNING:(functions_DB.scp,17)Forcing thread 'Main' to terminate... 13:56:WARNING:(functions_DB.scp,17)Forcing thread 'Main' to terminate... 13:59:WARNING:(functions_DB.scp,17)Forcing thread 'Main' to terminate... 14:02:WARNING:(functions_DB.scp,17)Forcing thread 'Main' to terminate... 14:05:WARNING:(functions_DB.scp,17)Forcing thread 'Main' to terminate... 14:08:WARNING:(functions_DB.scp,17)Forcing thread 'Main' to terminate... 14:11:WARNING:(functions_DB.scp,17)Forcing thread 'Main' to terminate... 14:14:WARNING:(functions_DB.scp,17)Forcing thread 'Main' to terminate... --- functions_DB.scp 16# IF 17# DB.QUERY "SELECT username, password FROM jos_users WHERE refresh = '1'" 18# IF > 0 maybe some dealay for timeout? however i say is critical that sometimes database TOTALY blocks sphere
(0001232)
babidi   
01-09-11 15:49   
no news on getting stucked after some use of the database?
(0001248)
babidi   
08-09-11 22:54   
doesn't anyone think is important that using database make server crash?
(0001249)
Shaklaban   
09-09-11 08:45   
(edited on: 09-09-11 08:48)
is the sphere and mysql on the same machine? and you can log the numrows. maybe queries which returns large amount of data is freezing the main thread. im always using limit in the queries because large queries=lag.
(0001250)
babidi   
09-09-11 17:09   
server and mysql are not on same server this function is triggered by server_timer every 2-3 minutes, and not return large amount of data because is used for user registration so how many user can register in 2-3 minutes... another function is called with server timer is a insert row for each player for status update (actualy very low player as is a beta server...) as i said i think is enought to insert a timeout for waiting response from sql server
(0001251)
Shaklaban   
09-09-11 17:24   
(edited on: 09-09-11 17:26)
mysql connections is not fast for remote machines. query function is executed on main thread, so if the response will return slow, sphere will wait it and block the main thread. you should use aquery instead of query. timeout can prevent the crash cannot prevent to little freezes. http://wiki.sphere.torfo.org/index.php/AQUERY
(0001252)
babidi   
09-09-11 17:26   
if i use aquery, the script will wait for response. right? es. aquery users first user is users[1] will work good?
(0002359)
XuN   
23-07-14 18:58   
Remote querys should be executed with aquery.





View Issue Details
2051 [SphereServer] executable - generic minor always 17-11-11 01:57 23-07-14 18:56
Sorrow  
XuN  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
20-09-2009
None
None
problem combining heavy stacks of items in banks.
Summary basically says it all, when trying to combine two heavy stacks of items the item from your cursor will drop to your feet rather then combine inside a players bank.
Normal plevel account, two item stacks both of which are heavier then the player can hold in their backpack, but the combined weight is lower then the allowed bank limit. open bank, place first stack in. attempt to add stack two onto stack one.
Notes
(0002358)
XuN   
23-07-14 18:56   
Not happening here, reopen if problem persists.





View Issue Details
2002 [SphereServer] executable - generic minor N/A 18-07-11 21:28 23-07-14 18:40
Coruja  
XuN  
normal  
resolved  
fixed  
none    
none  
   
Not Available
None
None
Unknown game packet (0x5b) received
15:54:WARNING:13:Unknown game packet (0x5b) received. 15:54:WARNING:7e:Unknown game packet (0x10) received. 15:54:WARNING:13:Unknown game packet (0x50) received. I dont know what these packets does or what is sending it, but I think it must be supported :D http://docs.polserver.com/packets/index.php?Packet=0x5B [^] (Time) http://docs.polserver.com/packets/index.php?Packet=0x50 [^] (Board Header) (cant find nothing about 0x10)
Using 11/07/11 nightly release
sphere_crash.JPG (137,160) 31-07-11 17:49
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=77&type=bug
Notes
(0001165)
Coruja   
19-07-11 05:54   
more packets :D I think something is wrong on source code because now I got errors on basic packets like load an container and set weather effects, both packets always worked fine and theres no reason to get this 'unknown game packet' error 00:45:WARNING:f3:Unknown game packet (0x24) received. 00:48:WARNING:112:Unknown game packet (0x65) received. http://docs.polserver.com/packets/index.php?Packet=0x24 (Draw Container) http://docs.polserver.com/packets/index.php?Packet=0x65 (Set Weather)
(0001166)
Mirravin   
19-07-11 13:06   
(edited on: 19-07-11 13:08)
0x5B 0x24 0x65 is server sent packets. I think, that this is incorrect data receiving only. 0x10 also may be incorrect data fragment, that simulates non-existing packet.
(0001167)
Coruja   
20-07-11 18:18   
hm, youre right, I dont know how these errors occour because there 100+ players using many clients (3x to 6x), but its strange now I'm using a SA enhanced client and getting more unknown packets Sent by client: http://docs.polserver.com/packets/index.php?Packet=0x5f (Server List Add Entry) http://docs.polserver.com/packets/index.php?Packet=0x4c (Script Names) Sent by server: http://docs.polserver.com/packets/index.php?Packet=0x2e (Worn Item) Sent by both: http://docs.polserver.com/packets/index.php?Packet=0xc9 (Get Area Server Ping (God Client)) unknown: http://docs.polserver.com/packets/index.php?Packet=0xce http://docs.polserver.com/packets/index.php?Packet=0x67 http://docs.polserver.com/packets/index.php?Packet=0xe4 http://docs.polserver.com/packets/index.php?Packet=0xb http://docs.polserver.com/packets/index.php?Packet=0x96
(0001175)
MrSugarCube   
22-07-11 01:43   
This might be a duplicate of #1991 - can you check if this problem still exists on the current automated build (version 1487+)? (can you include the build number (shown at startup) in future? The build date doesn't tell us much)
(0001179)
gnomo   
22-07-11 16:33   
In last version #1487 exists this problem. 00:02:ERROR:1d3:Setup_CreateDialog acct='ACCOUNT' already online! 00:02:WARNING:1d3:Unknown game packet (0x35) received. 00:04:2bc: Account 'ACCOUNT' already in use. 00:09:WARNING:2d1:Unknown game packet (0x68) received. 00:27:WARNING:eb:Unknown game packet (0x3c) received. 00:27:WARNING:131:Unknown game packet (0x47) received. 00:29:WARNING:2ee:Unknown game packet (0x1) received. 00:32:WARNING:27c:Unknown game packet (0xb9) received. 00:46:WARNING:23:Unknown game packet (0x78) received. 00:47:ERROR:2ff:Setup_CreateDialog acct='ACCOUNT' already online! 00:47:WARNING:2ff:Unknown game packet (0x74) received. 00:54:WARNING:2be:Unknown game packet (0xcf) received. 00:58:WARNING:5a:Unknown game packet (0x20) received. 00:58:ERROR:49:Setup_CreateDialog acct='ACCOUNT' already online! 00:58:WARNING:49:Unknown game packet (0x18) received. DeadSocketTime=5 MaxPacketsPerTick=25 MaxPings=15 MaxQueueSize=50 MaxSizePerTick=12000 NetTTL=300 UseAsyncNetwork=0 UsePacketPriority=1 UseExtraBuffer=1 TooltipMode=0 TooltipCache=30 AutoTooltipResend=07f NetworkThreads=1 NetworkThreadPriority=255
(0001197)
MrSugarCube   
31-07-11 15:51   
(edited on: 31-07-11 15:52)
I can't reproduce this here. Is this caused by specific client version(s)? If someone can log packets from the client that's causing these warnings then this may help identify the cause. (renamed the issue to help avoid duplicates)
(0001198)
Terrikate   
31-07-11 17:48   
(edited on: 31-07-11 17:52)
I tried to reproduce the problem but has not been possible. The latest version of sphere (windows #1488, 27 July 2011) is very unstable. Sphere crash shortly after startup. Attached image with debug messages. P.D. Probably I should have opened a new incident ... sorrry
(0001209)
Coruja   
05-08-11 23:31   
i'm using build 1493 and it seems to be fixed now, in 2 days tests on live shard I doesnt get any unknown packet error (even using SA enhanced client)
(0001211)
Terrikate   
06-08-11 12:59   
Client used 7.0.8.2 What you put in NetworkThreads?. 0 perhaps? I'm still having problems with unknown packets if NetworkThreads is greater than 0. Moreover, without touching anything else in the sphere.ini from a previous version #1484 and the current put what you put in NetworkThreads always returns the next line. In the end, I chose to raise the value MaxPacketsPerTick and MaxSizePerTick. But previous versions have not had to touch it in months. 12:32:DEBUG:Reached maximum packet count limit for this tick (100/100). 12:32:DEBUG:Reached maximum packet count limit for this tick (100/100). 12:32:DEBUG:Reached maximum packet count limit for this tick (100/100). 12:32:DEBUG:Reached maximum packet count limit for this tick (100/100). 12:32:DEBUG:Reached maximum packet count limit for this tick (100/100). 12:33:WARNING:12:Unknown game packet (0x7b) received. 12:33:DEBUG:12:Game packet (0x0) does not match the expected length, waiting for more data... 12:33:DEBUG:12:Game packet (0x0) does not match the expected length, waiting for more data... 12:33:DEBUG:12:Game packet (0x0) does not match the expected length, waiting for more data... 12:33:DEBUG:12:Game packet (0x0) does not match the expected length, waiting for more data... 12:33:DEBUG:12:Game packet (0x0) does not match the expected length, waiting for more data... 12:33:DEBUG:12:Game packet (0x0) does not match the expected length, waiting for more data... 12:33:DEBUG:12:Game packet (0x0) does not match the expected length, waiting for more data... 12:33:DEBUG:12:Game packet (0x0) does not match the expected length, waiting for more data... 12:33:DEBUG:12:Game packet (0x0) does not match the expected length, waiting for more data... 12:33:DEBUG:12:Game packet (0x0) does not match the expected length, waiting for more data... 12:33:DEBUG:12:Game packet (0x0) does not match the expected length, waiting for more data... Or 12:52:DEBUG:Reached maximum packet length limit for this tick (30022/30000). 12:52:DEBUG:Reached maximum packet length limit for this tick (30022/30000). 12:52:DEBUG:Reached maximum packet length limit for this tick (30022/30000).
(0001214)
Coruja   
09-08-11 21:38   
i'm using UseAsyncNetwork=0 <- enable this will make the sphere crash randomly UsePacketPriority=0 <- enable this will slow down client connection (ping) UseExtraBuffer=1 NetworkThreads=0 <- enable this will slow down client connection too (ping) using UsePacketPriority and NetworkThreads I get 120~140ms ping on live server and 30~50ms on local server, and a lot of packet errors. Without these settings I got 40ms on live server and 4ms on local server and no errors, so theres no reason to use it I think
(0002357)
XuN   
23-07-14 18:40   
Network settings should not be used.





View Issue Details
2163 [SphereServer] new feature request minor N/A 13-06-13 06:44 23-07-14 18:15
Coruja  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
New TAG.OVERRIDE.Breath[Anim/AnimHue]
Like TAG.OVERRIDE.AMMOANIM and TAG.OVERRIDE.AMMOANIMHUE on bows, thats a request for 2 new simple override tags for TAG.OVERRIDE.BREATHANIM and TAG.OVERRIDE.BREATHANIMHUE (lol this name sounds strange) thats a required feature to get some NPCs working as it should be, like Kraken/Leviathan throwing water bubbles. I can set brain_dragon and use TAG.OVERRIDE.BREATH.DAM to set the "breath attack" with correct damage, but theres no way to chance the breath effect to blue (hue 01ed)
Notes
(0002356)
XuN   
23-07-14 18:15   
Added, i'll upload the changes on my next commit.





View Issue Details
2087 [SphereServer] executable - windows build major unable to reproduce 01-08-12 19:15 23-07-14 17:20
Marlek Windows  
XuN Server  
normal 2008  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
UsePingServer
Command_Sysmsgs, OSIMultiSight, FileCommands, NoHouseMuteSpeech, Buffs, NoPrefix
1513
Client Crash related to Unknown Game Packets
From time to time a players client freezes. The player can't move, talk or generally the player cant do anything anymore, but still gets updated from the Server. He can see other players/monsters walk, speak, do things.
17:31 WARNING 83:Unknown game packet (0x16) received. 17:31 WARNING 87:Unknown game packet (0x53) received. 17:31 WARNING 87:Unknown game packet (0x57) received. 17:31 WARNING 87:Unknown game packet (0x81) received. 17:32 WARNING 5b:Unknown game packet (0x7a) received. 17:32 WARNING 5b:Unknown game packet (0x94) received. 17:32 WARNING 91:Unknown game packet (0xa1) received. 17:32 WARNING 8a:Unknown game packet (0xdc) received. 17:32 WARNING 8a:Unknown game packet (0x53) received. 17:32 WARNING 8a:Unknown game packet (0x87) received. 17:32 WARNING 8a:Unknown game packet (0x21) received. 17:32 WARNING 8a:Unknown game packet (0x5c) received. 17:32 WARNING 8a:Unknown game packet (0x9d) received. 17:32 WARNING 8a:Unknown game packet (0x67) received. 17:32 WARNING 8a:Unknown game packet (0x39) received. 17:32 WARNING 8a:Unknown game packet (0xef) received. 17:33 WARNING 8e:Unknown game packet (0x4c) received. 17:33 WARNING 8e:Unknown game packet (0x1e) received. 17:33 WARNING 8e:Unknown game packet (0xc1) received. 17:33 WARNING 8e:Unknown game packet (0xaf) received. 17:33 WARNING 8e:Unknown game packet (0x51) received. 17:33 WARNING 8e:Unknown game packet (0xda) received. 17:33 WARNING 8e:Unknown game packet (0xba) received. 17:33 WARNING 8e:Unknown game packet (0x4d) received. 17:33 WARNING 8e:Unknown game packet (0x1f) received. 17:33 WARNING 8e:Unknown game packet (0xe6) received. 17:33 WARNING 8c:Unknown game packet (0x36) received. 17:33 WARNING 8c:Unknown game packet (0x32) received. 17:33 WARNING 8c:Unknown game packet (0xab) received. 17:33 WARNING 8c:Unknown game packet (0x96) received. 17:33 WARNING 8c:Unknown game packet (0x60) received. 17:33 WARNING 8c:Unknown game packet (0xff) received. 17:34 WARNING 8c:Unknown game packet (0x58) received. 17:34 WARNING 8c:Unknown game packet (0x6e) received. 17:34 WARNING 8c:Unknown game packet (0x19) received. 17:39 WARNING 98:Unknown game packet (0x21) received. 17:39 WARNING 98:Unknown game packet (0x52) received. 17:39 WARNING 98:Unknown game packet (0x40) received. 17:40 WARNING 94:Unknown game packet (0x2d) received. 17:40 WARNING 94:Unknown game packet (0xdd) received. 17:40 WARNING 94:Unknown game packet (0x29) received. 17:40 WARNING 94:Unknown game packet (0x94) received. 17:40 WARNING 94:Unknown game packet (0x89) received. 17:40 WARNING 94:Unknown game packet (0x77) received. 17:40 WARNING 94:Unknown game packet (0x31) received. 17:40 WARNING 94:Unknown game packet (0x92) received. 17:40 WARNING 94:Unknown game packet (0x76) received. 17:40 WARNING 94:Unknown game packet (0x61) received. 17:40 WARNING 94:Unknown game packet (0x28) received. 17:42 WARNING a0:Unknown game packet (0x6e) received. 17:42 WARNING a0:Unknown game packet (0x68) received. 17:45 WARNING 9c:Unknown game packet (0x7f) received. 17:51 WARNING a7:Unknown game packet (0xb4) received. 17:51 WARNING a7:Unknown game packet (0xfc) received. 17:51 WARNING a7:Unknown game packet (0x29) received. 17:51 WARNING a7:Unknown game packet (0x7b) received. 17:51 WARNING a7:Unknown game packet (0x81) received. 17:51 WARNING a7:Unknown game packet (0x52) received. 17:51 WARNING a7:Unknown game packet (0x90) received. 17:51 WARNING a7:Unknown game packet (0x35) received. 17:52 WARNING a7:Unknown game packet (0x29) received.
Notes
(0001348)
Mirravin   
01-08-12 19:57   
(edited on: 24-09-12 17:20)
I also had this problem while testing new Sphere builds. Build: 1519 Linux, commented netwotkthreads and networkpriority; useasyncnetwotk=0; usepacketpriority=0. Now I'm using build #1419(feb. 2011) and don't have any network problems. The same ini, except EF_NETWORKOUTTHREAD ON. P.s. (24.09.2012) You can ignore this post, because I compared EF_NETWORKOUTTHREAD ON with new build without it. Now I tryed to disable EF_NETWORKOUTTHREAD on the old build, and also have some problems, because some of my scripts are working fine only with EF_NETWORKOUTTHREAD ON. Now I rewrited its and need to test new builds again(I'm planning to do it next weeks).
(0001386)
Terrikate   
20-09-12 23:59   
The error occurs randomly or do something specific?. Something that can guide us to a resolution?.
(0002355)
XuN   
23-07-14 17:20   
Disable network settings, they are not working as they were meant and cause some problems.





View Issue Details
2104 [SphereServer] executable - windows build minor always 21-10-12 14:43 23-07-14 17:19
Shaklaban  
Terrikate  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1519
update issues
removing statf_invisible flag causes full screen update. this issue only occurs with statf_invisible, statf_invis and hidden are normal.
cast invisible walk all screen will be updated (all characters in screen)
Notes
(0001413)
Shaklaban   
21-10-12 14:48   
also update function sends full update to the client like resend command, in wiki its documented as: UPDATE W Updates the state of the character to nearby clients. but its also send all characters in the screen to the client which is called update on it.
(0001414)
Terrikate   
22-10-12 02:38   
There are several calls to the function UPDATE, for example, when the character connected and then it wasn't being loaded items/npcs on screen. Try it in the next build but I would say you are done.
(0001415)
Shaklaban   
23-10-12 11:32   
(edited on: 23-10-12 11:37)
invisiblity issue solved, but now update not works for the called-on character. after .stone command, character cannot see its new state (stone or not). only can see after .resend command. other characters can see the new stone status without resend or update, only character which is stoned cannot see. after .gold xxx + update command character cannot see his new gold. resend work in this case but its update the full screen, not only to the character itself or others characters. i think only problem is after update characters new state not sended itself.
(0002354)
XuN   
23-07-14 17:19   
Not happening anymore.





View Issue Details
2075 [SphereServer] new feature request minor N/A 06-05-12 14:29 23-07-14 17:16
daskaras  
XuN  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Not Available
None
None
Using a z-level in Spells for the EFFECT_ID animation
At the moment it is so, when you choose an effect_ID in your spell, the effect will be appearing in the middle of the char. but sometimes I need to display the effect/animation over the head of the char, so it will be fine, when we can use a second command in the spell effect_ID like, EFFECT_ID=i_fx_HEAL_EFFECT,<eval <height>+2>
Notes
(0001533)
daskaras   
28-03-13 11:18   
is this possible?
(0002353)
XuN   
23-07-14 17:16   
Their position is client handled, we can only provide x, y and the map... the only way would be to 'move' the effect some tiles: serv.newitem=i_fx_glow new.p=

new.move nw But this will only work to trick static animations and not the following ones. Summarizing: this can't be done






View Issue Details
2157 [SphereServer] new feature request feature N/A 24-04-13 11:54 23-07-14 17:11
daskaras  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Not Available
None
None
About DeadCannotSeeLiving --> PlayerCannotSeeNPC
Is there a chance to put a flag/packet (anything else) to a player, so when he enters a region (for example) he will not see any npc. As I can see there is a new feature when you are dead. It will be nice if this feature can be possible for living player (and not the command visualrange) For example for dungeons and rooms. you enter a dungeon and you will first see the monster when you enter a room (areadef).
Notes
(0001556)
Coruja   
25-05-13 20:23   
on chars will be a great feature or even 'TAG.OVERRIDE.DeadCannotSeeLiving' if set, the char property/tag will override default .ini setting
(0001560)
xwerswoodx   
18-06-13 13:23   
(edited on: 18-06-13 13:23)
DeadCannotSeeLiving=2 That means he can't see players&npcs
(0001565)
daskaras   
28-06-13 14:18   
yes and we want that only npc can´t see.
(0001598)
xwerswoodx   
24-07-13 16:29   
You can use DEADCANNOTSEELIVING=1 if you want player cannot see npcs. Or if you want npcs cannot see players, you can use removefromview function from spherecommunity forum.
(0001633)
daskaras   
06-08-13 15:20   
if you are a living player you should not see the npc. that´s what I want. please read my wish rightful
(0001635)
xwerswoodx   
06-08-13 16:24   
(0001565) daskaras (reporter) 28-06-13 14:18 yes and we want that only npc can´t see. you said here npc can't see players. Ok no problem, you can use removefromview for characters, or npcs. Hovewer, I can't understand your request clearly, do you want to player can't see npcs when they are living? Because if they can't see how can they attack it? What do you want to do clearly, can you explain more?
(0001636)
daskaras   
06-08-13 21:22   
you are a dev? I don´t think no. In my first post I explain what I want to do with my wish. If you can´t read and post useless answer, leave it alone.
(0001637)
xwerswoodx   
06-08-13 22:05   
We try to help you, if you don't like you can close the page and go ;) I don't need to ask to post answer.
(0002352)
XuN   
23-07-14 17:11   
This can be solved using: ON=@AfterClick removefromview return 1





View Issue Details
2345 [SphereServer] executable - generic minor N/A 22-05-14 00:39 17-07-14 00:07
Coruja  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Wrong elder/legendary skill title for Bushido / Ninjitsu
normally all skills have titles like .../expert/grandmaster/elder/legendary -ONLY- bushido and ninjitsu have different titles for elder/legendary, but these titles are missing on sphere these 2 skills must be like this: http://www.uoguide.com/Skill_Title [^] Bushido: Elder -> Tatsujin Legendary -> Kengo Ninjitsu: Elder -> Shinobi Legendary -> Ka-ge
Notes
(0002332)
XuN   
16-07-14 15:37   
So will a Legendary Ninja be shown as Kage Ninja or just Kage ?
(0002333)
Coruja   
16-07-14 23:06   
it's always prefix + skill, like this Bushido: Tatsujin Samurai Kengo Samurai Ninjitsu: Shinobi Ninja Ka-ge Ninja I have no idea what these words means, just copy/paste what I found :P
(0002334)
XuN   
17-07-14 00:07   
Fixed. PS: You should watch Naruto for ninjitsu titles lol :)





View Issue Details
2372 [SphereServer] executable - windows build major always 05-07-14 20:56 12-07-14 18:14
EXTREME  
Ben Windows  
normal 7  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c Nightly  
  0.56c Nightly  
Automated (specify build number)
Item_Strict_Comparison, Script_Profiler
Command_Sysmsgs, OSIMultiSight, FileCommands, NoHouseMuteSpeech, Buffs, NoPrefix
1971
WeightReduction issue
When an item with WeightReduction = 100 is dropped on ground, the item disappear and console is flooded with error.
Drop any item on ground, set WeightReduction = 100, pickup and drop again on ground. See the console for the errors.
Notes
(0002324)
Ben   
12-07-14 18:14   
Found and fixed this issue.





View Issue Details
2371 [SphereServer] executable - windows build minor always 01-07-14 19:21 01-07-14 22:49
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Not Available
None
None
Vendor sell template using DESC order instead ASC
It's a small bug, but still here for years. The vendor sell template always generete the item list using DESC order instead ASC [TEMPLATE VENDOR_S_LOL] SELL=i_item1,{10 20} SELL=i_item2,{10 20} SELL=i_item3,{10 20} The template will generate this item list on the vendor: -Item 3 -Item 2 -Item 1 But the correct order must be: -Item 1 -Item 2 -Item 3
Notes
(0002315)
Ben   
01-07-14 22:49   
I have managed to fix this by changing the order in which a container is filled. This may affect other things, but hopefully nothing important :) I can't think of anything that it would affect, but you never know...





View Issue Details
2370 [SphereServer] executable - generic trivial always 26-06-14 01:42 01-07-14 16:00
Feeh  
Ben  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c Nightly  
  0.56c Nightly  
Automated (specify build number)
DiagonalWalkCheck, New_Triggers, DamageTools
Command_Sysmsgs, FileCommands, NoHouseMuteSpeech
Walking up stairs...again
Seems to be impossible to walk up stairs (GM off) that end with the square block regardless of INI config
set gm to zero try to walk up any stair that end with the block
Happens on: static item (stair added by gm) houses any direction Tested with EF flags enabled and disabled Muls version Client 3.0.0 Client 7.0.23 (new muls) client 7.0.35 (uop)
escada.png (169,108) 26-06-14 01:42
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=103&type=bug
There are no notes attached to this issue.





View Issue Details
2366 [SphereServer] executable - windows build major sometimes 18-06-14 14:22 23-06-14 23:39
Xfolder  
Feeh  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
AllowTelnetPacketFilter, Script_Profiler
FileCommands
1961
Sometimes can't login
I can't login and console gives this error: 13:20:DEBUG:__ thread (5260) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:20:DEBUG:>> 5260 | 0 | NetworkManager::processAllInput | +0 13:20:DEBUG:>> 5260 | 1 | NetworkInput::processInput | +16 13:20:DEBUG:>> 5260 | 2 | NetworkInput::processData | +0 13:20:DEBUG:>> 5260 | 3 | NetworkInput::processData | +0 13:20:DEBUG:>> 5260 | 4 | NetworkInput::processGameClientData | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:20:DEBUG:>> 5260 | 5 | PacketCharPlay::onReceive | +0 13:20:DEBUG:>> 5260 | 6 | CClient::Setup_Play | +0 13:20:DEBUG:>> 5260 | 7 | CClient::Setup_Start | +0 13:20:DEBUG:>> 5260 | 8 | CClient::addPlayerStart | +0 13:20:DEBUG:>> 5260 | 9 | CClient::CharDisconnect | +0 13:20:DEBUG:>> 5260 | 10 | CClient::CanInstantLogOut | +0 13:20:CRITICAL:"Access Violation" (0x61a35), in SUB: NetworkInput::Message::ProcessMessage() 13:20:DEBUG:3:Parsing Packet len=73 id=0x5d [2014/06/18 13:20:41] 0 1 2 3 4 5 6 7 8 9 A B C D E F -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- 0000 5d ed ed ed ed 44 61 72 6b 00 00 00 00 00 00 00 ]....Dark....... 0010 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 0020 00 00 00 00 00 00 00 00 3f 00 00 00 00 00 00 00 ........?....... 0030 25 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 %............... 0040 00 00 00 00 00 c0 a8 01 84 ......... 13:20:3:Client disconnected [Total:0] ('127.0.0.1') 13:21:4:Client connected [Total:1] ('127.0.0.1' 1/1) 13:21:4:Login 'gm-dark' 13:21:4:Client disconnected [Total:0] ('127.0.0.1') 13:21:5:Client connected [Total:1] ('127.0.0.1' 1/2) 13:21:5:Login 'gm-dark' 13:21:5:Setup_Start acct='gm-dark', char='Dark', IP='127.0.0.1' 13:21:DEBUG:__ thread (5260) __ | # | _____ function _____________ | ticks passed from previous function start ______ 13:21:DEBUG:>> 5260 | 0 | NetworkManager::tick | +0 13:21:DEBUG:>> 5260 | 1 | NetworkThread::tick | +0 13:21:DEBUG:>> 5260 | 2 | NetworkInput::processInput | +0 13:21:DEBUG:>> 5260 | 3 | NetworkInput::processData | +0 13:21:DEBUG:>> 5260 | 4 | NetworkInput::processData | +0 13:21:DEBUG:>> 5260 | 5 | NetworkInput::processGameClientData | +0 <-- exception catch point (below is guessed and could be incorrect!) 13:21:DEBUG:>> 5260 | 6 | PacketCharPlay::onReceive | +0 13:21:DEBUG:>> 5260 | 7 | CClient::Setup_Play | +0 13:21:DEBUG:>> 5260 | 8 | CClient::Setup_Start | +0 13:21:DEBUG:>> 5260 | 9 | CClient::addPlayerStart | +0 13:21:DEBUG:>> 5260 | 10 | CClient::CharDisconnect | +0 13:21:DEBUG:>> 5260 | 11 | CClient::CanInstantLogOut | +0 13:21:CRITICAL:"Access Violation" (0x61a35), in SUB: NetworkInput::Message::ProcessMessage() 13:21:DEBUG:5:Parsing Packet len=73 id=0x5d [2014/06/18 13:21:02] 0 1 2 3 4 5 6 7 8 9 A B C D E F -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- 0000 5d ed ed ed ed 44 61 72 6b 00 00 00 00 00 00 00 ]....Dark....... 0010 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 0020 00 00 00 00 00 00 00 00 3f 00 00 00 00 00 00 00 ........?....... 0030 26 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &............... 0040 00 00 00 00 00 c0 a8 01 84 .........
Notes
(0002304)
Feeh   
22-06-14 23:23   
(edited on: 23-06-14 00:07)
Can anyone confirm this: 1-Login to player account 2-logout right after entering world 3-login again to the same player account&char 4-error on the console until char linger Try inside a room region and outside & build 1961 I've uploaded a patch to the 1962 build, also try to confirm that it is fixed
(0002305)
Xfolder   
23-06-14 11:27   
Build 1961: 11:23:DEBUG:__ thread (5272) __ | # | _____ function _____________ | ticks passed from previous function start ______ 11:23:DEBUG:>> 5272 | 0 | CWorld::OnTick | +0 11:23:DEBUG:>> 5272 | 1 | CGObList::DeleteAll | +47 11:23:DEBUG:>> 5272 | 2 | CGObList::RemoveAtSpecial | +0 11:23:DEBUG:>> 5272 | 3 | CGObList::OnRemoveOb | +0 11:23:CRITICAL:"Access Violation" (0x61a35), in Sphere::Tick() #2 "world" 11:23:2:Client connected [Total:1] ('127.0.0.1' 1/1) 11:23:2:Login 'bue' 11:24:3:Client connected [Total:2] ('127.0.0.1' 1/2) 11:24:2:Client disconnected [Total:1] ('127.0.0.1') 11:24:3:Login 'bue' 11:24:3:Setup_Start acct='bue', char='Safrid', IP='127.0.0.1' 11:24:DEBUG:__ thread (5272) __ | # | _____ function _____________ | ticks passed from previous function start ______ 11:24:DEBUG:>> 5272 | 0 | NetworkManager::processAllInput | +0 11:24:DEBUG:>> 5272 | 1 | NetworkInput::processInput | +0 11:24:DEBUG:>> 5272 | 2 | NetworkInput::processData | +0 11:24:DEBUG:>> 5272 | 3 | NetworkInput::processData | +0 11:24:DEBUG:>> 5272 | 4 | NetworkInput::processGameClientData | +0 <-- exception catch point (below is guessed and could be incorrect!) 11:24:DEBUG:>> 5272 | 5 | PacketCharPlay::onReceive | +0 11:24:DEBUG:>> 5272 | 6 | CClient::Setup_Play | +0 11:24:DEBUG:>> 5272 | 7 | CClient::Setup_Start | +0 11:24:DEBUG:>> 5272 | 8 | CClient::addPlayerStart | +16 11:24:DEBUG:>> 5272 | 9 | CClient::CharDisconnect | +0 11:24:DEBUG:>> 5272 | 10 | CClient::CanInstantLogOut | +0 11:24:CRITICAL:"Access Violation" (0x61a35), in SUB: NetworkInput::Message::ProcessMessage() 11:24:DEBUG:3:Parsing Packet len=73 id=0x5d [2014/06/23 11:24:01] 0 1 2 3 4 5 6 7 8 9 A B C D E F -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- 0000 5d ed ed ed ed 53 61 66 72 69 64 00 00 00 00 00 ]....Safrid..... 0010 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 0020 00 00 00 00 00 00 00 00 3f 00 00 00 00 00 00 00 ........?....... 0030 21 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 !............... 0040 00 00 00 00 00 c0 a8 01 80 ........€ Build 1962: No Errors Thank You :)





View Issue Details
1834 [SphereServer] executable - generic trivial always 17-10-10 21:35 12-06-14 04:17
Terrikate  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1350
The bodies disappear
Without GM privileges to move a body disappears. You have to do a resend to see him again. It's happening with lastest clients.
Notes
(0002290)
Ben   
12-06-14 04:17   
This was fixed a while back by preventing bodies from being moved by non-GM characters.





View Issue Details
1827 [SphereServer] executable - linux build minor always 05-10-10 18:46 12-06-14 04:04
wuffel  
Ben  
low  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
strip Axis -> "P" of AREADEF isn't striped
when using "strip axis" as a console-command follow filepart get extracted: [AREADEF a_world] NAME=world GROUP=ALLMAP RECT=0,0,7168,4096,0 the script doesnt strip the P= line, so axis2 has no koords to jump. thats the scriptlines for the strip above: [AREADEF a_world] EVENTS=r_default,r_default_rock,r_default_water,r_default_tree,r_default_grass NAME=world GROUP=ALLMAP P=1323,1624,55,0 RECT=0,0,7168,4096,0 FLAGS=region_flag_nodecay
Notes
(0002289)
Ben   
12-06-14 04:04   
This will also be fixed with my next commit





View Issue Details
2307 [SphereServer] executable - windows build minor always 13-04-14 05:09 12-06-14 03:35
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Region flag for instant logout not working on ROOMDEF
The flag REGION_FLAG_INSTA_LOGOUT is working only when set on AREADEF, but not on ROOMDEF
Example: [AREADEF a_city] NAME=City FLAGS=region_flag_guarded [ROOMDEF a_city_inn] NAME=City Inn FLAGS=region_flag_insta_logout //<-- this Inn is located inside the city and instant logout doesn't work here
Notes
(0002033)
Ben   
13-04-14 13:13   
Flags are not checked in rooms at this point. All internal region checks is based on AREADEF. Only exception to this is the triggers.
(0002287)
Ben   
12-06-14 03:35   
This will be added in my next commit. REGION_FLAG_INSTA_LOGOUT will now work in ROOMDEFs also





View Issue Details
2361 [SphereServer] executable - windows build major always 11-06-14 21:40 11-06-14 23:48
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
MAGICF_NOFIELDSOVERWALLS problem on latest build
Today I updated to jun 11 build, the issue 0002358 is fixed but now it created another problem: MAGICF_NOFIELDSOVERWALLS doesn't work properly anymore :P Tested inside a small stone house casting a paralyze field near i_box_wood (CAN = can_i_flip|can_i_block). The normal behavior of the wooden box is prevent the field to pass through it, but on latest jun 11 build, the field can pass through the wooden box even using MAGICF_NOFIELDSOVERWALLS feature on sphere.ini
Using jun 11 build
Notes
(0002286)
Ben   
11-06-14 23:48   
This should also now be solved.





View Issue Details
1947 [SphereServer] executable - windows build major always 16-04-11 10:08 11-06-14 01:53
Art  
matex  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
20-09-2009
New_Triggers
Command_Sysmsgs, NoHouseMuteSpeech
wrong items distance calculation
Hello. I have noticed problem with distance from 8.02.2008 Build of the SphereServer. When i throw item on diagonal angle from the character (for example, 3 steps), .xshow distance shows 4 distance. And those items can't be reached. I'm Sorry for possible grammar mistakes, i'm russian.
dist.jpg (319,334) 16-04-11 10:08
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=67&type=bug
Notes
(0001030)
Art   
16-04-11 10:11   
It's a serious problem which makes placing of the fences from houses hard for players
(0001034)
ShiryuX   
17-04-11 03:36   
Use an automated build and tell us if the problem exists. Downlaod it from here: http://nightly.prerelease.sphere.torfo.org/
(0001035)
Art   
17-04-11 09:43   
(edited on: 17-04-11 09:53)
Thank You for the Answer! I tested that build few days ago (and tested it now), and the problem exist. Also i noticed, if item have 'blocking' function, like fences, or boxes, then that item can't be reached by player from 2 steps on diagonal from character (but distance showing 3).
(0002285)
Ben   
11-06-14 01:53   
I'm pretty sure this was fixed by Matex a little while back





View Issue Details
2359 [SphereServer] new feature request minor N/A 05-06-14 04:36 11-06-14 01:25
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
REGEN interval on REGIONRESOURCE
today I tried to set some timers on REGIONRESOURCE and noticed that it doesn't support a interval of 2 values like 10,20 or {10 20}, whatever it's a bit useless, but I think it would be great use random timers on resources (and maybe easy to implement this on source) :P [REGIONRESOURCE mr_fish1] SKILL=1.0 AMOUNT=1 REAP=i_fish_big_1 REGEN=300,600 <-- I tried to set this timer between 5~10 min but sphere only support a single value
Notes
(0002280)
Ben   
11-06-14 01:24   
This will be added soon to nightlies





View Issue Details
2282 [SphereServer] executable - windows build minor always 26-02-14 17:57 10-06-14 12:32
Coruja  
matex  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Not Available
None, WalkCheck
None
NPCs passing through walls
Using EF_DiagonalWalkCheck + EF_WalkCheck enabled and MountHeight disabled, NPCs can pass through some walls Case 1 (Hythloth Level 4 @ 6085,60) The gargoyle doesnt pass directly through the wall, but standing here on my P on "1st floor", the gargoyle can step 1 foot inside the wall, then it continues walking through these others walls until reach the wall on "2nd floor" and then it goes to the other side of the wall Case 2 (Fire Dungeon @ 5740,1300) There's a i_fence_iron (ATTR=010) added there but the balron can pass through it like there's no fence here
walkcheckbug.png (548,874) 26-02-14 17:57
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=94&type=bug
walkcheckbug2.png (654,830) 26-02-14 17:58
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=95&type=bug
walkcheckbug3.png (683,771) 26-02-14 23:28
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=96&type=bug
Notes
(0001978)
Coruja   
26-02-14 23:32   
another case 3 on 1960,2470,10 the vortex just walk to the right and pass under the stairs
(0002179)
matex   
10-05-14 21:53   
Is this issue resolved?
(0002186)
Ben   
11-05-14 02:03   
I was testing this one just a few days ago... about the vortex, there is a space under the stairs that the vortex can fit. Not really a bug. for case 2, the fence is laid out straight on the same Z... but on a bumpy ground. If fence is adjusted to sit on the ground properly, there is no issue, but there might still be some problem here as they should not be able to pass under it. case 1 have not tested There may still be some issues with NPCs able to walk where clients can't, so it still needs to be looked at.
(0002279)
Ben   
10-06-14 12:32   
These EF_FLAGS no longer exists... closing this.





View Issue Details
2358 [SphereServer] executable - windows build major always 01-06-14 18:16 10-06-14 03:35
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1948
[MAJOR] LOS through walls on latest build
On jun 1 build, spells can be casted through static walls Tested on serpent's hold but it works in any other location some players said it works through house walls too (untested)
AdvancedLOS=0 MountHeight=1
Notes
(0002265)
Feeh   
02-06-14 22:11   
Confirmed. (AdvancedLOS=0)
(0002270)
Coruja   
05-06-14 04:44   
I tried many different settings on .ini but nothing seems to fix it I think it's the last major problem on newest builds, maybe after fix this problem the nightlies will be ready to be used on live servers
(0002275)
Feeh   
09-06-14 00:57   
Do you know in what build it became broken ?
(0002276)
Coruja   
09-06-14 02:11   
maybe it started between may 28~31 probably it's something related to 'height' changes
(0002278)
Ben   
10-06-14 03:35   
This should be resolved in the next build. (there may be some more changes done in this area later to try to improve LOS and walkcheck code since it's quite a mess)





View Issue Details
2280 [SphereServer] executable - windows build major always 24-02-14 20:59 07-06-14 09:12
Coruja  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Cartography doesnt working after update to latest nightly
After update to 'feb 23' nightly build, the cartography skill is not working anymore this skill comes with FLAGS=skf_craft by default, but if I use MAKEITEM i_map_something and i_map_something have SKILLMAKE=CARTOGRAPHY 0.1 the craft action doesnt work the char action is set to skill_cartography, but at the end the action goes back to -1 and nothing occours, no item made, no skills triggers are fired (@Success, @Fail) and no char triggers are fired (@SkillMakeItem, @SkillFail) if I remove the FLAGS=skf_craft from the skill, the item will be crafted but without fire any trigger
Notes
(0001975)
XuN   
25-02-14 00:48   
Damn!!! Forgot this one as craftable skill, it's fixed now, is everything else working fine?
(0001976)
Coruja   
25-02-14 06:14   
I tested a few more skills and tailoring/tinkering is not working too. I cant test 100% all skills because its 2am, but for now these skills are confirmed: cartography, tailoring, tinkering
(0001977)
XuN   
25-02-14 09:11   
Those are working for me, added a few changes btw, thanks.





View Issue Details
2357 [SphereServer] executable - windows build major always 31-05-14 20:15 07-06-14 09:12
TigerBlitz  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
When i attack get this error on Sphere Console..
Hi im using latest 56c nightly. And i was testing some items on my local shard and when i attack with this item getting some critical error on S-Console [ITEMDEF i_flamesword] NAME=Greater Flamestrike Sword ID=I_SWORD_VIKING TYPE=T_WEAPON_SWORD DAM=50,50 REQSTR=100 WEIGHT=0.5 VALUE=500 SKILL=Swordsmanship CATEGORY=Weapons SUBSECTION=Greater Flamestrike Sword DESCRIPTION=Sword ON=@Create HITPOINTS=50000 COLOR=025 ON=@DAMAGE SRC.SOUND=SND_SPELL_FLAMESTRIKE SRC.EFFECT=3,i_fire_column,6,15,1 SRC.HITS=(<SRC.HITS>+-100) IF (<CONT.HITS><<CONT.STR>) CONT.HITS <CONT.HITS>+50 ENDIF 20:59:DEBUG:__ thread (4324) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:59:DEBUG:>> 4324 | 0 | CWorld::OnTick | +0 20:59:DEBUG:>> 4324 | 1 | CSector::OnTick | +0 20:59:DEBUG:>> 4324 | 2 | CChar::OnTick | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:59:DEBUG:>> 4324 | 3 | CChar::OnTickEquip | +0 20:59:DEBUG:>> 4324 | 4 | CChar::Memory_OnTick | +0 20:59:DEBUG:>> 4324 | 5 | CChar::Memory_Fight_OnTick | +0 20:59:DEBUG:>> 4324 | 6 | CChar::Attacker_GetID(CChar) | +0 20:59:CRITICAL:"Access Violation" (0x2804d), in SUB: CChar::Char::Ticking items()
Notes
(0002261)
Coruja   
31-05-14 23:28   
It's only occour on this weapon? I dont use this script and I'm having the same problem here, many exceptions about attacks. It seems to be related to latest builds, I tested may 29 build here and in just 1 day I got 200mb logs files with tons of this 'attacker' errors (on my server, an log file size without problems is about ~800kb) but let's wait for june 1 build and try again, maybe this problem got fixed with some updates
(0002262)
XuN   
02-06-14 12:34   
Still happening there? I had no errors.
(0002264)
Feeh   
02-06-14 21:45   
Also no errors here





View Issue Details
2360 [SphereServer] executable - windows build major always 06-06-14 17:04 07-06-14 01:38
EXTREME  
Feeh  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c Nightly  
  0.56c Nightly  
Automated (specify build number)
None
None
1951
NPCs don't have loot when spawned
Tested yesterday and today, on older .56c is fine. When any npc spawns from worldgembit, it comes without loot. If you create the same npc, it comes with loot.
Go to any worldgembit and kill the mob, let is spawn and check its loot, its empty. Create the mob yourself and check its loot, it works.
There are no notes attached to this issue.





View Issue Details
2340 [SphereServer] new feature request minor have not tried 17-05-14 11:48 06-06-14 23:05
Xfolder  
Feeh  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
AllowTelnetPacketFilter, Script_Profiler
FileCommands
No sleep sector flag
Title is explicit :D
Notes
(0002204)
XuN   
17-05-14 23:16   
Comment the SectorSleep line, that should do it :)
(0002207)
Xfolder   
18-05-14 16:11   
Yes but this will do for all sectors.. I want for one ^^"
(0002214)
Feeh   
19-05-14 20:41   
Sphere has lot of sectors for each map...how would you flag one specific sector as no-sleep ?
(0002216)
Xfolder   
20-05-14 02:01   
.show sector.number [SECTOR ] flags=flag_no_sleep Something like this? :)
(0002217)
Feeh   
20-05-14 02:18   
Touché, Xfolder :) You got your point
(0002267)
Xfolder   
04-06-14 12:54   
no way to do it?
(0002274)
Feeh   
06-06-14 23:05   
Added: #2340 Sectors now do have flags, look at sphere_defs.scp for more info





View Issue Details
1491 [SphereServer] executable - generic minor always 13-08-08 21:28 02-06-14 20:36
Coruja  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
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
(0002170)
XuN   
09-05-14 19:42   
Was this fixed already, or its still giving problems?
(0002253)
Coruja   
28-05-14 06:29   
(edited on: 28-05-14 06:40)
I tested here on latest build 1944 (may 28), summoned NPCs attacking on no-pvp regions are -almost- working If I summon an energy vortex, this energy vortex will attack players but wont cause any damage. No problem yet, but @Attack is being fired even without the NPC hit the player, and this can cause some problems on scripts I think this NPC 'stop attack' must be called early to prevent it fire @Attack, in other words, the NPC must stop the action on @CombatStart (doesnt try to attack at all) instead @HitTry (try to attack, then it stops) :P
(0002254)
XuN   
28-05-14 08:41   
flag_no_pvp never acted like that ... for npcs or players, you are allowed to hit but not to do any damage. So, no matter if its a vortex or you do .summon c_ogre, they will attack enemies. Should it be changed?
(0002256)
Coruja   
29-05-14 07:15   
nah I have so many combat triggers and workarounds that sometimes I get confused I dont know the correct behavior NPCs must act on no-pvp regions, just found this @Attack problem and reported it (the trigger is fired even without the NPC attack the player). But I think it's a good idea change it, to make NPCs don't start the attack instead attack and then cancel the action. It makes more sense and prevent some triggers to get called wrongly too (@Attack, @HitTry, etc) :P
(0002257)
XuN   
29-05-14 14:06   
Well, actually this may be a confusion with Brain_berserk as this will attack everyone in just a second even if it chose a target ... just Berserker's rage. I don't know how does that works on OSI, is even the attack packet rejected in this area? If so i'll change it, otherwise I think we must maintain this old behaviour, which can be blocked in the @Attack trigger, otherwise who want to be able to hit (but not damage) wouldn't have a way of getting it working this way. What does everyone else think about this?





View Issue Details
2355 [SphereServer] executable - windows build major always 28-05-14 20:45 31-05-14 17:10
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
[MAJOR] Latest build with huge problems on LOS
On may 28 build, all chars have LOS of 1 tile everything with distance > 1 tile is out of range, and this will cause huge problems on the entire server because ppl can't cast spells, can't use some skills (mining/fishing/etc), can't use many itens (doors/containers), etc probably it's related to this change on build 1941: Change the rest of the call to GetHeightPoint() to GetHeightPoint_New() for testing
Notes
(0002255)
Coruja   
28-05-14 20:46   
(edited on: 28-05-14 20:53)
This only seems to occour using AdvancedLos=0 I changed to AdvancedLos=1 and on a quick test it seems to be fine (at least for now)
(0002260)
Ben   
31-05-14 17:10   
The last commit seems to have solved this. Not sure what caused it exactly.





View Issue Details
2356 [SphereServer] executable - windows build major always 29-05-14 07:36 31-05-14 15:51
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1944
Diagonal LOS problems
If I try to hit someone between diagonal walls, I will have LOS and can attack or cast spells on the target Many years ago, the diagonal LOS check was made by checking both directions, eg: to have LOS on NW I must have LOS on both N + W. If N or W LOS check fails, I wont have LOS to NW. I dont know if still working this way, but something is wrong. On the example img I dont have LOS to both S and W but I can attack/cast spells on the pig (SW)
Tested on may 25 and may 29 builds, using AdvancedLOS=0, 01, 02 and 01|02 Walls dispID on attached img: 0254a, 0254c, 0254e
BugDiagonalLOS.png (59,850) 29-05-14 07:36
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=102&type=bug
Notes
(0002259)
Ben   
31-05-14 15:51   
Ok, Found the problem... It was not testing LOS properly when distance was <= 1 as being beside something "should" mean you can see it. Now it tests the diagonals properly at distance of 1. This is only valid if AdvancedLOS is disabled.





View Issue Details
2335 [SphereServer] executable - generic major always 10-05-14 23:59 28-05-14 23:53
Robert Windows & Linux  
Ben Windows 8.1 & Ubuntu 12.04  
normal  
resolved 16-06-2013, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Can't enter to buildings and teleporters
I tested with both windows and linux versions, with last svn build players can't enter to buildings and can't use teleporters (dungeon etc).
Notes
(0002182)
XuN   
11-05-14 00:11   
Can't reproduce. Do you have any return 1 in @RegionEnter/Exit ? It will cause this issue.
(0002183)
Terrikate   
11-05-14 00:40   
I confirm that happens to me in most buildings (EF_DiagonalWalkCheck, MountHeight=0) Activating EF_Walkcheck this occurs only in certain areas, to a much lesser extent, but still happening
(0002184)
Robert   
11-05-14 00:46   
I just tried with EF_Walkcheck its better but still unplayable.
(0002185)
Robert   
11-05-14 00:56   
Forgot to mention that having plevel or gm body (not sure) fixes issue.
(0002187)
Feeh   
11-05-14 16:34   
(edited on: 11-05-14 16:34)
What is your UO version?
(0002188)
Terrikate   
11-05-14 16:53   
In my case the client 7.0.8.2 but in earlier versions of the emulator (eg March 1) I have always worked properly without the flag EF_Walckcheck.
(0002190)
Robert   
11-05-14 17:30   
2.0.3
(0002191)
lazarus   
13-05-14 04:22   
Same here!
(0002193)
Robert   
13-05-14 18:25   
It's same with preleases June 16 2013 and Mar 20th, 2014. I need a working linux release, could someone please send me?
(0002195)
Robert   
13-05-14 23:53   
In last build it's fixed.
(0002248)
XuN   
27-05-14 14:08   
Are there any more problems related to this, or shall we close it?





View Issue Details
1811 [SphereServer] executable - generic minor always 08-09-10 16:36 28-05-14 23:50
darksun84  
XuN  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
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!





View Issue Details
2339 [SphereServer] script pack minor always 16-05-14 19:41 28-05-14 03:19
kn4tseb  
Ben windows  
normal 7 x64  
resolved  
fixed  
none    
none  
   
Not Available
None
None
1933
Female Gargoyle paperdoll slots
As a female Gargoyle talons and wings slots is unable to drag items weared out of them, no possible to on@click eather. As a female Gargoyle, kilts and legs plate and leather armor can be used simultaneously, one plate leggins doesnt replace one leather leggins in the slot, so they can be wearing both at the same time (same with kilts). chest, arms and talons seems to be working fine. (Havent tested them on Male Gargoyles)
Notes
(0002202)
kn4tseb   
16-05-14 23:06   
Gargolye talons and Wings aren't shoing their respective icons inside SkillMenu.
(0002246)
XuN   
27-05-14 13:13   
Is this related to http://forum.spherecommunity.net/Thread-attributes-for-a-new-added-item?pid=16609#pid16609 ?
(0002252)
Ben   
28-05-14 03:19   
it's a client issue. Replace: #Gargoyle Talon Swaps 666 1048 1049 -1 0 #Convert to Male 666 1050 1051 -1 0 #Convert to Male 667 1049 1048 -1 0 #Convert to Female 667 1051 1050 -1 0 #Convert to Female #Gargoyle Leather Wing Swaps 667 1058 1057 -1 0 #Convert to Female 666 1057 1058 -1 0 #Convert to Male with: #Gargoyle Talon Swaps 666 1048 1049 -1 0 #Convert to Male 666 1050 1051 -1 0 #Convert to Male 667 1049 1048 61048 0 #Convert to Female 667 1051 1050 61050 0 #Convert to Female #Gargoyle Leather Wing Swaps 667 1058 1057 61057 0 #Convert to Female 666 1057 1058 -1 0 #Convert to Male in Equipconv.def to fix





View Issue Details
2344 [SphereServer] executable - generic minor N/A 20-05-14 03:48 27-05-14 14:43
Coruja  
XuN  
normal  
resolved  
fixed  
none    
none  
   
Automated (specify build number)
None
None
Missing train tooltips on vendors
On OSI vendors can train skills using tooltips, but this feature is missing on sphere. Just add this internally on brain_vendor AI (it's not needed on others AI's) :P [EVENTS e_npc_vendor] ON=@ContextMenuRequest FOR 0 57 IF (<I.<LOCAL._FOR>>) LOCAL.Disabled= IF (<SRC.<LOCAL._FOR>> >= <SERV.NPCTrainMax>) || (<SRC.<LOCAL._FOR>> >= <eval (<I.<LOCAL._FOR>>*<SERV.NPCTrainPercent>)/100>) LOCAL.Disabled=1 ENDIF SRC.AddContextEntry <eval 100+<LOCAL._FOR>>,<eval 3006000+<LOCAL._FOR>>,<LOCAL.Disabled> ENDIF ENDFOR ON=@ContextMenuSelect IF (<ARGN> >= 100) && (<ARGN> <= 157) TRAIN <SERV.SKILL.<eval <ARGN>-100>.KEY> ENDIF
Notes
(0002222)
XuN   
20-05-14 16:36   
This can be added via scripts on one event, that would let people to easily disable it without 100000 ini's settings :)
(0002247)
XuN   
27-05-14 14:07   
Added these triggers to sphere_vendors.scp
(0002249)
XuN   
27-05-14 14:43   
nvm, it was already added working ...





View Issue Details
2337 [SphereServer] executable - windows build major always 13-05-14 18:43 27-05-14 14:11
Coruja  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
NPCs calling guards when GuardsOnMurderers=0
Using GuardsOnMurderers=0, if a player call guards everything is working fine, the guards will come only on criminal chars, but not on 'innocent reds' But if a 'innocent red' come near a vendor, this vendor will call guards
There are no notes attached to this issue.





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2346 [SphereServer] script pack minor always 22-05-14 22:17 27-05-14 13:10
kn4tseb deca-hexa core amd opteron  
Ben windws  
normal 7 ultimate x64  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
Unicode
None
1936
Can_u*
human|elfs can share items with gargoyles, can_u_all isnt working, there's not way that an item can be share weared by all clases
fix can_u*
Notes
(0002234)
Ben   
22-05-14 23:34   
you do realize there is no hardcode function to these flags right? it's all handled in scripts, and sphere_item_typedef_equipitem.scp is where the script pack uses them...
(0002244)
XuN   
27-05-14 13:10   
As revisions say, we never gave hardcoded support for this, however t_equipitem is already doing it.





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2341 [SphereServer] executable - windows build major always 18-05-14 06:49 27-05-14 13:09
Coruja  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1935
NotoUpdate on latest builds
Xun r1932 14.05.14 Added NotoUpdate function for players renewing completely notoriety and not only removing it, applied also to most functions using notoriety (flags, incognito spell, criminal,karma,kills,etc) when I change flags or type .invul and .criminal 1, the notoriety is updated instantly (no problem here) but it's not updated instantly when I change kills and karma
Using may 18 nightly
Notes
(0002205)
XuN   
18-05-14 10:48   
Forgot to add them to the script's functions :). Everything else is ok?
(0002208)
Coruja   
18-05-14 22:49   
Testing here I found 3 guild functions which needs instantly update too: JoinAsMember, ApplyToJoin, Resign
(0002236)
Coruja   
24-05-14 09:43   
also when I use the function CRIMINAL 1/0 or change char KILLS property it doesn't update instantly too
(0002238)
XuN   
24-05-14 11:20   
(edited on: 24-05-14 11:20)
Are you testing with latest builds? I cannot reproduce what you report :/ Try this build, all (except JoinAsMember, applyToJoin and Resign) is working for me. https://www.dropbox.com/s/k1aqepw37wytzn9/SphereSvr.exe
(0002239)
Coruja   
24-05-14 21:10   
yes testing on may 24 build using this test build the KILLS and CRIMINAL 1/0 works fine (guild functions untested). But I got tons of 'ItemDelete' console exceptions like this: 16:07:CRITICAL:"Access Violation" (0xed667), in SUB: CSector::Sector::TickItem() #3 "ItemDelete" 16:07:ERROR:item 04027faec 'Field of fire' [timer=-1, type=103079215103] 16:07:ERROR:sector #279 [5568,128,0,0] 16:07:DEBUG:__ thread (6412) __ | # | _____ function _____________ | ticks passed from previous function start ______ 16:07:DEBUG:>> 6412 | 0 | CWorld::OnTick | +0 16:07:DEBUG:>> 6412 | 1 | CSector::OnTick | +16 <-- exception catch point (below is guessed and could be incorrect!) 16:07:DEBUG:>> 6412 | 2 | CObjBase::Delete | +16 16:07:DEBUG:>> 6412 | 3 | CTimedFunctionHandler::Erase | +0 16:07:ERROR:item 04027fa4d 'smoke' [timer=-1, type=4294967295] 16:07:ERROR:sector #2200 [5632,1408,0,0] 16:07:DEBUG:__ thread (6412) __ | # | _____ function _____________ | ticks passed from previous function start ______ 16:07:DEBUG:>> 6412 | 0 | CWorld::OnTick | +0 16:07:DEBUG:>> 6412 | 1 | CSector::OnTick | +63 <-- exception catch point (below is guessed and could be incorrect!) 16:07:DEBUG:>> 6412 | 2 | CObjBase::Delete | +0 16:07:DEBUG:>> 6412 | 3 | CTimedFunctionHandler::Erase | +0 16:07:ERROR:item 04027fa83 'horse dung' [timer=-1, type=4294967295] 16:07:ERROR:sector #3832 [5632,2496,0,0] 16:07:DEBUG:__ thread (6412) __ | # | _____ function _____________ | ticks passed from previous function start ______ 16:07:DEBUG:>> 6412 | 0 | CWorld::OnTick | +0 16:07:DEBUG:>> 6412 | 1 | CSector::OnTick | +16 <-- exception catch point (below is guessed and could be incorrect!) 16:07:DEBUG:>> 6412 | 2 | CChar::Delete | +0 16:07:DEBUG:>> 6412 | 3 | CObjBase::Delete | +0 16:07:DEBUG:>> 6412 | 4 | CTimedFunctionHandler::Erase | +0 16:07:CRITICAL:"Access Violation" (0xed667), in SUB: CSector::Sector::TickChar() 16:07:DEBUG:char 0428b9 'Ratman' 16:07:DEBUG:sector #380 [5888,192,0,0]
(0002241)
XuN   
24-05-14 21:49   
My fault!!! this is a testing build for another additions, forgot it ^^. Updated the same link with the correct build.
(0002242)
Coruja   
25-05-14 00:18   
roflmao I tested this new build, KILLS and CRIMINAL 1/0 seems to be fine (guild functions untested yet) but I found one more thing (maybe the last one), notoupdate is missing on @Login too, when I login every player/npc (including my char) is always blue and only change to correct notoriety after some seconds





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2349 [SphereServer] executable - windows build major always 24-05-14 07:29 27-05-14 13:08
Coruja  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
[MAJOR] ATTACKER engine broken on latest build
On may 24 build, the entire ATTACKER engine is broken -If I normally attack some player/npc, I wont be added on ATTACKER list -All ATTACKER.0, ATTACKER.1, ... is returning -1 -If I try to manually add the entry on attack list using ATTACKER.ADD 666666, I wont be added on attack list -etc
Apparently the problem only occour on PVM (player x NPC / NPC x player). On PVP (player x player) it seems to be working fine but must be verified too
Notes
(0002237)
XuN   
24-05-14 11:17   
Was it working on 17/05 ? It was working for me when I commited the changes.
(0002240)
Coruja   
24-05-14 21:16   
(edited on: 24-05-14 21:21)
I dont have this build here to test :/ I only have may 1 and latest may 24 EDIT: tested on test build from bugtracker issue #2341 and it doesnt work too. I attacked a random monster on destard level 1 (GM=0, INVUL=0, etc) then checked for ATTACKER.0 and ATTACKER.ID and both return -1





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2353 [SphereServer] executable - windows build minor always 26-05-14 20:12 27-05-14 12:01
Coruja  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Wrong speech color on ship tillerman
Tillerman on ships are using a strange speech color the correct tillerman speech color is 03b2 (gray)
There are no notes attached to this issue.





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2350 [SphereServer] executable - windows build major always 24-05-14 07:37 27-05-14 11:55
Coruja  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
[MAJOR] Guards working outside guarded region
On may 24 build, guards are working outside guarded region If I go to destard level 1 (or any other region without guards) I can call guards on monsters
There are no notes attached to this issue.





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2351 [SphereServer] executable - windows build major always 24-05-14 09:32 27-05-14 11:53
Coruja  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
[MAJOR] Murderers never become criminal
2 weeks ago, sphere got support for the new GuardsOnMurderers feature to allow murderer enter on guarded protection, guards can only be called on this murderer if they try to attack someone and become criminal The problem is: actually on sphere, murderers doesn't become criminal if attack someone, so GuardsOnMurderers=0 doesn't work. To fix this we must make murderers become criminal too
Using may 24 nightly build .ini settings: // Attacking is considered a crime (even without hit) AttackingIsaCrime=1 // Will guards attack Murderers and Criminals (1) or criminals only (0) GuardsOnMurderers=0
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2352 [SphereServer] executable - windows build major always 25-05-14 06:20 27-05-14 11:38
Coruja  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
[MAJOR] AttackingIsaCrime making criminal when attack another PK/crimina
As the title says, AttackingIsaCrime=1 is making the attacker criminal even if he attack an PK/criminal PK/criminal chars are considered 'evil' and can be attacked without make the attacker criminal the correct behavior is let the char attack someone PK/criminal without be flagged criminal :P
Using may 24 build
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2338 [SphereServer] executable - linux build major always 13-05-14 23:57 26-05-14 00:50
Robert Linux  
Ben Ubuntu  
normal 12.04.04  
resolved 16-06-2013, 0.56b Prerelease  
no change required  
none    
none  
   
Automated (specify build number)
DiagonalWalkCheck, WalkCheck
None
1930
Can not harm with magic
(Build 1930) Players can not harm each other with magic, physical damage can be applied. Even with GM Body magic has no effect but .kill command works.
Notes
(0002198)
darksun84   
14-05-14 11:27   
(edited on: 14-05-14 11:27)
Spell damage works fine for me, i am using sphere 1930 revision too. Make sure that you are not using an old version of sphere_spells.scp.
(0002199)
Robert   
14-05-14 12:31   
With same scripts, windows build can harm but linux can not harm with magic.
(0002200)
Robert   
15-05-14 23:18   
(edited on: 15-05-14 23:54)
Problem still exists, windows build runs perfect but linux no magical damage. Even linux preleases are (2013 and 2014) in same situation.
(0002203)
Robert   
17-05-14 17:25   
-Fixed some casts giving warnings from linux log. Still it's not possible to damage with magic.
(0002206)
XuN   
18-05-14 10:53   
I need some more information, I don't see anything doing any difference between Windows and Linux in the code. Are the spell's effects being shown? Sounds? is there anything that makes you think the spells are successfull but failing on aplying damage? Is this happening between players only? or players<->npcs have this problem too? Have you tested with default (and I mean fully recently downloaded, only for test, and with no more scripts than the downloaded in the zip) script pack? Maybe something in your scripts is blocking them, even if they work in Windows if you track down the problem it will be easier for us to fix whatever is wrong , I can't fix if I don't know what is going wrong :)
(0002219)
Robert   
20-05-14 12:00   
(edited on: 20-05-14 12:02)
Merging some defs from default scripts pack solved the issue but there weren't any warning or error in the console that makes it hard.
(0002220)
XuN   
20-05-14 14:09   
Do you know exactly which defs were causing this to take note of?
(0002221)
Robert   
20-05-14 15:22   
Don't know exactly which ones but it's from sphere_defs.scp then i need to add INTERRUPT definition to all spells to make it work.





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2342 [SphereServer] executable - windows build major always 19-05-14 06:19 22-05-14 04:15
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
CREATE property using wrong values
For some unknown reason, the CREATE property on most chars of my server changed to a negative value I tried to manually fix it using exactly this workaround: [FUNCTION lol] ARGS=<EXPLODE / :,<ACCOUNT.FIRSTCONNECTDATE>> CREATE=<eval <SERV.RTICKS>-<SERV.RTICKS.FROMTIME <ARGS>>> SYSMESSAGE [DEBUG] <eval <SERV.RTICKS>-<SERV.RTICKS.FROMTIME <ARGS>>> (<CREATE>) but it doesn't work, the result is too big to store it on the CREATE property. I added an debug sysmessage on the function to check if the value applied on CREATE property is correct, but values doesn't match. On my account created on 2009/09/09 (1712 days old), the correct value is CREATE=148005666 but the value applied is 40084109
Notes
(0002223)
Ben   
21-05-14 01:14   
please test a possible fix with http://forum.spherecommunity.net/sshare.php?downproj=29
(0002224)
Coruja   
21-05-14 05:34   
I made some tests using this build but it still wrong :/ value tested: 148176317 (correct) value applied: 41027418 (wrong)
(0002225)
Ben   
21-05-14 23:33   
Can you check the SERV.CREATE value? from what I have tested, you can't set create on a char that is bigger then the server's create value. The only way I was able to change the server's create value is to change it in spherechars.scp (it's the last save file loaded so that's the one that override's the rest)
(0002226)
Coruja   
22-05-14 00:14   
strangely the SERV.CREATE is -41086322 lol I have no idea how it changed to this value because I never touched SERV.CREATE or any other CREATE. Probably it's because the server is online for more than 7 years and the SERV.CREATE reach an too big value I tried to manually change SERV.CREATE to 1000000000 but got the same problem [FUNCTION lol] ARGS=1000000000 SERV.CREATE= SERV.LOG SERV.LOG result: 1000000000 (correct value) 141006540 (wrong value set)
(0002227)
Coruja   
22-05-14 00:28   
more weird things, I checked save files and they have this value set TIME=410859158 SAVECOUNT=150952 but after start the server with these same save files, if I use .show serv.create it will return -41085950
(0002228)
Ben   
22-05-14 02:02   
It even shows the negative with the test build? And like I said before, the only way to change serv.create is by editing the spherechars save file... SERV.CREATE=xxxx can't be done in game. Your serv.create must have rolled over before the int64 implementation, as this should not be an issue anymore. I did notice some strange mathematics being applied to the time functions so this is why I did the test build above... but it should work fine with that build
(0002229)
Ben   
22-05-14 03:09   
ok... I think I got it all figured out now. The server's CREATE value is not really used (seems it was used with server listing in the past) It is initialized to SERV.TIME which is set from the TIME line in the save files. It can be set in scripts(not in game) with SERV.CREATE=xxx, but it CAN'T be set to a higher value then SERV.TIME. Changing it will not be saved, it will return to it's previous value on server restart. A Char's CREATE value can be set in game or in scripts, but once again, it CAN'T be set to a higher value then SERV.TIME. SERV.TIME also CAN'T be set when the server is running so it can only be changed manually in the save files (spherechars.scp since it's the last one loaded). Now I tested the values with a nightly build and the test build above, and found that SERV.CREATE returns a negative with the nightly but not the test build, and that all other values are fine. Let me know if your tests match my findings so that I can commit this change to the nightly builds.
(0002232)
Coruja   
22-05-14 03:57   
(edited on: 22-05-14 04:03)
I made some tests here, I think it's fine on test build (at least for now) SERV.CREATE still returning a wrong value, but since SERV.CREATE is not used anymore, I think we can definitely remove it to prevent more mistakes. I set TIME=4108951580 on save files but ".show SERV.CREATE" return -410896020 but with this TIME value set on save files I can set the correct CREATE on the char. The only problem is the SERV.CREATE
(0002233)
Ben   
22-05-14 04:15   
This should work fine in the next build





View Issue Details
2325 [SphereServer] executable - windows build major always 01-05-14 15:46 20-05-14 01:55
Xfolder  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
AllowTelnetPacketFilter, Script_Profiler
FileCommands, NoPrefix
1906
Corpse Crash!
The bodies with morez other than 0 can be dragged (can't drop to backpack) and sometimes the client crash.
Notes
(0002144)
Ben   
03-05-14 16:46   
Fixed for next nightly
(0002211)
Xfolder   
19-05-14 11:47   
Sorry it's ok ^^"





View Issue Details
2336 [SphereServer] executable - windows build major always 13-05-14 04:25 14-05-14 22:57
lazarus Windows  
XuN Windows 7  
normal 64bits  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Not Available
None
DrinkIsFood
1922
Attackingisacrime=1 BUG
Just that, buging the server when attack a NPC with attacking is a crime 1. Last build with 56c http://i.imgur.com/sVNra4E.png [^]
Just that, to reproduce: -Put -10000 karma [I guess without too] -attack a NPC in city -crashhhhhhhhhhhhh
sVNra4E.png (141,139) 13-05-14 04:25
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=101&type=bug
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1551 [SphereServer] executable - generic major always 14-11-08 19:12 13-05-14 23:09
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
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.
Notes
(0002171)
XuN   
09-05-14 20:09   
Still wrong? Can't reproduce it.
(0002194)
Coruja   
13-05-14 18:35   
it's working fine now, probably some other change silently fixed it :P





View Issue Details
1765 [SphereServer] new feature request major always 22-06-10 12:45 10-05-14 18:34
xantier  
XuN  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c Nightly  
   
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..
(0002160)
XuN   
08-05-14 11:41   
Doesn't @Attack trigger let do this?
(0002175)
Coruja   
10-05-14 06:05   
it can be done on @Attack, but would need some workarounds to edit memories and flag the char criminal only for the other char (CRIMINAL 1 doesnt work, it will make criminal to everyone). Also needs to add the same workaround on @SpellCast, etc. And this is very hard to make by who doesnt have an advanced sphere knowledge the idea of this .ini setting is make it easy to everyone, and also made it 'officially supported' instead have to made many memories workarounds. It's an OSI 'feature', and ppl can choose enable/disable it easily I think it can be made easily using a simple check on the 'confirm attack' packet (the packet which opens the gump "this will make you criminal. OK / CANCEL"). If the client press OK it will be instantly flagged criminal to this player.
(0002177)
XuN   
10-05-14 17:56   
(edited on: 10-05-14 17:58)
And What packet is this? You mean the one with the window appearing calling you for advice of a criminal action? This one will not take effect if you disable it in the client :)
(0002178)
XuN   
10-05-14 18:34   
Added.





View Issue Details
2333 [SphereServer] executable - windows build minor always 10-05-14 06:13 10-05-14 17:54
Coruja  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
NPC frozen when using return 1 on @CombatStart / @CombatAdd
If I use return 1 on @CombatStart / @CombatAdd, this will make the trigger being called over and over. No problem here, the NPC is just trying to start the combat again, but while it's on this loop the NPC won't walk anymore, it will stay 'frozen' on the same tile forever
Using may 10 nightly build
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2334 [SphereServer] executable - windows build major always 10-05-14 06:36 10-05-14 15:33
Coruja  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
guards doesnt working anymore
using may 10 nightly, if I normally speak "guards", no guard will appear and it will show a console error the problem only occour if I say "guards" near someone (even someone innocent). If I say without any other player on range, or say any other word, it doesn't show any console errors already tried with GuardsOnMurderers=1 and 0
01:22:DEBUG:__ thread (11524) __ | # | _____ function _____________ | ticks passed from previous function start ______ 01:22:DEBUG:>> 11524 | 0 | NetworkManager::processAllInput | +0 01:22:DEBUG:>> 11524 | 1 | NetworkInput::processInput | +0 01:22:DEBUG:>> 11524 | 2 | NetworkInput::processData | +0 01:22:DEBUG:>> 11524 | 3 | NetworkInput::processData | +0 01:22:DEBUG:>> 11524 | 4 | NetworkInput::processGameClientData | +0 <-- exception catch point (below is guessed and could be incorrect!) 01:22:DEBUG:>> 11524 | 5 | PacketSpeakReqUNICODE::onReceive | +0 01:22:DEBUG:>> 11524 | 6 | CClient::Event_Talk | +0 01:22:DEBUG:>> 11524 | 7 | CClient::Event_Talk_Common | +0 01:22:DEBUG:>> 11524 | 8 | CChar::CallGuards | +0 01:22:DEBUG:>> 11524 | 9 | CWorldSearch::GetChar | +0 01:22:DEBUG:>> 11524 | 10 | CPointBase::GetDist | +0 01:22:CRITICAL:"Access Violation" (0x29ab3), in SUB: NetworkInput::Message::ProcessMessage() 01:22:DEBUG:6:Parsing Packet len=22 id=0xad [2014/05/10 01:22:48] 0 1 2 3 4 5 6 7 8 9 A B C D E F -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- 0000 ad 00 16 c0 02 b2 00 03 50 54 42 00 00 10 07 67 ........PTB....g 0010 75 61 72 64 73 00 uards.
Notes
(0002176)
XuN   
10-05-14 09:02   
So this is happening only when near another player?





View Issue Details
1613 [SphereServer] new feature request feature N/A 20-05-09 21:05 09-05-14 20:17
pyromapes2k  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
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)
(0002172)
XuN   
09-05-14 20:17   
This can be done with @AfterClick trigger on characters.





View Issue Details
2290 [SphereServer] executable - windows build tweak always 14-03-14 04:34 09-05-14 19:14
Coruja  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Stroke timing on craft skills
on latest nightly, the stroke on craft skills has a small timing problem. the stroke anim/sound always play at the end of the stroke, which is a bit weird. The correct behavior is play the anim/sound when each stroke begins
Notes
(0001995)
XuN   
14-03-14 09:51   
I have to find a way to do it, 'timers' are working different in the source.





View Issue Details
2297 [SphereServer] executable - windows build minor always 28-03-14 00:40 09-05-14 18:53
Coruja  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1809
@[Fame/Karma]Change is called even when there's no value to change
I dont know if it's really a bug, but @FameChange / @KarmaChange triggers are called even when the fame/karma changed value is 0. So there's nothing to change on fame/karma but the trigger is called anyway
An easy way to test this is add this event on player and kill some monsters which has FAME=0 or KARMA=0 [EVENTS e_test] ON=@FameChange SYSMESSAGE Fame changed: <ARGN1> ON=@KarmaChange SYSMESSAGE Karma changed: <ARGN1>
Notes
(0002011)
matex   
28-03-14 10:00   
(edited on: 28-03-14 10:01)
I dont consider this a real bug. The trigger fires when someone accesses some Stat for writing. You can calculate - and see what happens.
(0002015)
Coruja   
28-03-14 17:34   
I already fixed on script here, just reported because I think it doesnt make sense fire a trigger for -fame/karma change- if there's no fame/karma being changed. Not really a bug, but doesnt make sense :P ON=@FameChange IF ( != 0) SRC.something ENDIF
(0002167)
XuN   
09-05-14 18:53   
Fixed it.





View Issue Details
1840 [SphereServer] new feature request minor have not tried 23-10-10 20:32 09-05-14 00:35
jeem  
Ben  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
New Triggers @Buffed/@Debuffed or whatever you'd like to call them
@Buffed (alternative name suggestion: @BeneficialAction) Triggers when the char is buffed by self or another. SRC char which causes the effect ARGN1 source of the buff (spell, potion etc) -- if possible -- ARGN2 stat effected by buff (str, dex, int, hits, stam, mana) ARGN3 how much -- @DeBuffed (@HarmfulAction) Pretty much the same above. Also new (or modified) spell flags to go along with these: spellflag_buff/debuff
Notes
(0000717)
jeem   
23-10-10 20:36   
It seems I forgot the complete what ARGN3 meant, I was going to write "how much the stat is effected", that is if clumsy is casted and takes 10 dex, ARGN3 will be 10.
(0002163)
Ben   
09-05-14 00:35   
This was done long ago...





View Issue Details
2160 [SphereServer] new feature request minor N/A 02-05-13 11:46 08-05-14 11:41
Coruja  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Not Available
None
None
New .ini setting to change individual criminal timer (memory_harmedby)
I would suggest a new .ini feature to control INDIVIDUAL criminal timers. I mean, the criminal flag that you got only for one person when you attack him (memory_harmedby) Example: I'm the player X (blue), and if I attack the player Y (blue), the memory_harmedby will be created on player Y and I will remain criminal to player Y as long this memory exists. When it goes to TIMER=0 the memory decay and the criminal flag go off. But this memory ALWAYS have TIMER=300 (5 minutes) and theres no way to customize this time. If I want change it to 180 seconds (3 minutes) on my server theres no way to do it
Notes
(0001550)
RanXerox   
03-05-13 21:03   
There is s Sphere.ini flag for this already: // How many minutes are criminals flagged for CriminalTimer=3
(0001551)
Coruja   
03-05-13 21:29   
sure, but there's "2 types" of criminal and this setting is used only by "type 1", the idea is create another setting to control "type 2" too type 1: criminal to everyone -ref: criminal memory item (LAYER 43 /layer_flag_criminal) equipped on attacker -here the timer is defined by SERV.CriminalTimer and it works fine type 2: criminal/gray just to someone specific -ref: memory_harmedby equipped on char defending/attacked -here the timer will always be 300 (hardcoded) and there's no way to customize it. So it will be nice a new setting to customize this, or at least make it use the SERV.CriminalTimer too
(0001559)
xwerswoodx   
18-06-13 13:12   
(edited on: 18-06-13 13:14)
You can check the item with @HIT trigger. If he has and its timer >= 181 OBJ= OBJ.TIMER=180 endif Or On=@HIT timerf 1,src.ctimer [Function ctimer] OBJ= if > 180 OBJ.TIMER 180 ENDIF





View Issue Details
2327 [SphereServer] executable - windows build minor always 04-05-14 23:36 07-05-14 16:37
Coruja  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
ATTACKER.ID doesn't return -1 when it's false
I dont know if it's really a bug, but ATTACKER.ID doesn't return -1 when it's false <ATTACKER.ID 666666> if UID 666666 is not on attacker list, it will return 0 instead -1. This could make some confusion if this same UID 666666 is on first position of attack list (ATTACKER.0) because it will return 0 too
Notes
(0002159)
XuN   
07-05-14 16:37   
Fixed.





View Issue Details
2332 [SphereServer] executable - windows build major always 06-05-14 19:12 07-05-14 16:37
Coruja  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
RANGE property not working on weapons on latest builds
[ITEMDEF 013b1] DEFNAME=i_bow TYPE=t_weapon_bow DAM=15,19 RANGE=2,10 SPEED=25 ... If I use <RANGE>, <RANGEL> or <RANGEH> on this bow, it always will return 0. Strangely if I set the RANGE=2,10 on @Create or set manually using ".xRANGE 2,10" it will work fine
Notes
(0002158)
XuN   
07-05-14 16:37   
Solved it.





View Issue Details
2328 [SphereServer] executable - windows build minor always 05-05-14 00:08 07-05-14 00:39
Coruja  
Feeh  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Missing dye tub sound
When the dye tub (t_dye_vat) is used, it must play the sound 023e :P
Notes
(0002157)
Feeh   
07-05-14 00:39   
-Modified #2328: Dye tub now call @Dye on the dyed item ARGN1 = the hue value (r/w) ARGN2 = sound effect (r/w) (default 023e) ARGO = the item that originated the dye target SRC = who is dying the item RETURN 1 = stop internal dying/sound. hue changes made from script will take place





View Issue Details
1978 [SphereServer] executable - windows build minor always 17-06-11 06:23 03-05-14 20:48
xantier  
 
normal  
new  
reopened  
none    
none  
   
Automated (specify build number)
None
None
@spellselect triggered twice?
I'm trying to do some checks on @select -the only way to stop magery without fizzle- but even a "return 1" doesn't prevent it to be called twice.. this is the code : on=@spellselect if (<findlayer.1.uid>) || (<findlayer.2.uid>) if !((<findlayer.2.type>==t_wand) || (<findlayer.1.type>==t_wand) || (<findlayer.1.baseid>==i_spellbook)) || (<findlayer(2).uid>) src.message @022 Your hands must be free to cast spells. argn3=2 return 1 endif endif and when i try to cast spell with a weapon, it prevents casting successfully but i get "Your hands must be free to cast spells." message twice.. i tried to check it with argn3, but starting and finishing flags are same (03) and both are called even with return 1.
Notes
(0001118)
babidi   
17-06-11 18:42   
- Changed: Return values for @SPELLSELECT trigger. Touchup for @SELECT with spells. Different server behaviour can be achieved with the following RETURN values in trigger scripts: @SELECT RETURN 0 - proceed without mana, spellbook, and reagent check as if these checks were successful RETURN 1 - Abort processing (so aborting the spell) RETURN 2 - proceed as normal RETURN 6 - like RETURN 0 (for compatibility with @SPELLSELECT) @SPELLSELECT RETURN 0 - proceed as normal RETURN 1 - abort processing (so aborting the spell) RETURN 2 - proceed as normal RETURN 6 - proceed without mana, spellbook, and reagent check as if these checks were successful @SPELLSELECT will be called after @SELECT -
(0001119)
xantier   
17-06-11 19:27   
RETURN 1 - abort processing (so aborting the spell) this doesn't abort it completely. it still triggers twice. for starting (argn3=03) and for the completion (argn3=03)..
(0001125)
MrSugarCube   
18-06-11 18:23   
I can't reproduce this on the latest automated build. Using your script I only see the message once, when trying to cast a spell with a sword equipped. You should also check ARGN3 before showing any messages, to prevent CANCAST from displaying the message: ... IF ( & 02) SRC.MESSAGE @022 Your hands must be free to cast spells. ENDIF RETURN 1 ...
(0001128)
xantier   
18-06-11 21:01   
i have to reopen this because i forgot to add an option. i have precast opened and this happens at magicf_precast. i have just tried the classic cast and it triggered once but it triggers twice on magicf_precast.
(0001129)
MrSugarCube   
18-06-11 23:12   
Nothing changes here when I switch MAGICF_PRECAST on or off. Are you using the latest automated build? Does this happen with the default script pack? Which spell(s) are you casting? Are you casting from spellbook, wand, .cast, etc?
(0001130)
xantier   
19-06-11 00:54   
(edited on: 19-06-11 01:02)
Yes i am using latest build. It happens with all spells. I tried all sources of magic. It happens at both starting and finishing casting. Because argn3 value is 3 for both and i can't decide which one means starting casting.. according to here, argn3 is same for both stages (start-end): http://wiki.sphere.torfo.org/index.php/@SpellSelect Actually when you d-click on the spell, it triggers once with argn3 = 3. and when target cursor appears, another one triggers with argn3 = 3 again. but these all happen immediately when you put a return 1 under @spellselect. all the code i have under @spellselect is : if (==03) if () || () if !((==t_wand) || (==t_wand) || (==i_spellbook)) || () src.message @022 Your hands must be free to cast spells. return 1 endif endif endif (i had tried to change the if check with argn3 and also tried to remove it but still got the same result) here is a screenshot from game : http://i52.tinypic.com/6fczg8.png
(0001133)
xantier   
19-06-11 06:59   
(edited on: 19-06-11 07:03)
oh by the way the numbers in the screenshot (3-0-3) don't include 0. it is from another trigger. i think the problem is about same argn3 values for different stages of spell casting. implementing specific argn3 value for each stage must fix that and allow us to control all of the stages i think.
(0001139)
xantier   
20-06-11 19:43   
(edited on: 20-06-11 19:48)
and there's one more problem about precast. this code is a part of runebook script from community pack : ACT = ACTPRV = ACTARG1 = 32 ACTION = 25 but it has no effect. it casts recall and target cursor appears, but it doesn't select the rune(ACT) automatically. maybe adding actarg3 option, works like act but for precast may solve this.
(0002147)
Ben   
03-05-14 20:48   
I have looked into this one, and it seems things are not what it seems. ARGN3 is really only used for 2 flags... 0x1 for testing if a spell can be casted (CANCAST, no reagent consumption) and 0x2 is used to display a fail message if it were to fail. The 0x3 that is mentioned here as a stage flag is only a combination of the 0x1 and 0x2 flags used for other purposes... so there really isn't a "stage" flag. I'll have another look into this to see if the whole behavior can be changed to make this work better.





View Issue Details
1781 [SphereServer] executable - generic major always 17-07-10 11:49 03-05-14 17:52
trinax  
ShiryuX  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
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.
heypng.png (93,979) 28-03-11 02:14
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=60&type=bug
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.
(0000653)
ShiryuX   
20-09-10 18:36   
Were you able to record the packets? Maybe you can test if it is fixed in the last nightly?
(0000899)
trinax   
09-02-11 15:22   
(edited on: 09-02-11 15:34)
r1411 Linux & Windows Still the same as I said above. The paralyze stuff is already fixed, the only problem now is the items that client think they are passable but actually they are not.(I.E. Trying to pass an invisible item that is impassable (still passable when .GM is on)) "Limiti astiniz!" means "Over Limit!". SpyUO screenshot with everything on except packet 72: http://img511.imageshack.us/img511/7713/heypng.png
(0000953)
trinax   
10-03-11 00:50   
Problem still exists as of r1420.
(0000955)
trinax   
10-03-11 12:49   
It also happens when your stam is 0.
(0000984)
trinax   
27-03-11 17:25   
(edited on: 27-03-11 17:33)
Can some1 else do this? It's very annoying for players and it appears Shiryux does not care about development of sphere. P.S. I would like to join the sphere dev team. I have a few projects in c++. I believe developing sphereserver will both make it better and help me learn about multiplayer engines/networking. Where should I contact?
(0000985)
ShiryuX   
27-03-11 19:01   
I asked for packet log. Where's the log? Saying "ShiryuX does not care about Sphere development" is pretty stupid after all I've done for Sphere, though. By the way, let me guess, it only happens with older clients :)
(0000986)
trinax   
28-03-11 00:04   
(edited on: 28-03-11 01:40)
Maybe if you read comments there is the log just up there. It took a long time to post it. I am saying you do not care about dev. because I haven't see your name in SVN changelog for a long time, if you are doing hiddenly then sorry. Yes you guessed right it happens on 2.0.3 so, I assume that is why you don't really pay attention to this, lets just not fix it and leave it assigned huh?
(0000987)
ShiryuX   
28-03-11 02:10   
I can't see images from ImageShack, is easier to work with text logs by the way. No need for explanation but I was on vacations and been working on AI. So, this is the problem: The newer clients forbid you to request the step when they know there's a blocking object, the older clients don't work like that, they just let you walk, then the server says "no, you can't walk to there" and puts you back in the last tile, so the bounce is expected.
(0000988)
trinax   
28-03-11 02:14   
(edited on: 28-03-11 02:49)
I was also unavailable thats why it took months to took the ss. Anyway I uploaded the screenshot. I hope you can prevent the walk check stuff take action if packet 21 is sent. Because it is not always about objects, every movement rejection is affected by this. (i.e. when stamina=0, or something like @enter return 1 under region, I am not sure if newer clients will also expect that and prevent movement) Besides, 2.0.3 also forbids you from movement when a blocking object is on the way. I described the problem many times above: (I.E. Trying to pass an invisible item that is impassable, or some passable items that are made impassable for just for a condition with the script(via @step or something)) This is the problem: when the character's movement is prevented in -any- way, walk checking codes should not be in action. Any movement allowing/denying should be checked -before- the walk-regen codes, doing otherwise is a bug/mistake/miscoding because it mostly kills the point/precision of the walk-regen codes by making players freeze longer. Therefore, I have to use higher values for walk-regen etc. and players start to use speed at a low rate and then walk-regen becomes an non-efficient code that does not do its job well. P.S. I don't know how can I point out the importance of this bug more.
(0001077)
Cloud_007   
17-05-11 18:06   
I might be off but as far as I know older clients (such as 2.0.3) send a packet asking if you can move or not. Therefore it's not Sphere's bug since it can not prevent the client from sending this walk checking packet. If sphere doesn't respond to the packet then I believe it would create an unwanted behavior.
(0001078)
trinax   
17-05-11 18:34   
(edited on: 17-05-11 18:34)
I am not saying sphere shouldn't respond to the packet. It should not consider it as a "valid walk" and change the value of the buffer (or whatever it is doing to control extra movement that is done via speeding). So that players won't stuck for a while after trying to move into an invalid location (client sends "movement request" packets too fast and therefore sphere thinks client is moving too fast, but actually it is not moving)
(0001079)
Cloud_007   
17-05-11 19:11   
Ohhh, I thought you were talking about the walk-check packets. I'm sorry, I guess I should have read more carefully.
(0002145)
Ben   
03-05-14 17:52   
Rejected moves should now not count for walkbuffer





View Issue Details
2190 [SphereServer] new feature request feature N/A 13-08-13 17:30 30-04-14 11:45
XuN  
XuN  
normal  
resolved 16-06-2013, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1599
Attacker. functionality
It would be nice if we have more control about attacker system, like making actual methods also writable instead of read only and adding a way to add/remove chars by script, if I want to remove just one player from the attacker list I just can't do it like either add them.
Notes
(0002045)
Avatar   
14-04-14 11:34   
(edited on: 14-04-14 12:48)
Why dont you prevent attacking one from attacker list ? For instance , for n 0 -1 > then list all attackers if you want with serv.list.attackers.add .uid> then it becomes writable :) So how can you prevent , put return 1 under on=@gethit to corresponding attacker. or referance the attacker then stop his action.
(0002049)
XuN   
14-04-14 17:25   
Huh, old one request :P. I took a look some time ago and was unable to do it, will have another look asap. However, if you want to know ... the issue is not how to solve this ... I made exactly another system for attackers... but the default one should be flexible enough to do that simple things so no one needs to have 2 systems working (default and custom one).
(0002052)
Avatar   
15-04-14 08:07   
You are right. If it is okay with default one, no need to function it customly. It wont be efficient. So lets assign this to you then :D
(0002134)
XuN   
30-04-14 11:45   
Added it: -Added attacker.add uid / attacker.delete uid. Self explanatory -Changed: attacker.elapsed/dam are now writable





View Issue Details
2054 [SphereServer] executable - windows build trivial always 20-11-11 17:58 26-04-14 17:21
Terrikate  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
The new doors don't open
i_door_shadow i_door_shadow_2 i_sa_door_ws1 i_sa_door_ws2 ...
Notes
(0001301)
ShiryuX   
22-03-12 05:06   
Isn't this a script problem? Try adding CAN_I_DOOR to the CAN flags.
(0001303)
Terrikate   
22-03-12 13:00   
By default in the SCP is configured so, with the flag CAN_I_DOOR It may be a compatibility issue with the arrival tiledata SA or that the client i'm using 7.0.8.2 isn't compatible.
(0002113)
Ben   
26-04-14 17:21   
New scripting options will make it possible to have any item as a door. See revision file.





View Issue Details
2318 [SphereServer] executable - windows build minor sometimes 24-04-14 18:22 26-04-14 08:43
Kirofus Win32  
XuN Windows Server  
normal 2012  
resolved  
fixed  
none    
none 16-06-2013, 0.56b Prerelease  
   
Automated (specify build number)
DiagonalWalkCheck, Unicode, New_Triggers, NewPositionChecks, WalkCheck, Size_Optimise
None
1888
Exception on anim on trigger e_undead
On trigger @EnvironChange at events e_undead, I have sometime exception from the console on a specific line that do the anim 014 (line #63, see anim 014 line on the following script).
[EVENTS e_Undead] ON=@EnvironChange if (<var0.InSeasonChange>) // Prevent infinite loop during season change. return 0 endif // Enter "//" before Return 0, if you want to make script working // i like the dark if (<sector.isdark>) || (<flags>& (statf_nightsight|statf_indoors)) if (!<tag0.lightstr>) return 0 endif anim 011 bark 4 str=<tag.lightstr> // restore me. hits=<str> tag.lightstr= karma=<tag0.lightkarma> tag.lightkarma=//just dispose of this. fame=<tag0.lightfame> tag.lightfame= flags ^= statf_conjured // no loot if killed. return 0 // Line 60 endif // i can't live in light areas. weaken me ? or destroy me ? anim 014 // LINE 63 bark 4 if ( <flags>&statf_conjured ) remove return 1 endif flags |= statf_conjured // no loot if killed. hits=0 // Kill return 0
08:34:DEBUG:__ thread (4964) __ | # | _____ function _____________ | ticks passed from previous function start ______ 08:34:DEBUG:>> 4964 | 0 | CWorld::OnTick | +0 08:34:DEBUG:>> 4964 | 1 | CSector::OnTick | +0 08:34:DEBUG:>> 4964 | 2 | CItem::OnTick | +15 08:34:DEBUG:>> 4964 | 3 | CItem::Spawn_OnTick | +0 08:34:DEBUG:>> 4964 | 4 | CItem::Spawn_GenerateChar | +0 08:34:DEBUG:>> 4964 | 5 | CChar::MoveToChar | +0 08:34:DEBUG:>> 4964 | 6 | CChar::OnTrigger | +0 08:34:DEBUG:>> 4964 | 7 | CScriptObj::OnTriggerScript | +0 08:34:DEBUG:>> 4964 | 8 | CScriptObj::OnTriggerRunVal | +0 08:34:DEBUG:>> 4964 | 9 | CScriptObj::OnTriggerRun | +0 08:34:DEBUG:>> 4964 | 10 | CChar::r_Verb | +0 <-- exception catch point (below is guessed and could be incorrect!) 08:34:DEBUG:>> 4964 | 11 | CChar::UpdateAnimate | +0 08:34:CRITICAL:(AI_NPC.scp,63)"Access Violation" (0x183f2), in CChar::Verb() 08:34:DEBUG:command 'anim' args '014' [107557EC]
Notes
(0002104)
XuN   
25-04-14 20:19   
Was this solved when updated the version?
(0002107)
Kirofus   
26-04-14 02:50   
(edited on: 26-04-14 02:51)
I don't know, I have networking issues for all players on the build 1893, so I will keep build 1888 with NPC summoning issues because this is most important to be able to log in-game instead of summoning NPC.





View Issue Details
2321 [SphereServer] executable - windows build minor always 25-04-14 02:55 26-04-14 08:42
Kirofus Win32  
XuN Windows Server  
normal 2012  
resolved  
fixed  
none    
none 16-06-2013, 0.56b Prerelease  
   
Automated (specify build number)
DiagonalWalkCheck, Unicode, New_Triggers, NewPositionChecks, WalkCheck, UseNetworkMulti, NetworkOutThread
None
1888
Problem on NPC AI
20:51:DEBUG:__ thread (5976) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:51:DEBUG:>> 5976 | 0 | CWorld::OnTick | +0 20:51:DEBUG:>> 5976 | 1 | CSector::OnTick | +0 20:51:DEBUG:>> 5976 | 2 | CChar::OnTick | +0 20:51:DEBUG:>> 5976 | 3 | CChar::NPC_OnTickAction | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:51:>> 5976 | 4 | CChar::NPC_Act_Idle | +0 20:51:DEBUG:>> 5976 | 5 | CChar::Action_StartSpecial | +0 20:51:DEBUG:>> 5976 | 6 | CChar::UpdateAnimate | +0 20:51:CRITICAL:"Access Violation" (0x183f2), in CChar::NPC_TickAction() 0000001 "idle" 20:51:DEBUG:'Araignee Geante' [0f90c]
I have a second server in 0.56b with almost the same scripts and I don't have this problem. This is definitively a problem from 0.56c version. But I can't help with this stacktrace.
There are no notes attached to this issue.





View Issue Details
2319 [SphereServer] executable - windows build crash always 24-04-14 19:11 25-04-14 19:53
Kirofus WIN32  
XuN Windows Server  
normal 2012  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
DiagonalWalkCheck, Unicode, New_Triggers, NewPositionChecks, WalkCheck, Size_Optimise, UseNetworkMulti, NetworkOutThread
None
1888
Infinite loop when summoning a monster
A GM try to add a NPC (Kraken) in-game using the command .add c_kraken, but when the kraken are summoned, a ton of others kraken appears without asking and we have no clue what is happening. A ton of exception appear in the console and we need to logout and restart the server or wait until the sector come in sleep mode (When I am at this sector, one core of my server is at maximum). But the script is REALLY simple. I've attached a zip file with 4 files... Kraken_picture.jpg : What happening in-game after creating the NPC (Seem like a crab leg buffet ?). kraken_worldfile.txt : The log in the console when the error occur. Kraken_scripts.txt : The script of the Kraken NPC. kraken_worldfile.txt : The kraken(s) in the worldsave. Strangely, they have the same action : 067 and the same type of memory.
kraken.zip (246,859) 24-04-14 19:11
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=99&type=bug
Notes
(0002095)
XuN   
25-04-14 09:31   
Not happening here with default script pack.
(0002098)
Kirofus   
25-04-14 14:42   
I've started this morning to remove all options flags one by one to find the problem. Strangely, after removing all LOS, Events, Threading, OptionsFlags, SpecificFlags, Speechs... I still have this problem. BUT I've tested with the build #1840 instead of #1888 and I don't have this bug with the old build.
(0002101)
XuN   
25-04-14 16:14   
Maybe an script problem? it is not happening to me with latest build.
(0002102)
Kirofus   
25-04-14 18:07   
(edited on: 25-04-14 18:08)
I have very complex scripts, but I've removed all events associated near/far on all monsters with my tests (From sphere.ini and on the NPC). Including logs on commands and everything. This is why I have no others clues and the problem not occurring with an old version of Sphere give me headache. Also, the problem are not occurring when I do a spawn of this NPC, only on "Summoning (.add)". If you send me an e-mail to fg620362@hotmail.com, I will send you a link with all files to reproduce the problem by yourself including the map, you will be able to test the stairs by the same occasion :-).
(0002103)
Kirofus   
25-04-14 18:32   
Forget it, the problem seem to be fixed between build #1888 (April 24) and 1893 (April 25). I don't know why, but the problem has been fixed yesterday. I'm doing back and forth between both SphereSrv.exe. I can reproduce the problem at 100% on the build #1888 and never on the build #1893. You can close the case if you want.





View Issue Details
2320 [SphereServer] executable - windows build crash always 25-04-14 02:49 25-04-14 15:43
Kirofus Win32  
XuN Windows Server  
normal 2010  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
DiagonalWalkCheck, Unicode, New_Triggers, NewPositionChecks, WalkCheck, UseNetworkMulti, NetworkOutThread
None
1888
MAJOR CRASH
Problem signature: Problem Event Name: APPCRASH Application Name: SphereSvr_before_newmoverate.exe Application Version: 0.56.3.0 Application Timestamp: 5339e72a Fault Module Name: StackHash_3a46 Fault Module Version: 6.2.9200.16578 Fault Module Timestamp: 515fac6e Exception Code: c0000374 Exception Offset: PCH_EC_FROM_ntdll+0x0002DC34 OS Version: 6.2.9200.2.0.0.400.8 Locale ID: 4105 Additional Information 1: 3a46 Additional Information 2: 3a468f5f1c80610b1a4ed2c3fb23c264 Additional Information 3: a613 Additional Information 4: a61321c1a0d3d555b939fe8fc03a509c Read our privacy statement online: http://go.microsoft.com/fwlink/?linkid=190175 [^] If the online privacy statement is not available, please read our privacy statement offline: C:\Windows\system32\en-US\erofflps.txt
I still have random crash !!! After players talks ! It happen something like 2-3 times in a row in the same hour. I don't know what to do! Please help me. I can give you access to my server if you want.
Untitled.png (79,553) 25-04-14 02:58
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=100&type=bug
Notes
(0002094)
Kirofus   
25-04-14 02:59   
Another crash, I've included a screenshot.
(0002099)
Kirofus   
25-04-14 14:46   
Since I've changed the NetworkThreads from '4' to '0' and UseAsyncNetwork from '2' to '0'. The server seem stable now.
(0002100)
XuN   
25-04-14 15:43   
I thought it was related to UpdateAnimate too, Network settings are unstable ... reopen this ticket if this still happens without these settings.





View Issue Details
1739 [SphereServer] executable - generic minor always 28-04-10 22:28 24-04-14 02:59
Mirravin  
Ben  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c Nightly  
   
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 )
(0002091)
Ben   
24-04-14 02:59   
This is finally fixed!!!!





View Issue Details
2317 [SphereServer] executable - windows build block always 24-04-14 00:33 24-04-14 00:46
Xfolder  
XuN  
normal  
resolved  
fixed  
none    
none 16-06-2013, 0.56b Prerelease  
   
Automated (specify build number)
AllowTelnetPacketFilter, Script_Profiler
FileCommands, NoHouseMuteSpeech, NoPrefix
1888
Multiple spawn on npc char creating
Try to type .add c_man or other char
error.jpg (761,294) 24-04-14 00:33
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=97&type=bug
error2.jpg (710,879) 24-04-14 00:34
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=98&type=bug
Notes
(0002089)
XuN   
24-04-14 00:46   
My fault, breaked the build with the animations... use this build until tomorrow: https://www.dropbox.com/s/k1aqepw37wytzn9/SphereSvr.exe





View Issue Details
2303 [SphereServer] executable - windows build major always 05-04-14 23:56 23-04-14 15:12
Kirofus WIN32  
XuN Windows  
normal 7  
resolved 16-06-2013, 0.56b Prerelease  
fixed  
none    
none 16-06-2013, 0.56b Prerelease  
   
Automated (specify build number)
Unicode, Size_Optimise, Minimize_Triggers
None
1840
thread 'Main' to terminate...
Since I've upgraded from the build #1823 to 0001840, I have problems with the main thread. After few minutes of server up, I receive the following message... Auto-complete dictionary loaded (contains 143 words). Option flags: NoItemNaming + NoHouseMuteSpeech Experimental flags: DiagonalWalkCheck + FixKillTrigger + ItemStacking + ItemStackDrop + NewPositionChecks + SizeOptimize Admin=fg620362@hotmail.com, URL=www.profania.net, Lang=French, TZ=5 Startup complete. items=157519, chars=9440 Press '?' for console commands Sphere, Name=Profania 2.5.0, Age=2391, Clients=0, Items=157519, Chars=9440, Mem=187792K Admin=fg620362@hotmail.com, URL=www.profania.net, Lang=French, TZ=5 15:30:WARNING:(AI_NPC.scp,60)Forcing thread 'Main' to terminate... 15:30:CRITICAL:(AI_NPC.scp,51)'Main' thread hang, restarting... 15:37:WARNING:(AI_Events.scp,177)Forcing thread 'Main' to terminate... 15:44:WARNING:(AI_Events.scp,72)Forcing thread 'Main' to terminate...
See the following script, Its the third return 0.
[EVENTS e_Undead] ON=@EnvironChange if (<var0.InSeasonChange>) // Prevent infinite loop during season change. return 0 endif // Enter "//" before Return 0, if you want to make script working // i like the dark if (<sector.isdark>) || (<flags>& (statf_nightsight|statf_indoors)) if (!<tag0.lightstr>) return 0 endif anim 011 bark 4 str=<tag.lightstr> // restore me. hits=<str> tag.lightstr= karma=<tag0.lightkarma> tag.lightkarma=//just dispose of this. fame=<tag0.lightfame> tag.lightfame= flags ^= statf_conjured // no loot if killed. return 0 // Line 60 endif // i can't live in light areas. weaken me ? or destroy me ? anim 014 bark 4 if ( <flags>&statf_conjured ) remove return 1 endif flags |= statf_conjured // no loot if killed. hits=0 // Kill return 0
Notes
(0002028)
Coruja   
07-04-14 20:12   
It's a infinite loop created by the script, not really a internal server problem Main loop is a function that never ends, like this [FUNCTION lol] SRC.SAY test SRC.lol //<- this will create a infinite loop you must check if your script doesnt have something calling a infinite loop
(0002031)
Kirofus   
09-04-14 00:11   
No, this is something about season or light change. I have a custom Season/Light system but some NPCs doesn't like that.
(0002084)
XuN   
23-04-14 15:12   
Script Issue: something must be causing that since there's no problem with this script and anyone more have problems with it. Check that there's nothing making this trigger to call over and over, otherwise post here again.





View Issue Details
2314 [SphereServer] script pack minor always 22-04-14 03:17 23-04-14 15:09
mpgram VMware 4 Core, 8GB RAM  
XuN Windows  
normal 2008 64  
resolved 16-06-2013, 0.56b Prerelease  
fixed  
none    
none 16-06-2013, 0.56b Prerelease  
   
Automated (specify build number)
None
None
New CanUse in scripts
The new "CanUse" in scripts only takes that last value passed to it. Example: CanUse=can_u_human|can_u_elf|can_u_gargoyle Only Gargoyle can use it. CanUse=can_u_elf|can_u_gargoyle|can_u_human Only Human can use it. Build from 4/20/2014
Notes
(0002071)
mpgram   
22-04-14 03:20   
Sorry, I should have mentioned: This happens on any equip-able item.
(0002072)
XuN   
22-04-14 09:37   
It works fine for me: [ITEMDEF 0283] DEFNAME=i_gargish_stone_arms_female .. canuse=can_u_gargoyle|can_u_female Both .show serv.itemdef.i_gargish_stone_arms_female.canuse and .xshow canuse on the item retrieves 012
(0002074)
mpgram   
22-04-14 16:32   
(edited on: 22-04-14 16:33)
This appears to be race related, not race/sex related. To make sure, I deleted all the scripts and the spheresvr.exe and downloaded fresh. The world file is blank and this was a new character. ------------------------------------ [ITEMDEF 0df0] DEFNAME=i_staff_black ... CanUse=can_u_human|can_u_elf As a human character, when trying to equip I get the message, Only elves may use this. .xshow canuse on the item shows: 0c --------------------------------------------------- [ITEMDEF 0df0] DEFNAME=i_staff_black ... CanUse=can_u_elf .xshow canuse on the item shows: 08 -------------------------------------------------- [ITEMDEF 0df0] DEFNAME=i_staff_black ... CanUse=can_u_human .xshow canuse on the item shows: 04 Human can also equip with no issue.
(0002075)
Ben   
22-04-14 17:25   
ok the error here is with t_equipitem in sphere_item_typedef_equipitem.scp. Someone will have a look at it soon.
(0002083)
XuN   
23-04-14 15:09   
Fixed CanUse in the script, you can download it tonight.





View Issue Details
2315 [SphereServer] script pack minor always 23-04-14 01:55 23-04-14 15:08
mpgram  
XuN  
normal  
resolved  
fixed  
none    
none 16-06-2013, 0.56b Prerelease  
   
Automated (specify build number)
None
None
1886
sphere_map5.scp has errors on load
ERROR:(sphere_map5.scp,39)Undefined symbol 'region_flag_nobuild' ERROR:(sphere_map5.scp,47)Undefined symbol 'region_flag_nobuild' ERROR:(sphere_map5.scp,59)Undefined symbol 'region_flag_nobuild' ERROR:(sphere_map5.scp,67)Undefined symbol 'region_flag_nobuild' ERROR:(sphere_map5.scp,75)Undefined symbol 'region_flag_nobuild' ERROR:(sphere_map5.scp,84)Undefined symbol 'region_flag_nobuild' ERROR:(sphere_map5.scp,91)Undefined symbol 'region_flag_nobuild' Those 7 flags need to be changed to 'region_flag_nobuilding'
Notes
(0002082)
XuN   
23-04-14 15:08   
I had no errors, there are no region_flags in this file... re-download it.





View Issue Details
2316 [SphereServer] new feature request feature N/A 23-04-14 11:48 23-04-14 12:37
Xfolder  
XuN  
normal  
resolved  
fixed  
none    
none 16-06-2013, 0.56b Prerelease  
   
Automated (specify build number)
AllowTelnetPacketFilter, Script_Profiler
Command_Sysmsgs, FileCommands, NoHouseMuteSpeech, NoPrefix
1883
Flag for activate/deactivate the new weapon swing system
I switched to the latest version of Sphere and I noticed that the system weight / speed of the weapons and their animations changed .. In previous versions of Sphere, the animation accompanying the motion for the duration of the swing. Now, however, after completing the swing the character stays still for a few tenths of a second before loading a new shot. I'd like to be able to choose which system to use with a flag in sphere.ini I am forced to use build 0001657 because my players do not like the new system.. Thanks
Notes
(0002081)
XuN   
23-04-14 12:37   
Fixed it, there's no need of ini option since the problem seems to be that New Mobile Animation packet isn't reading 'Delay' for humans and elfs (Only gargoyles) so only Gargoyles are using this packet now when attacking.





View Issue Details
1500 [SphereServer] executable - generic feature always 22-08-08 03:35 23-04-14 02:18
Ankron  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
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.
(0002080)
Ben   
23-04-14 02:18   
This is how is will work now in a simple function called TEST... -.TEST "a", b, "c,d" Output: ARGS = a ARGV[0] = a ARGV[1] = b ARGV[2] = c,d -.TEST "a"e, b, "c,d" Output: ARGS = a ARGV[0] = a ARGV[1] = b ARGV[2] = c,d -.TEST e"a", b, "c,d"f Output: ARGS = e"a", b, "c,d"f ARGV[0] = e"a" ARGV[1] = b ARGV[2] = c,d -.TEST f"a"g"h,i",b,e"c,d" Output: ARGS = f"a"g"h,i",b,e"c,d" ARGV[0] = f"a"g"h,i" ARGV[1] = b ARGV[2] = e"c,d" *All ARGV will now show even if quotes are found in first argument. *if quotes are found as the first character of an argument, what is found in the quote is the argument *if a quote is found but not at the beginning, or no quote is found, whole string is used as argument.





View Issue Details
1680 [SphereServer] new feature request feature N/A 03-12-09 22:49 22-04-14 18:33
ShiryuX  
Ben  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c Nightly  
   
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.
Notes
(0002079)
Ben   
22-04-14 18:33   
NAMELOC was added a while back...





View Issue Details
2313 [SphereServer] executable - windows build minor always 21-04-14 07:35 22-04-14 09:43
Coruja  
XuN  
normal  
resolved  
fixed  
none    
none 16-06-2013, 0.56b Prerelease  
   
Automated (specify build number)
None
None
f_onchar_delete not called on char delete
I dont know if this is really a bug, but f_onchar_delete is called only when a client manually delete the char using the button 'delete char' on client login screen. If the char got deleted in any other way (account delete, remove 1 on char, etc), f_onchar_delete wont be called If f_onchar_delete is intended to behave like this, it would be great call it when the char got removed in any other way
Notes
(0002068)
Feeh   
21-04-14 15:53   
// The f_onchar_delete function is called before client is deletes a character. This let me think it is intended to call only when the player delete the character. You do have the @Destroy for characters/items; having the server calling the f_onchar_delete would be redundant
(0002073)
XuN   
22-04-14 09:43   
Sphere already use @Destroy when removing characters, this function is only used when the player is self-removing its character from the Char Selection Menu. I'll update it's description.





View Issue Details
2311 [SphereServer] executable - windows build minor have not tried 20-04-14 22:04 22-04-14 02:01
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
TYPEDEF t_light_lit not decaying
when an item with ATTR=attr_decay reach TIMER=0, the normal behavior is decay this item but there's a problem on items with TYPEDEF t_light_lit because they wont decay. Instead decay, it will decrease "-1 light charge", will change ATTR=attr_decay (02) to attr_move_never (010) and goes back to TIMER=600 when the light lit charge goes to 0 the item will decay. But now there's another problem: the item ATTR is 010 (attr_move_never) but it will decay even without attr_decay set
Notes
(0002065)
Ben   
21-04-14 02:52   
So with all this... what do you suggest the behavior be?
(0002066)
Coruja   
21-04-14 06:25   
[TYPEDEF t_light_lit] ON=@Timer IF ( & attr_decay) REMOVE ELSE proceed with light charges (without change attr and without remove the item when light charges = 0) ENDIF
(0002069)
Feeh   
21-04-14 17:14   
What Coruja said makes sense. The flag is there to make things decay; that whats the name suggests
(0002070)
Ben   
22-04-14 02:01   
Ok, changed things around a little for t_light_lit and it seems to work properly now. Charges will decrease on timer like it used too. When charges reach 0, few things can happen (these were already available options, except for attr_decay not working right) 1 - if (ATTR_DECAY) || (TDATA4 == 0)...burn out (torches do this) 2 - if (TDATA4 == ID same as defname)...It turns into infinite charges 3 - If (TDATA4 == some other ID)...turn into that ID (lanterns do this)





View Issue Details
2312 [SphereServer] executable - windows build minor always 21-04-14 06:53 21-04-14 15:14
Coruja  
XuN  
normal  
resolved  
fixed  
none    
none 16-06-2013, 0.56b Prerelease  
   
Automated (specify build number)
None
None
1881
CAN does not work on chars anymore
On latest april 21 nightly, <CAN> can't be used on chars anymore -if used ingame (.xshow CAN): sysmessage "invalid operation" -if used on script: console error "Can't resolve <CAN>"
This only occours when using CAN on chars. On items it works fine without any error
Notes
(0002067)
XuN   
21-04-14 15:14   
Fixed on tonight's build.





View Issue Details
2014 [SphereServer] executable - generic minor always 02-08-11 11:00 21-04-14 02:50
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1488
memory_aggreived doesnt getting created
When you attack someone using physical combat, memory_aggreived will be created on the aggreived target But if you attack using spells (magery), no memory_aggreived will be created on target the memory must be created on attack start (init of spell cast), if you just try to attack someone the memory will be created
start an physical attack on someone 'xshow memoryfindtype.memory_aggreived' on target and it will return the memory clear all memories and try again, now using magic arrow to attack someone 'xshow memoryfindtype.memory_aggreived' on target and it return 0
Notes
(0002064)
Ben   
21-04-14 02:50   
I have this one fixed, will be available soon in nightly





View Issue Details
1565 [SphereServer] executable - generic minor always 07-01-09 23:07 19-04-14 22:27
dask  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
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
Notes
(0002062)
Ben   
19-04-14 22:27   
Fixed by removing he override tag and making RANGE writable see revision file for details.





View Issue Details
2294 [SphereServer] executable - windows build minor always 25-03-14 05:17 19-04-14 20:52
Coruja  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
DYE property not working properly
[ITEMDEF 9860] DEFNAME=i_death_shroud DYE=1 [ITEMDEF i_robe_lol] DISPID=i_death_shroud DYE=0 After these items got created ingame, both return 1 if I try to read the DYE property (.xshow DYE, or <DYE> on scripts) I think it occours because sphere tries to read the DYE property on the item DISPID instead BASEID So 'i_death_shroud' will search the DYE property on 'i_death_shroud' and will return DYE=1 (no problem here), but on 'i_robe_lol' it will search the property on 'i_death_shroud' instead 'i_robe_lol' and will return 1 too, even if i_robe_lol has DYE=0 set
Using 24 march nightly
Notes
(0002042)
Avatar   
14-04-14 03:19   
(edited on: 14-04-14 03:33)
I do not get what you are trying to but why dont you use "COLOR" insted or if you want to do other things you can assign TAG.* to itemdef like TAG.DYE 0 or 1 [ITEMDEF 9860] DEFNAME=i_death_shroud TAG.DYE 1 ( if this is what you are looking for. ) then you can check it on triggers like under on=@dclick trigger on=@dclick if // for 1 else // for 0 endif I'll look at what is wrong with this. I just checked and you are right, DYE states 01 for any items but if you want to see what colors items have then you can use .xshow color and state under on=@create like on=@create color 1 / color 0 / color xx
(0002061)
XuN   
19-04-14 20:52   
Solved.





View Issue Details
2309 [SphereServer] executable - windows build major always 17-04-14 00:21 19-04-14 20:01
-penta-  
XuN  
normal  
resolved  
fixed  
none    
none  
   
Automated (specify build number)
DiagonalWalkCheck, NewPositionChecks, AllowTelnetPacketFilter, DamageTools
Command_Sysmsgs, FileCommands, NoHouseMuteSpeech, Buffs, NoPrefix
1864
TwoHand Weapons Animation Issue
Any kind of twohand melee weapon (swords, mace...)shows the ONE-hand animation instead of the TWO-hand animation. This happens only if you attack riding a mount.
1) equip any kind of twohand melee weapon 2) ride a mount 3) attack
* Sphere 0.56c compiled at Apr 16 2014 (00:07:04), internal build 0001864. * Client version 7.0.20.0
Notes
(0002054)
XuN   
18-04-14 10:55   
It seems that packet 0xE2 (New Mobile Animation) has changed, need time to sniff it and decypher how does it work now :)
(0002055)
darksun84   
18-04-14 19:05   
Maybe i am wrong but by looking at the animation frames with UoFiddler, the two-handed animation attack performed while mounted uses just one hand.
(0002056)
-penta-   
18-04-14 21:18   
(edited on: 18-04-14 21:19)
Yes, it uses just one hand, but right now the character attacks using the free hand, not the weapon.
(0002059)
XuN   
19-04-14 20:01   
Fixed





View Issue Details
2310 [SphereServer] executable - windows build major always 19-04-14 04:19 19-04-14 11:21
MirroR Win 32  
XuN Windows  
normal  
resolved 16-06-2013, 0.56b Prerelease  
fixed  
none    
none  
   
Automated (specify build number)
None
None
Gargoyle Animation Problem
link will suffice http://www.dailymotion.com/video/x1pj75g_gargoyle-animation-error_creation [^]
Notes
(0002057)
Ben   
19-04-14 04:51   
(edited on: 19-04-14 04:52)
if you are using the pre-release, you should think about upgrading. As far as I know, Gargoyle anims have been fixed already. Note* The video is not enough... a description would be nice instead of guessing at the problem.
(0002058)
XuN   
19-04-14 11:21   
Found the problem, Throwing weapons wasn't updated and they still have t_weapon_bow in their script. I updated sphere_items_provisions_weapons.scp, update yours changing the types of i_boomerang, i_cyclone and i_soul_glaive to t_weapon_throwing.





View Issue Details
2268 [SphereServer] executable - windows build minor always 26-01-14 00:43 14-04-14 03:16
Coruja  
Avatar  
normal  
resolved  
fixed  
none    
none  
   
Automated (specify build number)
None
None
SPELLFLAG_HARM on summon spells doesn't make the caster criminal
As the title says, casting summon spells with SPELLFLAG_HARM under guards protection wont make the caster criminal. Eg: I have SPELLFLAG_HARM set on both 'wall of stone' and 'energy vortex' spells. Under the guards protection, if I cast a wall of stone I will become criminal, but casting a energy vortex doesn't flag me criminal
Using 20 jan 2014 build
Notes
(0001933)
Coruja   
26-01-14 00:45   
I'm using these flags: [Spell 24] DEFNAME=s_wall_of_stone ... FLAGS=SPELLFLAG_TARG_XYZ|SPELLFLAG_FIELD|SPELLFLAG_HARM|SPELLFLAG_NOUNPARALYZE|SPELLFLAG_PLAYERONLY [Spell 58] DEFNAME=s_energy_vortex ... FLAGS=SPELLFLAG_TARG_XYZ|SPELLFLAG_HARM|SPELLFLAG_SUMMON|SPELLFLAG_PLAYERONLY
(0002040)
Avatar   
14-04-14 03:10   
I dont think there is problem but if you are insisting on it, you can achieve criminal issue by scripting if you want. I just checked and there is no problem. on=@gethit trigger you can manipulate this directly without any restrictions like the following ; on=@gethit if (&00004) ==> just check the spell with serv.log and see what is the definitions of spell then adjust 00004 instead. After that put src.criminal so and so forth.
(0002041)
Avatar   
14-04-14 03:16   
Also, be sure that you are using last spells definitions and corrected scripts as released in nightly release





View Issue Details
2306 [SphereServer] executable - windows build minor always 07-04-14 20:29 13-04-14 20:20
Coruja  
Feeh  
normal  
resolved  
fixed  
none    
none  
   
Automated (specify build number)
None
None
Timing problem on f_onserver_save
The function f_onserver_save (sphere_serv_triggers.scp) has a timing problem. Instead run -before- the worldsave starts, it always runs about 4 seconds -after- the worldsave start. [FUNCTION f_onserver_save] SERV.B Worldsave start [FUNCTION f_onserver_save_finished] SERV.B Worldsave complete (<ARGS> seconds). This code above apparently does not have nothing wrong, it's a simple and lightweight function. But the message "Worldsave start" will show only after I already got freeze about 0001447:0000004 seconds Maybe a way to fix this problem is create a 1sec delay between f_onserver_save and the worldsave (this 1sec delay is enough to make sure the function will run fine)
Notes
(0002029)
darksun84   
07-04-14 22:16   
(edited on: 07-04-14 22:19)
mine works fine : 22:14:(sphere_serv_triggers.scp,102)Worldsave start GC: 107 Objects accounted for 22:14:World data saved (save/sphereworld.scp). 22:14:Player data saved (save/spherechars.scp). 22:14:Multi data saved (save/spheremultis.scp). 22:14:Context data saved (save/spheredata.scp). 22:14:World save completed, took 0.2229 seconds 22:14:(sphere_serv_triggers.scp,119)Worldsave complete (0.2229 seconds). 22:14:(sphere_serv_triggers.scp,107)Worldsave ok but i have super small save files! using last nigthtly(7 april)
(0002030)
Coruja   
07-04-14 23:50   
maybe you cant notice with small save files, but here I have huge save files (spherechars 110mb / sphereworld 40mb), with save time ~17sec and 110~140 clients online that's what occours at every worldsave: 1) the worldsave start and the server got frozen without any ingame message 2) after 4 seconds the message "Worldsave start" appears to all clients 3) at worldsave finish everything is fine, the message "worldsave complete" shows instantly it's not a big problem, but it's annoying :P





View Issue Details
2293 [SphereServer] executable - generic minor always 24-03-14 19:19 13-04-14 20:17
MirroR  
Feeh  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Not Available
None
None
Npc Train
20:11:ERROR:CreateBase invalid item 0e75 20:11:DEBUG:__ thread (9312) __ | # | _____ function _____________ | ticks passed from previous function start ______ 20:11:DEBUG:>> 9312 | 0 | NetworkManager::processAllInput | +0 20:11:DEBUG:>> 9312 | 1 | NetworkInput::processInput | +15 20:11:DEBUG:>> 9312 | 2 | NetworkInput::processData | +0 20:11:DEBUG:>> 9312 | 3 | NetworkInput::processData | +0 20:11:DEBUG:>> 9312 | 4 | NetworkInput::processGameClientData | +0 <-- exception catch point (below is guessed and could be incorrect!) 20:11:DEBUG:>> 9312 | 5 | PacketItemDropReq::onReceive | +0 20:11:DEBUG:>> 9312 | 6 | CClient::Event_Item_Drop | +0 20:11:DEBUG:>> 9312 | 7 | CClient::Cmd_SecureTrade | +0 20:11:DEBUG:>> 9312 | 8 | CChar::NPC_OnItemGive | +0 20:11:DEBUG:>> 9312 | 9 | CVarDefMap::Empty | +0 20:11:CRITICAL:"Access Violation" (0x4ee5e), in SUB: NetworkInput::Message::ProcessMessage() 20:11:DEBUG:1:Parsing Packet len=15 id=0x08 [2014/03/24 20:11:08] 0 1 2 3 4 5 6 7 8 9 A B C D E F -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- 0000 08 40 00 1f d5 ff ff ff ff 00 ff 00 00 1f 39 .@............9
Notes
(0002007)
MirroR   
24-03-14 19:22   
(edited on: 24-03-14 19:49)
I am getting this error while leaving gold https://www.youtube.com/watch?v=wZryWl0tv5U&feature=youtu.be
(0002036)
Feeh   
13-04-14 20:17   
There was a mismatch on reading packets. Sphere was reading the grid BYTE for packet 0x08 starting from 6.0.1.8, the correct is 6.0.1.7





View Issue Details
2301 [SphereServer] script pack minor always 29-03-14 18:56 29-03-14 20:17
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Small problems on sphere_mapX.scp
map2 (a_mistas): FLAGS=region_flag_guarded should be FLAGS=region_flag_guarded|region_flag_nobuilding map3 (a_luna): FLAGS=region_flag_nobuilding|region_flag_safe|region_antimagic_all should be FLAGS=region_flag_nobuilding|region_flag_guarded map3 (a_umbra): FLAGS=region_flag_nobuilding|region_flag_safe|region_antimagic_all should be FLAGS=region_flag_nobuilding map3 (a_orc_fortress): FLAGS=region_flag_underground|region_flag_nobuilding should be FLAGS=region_flag_nobuilding map5: Typo: Tel Mur -> Ter Mur
Notes
(0002026)
Ben   
29-03-14 20:17   
done





View Issue Details
2292 [SphereServer] script pack minor always 19-03-14 22:25 29-03-14 20:16
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Hythloth entrance teleport inacessible when MountHeight=1
sphere_map_points0.scp: 4721,[3813],0,0=5904,16,61,0=tp_hythloth_out_x_ent 4722,[3813],0,0=5905,16,61,0=tp_hythloth_out_x_ent 4723,[3813],0,0=5906,16,61,0=tp_hythloth_out_x_ent 3813 must be updated to 3814, because 3813 is inacessible when using SERV.MountHeight=1, its a black tile inside the mountain where the char can't step because of his height Moving the teleport to 3814 will fix it
Notes
(0002022)
Ben   
29-03-14 16:23   
Will be changed for sphere_map_points0.scp and sphere_map_points1.scp
(0002023)
Coruja   
29-03-14 17:20   
I forgot another one :P 5904,16,61,0=4721,[3815],-1,0=tp_hythloth_ent_out_x 5905,16,61,0=4722,[3815],-1,0=tp_hythloth_ent_out_x 5906,16,61,0=4723,[3815],-1,0=tp_hythloth_ent_out_x 3815 must be changed to 3814 on both map0 / map1 without this there's no way to exit the dungeon, because after exit the char will be teleported to the dungeon again on next step taken
(0002024)
Coruja   
29-03-14 17:51   
and the last one I found (not related to hythloth) this: 6137,1409,2,0=6140,1432,4,0=tp_SewerPassage_Sewer 6138,1409,2,0=6140,1432,4,0=tp_SewerPassage_Sewer 6125,1411,15,0=6075,3332,2,0=tp_SewerPassage_Swamp 6126,1411,15,0=6075,3332,2,0=tp_SewerPassage_Swamp 6127,1411,15,0=6075,3332,2,0=tp_SewerPassage_Swamp 6140,1431,4,0=6137,1408,3,0=tp_BritSewer_SewerPassage should be (on both map0 / map1): 6137,1409,2,0=6140,1432,4,0=tp_SewerPassage_BritSewer 6138,1409,2,0=6141,1432,4,0=tp_SewerPassage_BritSewer 6140,1431,4,0=6137,1408,3,0=tp_BritSewer_SewerPassage 6141,1431,4,0=6138,1408,3,0=tp_BritSewer_SewerPassage 6125,1411,15,0=6075,3332,2,0=tp_SewerPassage_Swamp 6126,1411,15,0=6075,3332,2,0=tp_SewerPassage_Swamp 6127,1411,15,0=6075,3332,2,0=tp_SewerPassage_Swamp
(0002025)
Ben   
29-03-14 20:16   
done





View Issue Details
2299 [SphereServer] executable - generic major always 29-03-14 02:24 29-03-14 15:46
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1834
Description of MAPx setting on sphere.ini
on latest nightly, if I disable MAPx settings on sphere.ini (MAP0, MAP1, MAP2, MAP3, MAP4, MAP5) the server will completely wipe and cut-off these disabled maps No problem yet, but the problem is on .ini description. The .ini doesn't say that these MAPx setting is a ultra mega must-have setting that you must have enabled, or if you disable it will wipe -everything- (all items/chars, including player chars) on the disabled map. The .ini description is wrong because it just say "change this value here to enable ML-sized maps". I think it's better change this description and add a huge warning telling ppl that it if these settings got disabled the server will wipe everything on the disabled map // To de-activate ML-sized map #0 comment the next line (don't forget to comment // sphere_map0_ml.scp and sphere_map_points0_ml.scp in spheretables.scp if you want // to use the default areas) MAP0=7168,4096,-1,-1 // To activate ML-sized map 0000001 uncomment the next line MAP1=7168,4096,-1,-1 // Map of Ilshenar MAP2=2304,1600,32,2,2 // Map of Malas MAP3=2560,2048,32,3,3 // Map of Tokuno //MAP4=1448,1448,8,4,4 // Map of Stygian Abyss //MAP5=1280,4096,64,5,5
Notes
(0002018)
XuN   
29-03-14 15:42   
I agree, better description should be given. However,about the wipe, it is not totally true... all items/chars are moved to the first map found bellow the erased one.
(0002020)
Ben   
29-03-14 15:46   
Will be fixed in tonight's build with MAP0 to load by default even without MAPx setting in sphere.ini.





View Issue Details
2298 [SphereServer] executable - windows build major always 28-03-14 05:24 29-03-14 14:42
Coruja  
matex  
normal  
resolved  
fixed  
none    
none  
   
Automated (specify build number)
None
None
1832
MAXFOOD incorrectly got changed when FOOD is changed
On latest nightly, if I change the FOOD property on any char, the MAXFOOD will be incorrectly changed to the same value too The correct is change only the FOOD but not MAXFOOD
Simple example: My status: FOOD=10 / MAXFOOD=20 Then I type .food 5 Result: FOOD=5 / MAXFOOD=5
Notes
(0002012)
wuffel   
28-03-14 13:25   
Hi. Do you have any @statchange-Trigger? Maybe one of them is working with argn1 == 3 (the food-trigger), or similar action? i cant reproduce this problem.
(0002013)
matex   
28-03-14 13:26   
i did the last modification of the @StatChange triggers and.. I tested them as well as i could and didn't notice something like that. So MaxFood and Food is something different. Maybe it's like wuffel says and you do maxfood= somewhere in @StatChange?
(0002014)
Coruja   
28-03-14 17:24   
strange.. I'm using @RegenStat but not @StatChange already tested without it, but the problem is not on @RegenStat because it doesnt even get fired when I type ".food 30" ON=@RegenStat SYSMESSAGE [DEBUG] RegenStat fired: Food IF (==3) //Food LOCAL.HitsHungerLoss=0 IF !() && () TAG.DirectDamage=1 DAMAGE dam_general|dam_noreveal|dam_nounparalyze TIMERF 1,FOOD=0 ENDIF ENDIF
(0002017)
Coruja   
29-03-14 03:41   
fixed on nightly 1834 :D





View Issue Details
2296 [SphereServer] executable - windows build minor always 27-03-14 11:23 28-03-14 22:36
Kirofus Win32  
Ben Windows  
normal 7  
resolved 16-06-2013, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1830
QUALITY has been removed for some item type.
I don't know why, but the property QUALITY has been removed from some type including weapons, armors and clothing when my server loading. Example: ERROR:(spherechars.scp,995312)Undefined keyword 'QUALITY'
Create a item of type t_clothing and set hitpoints. Put this item and you backpack, save your server and close it. When the server will load next time, you will receive a error message like that: ERROR:(spherechars.scp,995312)Undefined keyword 'QUALITY'
Notes
(0002010)
Ben   
27-03-14 11:34   
Yes, I noticed that last night also when I fired up my test server... The code was not removed, but there is something that's not working right.
(0002016)
Ben   
28-03-14 22:36   
(edited on: 28-03-14 22:36)
This should now be fixed





View Issue Details
2295 [SphereServer] executable - windows build major always 27-03-14 03:08 27-03-14 11:33
Kirofus  
matex  
normal  
resolved 16-06-2013, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
Unicode
None
1823
Division problem in 0.56c
the value of (-1200/10) Return 429496609
[Function TestDivide] local.var.a = -1200 serv.log @ local.var.a = <eval <local.var.a>> local.var.b = <eval <local.var.a>/10> serv.log @ Result from local.var.a/10 = <eval <local.var.b>>
Notes
(0002008)
matex   
27-03-14 10:24   
Did you use Revision 1823? Please try again with my the fixes from me and ben Current revision nr is r1831.
(0002009)
Kirofus   
27-03-14 11:14   
OK Fixed in the latest nightly build ! You can close the case.





View Issue Details
2291 [SphereServer] executable - linux build block always 19-03-14 00:49 24-03-14 11:06
Awaken  
matex  
normal  
resolved  
fixed  
none    
none  
   
Automated (specify build number)
None
None
Segmentation fault
Start Server and when last 1-2 minutes... 00:42:FATAL:Segmentation fault terminate called after throwing an instance of 'CGrayError' 00:42:FATAL:Server Unstable: Aborted Try new, start server and try with connect and the same problem.
Notes
(0002003)
Awaken   
19-03-14 01:06   
(edited on: 19-03-14 01:08)
More Errors: 00:36:ERROR:(sphere_monsters.scp,3654)ID=04d,UID=019fea Fame set out of range -21998 NPC Script Line:3654 -> FAME={6000 6999} ||||||||||||| 01:04:FATAL:Segmentation fault terminate called after throwing an instance of 'CGrayError' 01:04:FATAL:Server Unstable: Aborted 01:07:WARNING:Forcing thread 'Main' to terminate... 01:07:CRITICAL:'Main' thread hang, restarting...
(0002004)
Awaken   
20-03-14 00:18   
(edited on: 20-03-14 09:55)
More Information: OS: Debian 32 bits Debug Mode: 00:15:FATAL:Segmentation fault 00:15:DEBUG:__ thread (3069397872) __ | # | _____ function _____________ | ticks passed from previous function start ______ 00:15:DEBUG:>> 3069397872 | 0 | CGObList::DeleteAll | +0 <-- exception catch point (below is guessed and could be incorrect!) 00:15:DEBUG:>> 3069397872 | 1 | CChar::ClearPlayer | +1 terminate called after throwing an instance of 'CGrayError' 00:15:FATAL:Server Unstable: Aborted 00:18:WARNING:Forcing thread 'Main' to terminate... 00:18:CRITICAL:'Main' thread hang, restarting... 00:18:FATAL:Segmentation fault 00:18:DEBUG:__ thread (3069397872) __ | # | _____ function _____________ | ticks passed from previous function start ______ 00:18:DEBUG:>> 3069397872 | 0 | CGObList::DeleteAll | +0 00:18:DEBUG:>> 3069397872 | 1 | CGObList::DeleteAll | +161576 <-- exception catch point (below is guessed and could be incorrect!) 00:18:DEBUG:>> 3069397872 | 2 | CChar::ClearPlayer | +0 terminate called recursively 00:18:FATAL:Server Unstable: Aborted
(0002005)
wuffel   
20-03-14 12:42   
I have a similar problem: Linux srv.alathair.de 2.6.32-54-server #116-Ubuntu SMP Tue Nov 12 19:37:57 UTC 2013 x86_64 GNU/Linux 12:35:FATAL:Segmentation fault 12:35:DEBUG:__ thread (4129278832) __ | # | _____ function _____________ | ticks passed function start ______ 12:35:DEBUG:>> 4129278832 | 0 | CGObList::DeleteAll | +0 <-- excep nt (below is guessed and could be incorrect!) 12:35:DEBUG:>> 4129278832 | 1 | CChar::ClearPlayer | +0 terminate called after throwing an instance of 'CGrayError' 12:35:FATAL:Server Unstable: Aborted 12:38:WARNING:Forcing thread 'Main' to terminate... 12:38:CRITICAL:'Main' thread hang, restarting... 12:38:FATAL:Segmentation fault 12:38:DEBUG:__ thread (4129278832) __ | # | _____ function _____________ | ticks passed from previous function start ______ 12:38:DEBUG:>> 4129278832 | 0 | CGObList::DeleteAll | +0 12:38:DEBUG:>> 4129278832 | 1 | CGObList::DeleteAll | +144469 <-- exception catch point (below is guessed and could be incorrect!) 12:38:DEBUG:>> 4129278832 | 2 | CChar::ClearPlayer | +0 terminate called recursively 12:38:FATAL:Server Unstable: Aborted
(0002006)
matex   
24-03-14 11:06   
This will probably be resolved in the next nightly build.





View Issue Details
1951 [SphereServer] executable - windows build crash always 28-04-11 10:04 17-03-14 19:48
ozzy  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Crash Client when you click on journal
After 5-10 minutes of the game if you keep an open Journal information in it is no longer being updated. I am writing in the game "test" - a journal not. I click on the button journal down - crash occurs the client window. If a player is in play and the log is closed, then after 5-10 minutes of being in the game when you click on "Journal" is a client crash. In spheresrv at this moment there are no errors (DebugFlags=00 ??) Use clients: 203, 504
LogMask=02A80 DebugFlags=00 OptionFlags=0380 Experimental=00008C53
Notes
(0001052)
MrSugarCube   
02-05-11 04:24   
I don't have any problems with the journal here. If you can reproduce the crash whilst logging packets (using a program such as Razor or SpyUO), please attach the packet log and it may help us to identify the cause of the problem. (also, you selected that you're using the automated build but didn't specify the internal build number)
(0001067)
ozzy   
13-05-11 11:37   
Please see my video : http://dbhelp.ru/2011-05-13_1231.swf
(0001068)
ozzy   
13-05-11 11:44   
I use svn build: 4 May 2011
(0001073)
ozzy   
13-05-11 23:16   
Please see this video : http://dbhelp.ru/sh.swf This triggered protection speedhatsk? I can `t run charom on line longer for 1-2 minutes, then begin lags.
(0002001)
XuN   
17-03-14 19:48   
Solved long time ago.





View Issue Details
1946 [SphereServer] executable - windows build crash always 11-04-11 07:33 17-03-14 19:48
ozzy  
XuN  
normal  
resolved  
fixed  
none    
none  
   
Automated (specify build number)
None
None
Sphere crash
Hi! Faced with the problem that the application itself SphereSrv crash after a certain period of time. Can crash in 2 minutes after launch, or 2 hours, etc. At this point in the serversrv logs rare to find errors. I understand that the error in sphere.ini or script. How to find what exactly the error and correct it? The spheresrv crash windose without any errors. (see scrins) Please help LogMask=02A80 DebugFlags=00 FeatureSA = 0 FeatureKR = 0 FeatureML = 0 FeatureSE = 0 FeatureAOS = 0 FeatureLBR=0 FeatureT2A=01
OptionFlags=0380 Experimental=00000C53 MagicFlags=03 CombatFlags=05
/////////////////////////////////////////////////////////////// //////// General Information /////////////////////////////////////////////////////////////// [SPHERE] AGREE=1 Packet2=Walk Packet108=OnTarget Packet6E=OnMount Packet164=OnGetHardwareInfo // Name of your Sphere shard ServName=Forest Wars // The IP of your server, this will be 127.0.0.1 almost always ServIP=127.0.0.1 // The port of your server, this is 2593 by default ServPort=2593 // Admin's contact email AdminEmail=forestwars.od@gmail.com // Web page for this server URL=1 // GMT offset, from -12 to +12 [London=0, EST=5, etc] TimeZone=2 // Official staff language Lang=Ukrainian // Official staff language Lang=English // Start this as a system service on Win2000, XP, NT NTService=0 // MySql configuration. MYSQL=1 MySqlHost=localhost MySqlUser=**** MySqlPassword=******** MySqlDatabase=sphere /////////////////////////////////////////////////////////////// //////// File Locations /////////////////////////////////////////////////////////////// // Directory where spheretables.scp is located, from there we will // load any additional scripts ScpFiles=scripts/ // Where your sphereworld.scp and spherechars.scp are located WorldSave=save/ // Where your sphereaccu.scp and sphereacct.scp is located AcctFiles=accounts/ // Where your UO installation is located. This need: map0.mul, statics0.mul, // staidx0.mul, multi.mul, multi.idx, hues.mul, tiledata.mul. // Optional files: verdata.mul, mapX.mul/staticsX.mul/staidxX.mul for higher // maps support (Malas, etc). // // Note that if not set, sphere will scan windows registry to auto-detect it MulFiles=C:\UO\ // Where your log files will be saved by sphere Log=logs/ // To activate ML-sized map #0 uncomment the next line (don't forget to uncomment // sphere_map0_ml.scp and sphere_map_points0_ml.scp in spheretables.scp if you want // to use the default areas) //Map0=7168,4096,-1,-1 // To activate ML-sized map 0000001 uncomment the next line //Map1=7168,4096,-1,-1 // To enable the use of MapDif*.mul and StaDif*.mul files, set this to 1. UseMapDiffs=0 /////////////////////////////////////////////////////////////// //////// World Save Information /////////////////////////////////////////////////////////////// // How often for Sphere to save your world (minutes) SavePeriod=20 // How many backup levels to keep. Each level means 7 backups done for it. // So, 10*7 = 70 backup saves will be storied. BackupLevels=70 // 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 /////////////////////////////////////////////////////////////// //////// Account Management /////////////////////////////////////////////////////////////// //Code for servers account application process // 0=Closed, // Closed. Not accepting more. // 2=Free, // Anyone can just log in and create a full account. // 3=GuestAuto, // You get to be a guest and are automatically sent email with u're new password. // 4=GuestTrial, // You get to be a guest til u're accepted for full by an Admin. // 6=Unspecified, // Not specified. // To enable auto account you must set this to 2 AccApp=0 // Store password hashed with MD5 Md5Passwords=0 // local ip is assumed to be the admin LocalIPAdmin=0 // Default number of chars allowed per account (maximum value is 7) MaxCharsPerAccount=1 // Min time for a char to exist before delete allowed (in seconds) MinCharDeleteTime=500*24*60 // Max number of Guest accounts allowed GuestsMax=0 // Max login tries for account before a temporary ban (0 is disabled) MaxAccountLoginTries=0 /////////////////////////////////////////////////////////////// //////// Client Management /////////////////////////////////////////////////////////////// // What client protocol version used // Comment out the ClientVersion line to allow any client that is supported. //ClientVersion=2.0.3 // Set this to 0 to allow login to encrypted clients // UseCrypt=1 // Set this to 1 to allow login to unencrypted clients UseNoCrypt=1 // Maximum total open connections to server ClientMax=256 // Maximum open connections to server per IP ClientMaxIP=64 // Maximum total (not-in-game) connections to server ConnectingMax=128 // Maximum total simultaneous (not-in-game) connections to server per IP ConnectingMaxIp=128 // How long logged out clients linger in seconds ClientLinger=2*60 // Walk limiting code: buffer size (in tenths of second) WalkBuffer=75 // Walk limiting code: regen speed (%) WalkRegen=20 // Only commands issued by this plevel and higher will be logged CommandLog=0 // Set to 1 to enable logging of commands issued via telnet TelnetLog=0 // Prefix for ingame commands CommandPrefix=. // Function to call if client is executing a command to override the default. CommandTrigger=f_oncommand // Use the built in http server // 0 - disable http server and webpage generation // 1 - disable http server and enable webpage generation // 2 - enable http server and webpage generation (default) UseHttp=0 // Use the OSI AuthID to avoid possible hijack to game server. UseAuthID=0 // Default setting for all accounts specifying default resdisp. //AutoResDisp=1 // Default setting for new accounts specifying default priv level //AutoPrivFlags=010 // How often send my hits updates to visible clients (in seconds) //HitsUpdateRate=1 /////////////////////////////////////////////////////////////// //////// Game Mechanics /////////////////////////////////////////////////////////////// // Maximum distance to hear char whispering //DistanceWhisper=3 // Maximum distance to hear char talking //DistanceTalk=18 // Maximum distance to hear char yelling //DistanceYell=31 // Do not allow entering under roof being on horse? MountHeight=0 // Archery does not work if too close (0 = not checked) ArcheryMinDist=0 // Maximum Distance for Archery ArcheryMaxDist=25 // Speed scale factor for weapons SpeedScaleFactor=15000 // This is the percent of max weight at which stamina is lost half the time // (200 = no effect) StaminaLossAtWeight=180 // Weight penalty for running +N% of max carry weight (0 = no effect) RunningPenalty=50 // Show people joining/leaving the server. 0 disables, 2 enables staff only. ArriveDepartMsg=0 // Are house and boat keys newbied automatically AutoNewbieKeys=1 // Maximum number of items allowed in bank BankMaxItems=100000 // Maximum weight in stones allowed in bank BankMaxWeight=100000 // If 1 vendors will take gold only from backpack PayFromPackOnly=0 // Disable weather effects? NoWeather=1 // Default light level in dungeons DungeonLight=0 // Day light level 0-30 LightDay=0 // Night light level 0-30 LightNight=0 // Allow manual sector light override? //AllowLightOverride=1 // Wool Regen Time (in minutes) WoolGrowthTime=30 // Suppress player speech with 75% of capital letters SuppressCapitals=0 // Extra combat flags to control the fight (default:0, 0.55i compatible) // COMBAT_NODIRCHANGE 00001 // Not rotate player when fighting (like was in 0.51a) // COMBAT_FACECOMBAT 00002 // Allow faced combat only (recommended) // COMBAT_PREHIT 00004 // allow prehit for close combat. first hit is instant (delay 0.1sec) // COMBAT_USE_RESISTANCE 00008 // use character props RES* against oldfashioned damage types // COMBAT_SPECIALDAMAGE 00010 // use character tags TAG.*DAMAGE to apply additional damage // COMBAT_DCLICKSELF_UNMOUNTS 00020 // unmount horse when dclicking self while in warmode // COMBAT_ALLOWHITFROMSHIP 00040 // Allow attacking opponents from ships // COMBAT_OSIDAMAGEMOD 00080 // modify weapon damage OSI-style (taking anatomy, tactics, lumberjacking into account) // COMBAT_ARCHERYCANMOVE 00100 // firing bow while moving // COMBAT_STAYINRANGE 00200 // abort attack swing when out of range instead of waiting to come back in range // // COMBAT_STACKARMOR 01000 // If a region is covered by more than one armor part, all AR will count // COMBAT_TARGETTEDHIT 02000 // Allows setting of preferred hit area by TAG.HITPREFERENCE CombatFlags=05 // Extra magic flags to control magic/magery behaviour (default:0, 0.55i compatible) // MAGICF_NODIRCHANGE = 0x0000001 // Not rotate player when casting/targeting // MAGICF_PRECAST = 0x0000002 // Precasting (cast spell before target prompt) // MAGICF_IGNOREAR = 0x0000004 // Magic damage ignore ar // MAGICF_CANHARMSELF = 0x0000008 // Magic can do damage on self // MAGICF_STACKSTATS = 0x0000010 // Different stat spells don't cancel each other out // MAGICF_FREEZEONCAST = 0x0000020 // No movement whilst casting // MAGICF_SUMMONWALKCHECK = 0x0000040 // Summoned creatures should be able to walk on the target location (e.g. water creatures to be summoned on water) // MAGICF_NOFIELDSOVERWALLS = 0x0000080 // Field spells cannot cross over blocking objects MagicFlags=03 // Length of time (in seconds) for a player to choose a target when casting (0 = no timeout) SpellTimeout=0 // Zero point for sextant coordinates counting //ZeroPoint=1323,1624,0 // How far from land i can be to take off a ship //MaxShipPlankTeleport=18 /////////////////////////////////////////////////////////////// //////// NPC/Item/Player Management /////////////////////////////////////////////////////////////// // Distance in tiles before an NPC that's wandered too far from it's home will teleport back LostNPCTeleport=50 // Whether PCs get a resurrection robe when they get resurrected. NoResRobe=1 // Time for a NPC corpse to decay mins CorpseNPCDecay=5 // Time for a player corpse to decay mins CorpsePlayerDecay=15 // Base decay time in minutes for items DecayTimer=3 // Put [NPC] tags over chars CharTags=0 // Flip dropped items FlipDroppedItems=0 // Set to 1 to allow players to take equipment from their pets' paperdoll CanUndressPets=0 // Monsters run when scared of death MonsterFear=0 // Monsters may fight each other MonsterFight=0 // Percent setting of the all NPC move rate, default 100 MoveRate=100 // Do players receive sounds GenericSounds=1 // Max number of items to sell to one person at once VendorMaxSell=255 // Max level npc trainers can go NPCTrainMax=300 // Percent of own ability npcs can train to NPCTrainPercent=30 // NPC will not be addressed as "Lord" or such if this is set // NPCNoFameTitle=0 // Max level of skill trainable on dummies, archery butte ecc.. SkillPracticeMax=500 // Max skill player's will start with on skills they haven't chosen during // character creation MaxBaseSkill=0 // If set to 0, the MaxBaseSkill will only apply to skills that the client // can see in their menu (based on Feature* settings, ResDisp and Client // Version). If this is set to 1 then players to start with all the skills // that have been defined. InitHiddenSkills=0 // Time in seconds for hitpoint regeneration Regen0=8 // Time in seconds for mana regeneration Regen1=5 // Time in seconds for stamina regeneration Regen2=1 // Time in minutes for food regeneration // 1*60*24 = 1 day of real life time Regen3=1*60*24 // Speech block associated to players SpeechSelf=spk_player // Speech block associated to pets SpeechPet=spk_pet //Events related to all NPCs EventsPet=e_main_npc //Events related to all players EventsPlayer=e_main //Events related to all regions //EventsRegion=your_event // When player skills/stats goes this times more than skillclass allowed, drop // them to skillclass level. Setting this to 0 disables the action. OverSkillMultiply=0 // NPC AI settings // NPC_AI_PATH 0001 NPC pathfinding // NPC_AI_FOOD 0002 NPC food search (objects + grass) // NPC_AI_EXTRA 0004 NPC magics, etc // NPC_AI_ALWAYSINT 0008 Always be as smart as possible with pathfinding // NPC_AI_INTFOOD 0010 NPC food search (more intelligent and trusworthy) // NPC_AI_COMBAT 0040 Look for friends in combat // NPC_AI_VEND_TIME 0080 vendors closing their shops at nighttime // NPC_AI_LOOTING 0100 loot corpses an the way // NPC_AI_MOVEOBSTACLES 0200 if moveable items block my way, try to move them NPCAI=0001 /////////////////////////////////////////////////////////////// //////// Crime/Murder/Karma/Fame/Guard Settings /////////////////////////////////////////////////////////////// // Karma when player goes from good to neutral (from -10000 to 10000) PlayerNeutral=0 // Karma when player goes from neutral to evil (from -10000 to 10000) PlayerEvil=-8000 // How many minutes are criminals flagged for CriminalTimer=2 // Times a player can snoop before becoming a criminal SnoopCriminal=20 // Seconds time to decay a murder count (default 8*60*60 is 8 hours) MurderDecayTime=8*60*60 // Amount of murders before we get title MurderMinCount=1 // Looting or carving a blue player is a crime LootingIsaCrime=1 // Flag players criminal for helping criminals? HelpingCriminalsIsaCrime=1 // How long do guards linger about in minutes GuardLinger=1 // Will guards kill instantly or follow normal combat rules GuardsInstantKill=1 // Limits the MAXHITS/MAXMANA/MAXSTAM changes // STAT_FLAG_NORMAL 0x00 // MAX* status allowed (default) // STAT_FLAG_DENYMAX 0x01 // MAX* denied // STAT_FLAG_DENYMAXP 0x02 // .. for players // STAT_FLAG_DENYMAXN 0x04 // .. for npcs StatsFlags=0 // 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=0 // Default color settings for characters (name, speech) //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 // 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 /////////////////////////////////////////////////////////////// //////// Server Mechanics /////////////////////////////////////////////////////////////// // Experimental flags // Flags for options that affect server behaviour and which might affect compatibility // See the revisions.txt file for more details on this // EF_DiagonalWalkCheck = 00000001 // EF_UNICODE = 00000002 // No on Linux // EF_New_Triggers = 00000008 // EF_Intrinsic_Locals = 00000020 // EF_Item_Strict_Comparison = 00000040 // EF_NewPositionChecks = 00000080 // Do not set while server is running !!! // EF_WalkCheck = 00000100 // EF_AllowTelnetPacketFilter = 00000200 // Enables packet filtering for telnet connections as well // EF_Script_Profiler = 00000400 // EF_Size_Optimise = 00000800 // EF_Minimize_Triggers = 00001000 // Minimize trigger calls (use only 0.51 triggers) // EF_DamageTools = 00002000 // damage tools (and fire @damage on them) while mining or lumberjacking // EF_PetSlots = 00004000 // INCOMPLETE YET! DO NOT USE until this warning is removed! // EF_UsePingServer = 00008000 // Enable the experimental Ping Server (for showing pings on the server list, uses UDP port 12000) // EF_NPCAct_Triggers = 00010000 // Enable @NPCSpecialAction and @NPCAction triggers (mutual exclusive with EF_Minimize_Triggers) // EF_NetworkOutThread = 00800000 // Send network data in a separate thread // EF_Specific = 01000000 // Specific behaviour, not completly tested Experimental=00000C53 // Option flags // Flags for options that affect server behaviour but not compatibility // See the revisions.txt file for more details on this // OF_Command_Sysmsgs = 00000008 //Shows status of hearall, allshow, allmove... commands after toggling them // OF_OSIMultiSight = 00000020 // OF_Items_AutoName = 00000040 // OF_FileCommands = 00000080 // OF_NoItemNaming = 00000100 // OF_NoHouseMuteSpeech = 00000200 // OF_Flood_Protection = 00001000 // OF_Buffs = 00002000 // OF_NoPrefix = 00004000 // Add prefix "A" and "An" to itemnames or not // OF_DyeType = 00008000 // if set allows using i_dye on all t_dye_vat instead of only i_dye_tub // OF_DrinkIsFood = 00010000 // type T_DRINK will increase FOOD lvl like T_FOOD // OF_Specific = 01000000 // Specific behaviour, not completly tested OptionFlags=0380 // FeatureT2A, used to control T2A expansion features ( default 03 ) // FEATURE_T2A_UPDATE 01 // Monster and Lost lands // FEATURE_T2A_CHAT 02 // In game chat FeatureT2A=01 // FeatureLBR, used to control LBR expansion features ( default 0 ) // FEATURE_LBR_UPDATE 01 // Lbr Monsters // FEATURE_LBR_SOUND 02 // MP3 instead of MIDI FeatureLBR=0 // FeatureAOS, used to control AOS expansion features ( default 0 ) // FEATURE_AOS_UPDATE_A 01 // AOS Monsters, Map // FEATURE_AOS_UPDATE_B 02 // Tooltip, Fightbook, Necro/paladin on creation, Single/Six char selection screen, Skills, Newer spellbook support // FEATURE_AOS_POPUP 04 // PopUp Menus // FEATURE_AOS_DAMAGE 08 FeatureAOS = 0 // FeatureSE, used to control SE expansion features ( default 0 ) // FEATURE_SE_UPDATE 01 // Basic SE features // FEATURE_SE_NINJASAM 02 // Ninja and Samurai FeatureSE = 0 // FeatureML, used to control ML expansion features ( default 0 ) // FEATURE_ML_UPDATE 01 // Basic ML features // FEATURE_ML_NINTHAGE 02 // Unlocks ninth age house designer items FeatureML = 0 // FeatureKR, used to control KR expansion features ( default 0 ) (still not complete but usable) // FEATURE_KR_UPDATE_A 01 // Basic KR features // FEATURE_KR_UPDATE_B 02 // Basic KR features FeatureKR = 0 // FeatureSA, used to control SA expansion features ( default 0 ) // FEATURE_SA_UPDATE 01 // Unlocks gargoyle character creation and housing items // FEATURE_SA_MOVEMENT 02 // Activates new movement packets (not good) FeatureSA = 0 // In game effects to turn on and off // Messages echoed to the server console while in debug mode // DEBUGF_NPC_EMOTE = 00001 // DEBUGF_ADVANCE_STATS = 00002 // DEBUGF_WALKCODES = 00080 // try the new walk code checking stuff // DEBUGF_EXP = 00200 // experience gain/loss // DEBUGF_LEVEL = 00400 // experience level changes // DEBUGF_SCRIPTS = 00800 // debug flag for scripts // DEBUGF_LOS = 01000 // debug flag for AdvancedLOS // DEBUGF_WALK = 02000 // debug flag for new walking check stuff DebugFlags=00 // Allow rapid Buy/Sell through Buy/Sell agent AllowBuySellAgent=0 // Console Hears all that is said on the server HearAll=1 // Secure mode attempts to ignore errors, protect from accidently shutdowns Secure=1 // Value from 1 to 32, set sectors inactive when unused to conserve resources SectorSleep=0 // Always force a full garbage collection on save ForceGarbageCollect=1 // Disconnect inactive socket in x min DeadSocketTime=15 // Time before restarting when server appears hung (in seconds) FreezeRestartTime=60 // Length of the game world minute in real world in seconds GameMinuteLength=60 // Bit Mask of the subjects you want to log when logging is on // LOGM_ACCOUNTS 0x00080 // LOGM_SAVE 0x00200 // world save status. // LOGM_CLIENTS_LOG 0x00400 // all clients as they log in and out. // LOGM_GM_PAGE 0x00800 // player gm pages. // LOGM_PLAYER_SPEAK 0x01000 // All that the players say. // LOGM_GM_CMDS 0x02000 // Log all GM commands. // LOGM_CHEAT 0x04000 // Probably an exploit ! // LOGM_KILLS 0x08000 // Log player combat results. // LOGM_HTTP 0x10000 // 0x1ffff // log everything LogMask=02A80 // Amount of time to keep map data cached in sec MapCacheTime=170 // Max NPC chars for a sector to prevent lag MaxComplexity=100 // Amount of items in one tile so start showing "too many items here" MaxItemComplexity=100 // Amount of items in one sector to start showing "x items too complex" MaxSectorComplexity=2024 // Limit the number of cycles the while/for loop can proceed. Setting this to // zero disables the limitation MaxLoopTimes=0 // Amount of minutes to call f_onserver_timer (0 disables this, default) TimerCall=5 // Should sphere record the time it takes to do actions like treating npcs, scripts, clients and such? // Can be viewed by right clicking the mouse on sphere screen. Profile=0 /////////////////////////////////////////////////////////////// //////// Magic/Effects Settings /////////////////////////////////////////////////////////////// // Allow casting while equipped EquippedCast=1 // Words of power for player using magic WOPPlayer=1 // Words of power for staff using magic WOPStaff=1 // Words of power font //WOPFont=3 // Words of power color //WOPColor=03B2 // Reagents lost if magic fails ReagentLossFail=1 // Magic requires reagents ReagentsRequired=1 // What % of hitpoints players will resurrect with. Note, that if you set this // too low, people with little STR will have problems resurrecting. HitPointPercentOnRez=33 // How many % of hits will the character loose when starving. 0 disables //HitsHungerLoss=0 // Amount of skill of lock picking needed to unlock a magically locked door MagicUnlockDoor=900 // Teleport effect for GMs and players. Setting 0 disables the effect TeleportEffectNPC=0372a TeleportEffectPlayers=0372a TeleportEffectStaff=03709 TeleportSoundNPC=01fe TeleportSoundPlayers=01fe TeleportSoundStaff=01f3 /////////////////////////////////////////////////////////////// //////// Experience and Level system /////////////////////////////////////////////////////////////// // Enable experience system ExperienceSystem=1 // Experience system settings: // 0001 gain experience in combat // 0002 gain experience in crafts // 0004 allow experience to go down // 0008 limit experience decrease by a range witheen a current level // 0010 auto-init EXP/LEVEL for NPCs if not set in @Create // 0020 allow trigger @ExpChange // 0040 allow trigger @ExpLevelChange ExperienceMode=073 // If combat experience gain is allowed, use these percents for gaining exp in // Player versus Monster and Player versus Player combats. Value 0 disables gain. ExperienceKoefPVM=100 ExperienceKoefPVP=0 // Enable levels system (as a part of experience system) LevelSystem=1 // Level system settings: // linear = 0 (each NextLevelAt exp will give a level up) // double = 1 (you need (NextLevelAt * (level+1)) to get a level up) LevelMode=1 // Amount of experience to raise to the next level LevelNextAt=500 /////////////////////////////////////////////////////////////// //////// Network Behaviour /////////////////////////////////////////////////////////////// // WARNING: These are advanced settings that should not normally be changed // from the recommended default values! // Disconnect inactive socket in x min DeadSocketTime=10 // Maximum number of packets to send per tick MaxPacketsPerTick=25 // Number of connections a client can make before being blocked MaxPings=500 // Maximum number of packets before lowering packet priorities (0 for no limit) MaxQueueSize=0 // Maximum number of bytes to send per tick (also governs maximum size of outgoing packets) MaxSizePerTick=12000 // Time to remember previous connection history (seconds) NetTTL=300 // 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=1 // Prioritise outgoing packets (provides a smoother experience in crowded areas) UsePacketPriority=0 // Enables an additional buffer for outgoing data. UseExtraBuffer=1 // Tooltip modes // 0 = Always send full tooltip // 1 = Wait for client to request full tooltip TooltipMode=0 // Time to cache tooltip data for (seconds) TooltipCache=30 // Automatically invalidate and resend tooltips when: // 0001 item or character name changes // 0002 item amount changes // 0004 container weight changes // 0008 weapon or armor durability changes // 0010 weapon poison charge changes // 0020 wand charge changes // 0040 spell added to spellbook AutoTooltipResend=07f /////////////////////////////////////////////////////////////// //////// External Program Support /////////////////////////////////////////////////////////////// // TNG // on Linux do sth like "/srv/www/" // on Windows do sth. like "C:\foo\bar\" StripPath=scripts\web\ /////////////////////////////////////////////////////////////// //////// Webpage Settings /////////////////////////////////////////////////////////////// // Note, that you can catch error codes by creating sphere404.htm and so on // for all HTTP error codes sphere support. [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 /////////////////////////////////////////////////////////////// //////// Abuse Control /////////////////////////////////////////////////////////////// // Block these ips from the server // 255 is a wildcard, so 255.255.255.255 disables anyone connecting. [BlockIP] //123.34.45.56 //123.45.56.78 /////////////////////////////////////////////////////////////// //////// Connection Information /////////////////////////////////////////////////////////////// //First line should be the name of your shard (this is what people see when they connect) //Second line should be the IP of your shard (this is almost always 127.0.0.1) //Third line should be the port of your shard (this should be whatever ServPort is set to) //Uncomment next 3 lines below this if you have a router //First line should be a name different than your shard name above this //Second line should be your real/external IP (www.whatismyip.com) //Third line should be the shard port (this should be whatever ServPort is set to) [SERVERS] Forest Wars 193.169.87.182 2593 [EOF]
act4.jpg (37,085) 11-04-11 07:33
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=66&type=bug
Notes
(0001024)
trinax   
13-04-11 00:47   
(edited on: 13-04-11 00:50)
Sounds like what hapened to me when I tried the windows build too. #1914 There is no "Segmentation fault" for mem access violation on Windows though.
(0001025)
ozzy   
13-04-11 15:35   
Very often when you open the "Journal " - crash the client! (203)





View Issue Details
2285 [SphereServer] executable - linux build major always 03-03-14 20:07 17-03-14 01:44
Awaken  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
FVAL return wrong Values
With the build 56c 01/02/2014 the FVAL return good values. In the lastest build FVAL return wrong values. Example <FVAL <R3>> Return: 0.8321321 Return: 823123.1321321 Return: 654 etc...
Notes
(0002000)
Ben   
17-03-14 01:44   
I guess abs() did not like an INT64 value in Linux... oops Fixed in next build :D





View Issue Details
2074 [SphereServer] executable - windows build major always 30-04-12 03:28 16-03-14 23:16
MirroR  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Not Available
None
None
Gargoyle Anims
Would you look at the difference between sphere and runuo. I think this is a fail. http://www.uoroa.com/viewpage.php?page_id=64 [^]
Notes
(0001319)
MirroR   
23-05-12 10:22   
Do not have a conclusion yet?
(0001320)
DarQside   
25-05-12 17:53   
I too would like to know. Gargoyles are a big part of my server.
(0001321)
babidi   
05-06-12 19:22   
confirmed here also
(0001322)
MirroR   
13-06-12 19:52   
Do not have our voice heard?
(0001323)
babidi   
13-06-12 19:53   
eh? uh? i don't hear you? -.-
(0001324)
DarQside   
18-06-12 04:59   
Hello! I don't mean to be a bother, I know you guys are working very hard. But I wanted to ask if you guys know approximately when this issue will be looked at. Will it maybe be fixed in 3 months? 6 months? Is it something that can actually be fixed? Just so I sort of know what to expect. I'd really appreciate it. keep up the good work guys! :) Thanks!
(0001328)
DarQside   
11-07-12 20:27   
Hey, How is the progress on this issue coming?
(0001329)
MirroR   
14-07-12 03:50   
(edited on: 25-07-12 19:08)
There is no progress yet :S Sphere http://www.youtube.com/watch?v=4qiIPn8s624 Run UO http://www.youtube.com/watch?v=5uVx8XUGk3g
(0001336)
ShiryuX   
26-07-12 16:55   
The client wants to see the player flying to make the "jump". But it doesn't care for landing. Even though I set all the flags and move it to the air, the client still doesn't want me to jump.
(0001338)
MirroR   
26-07-12 22:29   
What needs to be done in this case?
(0001351)
babidi   
04-08-12 20:32   
- Modified: Limit for ANIM function, so you can play the new Gargoyle Anims now. it does not resolve a thing
(0001406)
Ben   
07-10-12 05:13   
Anyone can confirm this... it seems to be working.
(0001407)
babidi   
10-10-12 19:05   
i just looked at this. no way of jumping when toggling gargoyle fight like in the video
(0001408)
MirroR   
11-10-12 03:19   
I still have a problem: S
(0001409)
DarQside   
12-10-12 00:53   
I do also...
(0001410)
ShiryuX   
12-10-12 05:33   
The revisions say you "can play them", it doesn't mean "they will play". So, this was never marked as resolved.
(0001412)
MirroR   
14-10-12 03:51   
Tell us what we must do?
(0001540)
RanXerox   
08-04-13 01:55   
Interestingly, the gargoyle "launch" animation is fine in the enhanced client.
(0001841)
khaos   
14-12-13 22:46   
I am working on them as soon as I can. I fixed throwing already and integrated it into the source.
(0001888)
MirroR   
08-01-14 21:15   
(edited on: 24-02-14 23:35)
Hi,Khaos Is there any progress?
(0001999)
XuN   
16-03-14 23:16   
A build with this new packet is being commited today.





View Issue Details
2286 [SphereServer] executable - windows build crash sometimes 11-03-14 15:04 14-03-14 16:32
Kirofus WIN32  
XuN Windows  
normal Server 2012  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
DiagonalWalkCheck, NewPositionChecks, Size_Optimise
None
1805
SphereServer Crash
I've got a crash of SphereServer without stack trace, nothing. The last step before the crash was to remove a WorldGemBit from a Spawn. After, the server going up again, I've received a bunch of Bad Spawn point like this... 21:39:ERROR:Bad Spawn point uid=040008d19, id=0 21:39:ERROR:Bad Spawn point uid=04000828d, id=0 21:39:ERROR:Bad Spawn point uid=0400087ae, id=0 21:39:ERROR:Bad Spawn point uid=040008b0f, id=0
I will try to reproduce the bug again with SphereSvr.exe -E
Notes
(0001985)
XuN   
12-03-14 00:52   
How did you remove that worldgembit(s) ?
(0001986)
Kirofus   
12-03-14 01:00   
No, but the worldgem bit that I remove was OK few minutes before. I never have this kind of error when I'm alone on my test shard, only with few people. I think It "may" be a problem with the MYSQL library or something like that because I have only these kind of crash on my live server (0.56b) and my test server (0.56c) since I've started to add some logs on commands, speechs and the majority of the dialog's data are coming from a database. Also, when I remove my worldgem bit, I've done a ".remove" command, logged on MySQL.
(0001987)
XuN   
12-03-14 09:01   
You used .remove in the spawn with script command? ingame you have to use the ., with script you can't, however the problem you are receiving is about spawns without the more1 value correctly filled (wrong ID or empty). Try removing them with this function. [Function DeleteBadSpawns] local.count=0 ForInstances i_worldgem_bit local.type===t_spawn_char?chardef:itemdef> if !(.>) local.count ++ remove endif endfor Serv.Log Removed conflicting spawns.
(0001998)
XuN   
14-03-14 16:32   
No more anwsers, so I figure out it was fixed so i'm closing it, reopen if the problem persists.





View Issue Details
2289 [SphereServer] executable - windows build minor always 14-03-14 00:34 14-03-14 16:29
Coruja  
XuN  
normal  
resolved  
fixed  
none    
none  
   
Automated (specify build number)
None
None
@RegenStat and food regen problems
1) It's an old bug, but FOOD property never reach 0. When FOOD=1 and it reach the next @RegenStat to goes down, it stays at 1 instead go down to 0 2) The .ini setting HitsHungerLoss is not causing any damage when food reach 0 (or 1?) 3) When FOOD reach 0 (or 1, lol) and I use return 1 on @RegenStat, it will create a infinite loop calling @RegenStat at every 1 second until the char eat something to make FOOD property goes up again to stop calling the trigger
Using march 13 nightly
Notes
(0001996)
XuN   
14-03-14 16:29   
Food was reaching 0, but coming back to 1 in the next tick... this change was reverted back because I did fix it??? Weird. However, the ini setting was pointing to NPCs only, removed that check and now it works for players too. And few more things, read svn/changelog.





View Issue Details
2287 [SphereServer] executable - windows build minor always 13-03-14 02:07 14-03-14 09:44
Coruja  
XuN  
normal  
resolved  
fixed  
none    
none  
   
Automated (specify build number)
None
None
Wrong delay/strokes on craft skills
On latest march 12 nightly, all craft skills doesn't use the 'real' delay set on the skill anymore. All of them uses a wrong formula, instead use the absolute stroke count value, it uses "stroke count + 1" Example with a skill using DELAY=1.7 (changing strokes using LOCAL.CraftStrokeCnt): [SKILL 7] DEFNAME=SKILL_Blacksmith DELAY=1.7 ON=@Start CTAG.Start=<SERV.TIME> ON=@Success SERV.B Delay: <eval <SERV.TIME>-<CTAG0.Start>> Results: -Using 1 stroke: 3.5s [(2 x 1.7) + 0.1] -Using 2 strokes: 5.3s [(3 x 1.7) + 0.2] -Using 3 strokes: 7.1s [(4 x 1.7) + 0.3] -Using 4 strokes: 8.9s [(5 x 1.7) + 0.4] Note that the value is always the correct value + 1 imaginary stroke. Also, every stroke is taking an aditional +0.1s incorrectly So to achieve the correct delay/stroke values, this 'imaginary' stroke must be removed and this +0.1s per stroke too. The correct values will be like this: -Using 1 stroke: 1.7s [1 x 1.7] -Using 2 strokes: 3.4s [2 x 1.7] -Using 3 strokes: 5.1s [3 x 1.7] -Using 4 strokes: 6.8s [4 x 1.7]
Notes
(0001989)
XuN   
13-03-14 10:05   
Makes sense, fixed.
(0001990)
XuN   
13-03-14 11:45   
Just a note, these timers you receive ARE NOT SECONDS, just server ticks, so a minimal delay on them is possible depending on the amount of scripts you may have,etc.
(0001993)
Coruja   
14-03-14 04:16   
thx, it's working fine now :D I'm just reopening to tell about a small bug remaining: something must check the LOCAL.CraftStrokeCnt on @Start / @SkillStart to set a min value=1. I set LOCAL.CraftStrokeCnt=0 and -1 just to test and now I'm on a infinite stroke loop :P Values >= 1 are working perfectly fine
(0001994)
XuN   
14-03-14 09:44   
Thanks, solved.





View Issue Details
2016 [SphereServer] executable - windows build major always 05-08-11 11:55 02-03-14 06:17
trinax  
XuN  
normal  
resolved  
fixed  
none    
none  
   
Automated (specify build number)
None
None
1488
CPU usage drops if I change .ini and resync.
I am testing on my 1.6ghz sc netbook now. Sphere uses up 50% of cpu power (have 2 virtual cores so it is supposed to be 100% and freeze my pc I guess) after it is done loading everything. When I change sphere.ini (no real modification actually) and resync, cpu usage drops to 25% (september pre-release uses %16 on this machine). Did not seem to work with the resync of normal scripts. So, does sphere reads some ini settings wrong or something at startup?
Notes
(0001210)
trinax   
06-08-11 10:43   
(edited on: 06-08-11 10:43)
Confirmed this to happen on another machine and on rev#1468.
(0001212)
trinax   
06-08-11 13:17   
(edited on: 06-08-11 14:26)
Confirmed on Linux build as a drop from 68% usage to 28% with empty save and account files on amd 2.6ghz x2 64-bit machine. rev#1493. Still, how come an "absolutely empty, nothing to do, no timers, nothing" server uses up to 28% cpu usage. Seems like sphere needs heavy optimization. (cpu usages taken from "top") Further feedback: It may be important that using a fresh install with empty save files. Now, I created a char and teleported around a little and when I restart CPU usage is around 25%. May be related to #1811.





View Issue Details
2272 [SphereServer] executable - generic minor always 27-01-14 20:33 01-03-14 19:24
jconapogostick  
XuN  
normal  
resolved 16-06-2013, 0.56b Prerelease  
fixed  
none    
none  
   
Not Available
None
None
not being able to prevent transferring/friending pets
i want to prevent players from transferring/friending player vendors from one player to another. using the speech of spk_pet works, but with a bug. ON=FRIEND if (<obody>==c_vendor_player) return 1 else return 0 endif this works and the player gets no target with the command all friend when the vendor is next to the player. but if there's another pet (mount in this case) around the player as well, the player gets the target and when he clicks another player, both the vendor and the mount is friended to the target. there's no way to prevent this, i tried the itemequip and itemequiptest to check for memory items, but those triggers don't fire as well.
Notes
(0001936)
jconapogostick   
31-01-14 05:13   
i'm also guessing all the speeches uses the same built-in stuff, so other speech commands would suffer from other bugs as well (attack etc)
(0001983)
XuN   
01-03-14 19:24   
Fixed





View Issue Details
2261 [SphereServer] script pack minor N/A 14-01-14 20:16 01-03-14 04:56
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Hairs/beards using wrong names
Tweaking my custom vendor system, I noticed that sphere uses the old UO:R (1997-1999) style names on some hairs/beards. EA/OSI changed some names on UO:TD (2001) as seen on this notice http://www.freebornpress.com/archives/2001/01/hairstylists_di.php [^] from jan/2001. So here it is the changed names: HAIR (human): [02047] Afro -> Curly [02048] Receeding -> Receding [02049] 2 pig tails -> 2-tails [0204a] Krisna -> Topknot BEARD (human): [0204b] medium short beard -> Short Beard & Mustache [0204c] medium long beard -> Long Beard & Mustache HAIR (elf): [02fc0 / 12224] Long Feathered -> Long Feather [02fcd / 12237] Long Hair With Bun -> Long [02fce / 12238] Long hair with Bun -> Topknot [02fcf / 12239] Long hair with Braiding -> Long Braid [02fd0 / 12240] Long hair with Bun -> Buns PS: defnames must be changed too :P
I checked the names from EA/OSI: http://tessascove.com/guides/vendors/vendor_customize_gump.jpg [^] Also these names are the same from character creation menu (tested on client 5.0.2 ML) as you can see on the uploaded img PS: Elfs doesnt have beards
hair.png (181,981) 14-01-14 20:16
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=90&type=bug
Notes
(0001906)
Coruja   
14-01-14 20:29   
I found another url from 1998 christmas showing these names (it match all fixed names): http://noctalis.com/dis/uo/r-hair.shtml
(0001981)
Ben   
01-03-14 04:56   
This will be changed in future builds





View Issue Details
2249 [SphereServer] executable - windows build minor always 03-12-13 17:53 24-02-14 23:46
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
"Object not placed in the world" console error
I always got 2000+ of these msgs at every server startup since many weeks ago, but sphere seems to not delete these items and this thing is getting each day bigger 13:59:ERROR:UID=04fffffff, id=03779 'sparkle', Invalid code=3202 (Object not placed in the world) 13:59:ERROR:UID=04fffffff, id=03779 'sparkle', Invalid code=3202 (Object not placed in the world) 13:59:ERROR:UID=04fffffff, id=03779 'sparkle', Invalid code=3202 (Object not placed in the world) 13:59:ERROR:UID=04fffffff, id=03779 'sparkle', Invalid code=3202 (Object not placed in the world) 13:59:ERROR:UID=04fffffff, id=03779 'sparkle', Invalid code=3202 (Object not placed in the world) 13:59:ERROR:UID=04fffffff, id=03779 'sparkle', Invalid code=3202 (Object not placed in the world) 13:59:ERROR:UID=04fffffff, id=03779 'sparkle', Invalid code=3202 (Object not placed in the world) I already tried debug/remove these items using this function but it doesnt find any item on loop [FUNCTION lol] FORINSTANCES 03779 //i_fx_sparkle_2 SERV.LOG <UID>:

ENDFOR

Using 3 dec nightly build
Notes
(0001799)
XuN   
03-12-13 19:27   
Did you search for any script creating (and not placing) these sparkles? It doesnt seem to be any piece of code.
(0001803)
Coruja   
03-12-13 23:55   
yea already search it but I doesnt found nothing, theres just a few functions that creates sparkle but all of them is just for animation and remove the sparkle at the end but the point is: actually these items will never get removed from the server, since sphere return the error for invalid UID (04fffffff) / invalid P but it doesnt remove it and theres no way to removed it using scripts too :P So to fix it I think the server must remove these items when it return the error
(0001807)
XuN   
08-12-13 17:19   
bencro1028 r1729 05.12.13 possible fix for #2249 "Object not placed in the world" Have you tried this? can you tell us if it's working fine now?
(0001808)
Coruja   
08-12-13 19:47   
I tried here on 8 dec 2013 nightly but the problem still there :/
(0001811)
Ben   
08-12-13 22:41   
well, not sure what's happening here, but I can't reproduce it. When that message is shown, sphere already delete's the item. You should open your save file and look for those damn sparkles to see what's happening
(0001812)
Coruja   
09-12-13 01:34   
strange, already tried to save and reopen sphere, but these items still there. and I found nothing on save files, just a couple of i_fx_sparkle with everything fine (not i_fx_sparkle_2 which is the itemdef 03779 resulting on error). I dont know if its really not there (I dont think so) or if they got saved with invalid data where I cant find these lines (empty itemdef, empty UID/serial, etc) I think even trying to delete these items on error, sphere fails to delete because these items have a strange UID (04fffffff for all of them)
(0001813)
RanXerox   
11-12-13 19:27   
Interesting. 04fffffff is the maximum value that can be stored in a DWORD... check your save files and see what the largest (and smallest) SERIAL= value is.
(0001858)
Coruja   
16-12-13 01:54   
min = 040000004 (dec 1073741828) max = 04039bffe (dec 1077526526) but strangely the UID 04fffffff (1342177279) is not on this range, it's higher than the max value. I tried to search by 04fffffff (and near values) but nothing found [WORLDITEM i_chair_wood_fancy_cushion] SERIAL=040000004 DISPID=0b50 ATTR=08010 P=1338,1606,50 [WORLDITEM i_cape_meditation] SERIAL=04039bffe DISPID=i_cape ATTR=08 MORE1=0160016 CONT=040021d58 P=63,96 CONTGRID=7 QUALITY=191
(0001931)
jconapogostick   
22-01-14 18:43   
same is happening on my server with fish getting deleted on save. the fish are in the ship, but appereantly garbage collection cannot recognize it. 02:27:ERROR:GC: 75 unplaced object deleted 02:27:ERROR:UID=04009161d, id=09cd 'fish', Invalid code=3202 (Object not placed in the world) 02:27:ERROR:UID=040091882, id=09cd 'fish', Invalid code=3202 (Object not placed in the world) and lots like this during the world save.
(0001972)
Coruja   
24-02-14 16:28   
(edited on: 24-02-14 16:29)
latest nightly 1795 (23 feb) fixed this problem :D
(0001973)
jconapogostick   
24-02-14 17:28   
there's nothing in the svn log that would effect the change? any devs wanna comment? :)
(0001974)
Ben   
24-02-14 23:46   
It's a mystery... I'm thinking it might have something to do with triggers not firing on startup, but who knows :D





View Issue Details
2267 [SphereServer] executable - generic tweak always 24-01-14 18:41 24-02-14 00:59
jconapogostick  
XuN  
normal  
resolved 16-06-2013, 0.56b Prerelease  
fixed  
none    
none  
   
Not Available
None
None
abusing the rules of maxweight with the internal function "makeitem"
players with skills that craft items can "carry" the required material on their layer_dragging and craft items resulting in long unwanted afk skillgains. i've fixed it with a soft coded function and bouncing the content of layer_dragging to the player's backpack but i think it should be fixed in the hardcoded function. it would provide a good tweak so people wouldn't have to resort to softcoded functions and replacing every single crafting script/dialog they'd have.
let's say the max weight the player can carry is 400. drag the iron ingots that weigh 4000 stones with the mouse. cast a spell to cancel the previous target. press esc. use a crafting dialog and make items, they will be dropped on the ground, but you will be able to last 10x more than you normally should.
Notes
(0001939)
XuN   
04-02-14 23:43   
Fixed
(0001941)
jconapogostick   
05-02-14 16:15   
thanks xun! :) Fixed #2267: Items in the cursor (layer_dragging) are now bounced if a target is opened to the player. here's a little problem that comes with it though. does the content of the cursor bounce only when a target is opened? can you add a one more tweak to the internal makeitem function that also bounces the content when makeitem is called?
(0001970)
XuN   
24-02-14 00:59   
Added





View Issue Details
2279 [SphereServer] executable - windows build major always 18-02-14 17:28 23-02-14 13:27
Coruja  
XuN  
normal  
resolved  
fixed  
none    
none  
   
Automated (specify build number)
None
None
[Major bug] Heavy load after server startup
After server startup, it will call @SkillChange, @LevelChange, etc on all chars when loading it on save files, this causes a heavy load on sphere, and ultra heavy load if someone uses these triggers to sync skills/status on SQL database (me :D) [EVENTS e_player] ON=@SkillChange SQLSyncSkill char,skill,value I really doesnt make a deep tested it yet (I'm not at home) but every time my server startup, the console get spammed with millions of SQL errors. The problem is not the SQL error because I'm using the test server on my PC, not on the remote live server which has the SQL server, so SQL functions will never work on the test server. But these errors means that sphere is calling the trigger @SkillChange for every skill on every char maybe thats a wrong usage for this trigger, just imagine 57 skills on chars and 3000 chars/accounts to load on server startup. This will cause a huge load calling @SkillChange for 171.000 times (57 x 3000) I think its a wrong call for the trigger @SkillChange, because the server is not really changing any skill, its just loading the skill from the save file -without change the value- I dont know exactly all triggers causing this, but the most notable on my server startup is @SkillChange and @LevelChange
Notes
(0001965)
XuN   
18-02-14 19:20   
(edited on: 18-02-14 19:56)
i'll look on creating a exception so these triggers are not called on startup. Edit: I cannot reproduce it. Edit2: It seems to happen the first time this build is being loaded, do a worldsave and reload... it should work fine then.
(0001966)
XuN   
19-02-14 15:36   
Any news? happened again? it was just the first time...?
(0001967)
Coruja   
19-02-14 17:17   
the problem still there, I downloaded exactly all same savefiles from the live server (which already have everything created and running fine) but even using this save file the test server will got a heavy load on startup. I noticed this problem only on @SkillChange and @ExpLevelChange (strangely @ExpChange is fine). Others triggers are fine too
(0001968)
Coruja   
19-02-14 17:30   
I'm using this event on all players, with exactly these same triggers. All these triggers are using SQL functions to sync data on SQL. Only @SkillChange and @ExpLevelChange are causing heavy load on server startup [EVENTS e_sql_sync] ON=@Login ... ON=@Logout ... ON=@ItemEquip ... ON=@ItemUnequip ... ON=@SkillChange //heavy load ... ON=@Kill ... ON=@Death ... ON=@MurderDecay ... ON=@FameChange ... ON=@KarmaChange ... ON=@ExpChange ... ON=@ExpLevelChange //heavy load ...
(0001969)
XuN   
23-02-14 13:27   
Added





View Issue Details
2269 [SphereServer] new feature request minor N/A 26-01-14 01:41 17-02-14 11:20
Coruja  
XuN  
normal  
resolved  
fixed  
none    
none  
   
Automated (specify build number)
None
None
NPC Train engine and @SkillChange / @SkillGain
quick suggestion: make the internal NPC train engine call for @SkillChange and/or @SkillGain when someone train skills on NPC
Notes
(0001963)
Coruja   
17-02-14 02:29   
maybe a great solution is copy/paste the same change from latest nightly: call @SkillChange on everything 16-02-2014, XuN Modified @StatChange: now is working properly in EVERY stat change, and not only in the stat gain/loses argn1=statid (maxhits,maxmana,maxstam and maxfood are checked now too) argn2=the current stat value argn3=the new value
(0001964)
XuN   
17-02-14 11:20   
Added





View Issue Details
2277 [SphereServer] executable - generic minor always 14-02-14 06:00 16-02-14 21:16
Coruja  
XuN  
normal  
resolved  
fixed  
none    
none  
   
Automated (specify build number)
None
None
Region no-decay flag checking for incorrect region
When I drop something on the ground, the sphere is checking the region decay flag using my char P instead the item P. The correct behavior is check the flag on the region that I dropped the item, not on the char region
Notes
(0001954)
XuN   
14-02-14 20:25   
I'm inside a tower, droping an item outside it... it gets decay. I'm outside the tower, droping an item inside it... it doesn't get decay. Working fine, unless I didn't understand what you mean.
(0001960)
Coruja   
16-02-14 18:28   
thats it, but strangely it doesnt work here http://youtu.be/9PA1XDR40l8 both regions inside/outside the house have FLAGS=0101
(0001962)
XuN   
16-02-14 21:16   
It's script related, i'm testing with fresh install and it works perfect, check your events->triggers.





View Issue Details
2278 [SphereServer] new feature request minor N/A 14-02-14 06:04 16-02-14 21:14
Coruja  
XuN  
normal  
resolved  
fixed  
none    
none  
   
Automated (specify build number)
None
None
Softcode the no-decay region flag on houses/multis
Houses region are always hardcoded set to no-decay flag even without the no-decay flag set on region. It would be great remove this 'hardcoded' no-decay flag and transfer it to scripts using REGIONFLAGS=region_flag_nodecay on multis :D
Notes
(0001953)
XuN   
14-02-14 20:18   
If you set region.nodecay=0 in your multi items will decay
(0001959)
Coruja   
16-02-14 18:11   
I tried to set region.nodecay=0 and 1 but both doesnt work, the item still not decaying also when I built the house (multi), the house region already comes with region.nodecay=0
(0001961)
XuN   
16-02-14 21:14   
It's script related, i'm testing with fresh install and it works perfect, check your events->triggers.





View Issue Details
2276 [SphereServer] script pack minor N/A 05-02-14 05:56 16-02-14 15:52
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Cantelope typo
There's a missing "u" on canteloupe defname i_fruit_cantelope -> i_fruit_canteloupe Also the description is wrong too: DESCRIPTION=Cantaloupe -> Canteloupe and some other comments too [ITEMDEF 0c79] //Cantaloupe -> Canteloupe [ITEMDEF 0c7a] //cantaloupe -> Canteloupe ---------------------------------------- BONUS: not really a wrong defname, but maybe it could be changed too: i_fruit_gourd1 -> i_fruit_gourd_yellow i_fruit_gourd2 -> i_fruit_gourd_green
Notes
(0001958)
Ben   
16-02-14 15:52   
changed: i_fruit_cantelope -> i_fruit_cantaloupe i_fruit_gourd1 -> i_fruit_gourd_yellow i_fruit_gourd2 -> i_fruit_gourd_green BTW it's Cantaloupe not Canteloupe





View Issue Details
2270 [SphereServer] new feature request minor N/A 26-01-14 04:47 16-02-14 01:16
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
New NPC tag [summoned]
quick suggestion: add a new [summoned] tag for summoned npc's EA/OSI servers uses this tag on summoned npc's dont forget to add the text on sphere_msgs.scp too :P charinfo_summoned " [summoned]"
Notes
(0001957)
Ben   
16-02-14 01:16   
Fixed for future builds > 1784





View Issue Details
2241 [SphereServer] new feature request minor N/A 11-11-13 21:52 15-02-14 23:56
DavideRei  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
DiagonalWalkCheck, Size_Optimise, NPCAct_Triggers
Buffs, DyeType
1669
TARGETCLOSE
A function to close the target cursor. Or set 'last' and 'self' functions to automatically close the target cursor. Example: I need to force the client to target another character. The target is given by an item. I created a function and use ACT to set the target UID and last(Forces the client to target the object referenced by ACT). src.act=<link.uid> src.last It works but the target cursor remains and the player can select another target(with 'targetted item is gone?'). The same with src.targ=<link.uid>. I don't know if this is a bug, but a function to close the target would be useful. (By the way, use of last function without a target cursor produce a sphere error "undefined keyword 'last'". Is there a way to check if a client has a target cursor?) Thank you.
Notes
(0001956)
Ben   
15-02-14 23:56   
last and self now automatically closes the target





View Issue Details
2275 [SphereServer] executable - windows build major always 04-02-14 04:23 15-02-14 23:25
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
DiagonalWalkCheck, NewPositionChecks, WalkCheck, UsePingServer
Command_Sysmsgs, OSIMultiSight, NoItemNaming, NoHouseMuteSpeech, Buffs, NoPrefix
[Major issue] Pets walking through house doors
Pets like horse/llama/etc are walking through house front doors. Probably related to some changes on EF_WalkCheck / EF_DiagonalWalkCheck made some weeks ago. I dont know if using MountHeight=1 on sphere.ini will solve this, but probably will, since I always used MountHeight=1 for ages to fix some bugs like pets walking though mountains, but disabled some weeks ago since this 'mountain pet' bug was fixed directly on EF_WalkCheck and then I started to get players talking about this new bug but the question is not simply "if MountHeight fix it, just enable MountHeight". It must be fixed with MountHeight disabled too :D
http://www.youtube.com/watch?v=2Ynz4oFQpXg [^] Just ignore the whole video an focus on 1:05 ~ 1:07 The player on the front of the door just dismount the zostrich then he say 'all kill' and the zostrich simply walk through the house door/wall to kill someone. Everything happens too quick but can be seen pausing the video
The server is using MountHeight=0
Notes
(0001955)
Ben   
15-02-14 23:25   
Fixed





View Issue Details
1447 [SphereServer] executable - linux build major always 12-07-08 15:01 09-02-14 23:47
Monsi  
Beyonder  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
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...
(0001944)
Ben   
09-02-14 23:47   
Time is now INT64





View Issue Details
2274 [SphereServer] executable - windows build minor always 03-02-14 00:44 06-02-14 19:23
Coruja  
XuN  
normal  
resolved  
fixed  
none    
none  
   
Automated (specify build number)
None
None
NPCs vendors revealing invisible GM accounts near
On npc vendors, the msg 'npc_generic_interrupt' (from sphere_msgs.scp) is revealing invisible GM members near the npc I mean, the player is talking (buy/sell/train/etc) to a npc, then I come near this same npc with my invisible GM account and the npc will say "Sorry xxxxx, but Coruja wanna talk with me". It will not remove the invisible flag, but the player will know that someone is there Maybe a great way to fix this is use a simple CANSEE to make the npc say this message only to visible chars
Notes
(0001940)
XuN   
05-02-14 15:39   
I can't reproduce this, and the code is not revealing any issue related either... this text is called on NPC_OnHear() wich is called when you say anything and this npc hears it.
(0001942)
Coruja   
06-02-14 00:17   
probably there's the mistery, I tried on my custom vendor, which open a dialog and the dialog button uses "HEAR something" to call others [EVENTS e_custom_vendor] //event running on vendor ON=@DClick FACE ... SDIALOG d_vendor [DIALOG d_vendor button] ON=0 FACE BOW ON=1 HEAR browse ON=2 HEAR collect ON=3 ... So now I dont know if it's really a bug, I already fixed removing this msg from sphere_msgs. But it would be great a simple 'cansee' check because it doesn't makes sense if someone say "Sorry but I must talk to xxx" if this player xxx cant seen by anyone. Even really using a spoken command (onhear) the player can use hidding/invisibility or just run away :D
(0001943)
XuN   
06-02-14 19:23   
It's not a bug, there is already a Cansee() check in the code so the npcs don't interact with invisible characters, however if I block it in the OnHear() inside code you couldn't make them use hear xxx while invisible, so I think it should be up to you block it or not with a simple if !(&statf_invisible).





View Issue Details
2273 [SphereServer] executable - generic minor always 01-02-14 06:22 04-02-14 23:40
jconapogostick  
XuN  
normal  
resolved 16-06-2013, 0.56b Prerelease  
fixed  
none    
none  
   
Not Available
None
None
crafting skill delays being ignored
crafting skill delays defined under [skill x] are ignored and hardcoded values are used if the skill doesn't have skf_craft flag. also when the skill has the skf_craft flag, the tool requirements are ignored and the sounds/anims don't play. it shouldn't behave like that unless skf_scripted is set.
Notes
(0001938)
XuN   
04-02-14 23:40   
Skf_craft now calls for strokes (plays sounds,anims,etc).





View Issue Details
2266 [SphereServer] executable - windows build major always 23-01-14 01:42 25-01-14 20:28
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Trade Window doesnt remove the trade memory
every time a player cancel a trade, the trade memory (t_eq_trade_window) will be removed on the player who closed the trade but not on the other player the same occour when the trade is complete, the memory will be removed on the player who finish the trade but not on the other player
Using 20 jan nightly build (I'm not using @TradeCreate / @TradeClose triggers)
Notes
(0001932)
Ben   
25-01-14 20:28   
Found the mistake...





View Issue Details
2255 [SphereServer] script pack minor N/A 02-01-14 02:28 22-01-14 12:13
Coruja  
XuN  
normal  
resolved  
fixed  
none    
none  
   
Automated (specify build number)
None
None
More incorrect color ranges on sphere_defs.scp
Related to 0002251, I found more incorrect color defs on sphere_defs.scp Also I noticed that some values on [DEFNAME hues_range] are original ranges from hues.mul and some others are sphere custom, so I filtered and placed everything in the correct order PS: I think colors_all could be better if changed to {2 1001}, this is the original range on hues.mul to cover all 'primary' colors :P PS²: I found a missing color range "Metals #0 -> Metals #29" found on hues.mul not included on sphere script, it's the colors_metals {2401 2430} (maybe it's useless, it would not make difference add it on the script or not) [DEFNAME hues_range] //Default color ranges from hues.mul (I already checked and fixed all values here): colors_skin {1002 1058} colors_hair {1102 1149} colors_pink {1201 1254} colors_blue {1301 1354} colors_green {1401 1454} colors_orange {1501 1554} colors_red {1601 1654} colors_yellow {1701 1754} colors_neutral {1801 1908} colors_snake {2001 2018} colors_bird {2101 2130} colors_slime {2201 2224} colors_animal {2301 2318} //Custom sphere defs (I doesn't changed nothing here) colors_stone {2498 1 2500 1 {2671 2706} 1} colors_skin_gargoyle {1755 1779} colors_all { {443 443} 2 {902 902} 1 {907 907} 1 {928 928} 1 {946 947} 1 {1201 1247} 6 {1301 1347} 6 {1401 1447} 6 {1501 1547} 6 {1601 1654} 6 {1701 1747} 6 {1801 1887} 6 } colors_white {2301 2301} colors_black {2305 2305} colors_brown {1110 1116} colors_gray {946 947} colors_demon { 1106 1110 } colors_wyrm { 0 1 { 1105 1110 } 1 { 34 39 } 1 } colors_red_drag { color_red1 1 color_red2 1 } colors_blood { 33 38 } colors_lava { { 32 34 } 1 { 53 55 } 1 { 43 45 } 1 } colors_poison { 61 79 } color_magic_weap 0 color_magic_shield 0 color_magic_arm 0 color_magic_defense 1650 color_magic_guarding 1430 color_magic_hardening 1353 color_magic_fortification 1805 color_magic_invulnerability 1887 color_o_spined 08ac color_o_horned 0845 color_o_barbed 0851
Notes
(0001878)
Coruja   
02-01-14 03:26   
I found another interesting info, ~I think~ the range {2 1001} is exactly all the 1000 same colors from the "dye tub" window, so there's another reason why it would be great use this value on colors_all :P the dye window have 200 colors per "page" (brightness level), and 5 pages, so 5 x 200 = 1000. I checked here and got these values: -first color from first "page" (dark blue): 2 -last color from last "page" (bright gray): 1001 -tried many random values and all of them are inside this {2 1001} range
(0001930)
XuN   
22-01-14 12:13   
Updated it in my script pack, it will be uploaded on the next commit.





View Issue Details
2257 [SphereServer] executable - windows build minor always 03-01-14 20:37 22-01-14 10:40
DavideRei  
XuN  
normal  
resolved  
fixed  
none    
none  
   
Automated (specify build number)
DiagonalWalkCheck, NewPositionChecks, WalkCheck, Size_Optimise
Buffs, NoPrefix
1753
melee weapons with range=1 can hit the target from 2 tiles distance
If a player with melee weapons(range=1) try to hit another character from 1 tiles distance and before hitting(but the blow has already been loaded) go back one step, he can strike the target from 2 tiles distance(range=2).
Notes
(0001929)
XuN   
22-01-14 10:40   
This should be fixed in tomorrows build, any problems post here.





View Issue Details
2142 [SphereServer] new feature request feature N/A 13-03-13 01:53 19-01-14 18:07
Mordaunt  
Ben  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Not Available
None
None
Sort Alphabetically
Would be nice if we had some hard-coded feature with which we could sort variables, lists e.t.c.. alphabetically. Not necessarily re-ordering them, but allowing us to display the output in alphabetical or reverse alphabetical order.
Notes
(0001507)
xwerswoodx   
21-03-13 21:45   
You can do with MYSQL or STRCMP
(0001927)
Ben   
19-01-14 18:07   
some list ordering features are being added (see revisions)





View Issue Details
1787 [SphereServer] new feature request feature always 30-07-10 15:55 19-01-14 18:06
xantier  
Ben  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c Nightly  
   
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
Notes
(0001106)
xantier   
11-06-11 08:50   
anything new about this one ? it's about to be one year
(0001926)
Ben   
19-01-14 18:06   
some list ordering features are being added





View Issue Details
1607 [SphereServer] new feature request feature have not tried 13-05-09 14:35 19-01-14 05:57
dzhony  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
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?
Notes
(0001925)
Ben   
19-01-14 05:57   
list.xxx.set and list.xxx.append being added





View Issue Details
1675 [SphereServer] new feature request feature N/A 15-11-09 18:48 18-01-14 19:21
Fire-Dragon-DoL  
Ben  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
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
(0001923)
Ben   
18-01-14 19:21   
runto was already added





View Issue Details
1633 [SphereServer] executable - generic minor always 09-07-09 06:59 18-01-14 19:13
cloud_br  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
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.
(0001922)
Ben   
18-01-14 19:13   
this is related to an already fixed bug





View Issue Details
1943 [SphereServer] executable - generic trivial always 10-04-11 20:54 18-01-14 17:20
Terrikate  
RanXerox  
normal  
resolved  
fixed  
none    
none  
   
Not Available
None
None
Doors that can not be passed
Specifically the doors in that position can not be passed if you have the. GM removed. With any configuration.
puertam.jpg (37,871) 10-04-11 20:54
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=65&type=bug
Notes
(0001010)
Terrikate   
10-04-11 21:58   
Sorry, that ID is 0681.
(0001315)
Terrikate   
06-05-12 18:57   
Please can take a look?. Thank you. This happens with any door that opens into that position and only if you have player privileges.
(0001901)
DavideRei   
12-01-14 11:32   
(edited on: 12-01-14 11:33)
I confirm this issue.
(0001917)
Ben   
18-01-14 17:20   
This seems to work properly with the latest build





View Issue Details
2244 [SphereServer] new feature request minor N/A 22-11-13 05:57 18-01-14 00:35
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Custom functions on SERV.ACCOUNT UNUSED
Actually the "SERV.ACCOUNT UNUSED xxx DELETE" only accept DELETE as command. It would be great if it accept any function, with this thing ppl will be allowed to create a more customized engine to control inactive accounts EG: on my server I want some inactive VIP accounts just got flagged with a TAG.Inactive without being blocked/removed, and block some others accounts with valuable items, and delete the remaining inactive useless accounts. But I can't do this since the SERV.ACCOUNT UNUSED only accept DELETE as command
Notes
(0001781)
Ben   
23-11-13 19:39   
Did you even try to set a tag this way or are you just guessing based on the fact that the wiki doesn't specify it can?
(0001910)
Coruja   
16-01-14 07:05   
I already tried here, maybe I wrote the wrong info when I reported this problem :P SERV.ACCOUNT UNUSED works with other commands, not just DELETE. The problem is that this thing works only using 'internal' functions but not using custom functions on script Example: SERV.ACCOUNT UNUSED 666 SERV.LOG LOL //<- this line works and will return many logs on console SERV.ACCOUNT UNUSED 666 roflmao //<- this line doesnt work and doesnt return any log on console [FUNCTION roflmao] SERV.LOG LOL
(0001913)
darksun84   
17-01-14 15:40   
(edited on: 17-01-14 15:41)
Correct way is serv.account unused 666 serv.roflmao Matched 1 of 3 accounts unused for 3 days 15:41:(test.scp,6)test
(0001914)
Coruja   
17-01-14 17:33   
nice, using this sintax it works :D but now there's another problem, the function works but there's no way to get any reference to the account. I dont know if I'm missing something or if really doesnt works SERV.ACCOUNT UNUSED 666 SERV.roflmao //(already tried SRC, ACT, etc) [FUNCTION roflmao] SERV.LOG lol / / / / / / //this will return 0 or error on all these references
(0001915)
Ben   
18-01-14 00:35   
Ok, this is now fixed. This probably also allows custom functions to be used in places that were previously not able too, but I have not found any yet :)





View Issue Details
2262 [SphereServer] executable - windows build major always 14-01-14 21:29 16-01-14 15:56
Coruja  
XuN  
normal  
resolved  
fixed  
none    
none  
   
Automated (specify build number)
None
None
f_onchar_create can't read the char name anymore
On last nightly (14 jan) the function f_onchar_create can't get the char name anymore // This function is called after client created a new char. // SRC --> char being created // ARGN1 --> flags // ARGN2 --> profession chosen // ARGN3 --> race (1=human, 2=elf, 3=gargoyle) // ARGS --> account name // ARGO --> the client creating the character // RETURN // 0 --> normal action (create character) // 1 --> denyes creation [FUNCTION f_onchar_create] SERV.LOG Char name: <SRC.NAME> / UID: <SRC> this will return the SRC without problems, but the char name <SRC.NAME> will always be 'Man'. The correct behavior is return the name choosed on character creation menu this could take some serious problems on shards which check all these names to prevent accounts choose duplicated char names :P
Notes
(0001908)
XuN   
15-01-14 00:20   
Fixed, all character data is being read before the function now.
(0001911)
Coruja   
16-01-14 07:32   
lol maybe this change broke the return 1 on f_onchar_create :P return 1 disconnect and block the client to enter the game using the created char, but sphere doesnt really deny the char creation. After disconnect, if the client try to use the account again the char will be already created and ready to use
(0001912)
XuN   
16-01-14 15:55   
Char is now deleted if creation is blocked.





View Issue Details
2063 [SphereServer] executable - generic feature always 26-03-12 20:20 15-01-14 00:43
babidi  
XuN  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none  
   
Automated (specify build number)
None
None
1506
parallyzed char (pg/npc) doesn't attack
if you are paralyzed statf_paralyze when trying to attack someone the memory_war is removed, and never start attacking
Notes
(0001899)
XuN   
12-01-14 09:46   
If you are paralyzed you cannot attack, move, use items... this is what paralyze was intended for. If you want chars to be able to attack just modify Paralyze to set tag.nomovetill.





View Issue Details
2116 [SphereServer] new feature request minor N/A 28-11-12 04:03 15-01-14 00:43
Coruja  
XuN  
normal  
resolved  
fixed  
none    
none  
   
Not Available
None
None
New extra combat flag COMBAT_PRECRIMINAL
Like COMBAT_PREHIT (sphere.ini) // COMBAT_PREHIT 00004 // allow prehit for close combat. first hit is instant (delay 0.1sec) the COMBAT_PRECRIMINAL will works in the same way, but used for flag criminal actions. If I just -TRY- to attack someone I will become instantly criminal even if I cancel the attack
Notes
(0001898)
XuN   
12-01-14 09:38   
You can use @HitTry for this: ON=@HitTry if !(==1) if ( ( > == NOTO_GOOD ) || ( > == NOTO_GUILD_SAME )) criminal=1 endif endif





View Issue Details
2260 [SphereServer] executable - windows build minor always 11-01-14 01:02 15-01-14 00:35
Coruja  
XuN  
normal  
resolved  
fixed  
none    
none  
   
Automated (specify build number)
None
None
Trade Window problems on 11 jan build
Using 11 jan build, I noticed some problems on trade window after these latest changes IMG 1) Using TradeWindowSnooping=0, if I put a metal chest with a bag inside containing a item (metal chest > bag > item) on the trade, I can freely pick or drop any item inside the bag IMG 2) Same problem above but now viewing as the other char. I can open the metal chest, but not the bag inside this metal chest bug 3) Everytime someone accept/cancel a trade it will show a sysmessage 'TradeCancel' (maybe someone forgot to disable these debugs msgs) :P
tradewindowbug.png (296,410) 11-01-14 01:02
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=89&type=bug
Notes
(0001893)
Coruja   
11-01-14 01:13   
also @TradeDelete on chars is not working, I dont know if there's a bug or if I'm doing something wrong. I tried this event, but nothing occours when I cancel the trade (mouse right click on trade window) [EVENTS e_lol] ON=@TradeDelete SERV.B debug lol
(0001895)
XuN   
11-01-14 16:12   
I'm looking for the problem moving items inside containers, and for the close... it is @TradeClose, it was @tradeDelete before but @TradeClose fits better and forgot to update this on notes.
(0001896)
XuN   
12-01-14 00:16   
Fixed
(0001907)
Coruja   
14-01-14 20:55   
thx :D everything is almost fixed now, you just forgot the pick/drop issue. Using the same example above (metal chest > bag > katana), the 'trade owner' can pick/drop itens on the bag inside the metal chest even picking or dropping itens inside the bag, the container got updated to the other player. But allow pick/drop items could take serious problems if used by a noob which can maliciously remove all items inside the bag 1 second before accept the trade
(0001909)
XuN   
15-01-14 00:35   
I created the function but did not add to all places I should, fixed now.





View Issue Details
1784 [SphereServer] new feature request feature have not tried 25-07-10 20:17 12-01-14 17:31
jeem  
XuN  
normal  
resolved 0.56c Nightly  
fixed  
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...
(0001905)
XuN   
12-01-14 17:31   
Khaos added a file for this in add-on folder.





View Issue Details
1841 [SphereServer] executable - generic minor always 24-10-10 16:18 12-01-14 17:29
Coruja  
XuN  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none  
   
20-09-2009
None
None
Function DISCONNECT self not working on high plevels
Calling the function DISCONNECT on an account with plevel > 1 will deny the disconnect. I dont know if it occours on all plevels or only with ISGM=1, I tested only with plevel 7 account
[FUNCTION lol] SYSMESSAGE You will be disconnected TRYSRV DISCONNECT 12:08:2c8:'coruja' commands 'lol'=1 You lack privilege to do this12:08:ERROR:Can't trysrv DISCONNECT object Coruja (0fe102)
Notes
(0000718)
xantier   
24-10-10 18:39   
[FUNCTION lol] local.plevel= SYSMESSAGE You will be disconnected account.plevel=1 TRYSRV DISCONNECT account.plevel=
(0000719)
Coruja   
24-10-10 20:58   
yea I already fixed here using the same method :D but it's an sphere problem and must be fixed on core too
(0001904)
XuN   
12-01-14 17:29   
Fixed





View Issue Details
1979 [SphereServer] new feature request feature N/A 17-06-11 21:34 12-01-14 17:29
babidi  
XuN  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none  
   
Not Available
None
None
1468
f_onchar_create not has return
f_onchar_create there is no return 0/1 to block character creation return 1 block character creation
Notes
(0001903)
XuN   
12-01-14 17:29   
Added





View Issue Details
1882 [SphereServer] executable - generic major always 02-01-11 20:41 12-01-14 17:04
Coruja  
XuN  
normal  
resolved  
fixed  
none    
none  
   
09-09-2008
None
None
Exploit using timerf command
TIMERF doesn't check plevel to execute the function. An account with plevel 4 which can use TIMERF function can exploit plevel restriction and execute any function, like "TIMERF 1,ACCOUNT.PLEVEL 7" So my suggestion is check is the account can use the function used on timerf, but only when it text the command on client (on scripts it must work without restrictions, since TIMERF functions run on many accounts with plevel 1)
Notes
(0001902)
XuN   
12-01-14 17:04   
Increase DefaultCommandLevel in sphere.ini





View Issue Details
1960 [SphereServer] executable - windows build major always 18-05-11 22:46 12-01-14 10:26
ozzy  
XuN  
normal  
resolved  
fixed  
none    
none  
   
Automated (specify build number)
None
None
Frizz walk char
When a player runs to more than 1-2 minutes it starts to slow down permanently. If this staff player - he has no such this problem! I am attaching a screenshot spyuo. http://dbhelp.ru/lags.swf [^] (video file, sorry youtube does not accept swf video format)
I use standart svn build 18 may + standart sphere ini and scripts
frizz.jpg (936,222) 18-05-11 22:46
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=69&type=bug
Notes
(0001081)
ozzy   
18-05-11 22:47   
Use client 203
(0001082)
ozzy   
18-05-11 22:55   
staff player - no such this problem! only players (plevel 1)
(0001083)
ozzy   
18-05-11 23:00   
it is very hot problem
(0001084)
Shaklaban   
19-05-11 01:54   
its related to your walkcheck and walkbuffer settings in the .ini i think.
(0001085)
ozzy   
19-05-11 09:13   
You're right! Thank you very much! I set: +EF_WalkCheck +WalkBuffer=500 (old WalkBuffer=75)
(0001900)
XuN   
12-01-14 10:26   
This was resolved, comment back if not.





View Issue Details
2187 [SphereServer] executable - windows build major always 08-08-13 01:44 12-01-14 09:20
Coruja  
XuN  
normal  
resolved 16-06-2013, 0.56b Prerelease  
fixed  
none    
none  
   
Automated (specify build number)
None
None
Become criminal opening containers on trade window
on trade window, if someone place a container on the trade and another player try to open this container, the player opening the container will become criminal That's a -major- issue because many noobs are using this to cheat. Under the city protection the noob just start a trade window with someone, drop the container on trade and wait for the bait. The innocent player will try to open the container and will become criminal I dont know exactly how the default behavior must works but certainly it can't work like this. I read somewhere that the default behavior is allow the container be opened only by the "owner" of this container, and if the owner open it, it will be opened for both players. Or another possible solution is allow both players open the container without become criminal.
Notes
(0001640)
Coruja   
08-08-13 18:37   
btw I found more 2 bugs on trade window: 1) if I drop the container on trade window, I cant open this open it (return the msg "You cant use this where it is."), but the other player can to open it, becoming criminal. The container owner -can't- open it but the other player can (lol) 2) [TYPEDEF t_eq_trade_window] //hardcoded typedef for trade window container ON=@DropOn_Self SERV.B [DEBUG] New item on trade window: if you drop something directly on the trade window this trigger will run, but if you drop the item on the char (to make it go to trade window) it won't fire
(0001897)
XuN   
12-01-14 09:20   
Ini option: TradeWindowSnooping





View Issue Details
2188 [SphereServer] new feature request feature N/A 08-08-13 22:48 12-01-14 09:19
Stanic  
XuN  
normal  
resolved 16-06-2013, 0.56b Prerelease  
fixed  
none    
none  
   
Automated (specify build number)
None
None
Trigger Trade Window Cancel
Is possible create a new trigger firing when some player close the Trade Window, like the existing @TradeAccepted?
There are no notes attached to this issue.





View Issue Details
2258 [SphereServer] executable - windows build major always 09-01-14 00:13 11-01-14 02:07
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Many char properties returning value in HEX instead DEC
On 02 jan 14 build, many properties like luck, resfire, rescold, respoison, resenergy, etc returns the value in decimal (as always) but since I updated to 08 jan 14 build, all of these properties are now returning the value in hex I dont know if it is really a bug, but this thing could breaks many FLOATVAL's since they works only with decimal numbers and return a wrong value if used in hex on my server I use custom calc's for monster damage, loot, etc and this thing broke all these formulas (monsters taking 270.000 damage, 300.000gp being created on every loot, etc)
Notes
(0001894)
Ben   
11-01-14 02:07   
I'll have this changed for next build. As a side note, you can always use or to return anything as decimal... If you find anymore that should return as decimal by default, just report them.





View Issue Details
2250 [SphereServer] executable - windows build minor always 05-12-13 16:51 10-01-14 22:25
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Not Available
None
None
FOOD property doesn't work anymore
On my server I'm using "FOODTYPE=20 t_food, t_fruit" on chardef c_man/c_woman. If I use <MAXFOOD> it will return "20" (no problem here) but <FOOD> is not working anymore, instead decrease this value by time, it will always return 20 too. Already checked all events on chars and there's nothing preventing FOOD to get changed on @Hunger
Using 5 dec 2013 nightly
Notes
(0001806)
XuN   
08-12-13 17:12   
Change the values of Regen3 in sphere.ini (Note that these values are seconds-based and not minute-based), I've tested it and food goes down fine.
(0001809)
Coruja   
08-12-13 19:53   
but regen3 (hunger) description on .ini says this regen value is for 'regeneration' (increase), its correct or it's suposed to be 'decrease'?
(0001810)
XuN   
08-12-13 22:16   
Well, of course it has bad description and no one else noticed... but obviously the more time you spent without eating... your food is going to decrease... or do your stomatch get full without eating anything? ^^
(0001890)
Coruja   
09-01-14 15:39   
on 08/jan nightly FOOD property is not working anymore it was working fine on 02/jan build but after update the .exe it broke this thing again, even using correct REGEN3 the FOOD is not going down and always stay at max value (MAXFOOD) My char has food/maxfood = 20/20 and even manually setting the food using ".food 0" it always stay at 20 I'm using "Regen3=60*60" (1 hour), already tried to set "Regen3=1" (1 second) but doesnt work too, the food doesn't decrease :P
(0001892)
Ben   
10-01-14 22:25   
Found the prob...





View Issue Details
1455 [SphereServer] executable - generic major always 19-07-08 01:04 09-01-14 12:35
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
08-02-2008
None
None
Stamina and DiagonalWalkCheck
Stamina check and @PersonalSpace is not fired when walk on diagonal.
DiagonalWalkCheck: on
Notes
(0001361)
-penta-   
30-08-12 12:55   
Players can shove each other without being fullstamina if they are both running. They continue to shove until stamina reaches a value under ARGN1. This is a minor problem, it is sufficient to add a custom check to block the "infinite shove on run". In addition to the ARGN1 to edit the consume of stamina during the shove, would also be usefull to edit the percentage of stamina needed to shove, not only when fullstamina.
(0001886)
Ben   
08-01-14 03:42   
Can anyone verify this one please? Trying to eliminate all walk code bugs
(0001889)
Coruja   
09-01-14 03:20   
working fine on 8 jan 14 build, you can mark as resolved :D





View Issue Details
1464 [SphereServer] executable - generic major sometimes 20-07-08 23:53 05-01-14 23:38
Admin BladeCraft  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
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)
(0001884)
Ben   
05-01-14 23:38   
Closing due to old settings that affected this are no longer in use...





View Issue Details
1938 [SphereServer] executable - generic minor always 28-03-11 14:17 05-01-14 23:29
trinax Linux  
Ben Debian  
normal 5.0  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none  
   
Automated (specify build number)
DiagonalWalkCheck, New_Triggers, NewPositionChecks, WalkCheck, NetworkOutThread
Command_Sysmsgs, FileCommands, NoHouseMuteSpeech, NoPrefix
1420
NPCs walk/climb mountains/high places inside dungeons and stuck there
NPCs walk/climb mountains/high places inside dungeons and stuck there. There is a ss that is taken when it happened in Ice Isle.
Happens with or without NPC_AI_PATH.
Capture.PNG (79,280) 28-03-11 14:17
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=61&type=bug
Notes
(0000989)
Mirravin   
28-03-11 17:18   
http://tracker.sphere.torfo.org/bugs/view.php?id=1904
(0001883)
Ben   
05-01-14 23:29   
related to #1904





View Issue Details
1638 [SphereServer] new feature request minor always 24-07-09 10:11 05-01-14 21:36
babidi  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
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?
(0000700)
babidi   
17-10-10 13:12   
maybe can be used putting an unexisting command that will say is not existing using the def message? like IF !() IF (>>) fjhhjgfjhfg RETURN 0 endif endif
(0000701)
ShiryuX   
18-10-10 00:37   
Please, tell me you're not trying to read commented lines.
(0000702)
babidi   
18-10-10 07:54   
lol shiryx should be uncomented //cmd_invalid "Not a valid command or format"
(0000714)
ShiryuX   
21-10-10 03:16   
So. It was your mistake or still doesn't work? BTW, Technically: SERV.DEFMESSAGE = DEFMSG Is sort of redundance since they are global definitions, def or defmsg would be enough :)
(0001881)
Ben   
05-01-14 21:36   
Implemented. Read and write with DEFMSG.X





View Issue Details
1904 [SphereServer] executable - generic minor always 30-01-11 17:31 05-01-14 03:38
Mirravin  
Ben Windows / Linux  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1411
EF_WalkCheck problems
1) Sometimes EF_WalkCheck allows going throught impassable locations, example: P=5289 2344 17 0, DIR=1. With EF_WalkCheck OFF - CAN'T move (CANMOVE 1=00). With EF_WalkCheck ON - CAN move (CANMOVE 1=UID). 2) After enabling EF_WalkCheck, NPCs started walking throught dungeon walls, example: c_m_frostooze, CAN=MT_WALK, often are walking throught impassable walls in Ice Dungeon. It is relatively global problem with NPCs, but I don't tested it for reasons and reprodusing. With player character I couldn't reproduse it(may be also connected with NPC height). Other about EF_WalkCheck: http://tracker.sphere.torfo.org/bugs/view.php?id=1618 [^]
Notes
(0000885)
Mirravin   
30-01-11 18:01   
More about EF_WALKCHECK: http://tracker.sphere.torfo.org/bugs/view.php?id=1833
(0001075)
Mirravin   
14-05-11 14:29   
If here is correct information in post 3: http://www.sphereserver.net/index.php?/topic/48537-exit-from-cross-of-wall/ problems, especially 2) is related with EF_DiagonalWalkCheck. I hadn't tried to disable it, when tested this issue.
(0001870)
DavideRei   
26-12-13 12:17   
The problem persists. Monsters and animals can reach non-walkable tiles.
(0001871)
Ben   
26-12-13 15:16   
Please post your EF and OF flags... For best results, EF_WalkCheck and EF_DiagonalWalkCheck should be used with EF_NewPositionChecks.
(0001872)
DavideRei   
26-12-13 15:31   
EF flags: EF_DiagonalWalkCheck,EF_NewPositionChecks,EF_WalkCheck,EF_Size_Optimise OF flags: OF_Command_Sysmsgs,OF_NoHouseMuteSpeech,OF_Buffs,OF_NoPrefix In particular, they are able to climb impassable mountains tile(like terrain 022d t_rock).
(0001873)
Ben   
26-12-13 23:27   
will look into it...
(0001875)
Ben   
27-12-13 19:05   
Could you specify certain locations, like x,y,z of places that NPCs can pass that you think they shouldn't be able too? This would make debuging a lot quicker.
(0001877)
DavideRei   
28-12-13 10:40   
1219,1980,6 terrain 0235 t_rock impassable I put a cat spawn(morep=30,40,5) near the mountains(1219,1984) and after a while the cat reach the coordinates above and stuck. Same problem here: http://tracker.sphere.torfo.org/bugs/view.php?id=1938
(0001880)
Ben   
05-01-14 03:38   
This should now be resolved... was a hard one to find :)





View Issue Details
2256 [SphereServer] executable - windows build minor always 03-01-14 19:31 04-01-14 02:13
DavideRei  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
DiagonalWalkCheck, New_Triggers, NewPositionChecks, WalkCheck, Size_Optimise
Buffs, NoPrefix
1753
TAG.OVERRIDE.ROCK don't work properly
TAG.OVERRIDE.ROCK don't work properly. The monster throw the item to a character, but at character's feet one gold coin is created(with sphere error: ERROR:CreateBase invalid item 09c000f3f) instead of the item. If this tag set the effect animation, don't you need another one to store the item baseid?
.add c_ettin .set TAG.OVERRIDE.ROCK=i_arrow let the ettin throw a boulder to you
Notes
(0001879)
Ben   
04-01-14 02:13   
(edited on: 04-01-14 02:15)
This will be fixed in next build... Comes with a few changes though so be sure to read the revisions. The reason was that it only accepted a numerical ID...





View Issue Details
2254 [SphereServer] new feature request minor N/A 31-12-13 20:48 01-01-14 16:21
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Move multi hardcoded message to scripts (sphere_msgs.scp)
Someone can move the hardcoded message "The duplicate key is in your bank account" to sphere_msgs.scp plz? This message is shown when I place any multi manually (deed) or add the multi using scripts and then call "MULTICREATE <charUID>" I want change this message, but there's no way to do this :P
There are no notes attached to this issue.





View Issue Details
2253 [SphereServer] executable - windows build major always 25-12-13 04:55 27-12-13 18:52
xwerswoodx  
Ben  
normal  
resolved  
fixed  
none    
none  
   
Automated (specify build number)
None
None
Sphere
Nightly build doesn't have spheresrv.exe can you check it please.
Notes
(0001869)
Ben   
25-12-13 15:58   
it's being looked at, but just remember, it's Christmas. Don't expect things to get done right away :)
(0001874)
Ben   
27-12-13 18:52   
Should be fixed for tonight's build





View Issue Details
2239 [SphereServer] executable - windows build minor always 11-11-13 15:37 21-12-13 22:52
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
EF_ItemStacking crashing sphereSvr.exe
When I enable it, sphere simply crash on a few seconds without any error/exception on log. I dont know how debug it to find the cause of the problem, but know that it's related to EF_ItemStacking because I startup the server without this setting, and then every time I enable it the server goes down in seconds. And if I launch already with EF_ItemStackiing enabled it wont last more than 1 minute online too It crash randomly even without any player online, so I think it's something related to NPC trying to pick/drop items (it occours no matter NPC_AI_MOVEOBSTACLES is enabled/disabled) Or it can be something related to a item decaying, making a stack pile goes down and returning a error
// Experimental flags // Flags for options that affect server behaviour and which might affect compatibility // See the revisions.txt file for more details on this // EF_DiagonalWalkCheck = 00000001 // EF_FixKillTrigger = 00000002 // EF_ItemStacking = 00000004 // EF_Intrinsic_Locals = 00000020 // EF_Item_Strict_Comparison = 00000040 // EF_NewPositionChecks = 00000080 // Do not set while server is running !!! // EF_WalkCheck = 00000100 // EF_AllowTelnetPacketFilter = 00000200 // Enables packet filtering for telnet connections as well // EF_Script_Profiler = 00000400 // EF_Size_Optimise = 00000800 // EF_DamageTools = 00002000 // damage tools (and fire @damage on them) while mining or lumberjacking // EF_PetSlots = 00004000 // INCOMPLETE YET! DO NOT USE until this warning is removed! // EF_UsePingServer = 00008000 // Enable the experimental Ping Server (for showing pings on the server list, uses UDP port 12000) // EF_FixCanSeeInClosedConts = 00020000 // Change CANSEE to return 0 for items inside containers that a client hasn't opened // EF_Specific = 01000000 // Specific behaviour, not completly tested Experimental=00000001|00000002|00000004|00000080|00000100|00008000 // Option flags // Flags for options that affect server behaviour but not compatibility // See the revisions.txt file for more details on this // OF_Command_Sysmsgs = 00000008 //Shows status of hearall, allshow, allmove... commands after toggling them // OF_OSIMultiSight = 00000020 // OF_Items_AutoName = 00000040 // OF_FileCommands = 00000080 // OF_NoItemNaming = 00000100 // OF_NoHouseMuteSpeech = 00000200 // OF_Flood_Protection = 00001000 // OF_Buffs = 00002000 // OF_NoPrefix = 00004000 // Add prefix "A" and "An" to itemnames or not // OF_DyeType = 00008000 // if set allows using i_dye on all t_dye_vat instead of only i_dye_tub // OF_DrinkIsFood = 00010000 // type T_DRINK will increase FOOD lvl like T_FOOD // OF_DClickNoTurn = 00020000 // the player won't turn when dclick or targ an item // OF_Specific = 01000000 // Specific behaviour, not completly tested OptionFlags=00000008|00000020|00000080|00000100|00000200|00002000|00004000|00008000 // NPC AI settings // NPC_AI_PATH 0001 NPC pathfinding // NPC_AI_FOOD 0002 NPC food search (objects + grass) // NPC_AI_EXTRA 0004 NPC magics, etc // NPC_AI_ALWAYSINT 0008 Always be as smart as possible with pathfinding // NPC_AI_INTFOOD 0010 NPC food search (more intelligent and trusworthy) // NPC_AI_COMBAT 0040 Look for friends in combat // NPC_AI_VEND_TIME 0080 vendors closing their shops at nighttime // NPC_AI_LOOTING 0100 loot corpses an the way // NPC_AI_MOVEOBSTACLES 0200 if moveable items block my way, try to move them // NPC_AI_PERSISTENTPATH 0400 NPC will try often to find a path with pathfinding NPCAI=0004|0008|0200
Notes
(0001774)
Ben   
12-11-13 03:10   
(edited on: 12-11-13 03:14)
I Split EF_ItemStacking into 2 setting. EF_ItemStackDrop 0x08 will take care of the item dropping part. Can you let me know which part is causing it since I don't have a populated shard to test this with. Also, Item decay doesn't seem to be the problem (decay doesn't trigger item fall)
(0001775)
Coruja   
13-11-13 03:37   
(edited on: 13-11-13 03:38)
I tested here both EF_ItemStacking and EF_ItemStackDrop EF_ItemStackDrop works fine, but if I enable EF_ItemStacking the server crash after some seconds without any player connected
(0001780)
DavideRei   
23-11-13 17:51   
I confirm this issue. No problem with EF_ItemStackDrop. With EF_ItemStacking enabled sometimes sphere crashes when i drop an item onto a static item. Happen to me every time i drop a door(i_door_wood_3) onto a static wall(i_wall_stone_sm_4). And every time i drop a worldgem bit onto a static carpet(0ad1).
(0001785)
Coruja   
29-11-13 18:04   
On newest builds (after EF_ITemStackDrop last change) the server doesnt crash without player anymore, but it keep crashing with players, probably when someone pick or drop an item. The server always goes down in 5 minutes after launch, much better than before but it still crashing :D If you want, I think its a good idea create a new EF_ItemStackDebug temporary flag to debug everything on the console and make it easier to fix
(0001850)
Ben   
15-12-13 15:01   
Any more news on this? I have removed the code that disabled item flipping on drop a few days ago but got no feedback yet.
(0001855)
Coruja   
16-12-13 00:36   
I will test it again in a few minutes
(0001859)
Coruja   
16-12-13 04:24   
items are flipping again when stacked, but at least the server seems to be stable for now (2hr uptime without any crash)
(0001865)
Ben   
21-12-13 22:52   
Alright, closing this.





View Issue Details
2251 [SphereServer] script pack minor N/A 16-12-13 00:31 16-12-13 22:42
Coruja  
khaos  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
colors_neutral value range
I'm not sure if it's really a bug, but on sphere_defs.scp the value of colors_neutral is {1801 1887} I checked these values on hues.mul and found more neutral colors, so the correct range is {1801 1908}
missingcolors.png (153,415) 16-12-13 00:31
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=88&type=bug
Notes
(0001861)
XuN   
16-12-13 12:08   
I think 1908 is not 'Neutral' color, its so dark.
(0001863)
khaos   
16-12-13 22:42   
Will be updated tonight before the build. Hues.mul says they are neutral; so I added them to sphere_defs.scp. Anyone wanting the old value; it will be in a commented out field.





View Issue Details
2078 [SphereServer] executable - windows build major always 28-05-12 16:47 15-12-13 22:16
Shaklaban  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1519
t_multi_custom causes memory leak in client
walking around custom houses cause memory leak on client. i just placed 4 custom houses with little amount of items (3-4 walls). then i start to move around them, clients memory usage keeps going up, in the end its eat all virtual memory in the system. i tried it with lot of clients, every of them shown same behaviour. i tried same think with runuo but this problem occurs in only sphere. its impossible to use custom housing on a live shard.
create 2-3 custom houses. place little amount of item in them. move around them with a little script with timerf and move for 5-6 mins.
memory_leak.jpg (115,180) 28-05-12 16:47
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=83&type=bug
Notes
(0001355)
Shaklaban   
13-08-12 08:36   
(edited on: 13-08-12 08:38)
after some research i find the issue, sphere sends unnecessary 0xBF packet about houses. http://docs.polserver.com/packets/index.php?Packet=0xBF 0x1D subcommand is for revision state of the house. Subcommand 1d: Server Sent. Part of AoS Custom Housing. Sends a house Revision number for handling client multi cache. If revision is newer than what client has it asks for the new multi packets to cache it. i just send the same packet which sphere sends periodically and memory usage grows ref1=0400f6DDA //uid of custom multi sendpacket 0BF W0D W29 D D44 so i think sphere should not send that packet if the player already see the house in the last revision, because even revision state same as last one client caches the whole house again.
(0001356)
Ben   
15-08-12 03:34   
with or without OF_OSIMultiSight on?
(0001357)
Shaklaban   
15-08-12 07:36   
(edited on: 15-08-12 07:40)
i tried with that flag, with and without it result is the same. my temp solution is converting type of t_multi_custom to t_multi, when players enter the house im converting it to t_multi_custom and update the player then convert it to t_multi again. with this method players which is outside cannot see parts of house, just see the foundation. but its not looking good and if a players enters too much house memory usage increases anyway.
(0001377)
Terrikate   
15-09-12 17:15   
Are you sure it only happens with custom houses?. This happens to me with both. Memory increases when the house "is charged and discharged" in radarmap. Can you confirm it with t_multi?. Thanks.
(0001380)
Shaklaban   
18-09-12 07:32   
yeah its also occurs with t_multi when the house "is charged and discharged" in radarmap, but increase is small compared to t_multi_custom.
(0001389)
Terrikate   
24-09-12 02:31   
(edited on: 24-09-12 02:36)
I think it's fixed in nightly builds r1538+. The 0xBF packet, 0x1D subcommand must continue to be forwarded to the client for the design of the house and update it in the cache if there are changes. The problem was that the design of the house was being sent when it appeared on the radar map, at a distance of 31 steps and as the client doesn't see beyond 18... When sending the packet, even coinciding cached version, the server sending back to the client entire structure. Now it keeps sending base of the multi with a distance of 31 steps but the version is not sent until arriving at 18 steps. If the version of the cache structure coincides not sent, if not completely sent. Please try it and tell me.
(0001393)
Shaklaban   
25-09-12 18:47   
is it fixed tried with 1538 or 1539, im tried with 1538, memory increases to 120 mb in 8 minutes with: added 4 house, and moved arond them with that script: [function ram_test] if !() move n 4 move n 4 move n 4 move n 4 move n 4 move n 4 timerf 3,ram_test 1 else move s 4 move s 4 move s 4 move s 4 move s 4 move s 4 timerf 3,ram_test endif
(0001397)
Ben   
30-09-12 15:17   
Ok, I've done some testing of my own on this... The revision number is only sent to the client when the multi comes into view, not on every step (that part is normal behavior). The whole multi data is only sent if the client requests it, so that's only if revision number is outdated. (also normal behavior). The place where I noticed some useless 0xBF packet, subcommand 0x1D is when using the MOVE command. Every time the MOVE command is used, it'S like you are being removed and then brought back... causing the multi to come back into view, so sending the revision number. (that can maybe be fixed) I'll look deeper, but I don'T think I'll find too much. To me, it seems like a client issue more then anything.
(0001853)
Ben   
15-12-13 22:16   
related to 2131 too many 0x1A packet from houses... closing





View Issue Details
2042 [SphereServer] executable - windows build major always 25-09-11 17:41 15-12-13 22:15
Terrikate  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1495
Pets mounted disappear after a save and restart
http://www.sphereserver.net/index.php?/topic/48709-gc-and-mounts/ [^] http://www.sphereserver.net/index.php?/topic/41265-mount-erase-on-save/page__p__191976__hl__mount__fromsearch__1 [^]
- Your pet attacks a NPC - You ride on your pet - The NPC dies before a saved - Your pet still has memories of combat - The server makes a save - Restart the server - After connecting your mount will be gone
Notes
(0001325)
Shaklaban   
09-07-12 07:18   
(edited on: 09-07-12 07:19)
additional info: shrinked pets also disappearing. non-mount npcs which is shrinked can be disappearing with the same error. example error: 22:59:ERROR:UID=033f5b9, id=063ab 'Biz Geldik Lutfen Kacmayin ', Invalid code=1203 (Ridden NPC not acting as such) 22:59:ERROR:GC: Object memory leak 175640!=175639 i try to remove flags and memories from the npc but not helps.
(0001326)
Terrikate   
09-07-12 23:53   
Finally I had to do a workaround... When I make a save I see that all players (online and offline) that are on a mount (FINDLAYER.25) and if in that LAYER contains an MORE2 aiming to NPC nonexistent... means that the pet will be cleared on the next reboot. So I delete the NPC, create other and force the player to ride it. If you need help with it let me know and look for the script.
(0001330)
Terrikate   
20-07-12 02:26   
(edited on: 20-07-12 02:27)
This is the script. I reduced it by removing things from my server and I translated it, if something fails me know. Greetings. sphere_serv_triggers.scp [FUNCTION f_onserver_save] ALLPLAYERS F_PETS_RECREATE Anywhere.scp [FUNCTION F_PETS_RECREATE] REF1= IF () // player rides a pet REF2= IF (!) // pet will be deleted on the next restart, not exist in the world // create new pet SERV.NEWNPC NEW.P=

REF3= // create owner memory SERV.NEWITEM=i_memory NEW.COLOR=memory_ipet NEW.LINK= NEW.LAYER=layer_special NEW.CONT= // update findlayer and disconnect pet REF1.MORE2= REF3.NAME= REF3.COLOR= REF3.FOOD=15 REF3.FLAGS=statf_ridden|statf_pet REF3.ACTARG1=|030000000 REF3.ACTION=06f REF3.DISCONNECT ENDIF ENDIF [FUNCTION ALLPLAYERS] FOR ACCOUNT 0 -1> FOR CHAR 0 .CHARS> - 1> REF1=.CHAR..UID> IF () REF1. ENDIF ENDFOR ENDFOR

(0001331)
Terrikate   
20-07-12 02:28   
NEW.P= P // Fix that, take it as html
(0001388)
Terrikate   
23-09-12 19:40   
I can not reproduce the problem with the latest versions Nightly. I'll try in previous versions to do exactly the same. Shaklaban if you get it on the latest versions let me know and show me step by step what you do. Let's see if we get something clear...
(0001394)
Shaklaban   
25-09-12 18:53   
(edited on: 25-09-12 18:55)
i can't reproduce this in april 2012 build in the past. it occurs randomly and rare. by the way if you need to test here is the april build http://stones.gen.tr/SphereSvr.rar i put under @mount argo.action=-1 argo.removeallmemories //generic function from scp while findid.i_memory remove argo.flags &= ~statf_war
(0001852)
Ben   
15-12-13 22:15   
This doesn't seem to be an issue anymore... closing





View Issue Details
2247 [SphereServer] new feature request feature N/A 28-11-13 18:03 15-12-13 22:06
DavideRei  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
Buffs, NoPrefix
LOCAL.ARROW in @HitTry
LOCAL.ARROW in @HitTry to set UID of the arrow to fire(Archery only) TAG.OVERRIDE.AMMOTYPE can be used to make a bow fire a new type of arrow, but is not possible to fire only the base arrows(i_arrow) without consuming the new arrows. For example: A player has in his backpack i_arrow and i_arrow_poisoned. Setting TAG.OVERRIDE.AMMOTYPE=i_arrow_poisoned on the bow make it fire only i_arrow_poisoned. Setting TAG.OVERRIDE.AMMOTYPE=i_arrow or TAG.OVERRIDE.AMMOTYPE= make the bow fire both type: i_arrow and i_arrow_poisoned With LOCAL.ARROW in @HitTry you can solve the problem doing this: ON=@HITTRY TAG.OVERRIDE.AMMO=<findlayer(21).findid.i_arrow.uid> It would also be useful to consume only arrows in a specific container(quiver for example).
Notes
(0001783)
DavideRei   
28-11-13 18:08   
I correct myself: With LOCAL.ARROW in @HitTry you can solve the problem doing this: ON=@HITTRY LOCAL.ARROW=
(0001847)
khaos   
15-12-13 00:23   
Ben said the behavior is working fine. He did say he is going to add tag.override.ammocontainer though. So I am switching the assignment to him.
(0001851)
Ben   
15-12-13 22:06   
As for AMMOTYPE causing bows to shoot multiple types of arrows... NOT ABLE TO REPRODUCE. But for shouting from a container, I added the variable AMMOCONT which can take a UID of a container or the ID of a container. All TAG.OVERRIDE.AMMOX have been changed to variables... AMMOANIM AMMOANIMHUE AMMOANIMRENDER AMMOCONT AMMOTYPE





View Issue Details
1762 [SphereServer] executable - linux build minor always 09-06-10 16:40 15-12-13 08:24
HOCOK  
khaos  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c Nightly  
   
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)
Notes
(0000672)
babidi   
23-09-10 19:52   
(edited on: 23-09-10 19:52)
it makes sense build #1333 still not resolved
(0000692)
Coruja   
07-10-10 04:42   
Maybe not, its a logical condition You're on a house, if you try to mount on another horse (@Mount) you can call return 1 to prevent mounting this new house because youre already mounted. This will be not possible if you dismount calling @Dismount after call @Mount again because you will never be mounted when @Mount got called
(0000693)
babidi   
07-10-10 07:47   
yes you're right but we have to find a solution for this because of those who don't wants to disable the feature of "jumping" from a horse to another but however they want their scripts works properly. is it logical to say if you are on a horse and want to mount on another you have to dismount first (@dismount) and then mount to the second (@dismount) i'm shure there is a way to prevent mounting a horse if you are mounted and making @dimount and then @mount toghether.
(0000903)
trinax   
11-02-11 09:21   
(edited on: 11-02-11 09:24)
You can check if you are already mounted on @Mount instead of needing Dismount to be cast before Mount with a simple if statement and remove your tags or whatever there IMO. But changing their order will remove the chance to prevent jumping between horses, you will have to unmount even if you prevent mounting to another. It should not change, you can manage your scipts to work properly but changing the order will decrease the ways of usage of two triggers.
(0001846)
khaos   
15-12-13 00:21   
I committed a possible fix tonight. It should be available tomorrow night. Let me know if it works or not. There is now a check to see if the player is mounted when trying to mount again and calls DISMOUNT before allowing the action.
(0001848)
HOCOK   
15-12-13 01:33   
thanks for "quick fix") sarcasm. already fixed it by scripts.
(0001849)
khaos   
15-12-13 08:24   
Fixed. Dismount will now call before the mount on Chars.





View Issue Details
2145 [SphereServer] new feature request minor always 16-03-13 22:29 14-12-13 22:56
alexpetro  
khaos  
normal  
feedback 20-09-2009, 0.56b Prerelease  
open  
none    
none  
   
03-10-2007
DiagonalWalkCheck, New_Triggers, Intrinsic_Locals, NewPositionChecks, WalkCheck, AllowTelnetPacketFilter, Script_Profiler, Size_Optimise, DamageTools, NPCAct_Triggers
OSIMultiSight, FileCommands, Flood_Protection, Buffs, NoPrefix, DyeType, DrinkIsFood
Casting spell in wrong way not fire any trigger
When a spell targobj is casted, if the target is not placed in the right destination, an item or ground, the target go away, an error message is prompted. In these cases should a good feature to fire trigger @Target_cancel. I hope this could easily solved, I have an automatized ribbon menu of spell that can't be called in these cases. Thank you I
Notes
(0001843)
khaos   
14-12-13 22:55   
With on=@SpellCast, Success, Fail, or Effect you can call the trigger @SpellTargetCancel or @SpellFail





View Issue Details
2108 [SphereServer] executable - windows build minor always 05-11-12 23:12 14-12-13 20:54
Mordaunt  
khaos  
normal  
feedback  
open  
none    
none  
   
Not Available
New_Triggers
Command_Sysmsgs, FileCommands, NoHouseMuteSpeech
1548
Hardcoded NPC_AI FOOD failure
Using the hardcoded AI (NPCAI=01|02|08|010) An animal will find food types e.g. t_meat and emote that it is eating it BUT the food type remains and the amount is not reduced, also the food level of the NPC is not affected by the animal eating. Latest nightly tested 5/11/12
Notes
(0001420)
Mordaunt   
06-11-12 01:52   
Items seem to vanish when decay timer fires, only then does food level in animal change.
(0001830)
khaos   
14-12-13 20:54   
The code shows it is eating thee food when it performs its animation. Is there anyone else who can report the food levels are NOT raising? If so; this is a quick fix.





View Issue Details
2045 [SphereServer] script pack feature always 29-09-11 02:45 14-12-13 17:40
Rattlehead  
khaos  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
New_Triggers
Command_Sysmsgs, FileCommands, NoHouseMuteSpeech
1506
House system bug
during world save if you are building a custom house, and all u have is a foundation and have not committed the first build, the foundation will vanish, and you will be stuck in design mode,
buy a house, make it custom, goto customize this house from the menu, wait for world save.
Notes
(0001816)
khaos   
14-12-13 17:40   
The housing systems for Sphere has an Add-on now with Mordaunt's housing system. This system doesn't seem to have this issue. Please upgrade if needed.





View Issue Details
2243 [SphereServer] new feature request minor N/A 19-11-13 15:37 04-12-13 16:06
Coruja  
khaos  
normal  
resolved  
no change required  
none    
none  
   
Not Available
None
None
New trigger to run on map teleports
My suggestion is create a new trigger @MapTeleport / @WorldTeleport / @whatever to run when a player step on a world teleport defined on sphere_map_pointsX.scp ARGN1: the destination P (writeable) return 1: prevent teleport
it will be usefull to allow more customization and to take control of these teleports. Example: block someone to exit an area, or make a fix to prevent field traps on world teleports [EVENTS e_char] ON=@MapTeleport IF !(<TAG0.QuestComplete>) SYSMESSAGE You cant exit this area without complete the quest first. return 1 ENDIF //Clear field spells traps on destination before send the player to this P SERV.NEWITEM i_gold NEW.P=<ARGN1> NEW.TeleportClearTrap NEW.REMOVE [FUNCTION TeleportClearTrap] FORITEMS 2 IF (<TYPE>==t_spell) REMOVE ENDIF ENDFOR
Notes
(0001792)
khaos   
01-12-13 09:33   
Could this not be done with REGION triggers or simply invisible tiles in that area (if an entrance) to check for a tag on the char if doing a quest and not allow them to leave?
(0001795)
Coruja   
01-12-13 21:53   
yea, on a single region it can be done using @Enter or @Exit But it's not a good idea copy/paste this same code writing thousand of lines to make it works on every single region of all maps (more than 400 areadef/roomdef) or replace all 1000+ map teleports with an t_telepad invisible item if it could be done with a single trigger on a single player event :P
(0001805)
khaos   
04-12-13 16:06   
We tested with character trigger @RegionEnter and @RegionLeave. We were able to emulate what you asked for with no issue. You don't need a telepad. Testing resulted in a parse of the P you dont want them to leave on the character trigger via a removable event. We tested recalling, walking, mappoints, teleporting, telepads, customitems, etc. It all blocked leaving or entry. This we have decided is the best course of action. Adding another trigger at the time is not in the best interest at the moment. Again, we simulated everything you asked for. If you need an example please post for help in the forums. Sincerely, Khaos, XuN, and Ben.





View Issue Details
2235 [SphereServer] new feature request minor have not tried 01-11-13 11:45 04-12-13 05:32
XuN Windows  
Ben 8  
normal pro  
resolved 16-06-2013, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1672
Nameloc to items
Just like name but storing cliloc id for this item, so anyone can add (if they wish) custom clilocs and show them in item's names, or just showing default items localiced in vendors shop, etc Something like tag.cliloc can be made but it wont do the trick nice as when bouncing you will see the 'name' instead in the msg, when using .add and so on, also changing item's names to #clilocid will give the name correctly in cliloc but showing You put the #clilocid in your backpack... not a solution either.
Notes
(0001791)
khaos   
01-12-13 09:30   
Even though you are a dev now. I have to note this: nameloc technically exists. You can store tag.nameloc= and parse it to an empty cliloc. This then does the name for the item. Sphere by default already parses to an empty cliloc field and does this. Otherwise we'd have to build an entire list of possible names to check the cliloc # against. Which I don't plan on doing. This can be soft coded. If you want; you can code in NAMELOC and have it grab from a list of names in SPHERE_DEFS.scp; like we do height. Otherwise I don't see any other use for hard code additions as more creatures get added and people will get new names. Another thing to note is pulling from a list for every item/creature or however you do this. Though this might be optimal on some servers... I would make the coding to check for an OF_NAMELOC flags. So people can choose to parse the definition list or not.
(0001797)
RanXerox   
01-12-13 22:37   
"changing item's names to #clilocid will give the name correctly in cliloc but showing You put the #clilocid in your backpack..." I think the best solution is to fix the "You put the #clilocid in your backpack." message to actually work.
(0001798)
XuN   
01-12-13 23:15   
Using name instead of nameloc leads to a problem with messages, also having nameloc let people with custom clilocs add their names to the items easily. Fixing that message won't solve the problem if certain servers are using both client 203 and higher or if they doesn't want to use clilocs by turning out the option in the .ini.
(0001804)
Ben   
04-12-13 05:32   
This is now implemented... se revision file





View Issue Details
2208 [SphereServer] new feature request minor N/A 19-09-13 21:51 03-12-13 20:05
Coruja  
XuN  
normal  
resolved  
fixed  
none    
none  
   
Not Available
None
None
Support for the new OSI item durability style
on sphere, the durability property uses the old style (legacy) where the item is destroyed when MORE1L (current durability) reach 0, no matter the MORE1H (max durability) value OSI doesnt use this style anymore, the new method allow MORE1L reach 0, then keep it 0 and start decreasing MORE1H. And I cant remember if sphere have an internal repair engine, but using the new repair style the MORE1L got maxed to MORE1H and then MORE1H got decreased. Something like this: [FUNCTION RepairItem] MORE1H -= 5 MORE1L = <MORE1H> So the idea is make sphere support this new style. It could replace the old style, or if someone prefer it would be great switch between these 2 styles using a .ini setting
http://www.uoguide.com/Durability [^]
Notes
(0001802)
XuN   
03-12-13 20:04   
Sphere already support this new Durability Style ON=@Damage if (>0)//If Hits greater than 0 more1l -- //We take 1 Hitpoint else //If Hits !greater than 0 more1h -- //we take 1 Maxhits if (<=0) // if Maxhits Equal or less than 0 destroy //we destroy the item endif endif Just add this to any generic typedef for items and you got it working





View Issue Details
2248 [SphereServer] script pack minor N/A 03-12-13 16:20 03-12-13 19:40
Coruja  
XuN  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Duplicated entry on sphere_defs.scp
it have 2x this same setting 0c8: height_0c8 16 //DEFNAME=c_horse_tan height_0c7 23 //DEFNAME=c_rai_ju height_0c8 16 //DEFNAME=c_horse_tan
Notes
(0001801)
XuN   
03-12-13 19:40   
Removed





View Issue Details
2010 [SphereServer] executable - windows build minor always 31-07-11 21:23 11-11-13 06:19
Shaklaban  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1478
Npc Pathfinding
npc pathfinding not works on the new maps (ilshenar, malas etc.). i think there is a problem with map numbers, maybe npcs trying to reach same coordinates on the map0. My AI flags: NPCAI=0001|0008|0200|0004
Notes
(0001443)
Gil Amarth   
09-12-12 19:58   
I´d like to bump this issue. It´s very strange pathfinding is bugged in all maps except map0. My npcs works perfect avoiding trees un map0, but they fail miserably in the same map1, and they stucks for seconds in every obstacle of their way. And both maps are the same. I fully confirm this problem.
(0001444)
Ben   
09-12-12 23:49   
Can you post your EF flags. From hat I can see, pathfinding is only used properly with EF_walkcheck and EF_newpositioncheck on.
(0001445)
Gil Amarth   
10-12-12 21:42   
I don´t know Shaklaban ef_flags, but this are mine: // EF_DiagonalWalkCheck = 00000001 // EF_New_Triggers = 00000008 // EF_WalkCheck = 00000100 // EF_Script_Profiler = 00000400 // EF_NPCAct_Triggers = 00010000 Experimental=01|08|0100|0400|010000 I have tried adding EF_newpositionchek, and it´s worse. Unless you quit EF_DiagonalWalkCheck, then is sightly better, but still pathfinding it´s better in map0. Testing it, an ogre never, NEVER, stucks any second in any tree or obstacle when he is chasing you, but in the same map1, he sometimes stuck in a tree, aproximately one second, and it´s very easy to run from him.
(0001446)
darksun84   
12-12-12 01:52   
(edited on: 12-12-12 02:12)
I tested it in Ilshenar map, same your flag(and npc always smarter pathfinding flag, and yes they tend to stuck more and wander around. For a quick test : Cast wall of stone map0, the npc will get you. Map 2, the npc will get stuck and it will wander around
(0001771)
Ben   
11-11-13 06:19   
Finally fixed!!!





View Issue Details
1764 [SphereServer] executable - generic major always 21-06-10 07:23 10-11-13 20:32
xantier  
Ben  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c Nightly  
   
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..
(0001110)
xantier   
13-06-11 17:23   
(edited on: 13-06-11 17:50)
well images seem to be lost after one year. i had mentioned too much about this problem before but i got negative and weird answers. here i will try to explain again : main problem is about advanced LOS and internal drop/pickup checks in sphereserver. --Line of sight-- according to osi (and runuo ?) LOS algorithm, you can/must be able to drop multiple items on a tile. this works well in non-advanced LOS but when the advanced one (osi-like, realistic) is activated, you can't do that. and there is no way to override LOS system, especially on @itemdrop triggers. that blocks us to script an osi-like item drop system. it is especially vital on decorating the houses, world etc.. --internal item drop/pickup checks-- another problem that blocks scripting item drop checks. it is buggy and unnecessary. when you drop multiply items on a tile, they stack weirdly. no check for item heights, all items have their Z value increased by one. same for lifting an item. if i couldn't explain it well, i can record videos for that problem.
(0001768)
Ben   
10-11-13 20:32   
Fixed LOS issue with stacked items





View Issue Details
2210 [SphereServer] new feature request minor N/A 24-09-13 04:09 10-11-13 18:04
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Support for OSI item stack (piles)
It would be great a new .ini setting to enable the OSI item stack when drop items on ground, like this: http://uo.stratics.com/homes/betterhomes/dd_decotips.shtml [^] When the item get drop, it will check all others items on same tile, counting all HEIGHTs to then place the dropped item on the top of the pile
Notes
(0001714)
Ben   
06-10-13 20:31   
Added with EF_ItemStacking 0x04(probably not 100% OSI style but should do the trick (maybe even better))
(0001716)
Coruja   
07-10-13 02:56   
(edited on: 07-10-13 02:57)
thx :DD I already tested on today nightly and it's working, but it always raise only 1 Z for every item instead use the item height Example: 1) If I make a pile of i_map_blank (height=0), even doesnt counting item height it accidentally works fine because the raised Z will be 1. On the correct formula, instead always raise 1, it will try to raise 0, but 0 is a null value so it got changed to 1. 2) If I make a pile of i_forge (height=3), the pile will got weird because it will raise 1 Z too (the correct is 3 instead of 1) And also, the server crash and sphereSvr.exe closes when I make a huge pile > aprox. 20 items inside a house
(0001717)
Ben   
07-10-13 03:56   
ok first of all... I knew you would say something about the item height :) It's been added now (didn't have time to do it before the build time). And as for items pilling high, players are not able to pile more then 16z above (just like OSI) but as a GM, there is no restrictions. Maybe I should just remove the GM bypass on this. There is also a LOS issue with pilling more then 2 items that block view.(working on this)
(0001718)
Coruja   
08-10-13 09:13   
roflmao :D I tested again on the latest nightly and height is working fine now. But the drop action is a bit messed, the item will stack only if I drop it "inside" the top item of the pile. If I drop it on over a item on the middle of the pile or on the pile ground, it wont stack on the pile. On RunUO (OSI-like style) I can place the item anywhere on the pile (directly on the ground or over any item) and it will stack to the top. And if I pick up a item on the middle of the pile, all items above this "picked item" will fall (to correct the pile and prevent 'flying' items) I checked the max pile Z too and it seems to be 20 per floor or 40 if theres nothing to block the Z (floor/roof), although I think 20 is enough I uploaded a video to show how it works on RunUO https://mega.co.nz/#!RpRjVZiL!QCixdhdcPxFgehKTu-cEXkVb0zYREsF5ROxtZNuoJN4 (113.6 MB)
(0001719)
Ben   
09-10-13 00:36   
maybe you should upload your video somewhere that don't force ppl to use a specific browser... and the first link you posted stated 16 as the highest Z so why would I make it 20? I don't care what RunUO does...
(0001720)
Coruja   
09-10-13 06:12   
I uploaded on youtube, I think it should work now http://youtu.be/L_tdrVESLU8 The max value shown on first link is 16, maybe runuo is not correct, I just use it to make some OSI tests like this (since RunUO is 99% OSI-like) and I just say 20 because I got this value on the test. But I think 16 should do the trick So basically our engine is working fine, just need some adjustments: -Allow stack the item dropping it anywhere on the pile, including on the ground (the dropped item must always be placed on the top of the pile) -If pick up some item on the pile, all itens above this picked item will fall to correct Z (items with attr_move_never or attr_static should not fall)
(0001724)
Ben   
12-10-13 16:11   
ok, I just looked at your video and I see what you mean, but I have a few things I'd like to explain before I do any changes. The item being droped right now can be droped on a surface only. This means the ground, and in your video's case, a table is a surface also. I'd have to look into droping on non surface items. Now by doing it this way, stack a few tables, and you can still place items(no bigger then the space between the tables) between the tables... you can stack a few books there untill it'S full and then it will start stacking above the other tables. About items droping, might be complicated, but I'll have a look. Do some tests using other items then tables to see how it actually works and then report what you think really needs changing.
(0001727)
Coruja   
14-10-13 18:21   
I think we should postpone the 'drop' action, it's working atm, there's some high priority changes needed -If pick up some item on the pile, all itens above this picked item should fall to correct Z. Items with attr_move_never or attr_static (and items above this Z) should not fall -NEW: Deny item flip if the item got stacked. Don't know how it works on OSI but maybe it works like this, since every video I saw on youtube about OSI house decoration the item doesnt flip when it got stacked but flip if dropped outside a stack. It makes sense, because many times I must drop the same item twice on the stack because it flips to a unwanted dispid, and this change will fix this problem
(0001728)
Ben   
15-10-13 01:44   
No flip - no problem, should be able to do that easy enough. Items falling - working on it right now. As for droping on non surface items, the client won't allow it unless droping on the same type or some specific items... so not much can be done there anyways.
(0001767)
Ben   
10-11-13 18:04   
Added stack dropping





View Issue Details
2232 [SphereServer] new feature request minor N/A 28-10-13 17:05 10-11-13 03:08
Mordaunt  
Ben  
normal  
resolved 16-06-2013, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Not Available
None
None
@rename
@rename - a trigger that fires on a player at creation and then on pets when players rename them from their status bar. Can it be made to fire on players whenever and however they change their names? Be it via some scripted name change deed, a GM forcing it, whatever. Would be useful I think
Notes
(0001766)
Ben   
10-11-13 03:08   
Added @Rename witn ARGS IN as the proposes char name, ARGS OUT as new char name, ARGO is the char getting his name changed. Warning: Setting NAME= inside this trigger would trigger an inifite loop.





View Issue Details
2226 [SphereServer] new feature request feature have not tried 19-10-13 11:06 10-11-13 00:14
XuN Windows  
Ben 8 x64  
normal pro  
resolved 16-06-2013, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1651
Item categorization
We've talked a bit about this in IRC and it would be nice to have a way to make use of 'category, subsection and description' already applied on items/chars so we can make a new and better .add, and few more things. I think it could be good to add a new function to sphere_serv_Triggers, something like f_onobj_load, wich would fire on server startup when writing items/chars in memory, that gives us that information and we can make use of it creating lists, writing html content, sql, or whatever. Or just a way to access to EVERY item and char created as for now we can access with loops via script only to numerically defined objs [itemdef 0aed] but not named ones [itemdef i_whatever].
Notes
(0001744)
Coruja   
22-10-13 17:27   
I never tried this, but maybe you can use a function to access all objects based on the UID list. But I think it will be too heavy, just imagine how long it will take to loop through 1.000.000 objs. And even make it worse when using WRITELINE, since sphere takes a huge time to write on files (write on RAM is much faster than write on the physical HD) [FUNCTION lol] FOR 0 //0 to latest created UID REF1=> IF () //proceed only if REF1 exists, since the UID list has many gaps caused by deleted objs REF1.something ENDIF ENDFOR
(0001745)
XuN   
23-10-13 13:07   
The problem for this to work propperly is that you must have every item created ingame so the FOR will check for every item scripted (or npcs) and doing it manually doesn't worth.
(0001748)
xwerswoodx   
23-10-13 14:35   
If you want to get CATEGORY with I agree with you, It's very important in sometimes.
(0001751)
Ben   
27-10-13 19:12   
Added Something that should help with this... See changelog
(0001757)
XuN   
03-11-13 23:59   
Is it possible to make also DupeItem readable? is a pain in the ass to work with dupelists, i had to make a list of 'banned_items' and add items inside it so in each input i check if the itemdef is not there to add it to real lists, but since some items are loaded before... i have to do a check after finishing reading all the lists created to remove items inside this list.
(0001765)
Ben   
10-11-13 00:14   
Adding dupeitem as a readable variable.





View Issue Details
2238 [SphereServer] executable - linux build minor always 05-11-13 00:13 09-11-13 16:55
Awaken Linux  
Ben Debian  
normal Debian 7 32Bits  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
New_Triggers, WalkCheck, Size_Optimise, DamageTools
Command_Sysmsgs, FileCommands, NoItemNaming, NoHouseMuteSpeech, Buffs, NoPrefix
Different return in Windows and Linux
[TYPEDEF t_armor_leather] ON=@Equip IF <LAYER>==4 SRC.MODAR += <muldiv <dArmor>,5,100> ENDIF Armor: Leather armor with 37 armors. The Result in WIndows is 2 but in Linux is 1. 5% of 37 is 1.85 (2)
Notes
(0001758)
darksun84   
05-11-13 22:22   
I don't think it's a bug, the "rounding method" could be different from a compiler to another, so maybe the compiler used for the windows build rounds down while the linux one rounds up !
(0001761)
Ben   
09-11-13 16:55   
Dark is right on this, both systems use a different methode for Muldiv(). I replaced it with a custom function which will round the number properly, so this should be consistent on both systems





View Issue Details
2231 [SphereServer] executable - windows build major always 28-10-13 15:07 30-10-13 00:40
darksun84  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
DiagonalWalkCheck, New_Triggers, NewPositionChecks, WalkCheck, Script_Profiler
None
1664
Evaluation functions broken
Hello, In the last nightly build, the various evaluation function got broken (along with other function like isempty). 15:06:ERROR:(test.scp,31)Can't resolve <isempty 04> 15:06:ERROR:(test.scp,36)Can't resolve <eval 5+4> 15:06:ERROR:(test.scp,36)Can't resolve <eval 03 + 04> 15:06:ERROR:(test.scp,36)Can't resolve <hval 03> [FUNCTION istalent] if <isempty <tag.talent>> serv.log empty endif local.a = 3 tag.talent = 4 serv.log <eval 5+4> <eval <local.a> + <tag0.talent>> <src.str> <hval <local.a>>
Notes
(0001754)
Ben   
30-10-13 00:40   
Mistery bug disappeared...





View Issue Details
2230 [SphereServer] executable - generic major always 28-10-13 15:02 30-10-13 00:40
XuN  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1664
Problem with < >, almost anything works in last build.
i'll post debug lines under their real lines: local.count=<eval <deflist.itemdef.count>-1> 14:51:ERROR:(s_add.scp,10)Can't resolve <eval 30303-1> local.text=<strsub 0 <strpos 0 45 <local.text>> <local.text>>_<strsub <eval <strpos 0 45 <local.text>>+1> <local.len> <local.text>> 14:51:ERROR:(s_add.scp,364)Can't resolve <strpos 0 32 00> IF (<isempty <ctag.adddialog_mode>>) 14:55:ERROR:(s_add.scp,113)Can't resolve <isempty > dtext 350 10 0480 <qval <isempty <ctag.adddialog_cat>>==0?Category=<ctag.adddialog_cat>:> 14:55:ERROR:(s_add.scp,148)Can't resolve <qval ==0?Category=:> It parse <args> through functions, can read locals and (not checked everyting) do calls like <name>,<uid>, etc... but its something related to this build, maybe the fix for STR* (0002229) ??
Notes
(0001753)
Ben   
30-10-13 00:40   
Mistery bug disappeared...





View Issue Details
2164 [SphereServer] executable - windows build major always 20-06-13 18:30 29-10-13 04:06
DavideRei  
Ben Windows 7 64bit  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
DiagonalWalkCheck, New_Triggers, NewPositionChecks, WalkCheck, Size_Optimise, NPCAct_Triggers
Buffs, NoPrefix
1590
Npcs attack players from a different building floor with AdvancedLos NPC
With AdvancedLos=01|02 npcs can attack and hit(with spells and arrows) a player on a different building floor. <I.canseelos <src.uid>> in @ATTACK and @HITTRY triggers return 1 I tried in building with different type of floor(stone,sandstone,wood). No differences. The problem does not occur with AdvancedLos=01 In this case <I.canseelos <src.uid>> in @ATTACK and @HITTRY triggers return 0
Go in a two or more floor building. Add a monster(i tried with c_liche) on second floor Go to first floor The monster can attack you from second floor(or from another floor, no matter if you are on a higher or lower floor)
Client version: 7.0.7.3
Notes
(0001567)
Gil Amarth   
03-07-13 12:10   
I confirm this issue, actually I had to disable advancedlos from my server because this, it´s very problematic if npcs and players can attack others between floors.
(0001688)
Ben   
15-09-13 21:01   
Download latest nightly build and enable DEBUGF_LOS and run some tests. Post any debug messages you receive. I can't seem to find this bug.
(0001695)
XuN   
28-09-13 21:26   
http://pastebin.com/jK8Vts4W Just enable these flags and place yourself in wrong in this coords: 5864,532,15 and any npc that can cast or throw (i tested with an ogre) in this coords: 5864,537,15 and it can kill players.
(0001749)
Ben   
27-10-13 18:48   
(edited on: 27-10-13 19:13)
As for this location 5864,532,15... The issue here is the height of the monster. Ogre is 28, a wall is normally 20, mounted player goes up to 20. Line of sight is measured from eyes wich is set at height - 1 Using these numbers, and ogre can see a player over this wall since there is no roof. The player can also see the ogre if not standing too close to the wall. Not sure if that can be changed. As for the 2 floor issue, still looking.
(0001752)
Ben   
29-10-13 04:06   
Issue with NPC attacking from other floor should now be fixed.





View Issue Details
2229 [SphereServer] executable - linux build minor always 23-10-13 13:41 27-10-13 19:11
wuffel  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
STRREVERSE doesnt invert the entire string, only the first argument
Example: f_language <args> // args is "Hi my friend, how are you?" [function f_language] local.invertargs=<STRREVERSE <args>> serv.log <local.invertargs> This will deliver: dneirf ym iH strreverse seems to only invert the first argument, not an entire string
Notes
(0001747)
xwerswoodx   
23-10-13 14:33   
Yes I tried it you are true. If it is very important for you now, you can use this while they fix it; [Function strreverseargs] FOR 0 -1> LOCAL.RETURN .= ",-1)->]>" ENDFOR RETURN > I wrote it now, I didn't try, but I think it's ok. But you can write this or not I don't know, this doesn't mean you can't write it, I only want to help you. I think they solve this problem as quickly as possible :)
(0001750)
Ben   
27-10-13 19:11   
Also fixes STRTOUPPER and STRTOLOWER





View Issue Details
2227 [SphereServer] executable - windows build minor always 21-10-13 19:21 27-10-13 19:11
DavideRei  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
DiagonalWalkCheck, NewPositionChecks, WalkCheck, Size_Optimise
Command_Sysmsgs, Buffs, NoPrefix
1636
ISEVENT.regiontype_defname don't work
ISEVENT.regiontype_defname Returns 1 if the region has a specified region event attached. ERROR:(sphere_skills.scp,658)Can't resolve <src.region.isevent.r_water>
[FUNCTION f_say_region_event] src.say <src.region.isevent.r_water> .f_say_region_event
There are no notes attached to this issue.





View Issue Details
1618 [SphereServer] executable - generic minor always 29-05-09 00:26 19-10-13 21:59
cloud_br  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
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.





View Issue Details
1933 [SphereServer] executable - windows build major always 23-03-11 20:31 19-10-13 21:55
Shaklaban win32  
Ben win 7  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
WalkCheck
None
1435
EF_WalkCheck
When EF_WalkCheck is enabled it is not possible to walk througth stone stairs which is located on the south of britain healer (with gm flag i can).
ef_walkcheck.png (530,159) 23-03-11 20:31
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=59&type=bug
stairs.jpg (66,842) 24-05-11 22:20
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=70&type=bug
Notes
(0000975)
Mirravin   
24-03-11 11:40   
http://tracker.sphere.torfo.org/bugs/view.php?id=1618
(0001091)
babidi   
24-05-11 17:57   
still present with last svn build #1468 and i think should be change the priority to major
(0001092)
Shaklaban   
24-05-11 22:22   
(edited on: 24-05-11 22:23)
Its possible to fix that with invisible stairs, example at attachments. However it is not possible to fix npc's which climbing to mountains etc. when this flag enabled. http://tracker.sphere.torfo.org/bugs/view.php?id=1938
(0001095)
babidi   
25-05-11 21:09   
however is not the solution. is still a bug.





View Issue Details
2221 [SphereServer] executable - windows build minor always 15-10-13 17:09 19-10-13 21:49
Mordaunt  
Ben  
normal  
resolved 16-06-2013, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Not Available
None
None
Map problem
Unable to walk down steps at 1486,1646,20 as a player. as gm works fine. tested with EF_DiagonalWalkCheck EF_NewPositionChecks on and off.
Notes
(0001734)
Mordaunt   
17-10-13 20:57   
walkcheck off fixes this. walkcheck on breaks it
(0001741)
Ben   
19-10-13 21:49   
Should be fixed in next build





View Issue Details
2218 [SphereServer] executable - windows build minor always 09-10-13 15:41 19-10-13 03:35
XuN unix  
Ben Windows x64  
normal 8 pro  
resolved 16-06-2013, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1635
Client crash 0xC9539C27
15:35:WARNING:d:Client crashed at 0,0,0,0: 0xC0000005 CRASH @ 0xC9539C27 (client.exe, 7.0.32.11)
Opening bank via NPC or .bankself and then removing it or using updatex (not with update)gives this error.
Notes
(0001721)
Ben   
10-10-13 00:20   
I was able to reproduce by removing the bank but not with updatex. Question... why the f*** would you remove the bank?
(0001722)
XuN   
10-10-13 13:55   
findlayer.29.updatex does crash my client (tested it again just now) And... i don't need to remove bank, just tried to remove a container wich had return 1 in @Destroy and was placed in bank, and discovered this... I noticed the updatex part when trying to close the bank for the client. Updated to build 1637, now after writing this, and left default sphere.ini and still happens to me. (I asked in irc to do this updatex and crashes for others also)
(0001725)
Ben   
12-10-13 20:09   
I think I found the problem with this... Issue seems to be with REMOVEFROMVIEW wich is used in UPDATEX and REMOVE.
(0001737)
Ben   
19-10-13 03:35   
Found the problem and will be in a new build soon





View Issue Details
2222 [SphereServer] executable - windows build major always 17-10-13 19:35 18-10-13 02:45
Mordaunt  
Ben  
normal  
resolved 16-06-2013, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
.shrink is broken in .56c latest nightly
when using the .shrink command, the figurine vanished and the console does this: 12:33:1:'Mordaunt' commands 'shrink'=1 12:33:DEBUG:__ thread (3020) __ | # | _____ function _____________ | ticks passed from previous function start ______ 12:33:DEBUG:>> 3020 | 0 | NetworkManager::tick | +0 12:33:DEBUG:>> 3020 | 1 | NetworkThread::tick | +0 12:33:DEBUG:>> 3020 | 2 | NetworkInput::processInput | +0 12:33:DEBUG:>> 3020 | 3 | NetworkInput::processData | +0 12:33:DEBUG:>> 3020 | 4 | NetworkInput::processData | +0 12:33:DEBUG:>> 3020 | 5 | NetworkInput::processGameClientData | +0 12:33:DEBUG:>> 3020 | 6 | PacketTarget::onReceive | +0 12:33:DEBUG:>> 3020 | 7 | CClient::Event_Target | +0 12:33:DEBUG:>> 3020 | 8 | CClient::OnTarg_Obj_Set | +0 12:33:DEBUG:>> 3020 | 9 | CChar::r_Verb | +0 <-- exception catch point (below is guessed and could be incorrect!) 12:33:DEBUG:>> 3020 | 10 | CChar::NPC_OnVerb | +0 12:33:DEBUG:>> 3020 | 11 | CChar::NPC_Shrink | +0 12:33:DEBUG:>> 3020 | 12 | CItem::MoveToCheck | +0 12:33:DEBUG:>> 3020 | 13 | CItem::GetHeight | +0 12:33:DEBUG:>> 3020 | 14 | CItemBaseDupe::GetDupeRef | +0 12:33:CRITICAL:"Access Violation" (0xa1d50), in CChar::Verb() 12:33:DEBUG:command 'shrink' args '' [08767D78] 12:33:'Mordaunt' commands uid=01f5c (Ezra) to 'shrink'=0
.shrink something
Notes
(0001735)
Ben   
18-10-13 02:45   
Fixed in next build





View Issue Details
1846 [SphereServer] executable - generic tweak always 30-10-10 01:17 16-10-13 02:42
Terrikate  
RanXerox  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
DiagonalWalkCheck, New_Triggers, Script_Profiler, Size_Optimise, UseNetworkMulti
Command_Sysmsgs, FileCommands, Buffs
1356
can_i_block isn't working on i_wall_stone7
AdvanceLOS=0
Notes
(0001731)
RanXerox   
16-10-13 02:42   
In the new script pack, the default wall piece used by the wall of stone spell (ITEMDEF 080) has been removed from the DUPELIST. That way any CAN flag overrides can be applied however you see fit and it is no longer affected by settings on it's former DUPEITEM... hopefully that solve the problem for everyone and hardcoding special exceptions in the server code itself is not necessary.





View Issue Details
2212 [SphereServer] script pack minor N/A 30-09-13 04:33 16-10-13 02:37
Coruja  
RanXerox  
normal  
resolved  
open  
none    
none  
   
Automated (specify build number)
None
None
Wrong chardef names on npcs c_horde_[x]
Based on the correct horde names: -Horde Minion: small -Horde Daemon: medium -Large Horde Daemon: large -Colored Horde Daemon: large (colored) I think its better make some changes on 'c_horde_daemon_medium' and 'c_multicolored_horde_minion' to make it consistent with others horde names: -c_horde_minion -c_horde_daemon (previously c_horde_daemon_medium) -c_horde_daemon_large -c_horde_daemon_colored (previously c_multicolored_horde_minion) Horde daemon medium is the default size and doesn't need to be named 'medium', and multicolored horde is large (not a minion) Just edit spherechar_lbr.scp + comments on sphere_defs.sco (height section) :D
Notes
(0001730)
RanXerox   
16-10-13 02:37   
I decided to change it this way: DEFNAME=c_demon_horde_minion //DEFNAME=c_demon_horde_medium DEFNAME=c_demon_horde_large DEFNAME=c_demon_horde_colored My reasoning was that most of the NPCs in the script pack have a ranked taxonomic name starting from the most inclusive to the least... in other words "c_" denotes it as a creature, "demon_" is the type of creature, "horde_" is the type of demon, and "minion" is the species of Horde Demon... I did notice that modern clients seem to have lost the "medium" size animation (it's a beard now?), so the current script pack has it, but it is commented out. Not sure when that happened.





View Issue Details
2196 [SphereServer] script pack minor always 28-08-13 23:33 16-10-13 01:52
Coruja  
RanXerox  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Weight on mount memory items
on /scripts/items/sphere_item_ship_parts.scp, all mount memory items (i_mt_[...]) have WEIGHT=10. When I mount any pet, my char weight is increased by 1 because the mount memory item, but doesnt make sense use weight property on memory items :D so they all need to be fixed adding new lines for WEIGHT=0
There are no notes attached to this issue.





View Issue Details
2219 [SphereServer] executable - windows build major N/A 09-10-13 17:50 12-10-13 15:55
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
P.COMPONENTS.x doesn't work on map > 0
On maps > 0, P.COMPONENTS works fine, but P.COMPONENTS.x will always return a empty string
Notes
(0001723)
Ben   
12-10-13 15:55   
This will be fixed in tonight's build





View Issue Details
2214 [SphereServer] executable - windows build minor always 02-10-13 15:45 08-10-13 07:15
XuN Windows  
Ben Windows 8  
normal x64  
resolved 16-06-2013, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
DiagonalWalkCheck, NewPositionChecks
Command_Sysmsgs, OSIMultiSight, FileCommands, NoItemNaming, NoHouseMuteSpeech, Flood_Protection, Buffs
IsTimerf.function doesn't work
Acording to revisions this function should remove that timerf if it already exists and set it to 10 after. [function test] if (<istimerf.test>) say test=<istimerf.test> timerf STOP, test endif timerf 10, test say Test set to= <istimerf.test> It really applies timerf 10, test, but istimerf.test returns 0. Also if you use ingame .show istimerf. or istimerf.any_letter/word, except that function you are really looking for, you get the timer of last timerf set.
Notes
(0001701)
Ben   
03-10-13 02:00   
Found the problem :) Will be fixed in next build
(0001709)
XuN   
05-10-13 16:25   
It works like a charm now except one thing, with the example i will paste here... you can't check for its timer or if it's set in the function itself, not a major problem as you don't need to check if it's alive after setting it... but still don't working at 100%? [function test] timerf 2,test1 say Test1 set to= [function test1] timerf 2,test say test set to= You use .test ingame and you say 'Test1 set to=2' but after it every call say '0'
(0001711)
Ben   
05-10-13 16:47   
It does work as intended.... The problem here is that the first time you activate the function, it sets the timer for the first time, and that time you can get the time left... now since you're looping on itself, you are setting the new timer at the same time that the old timer expires. IsTimerF can only return the first timer it find, wich is the current expired timer. Didi I explain it clearly anough?





View Issue Details
2080 [SphereServer] executable - generic minor always 05-07-12 09:55 06-10-13 23:25
Gil Amarth  
Ben  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
DiagonalWalkCheck, New_Triggers, Item_Strict_Comparison, WalkCheck
Command_Sysmsgs, FileCommands, NoPrefix
Item TAG lost due item stack
If you have two items who are stackable, and this items has differents TAGs. When you merge them, you only have the minor TAG on the new pile. This items shouldn´t be stackable with differents TAGs. This happens with and without EF_Item_Strict_Comparison enabled.
Put a Tag on a shaft, put other Tag on other shaft, and try merge them. They would merge with the minor TAG.
Nightly Automated SVN Build: 4th of April, 2012
Notes
(0001715)
Ben   
06-10-13 23:25   
Fixed





View Issue Details
2166 [SphereServer] new feature request feature N/A 26-06-13 18:35 05-10-13 20:52
Xfolder  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Command "runto" as "moveto"
Can you do a command like "moveto" for npc but they have to run?
Notes
(0001713)
RanXerox   
05-10-13 20:52   
I am fairly sure this is in and working...





View Issue Details
2211 [SphereServer] executable - windows build minor always 30-09-13 02:09 02-10-13 00:22
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
NPCs applying wrong properties on t_corpse when die
On my server I use a custom corpse carving that uses the corpse MOREZ to get the NPC chardef on dead corpse, and then use <SERV.CHARDEF.<MOREZ>.RESOURCES> to create the corpse resources on carving. But I found a strange behavior, MOREZ will set the correct chardef value if I kill a 'monster' (ettin, zombie, etc). But killing animals (horse, chicken, etc) the MOREZ will become a negative value which totally mismatch the chardef. I can't find the related property (fame/karma/notoriety/brain/etc) to reproduce this problem, but owner/tamed has no relation, I tested on tamed and untamed horses and both has wrong MOREZ. I dont know, but it could be related with this: 04-09-2013, RanXerox -Fixed a bug in @kill trigger where, if enabled, a killer would not get credit (karma, fame, experience) for the kill.
-Killing c_horse_tan I got MOREZ=-56 (correct value: 200 / chardef 0c8) -Killing c_chicken I got MOREZ=-48 (correct value: 208 / chardef 0d0) -Killing c_titan I got MOREZ=76 (fine, titan uses chardef 76 / 04c) -Killing c_gargoyle I got MOREZ=4 (fine, gargoyle uses chardef 4 / 04) PS: I'm not using @Death or @DeathCorpse triggers
PS: Anyone can check if t_corpse on wiki is updated? :D http://wiki.sphere.torfo.org/index.php/TYPEDEF [^]
Notes
(0001696)
RanXerox   
30-09-13 23:10   
Which client version does your sphereserver use? Are any of those mul/uop files modified?
(0001697)
Ben   
01-10-13 01:34   
you do realize that MOREZ is suppose to contain the direction it is facing... where did you get the idea that it's the chardef?
(0001698)
Coruja   
01-10-13 02:22   
the server is AOS, but support client 4.0.0 up to 7.0.24 (I'm using 5.0.2, resdisp 5). Using same AOS mul files that I use since 2007 (without any mod) I always used MOREY to get the chardef without problems. But this month after update the nightly build, the MOREY doesnt point to the chardef anymore. Then I changed MOREY to MOREZ, it works with some problems and also doesnt match the wiki I made a quick debug again (.add + .xhits 0) and got this: c_llama corpse facing NW (chardef 0dc [220]): -morex: -1 -morey: -1 -morez: -36 <- wrong value c_llama corpse facing SW (chardef 0dc [220]): -morex: -1 -morey: -1 -morez: -36 <- wrong value c_rabbit corpse facing S (chardef 0cd [205]): -morex: -1 -morey: -1 -morez: -51 <- wrong value c_gargoyle corpse facing SW (chardef 04 [4]): -morex: -1 -morey: -1 -morez: 4 <- correct value c_orc corpse facing S (chardef 011 [17]): -morex: -1 -morey: -1 -morez: 17 <- correct value c_orc corpse facing SW (chardef 011 [17]): -morex: -1 -morey: -1 -morez: 17 <- correct value
(0001699)
darksun84   
01-10-13 16:44   
(edited on: 01-10-13 17:09)
Yes, imho the t_corpse properties "get shifted" in some way, in fact MOREX now holds the uid of the killer(it's supposed to be in more2). MOREM instead holds the facing position(instead of morez)(if humanoid) And MOREZ holds the creature id(instead of morex+morey) Actually it' possible to get some correct ID from MOREZ : The rabbit gives -51, if you convert it in hex you will get FFFFFFFFFFFFFFCD, 0CD(205) is the rabbit id. Same the lama FFFFFFFFFFFFFFDC (-36), 0DC(220) Anyway you can't get the ID in this way from NPC that have morez values > 255 So well i think they got shifted in some way :P
(0001700)
Ben   
02-10-13 00:22   
Prety sure I found the problem (yes they were getting shifted because of a change I had done to the size of server time value... oops :D) Will be in next build as I didn't get it in time for tonight





View Issue Details
2076 [SphereServer] executable - windows build crash always 09-05-12 17:48 22-09-13 18:32
DarQside  
Ben  
normal Windows Vista  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
DiagonalWalkCheck, New_Triggers, Item_Strict_Comparison, AllowTelnetPacketFilter, Size_Optimise, DamageTools, UsePingServer, UseNetworkMulti
Command_Sysmsgs, OSIMultiSight, FileCommands, NoHouseMuteSpeech, Buffs, DyeType
Players can click and drag corpses - "Can" cause client crash.
Players can click and drag corpses. When they do they will get a sysmessage stating "You cannot pick that up". The corpse will disappear but if the player types .resync .resend or .update the corpse will reappear where it was on the ground. I used client 7.0.7.1 and doing this would result in a client crash. However I also tried using client 7.0.16.3 (or something like that) and it did't crash the client.
Click and drag any corpse.
I did only try this on a Custom Vampire Bat Corpse. I assume it happens with all corpses though.
Notes
(0001341)
daskaras   
27-07-12 10:50   
same here. no chance to fix it via trigger @pickup_ground. it has to fix very soon because player crash the shard
(0001342)
Terrikate   
27-07-12 11:53   
Something like this solves the problem ON=@DEATHCORPSE TRY UID..MOREZ=0 TRY UID..UPDATE The corpses look for the same position always
(0001692)
Ben   
22-09-13 18:32   
Added a simple check in item pickup to prevent picking up of corpse... hoepe this fix it.





View Issue Details
2167 [SphereServer] executable - linux build crash unable to reproduce 27-06-13 13:39 15-09-13 19:56
Mirravin  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1575
Sphere random crash
Without big online, crashes occurs rarely, aproximately 1 x month with 70 day-peak online. I haven't create the issue because I hadn't have any information about this crashes, is its related with core, with scripts... In april I started to use Linux debag build, online is lowered and only now i have got the crash with debug information. Experimental=01|08|010000|08000 OptionFlags=08|0200|080|02000 NPCAI=04|040 Network: DeadSocketTime=2 MaxPacketsPerTick=50 MaxPings=100 MaxQueueSize=100 MaxSizePerTick=40000 NetTTL=300 UseAsyncNetwork=0 UsePacketPriority=0 UseExtraBuffer=1 TooltipMode=0 TooltipCache=0 AutoTooltipResend=0f NetworkThreads=0 NetworkThreadPriority=255 You can see logs in the low. Last logged action is player @GetHit trigger, but this may not be related. Related issues: - http://tracker.sphere.torfo.org/bugs/view.php?id=1914 [^] in the low; - http://tracker.sphere.torfo.org/bugs/view.php?id=1994 [^]
12:01:(data11.scp,224)0522ea e_f SKILLGAIN 12:01:(data11.scp,151)0522ea e_f SkillStart 40 12:01:(data11.scp,1204)01351e e_n AfterClick NAME=Zaira 12:01:37:Client disconnected [Total:16] ('82.211.169.218') 12:01:(data11.scp,1265)011e63 e_n NNAF 12:01:(data11.scp,1453)0605ce e_n HitTry 12:01:(data11.scp,504)0522ea e_f HitTry 12:01:(data11.scp,354)0522ea e_f UserStats 12:01:(data11.scp,681)0522ea e_f SpellEffect 18 12:01:(data11.scp,224)0522ea e_f SKILLGAIN 12:01:(data11.scp,746)0522ea e_f GetHit 12:01:(data11.scp,885)27 12:01:(data11.scp,895)27, HP=167/326 12:01:FATAL:Segmentation fault 12:01:DEBUG:__ thread (3052403568) __ | # | _____ function _____________ | ticks passed from previous function start ______ 12:01:DEBUG:>> 3052403568 | 0 | CObjBase::OnTickStatusUpdate | +0 12:01:FATAL:Segmentation fault 12:01:DEBUG:__ thread (3052403568) __ | # | _____ function _____________ | ticks passed from previous function start ______ 12:01:DEBUG:>> 3052403568 | 0 | CObjBase::OnTickStatusUpdate | +0 12:01:FATAL:Segmentation fault 12:01:DEBUG:__ thread (3052403568) __ | # | _____ function _____________ | ticks passed from previous function start ______ 12:01:DEBUG:>> 3052403568 | 0 | CObjBase::OnTickStatusUpdate | +0 12:01:FATAL:Segmentation fault 12:01:DEBUG:__ thread (3052403568) __ | # | _____ function _____________ | ticks passed from previous function start ______ 12:01:DEBUG:>> 3052403568 | 0 | CObjBase::OnTickStatusUpdate | +0 12:01:FATAL:Segmentation fault 12:01:DEBUG:__ thread (3052403568) __ | # | _____ function _____________ | ticks passed from previous function start ______ 12:01:DEBUG:>> 3052403568 | 0 | CObjBase::OnTickStatusUpdate | +0 12:01:FATAL:Segmentation fault 12:01:DEBUG:__ thread (3052403568) __ | # | _____ function _____________ | ticks passed from previous function start ______ 12:01:DEBUG:>> 3052403568 | 0 | CObjBase::OnTickStatusUpdate | +0
Notes
(0001685)
Ben   
15-09-13 19:56   
Possible fix. No real way to test this. Closing anyways, and if it's still there, just re-open





View Issue Details
2194 [SphereServer] executable - linux build minor always 27-08-13 19:38 15-09-13 19:29
wuffel  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
functions beginning with list_ (functionname!) arent working correctly
[function asdfasdf] serv.log <list_gnihihi 12345 blablubb> [function list_gnihihi] serv.log <args> doesnt work correctly. when i rename list_gnihihihi to foobar, it will work. i guess it depends on the reserved name list.-functions?
Notes
(0001684)
Ben   
15-09-13 19:29   
This is fixed, and just as a note, this was a problem for any hardcoded function name followed by _. so new_gnihihi, obj_gnihihi, clearbit_gnihihi... would all have the same problem.





View Issue Details
2205 [SphereServer] script pack minor N/A 10-09-13 18:25 15-09-13 17:31
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Wrong values on ColorNoto[...] (sphere.ini)
ColorNotoGuildSame=044 and ColorNotoGuildWar=02b are wrong values. The correct value is ColorNotoGuildSame=03f and ColorNotoGuildWar=090. Nothing changes visually, but its the correct OSI value Colors for ColorNotoGood / ColorNotoEvil are wrong too, but here I think we doesnt need to change it since OSI bright colors for blue/red notoriety are too diferent. I think it would be better just add a comment like "(set XXXX for OSI value)". Or if devs prefer, just override these old colors by OSI values
Here's the fixed code: (since all settings comes commented by default, I think it would be needed change these default values on sphere source too) // Default color settings for characters (name, speech) //ColorNotoGood=063 // blue (set 059 for OSI bright blue) //ColorNotoGuildSame=03f // green //ColorNotoCriminal=03b2 // grey (criminal) //ColorNotoNeutral=03b2 // grey (can be attacked) //ColorNotoEvil=026 // red (set 022 for OSI bright red) //ColorNotoGuildWar=090 // orange (enemy guild) //ColorNotoInvul=035 // yellow //ColorNotoDefault=03b2 // grey (if not any other)
Notes
(0001683)
Ben   
15-09-13 17:31   
Changed to default OSI values





View Issue Details
2207 [SphereServer] executable - windows build minor always 14-09-13 07:54 15-09-13 17:03
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Wrong ARGN1 on @ItemSell (+ ARGN2 feature request)
I dont know if it really a bug, but ARGN1 on @ItemSell is returning the item total amount, not the amount that I'm selling to the npc. I think it's not right since ARGN1 will return a duplicated value from <ACT.AMOUNT> and there's no way to get the real item amount that I sold. Ex: I have 50 potions and sold 10 on NPC. ARGN1 will be 50, and ACT.AMOUNT will be 50 too. I'm getting a duplicated wrong value instead the value that I want (10) PS: Tested only on @ItemSell (on chars) using 10 sept 2013 nightly build, but probably it could be the same on others triggers like @Sell, @Buy and @ItemBuy PS²: It would be great to have a new ARGN2 too, returning the final value paid by the npc (including vendormarkup). This will return the value paid on the total amount sold, to get the value for a single item just use <eval <ARGN2>/<ARGN1>>
on sphere 56b changelog: 24-09-2006, Nazghul [...] - Added: Item trigger @Buy and character trigger @itemBuy, which are called before item is sold by a vendor. The trigger is called only with EF_New_Triggers on. ACT/DEFAULT is the item, SRC is the player, ARGN is the item amount, ARGO is the vendor. Return 1 prevents the player from buying the item. - Added: Item trigger @Sell and character trigger @itemSell, which are called before item is bought by a vendor. The trigger is called only with EF_New_Triggers on. ACT/DEFAULT is the item, SRC is the player, ARGN is the item amount, ARGO is the vendor. Return 1 prevents the player from selling the item. [...] 24-10-2006, Nazghul - Added: Trigger @(item)Buy now has local.totalcost, which holds the cost of the whole purchase and ARGN2, which holds price of this amount of items (price * amount).
Notes
(0001681)
Ben   
15-09-13 17:03   
ARGN1 is fixed and added ARGN2 as the cost after vendermarkup.





View Issue Details
2141 [SphereServer] executable - windows build major always 26-02-13 03:01 11-09-13 03:57
Mordaunt  
Ben  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none  
   
Not Available
None
None
WorldGem Bits do not recognise map edge
Something I discovered when making my spawner, was talking to RanXerox about it in IRC after someone posted with the same issue on the forums today. A worldgem bit placed X distance from the edge of the map and given a distance of Y under morep when initialised (MOREP=<min time> <max time> <distance> will spawn creatures off the map randomly if Y > X and create errors as follows: 19:28:DEBUG:>> 5308 | 0 | CWorld::OnTick | +0 19:28:DEBUG:>> 5308 | 1 | CSector::OnTick | +0 19:28:DEBUG:>> 5308 | 2 | CChar::OnTick | +125 19:28:DEBUG:>> 5308 | 3 | CChar::NPC_OnTickAction | +0 19:28:DEBUG:>> 5308 | 4 | CChar::NPC_Act_Wander | +0 19:28:DEBUG:>> 5308 | 5 | CChar::NPC_WalkToPoint | +0 19:28:DEBUG:>> 5308 | 6 | CChar::CanMoveWalkTo | +0 <-- exception catch point (below is guessed and could be incorrect!) 19:28:DEBUG:>> 5308 | 7 | CChar::CheckValidMove_New | +0 19:28:DEBUG:>> 5308 | 8 | CWorld::GetHeightPoint_New | +0 19:28:DEBUG:>> 5308 | 9 | CItemBase::GetItemHeight | +0 19:28:DEBUG:>> 5308 | 10 | CItemBase::GetItemHeightFlags | +0 19:28:DEBUG:__ thread (5308) __ | # | _____ function _____________ | ticks passed from previous function start ______ 19:28:DEBUG:>> 5308 | 0 | CWorld::OnTick | +0 19:28:DEBUG:>> 5308 | 1 | CSector::OnTick | +0 19:28:DEBUG:>> 5308 | 2 | CChar::OnTick | +125 19:28:DEBUG:>> 5308 | 4 | CChar::NPC_Act_Wander | +0 19:28:DEBUG:>> 5308 | 5 | CChar::NPC_WalkToPoint | +0 19:28:DEBUG:>> 5308 | 6 | CChar::CanMoveWalkTo | +0 <-- exception catch point (below is guessed and could be incorrect!) 19:28:DEBUG:>> 5308 | 7 | CChar::CheckValidMove_New | +0 19:28:DEBUG:>> 5308 | 8 | CWorld::GetHeightPoint_New | +0 19:28:DEBUG:>> 5308 | 9 | CItemBase::GetItemHeight | +0 19:28:DEBUG:>> 5308 | 10 | CItemBase::GetItemHeightFlags | +0 19:28:CRITICAL:"Access Violation" (0x127e16), in CChar::CanMoveWalkTo() 0000001 "Check Valid Move" 23:56:ERROR:(sphere_npcs_m_Elementali.scp,506)Point(-1,-1): trying to get a sector for point on map #0 out of bounds for this map(6144,4096). Defaulting to sector 0 of the map. 23:56:ERROR:(sphere_npcs_m_Elementali.scp,506)Point(-1,-1): trying to get a sector for point on map #0 out of bounds for this map(6144,4096). Defaulting to sector 0 of the map. 23:56:ERROR:(sphere_npcs_m_AnimaliMalvagi.scp,499)Point(-1,-1): trying to get a sector for point on map #0 out of bounds for this map(6144,4096). Defaulting to sector 0 of the map. 23:56:ERROR:(sphere_npcs_m_Elementali.scp,506)Point(-1,-1): trying to get a sector for point on map #0 out of bounds for this map(6144,4096). Defaulting to sector 0 of the map. 23:56:ERROR:(sphere_npcs_m_Demoni.scp,422)Point(-1,-1): trying to get a sector for point on map #0 out of bounds for this map(6144,4096). Defaulting to sector 0 of the map. 23:56:ERROR:(sphere_npcs_a_Selvaggi.scp,1292)Point(-1,-1): trying to get a sector for point on map #0 out of bounds for this map(6144,4096). Defaulting to sector 0 of the map. 23:56:ERROR:(sphere_npcs_m_NonMorti.scp,468)Point(-1,-1): trying to get a sector for point on map #0 out of bounds for this map(6144,4096). Defaulting to sector 0 of the map. 23:56:ERROR:(sphere_npcs_m_NonMorti.scp,900)Point(-1,-1): trying to get a sector for point on map #0 out of bounds for this map(6144,4096). Defaulting to sector 0 of the map. 23:56:ERROR:(sphere_npcs_m_Insetti.scp,691)Point(-1,-1): trying to get a sector for point on map #0 out of bounds for this map(6144,4096). Defaulting to sector 0 of the map.
place a worldgem bit 50 tiles from the edge of the map set any spawn to it ensuring distance is greater than the distance to edge, 100 for example. Wait and watch
Verified by RanXerox in IRC
Notes
(0001672)
Ben   
11-09-13 03:57   
This should be fixed for next build





View Issue Details
2072 [SphereServer] new feature request minor have not tried 27-04-12 13:46 09-09-13 02:05
daskaras  
Ben  
normal  
resolved 20-09-2009, 0.56b Prerelease  
no change required  
none    
none  
   
Not Available
None
None
Using tags in the spell section
it would be nice, if we can set own tags in our spells definitions, like [Spell 1] DEFNAME=s_Clumsy NAME=Clumsy tag.race=def_elf SOUND=snd_SPELL_CLUMSY ON=START IF (<serv.spell.<argn1>.tag.race>&def_elf) RETURN 0 ELSE smsg You are not an Elven RETURN 1 ENDIF
Notes
(0001532)
daskaras   
28-03-13 11:17   
is this possible?
(0001534)
Mirravin   
28-03-13 13:16   
What is the problem to use defs? [DEFNAME spell_defs_extra] spell_1_race def_elf ...
(0001535)
daskaras   
28-03-13 14:41   
(edited on: 29-03-13 12:38)
the problem is, that you can not use tags in spell section. please read my question rightfully.
(0001536)
Mirravin   
28-03-13 18:01   
(edited on: 28-03-13 18:02)
Why you need tags, if you can get the same result with defs or vars, if you need dinamic variables?
(0001537)
Gil Amarth   
29-03-13 11:16   
I use tags in his scroll items, and reference them through SCROLL_ITEM in the spell definitions. It would be better if you could put TAGs in the spell definition, but putting TAGs in his scrolls is also a option.
(0001538)
daskaras   
29-03-13 12:40   
it´s better and easier to use tags in spells with one line than using a code line like @start IF !(&def_elf) RETURN 1 ENDIF you can also use then tag0.race=def_elf,def_shaman
(0001669)
Ben   
09-09-13 02:05   
As noted above, use DEFs.





View Issue Details
1837 [SphereServer] executable - generic major always 21-10-10 14:04 08-09-13 21:37
Incanus  
RanXerox  
normal  
resolved  
no change required  
none    
none  
   
Automated (specify build number)
None
FileCommands, NoHouseMuteSpeech, Buffs, NoPrefix
1342
Sphere sends unnecessary tooltips for worlditems
Sphere sends tooltips for items, that doesn't display their tooltip.
no_tooltip.PNG (123,659) 21-10-10 14:04
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=44&type=bug
SpyUO_log.txt (8,580) 21-10-10 14:05
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=45&type=bug
Notes
(0001668)
RanXerox   
08-09-13 21:37   
If you want to prevent a tooltip on something, use this in it's ITEMDEF: ON=@ClientToolTip RETURN 1





View Issue Details
1801 [SphereServer] executable - generic major always 19-08-10 21:08 08-09-13 21:20
daskaras  
RanXerox  
normal  
resolved 0.56c Nightly  
no change required  
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. :)
(0001667)
RanXerox   
08-09-13 21:20   
This is a three year old issue that I think has been solved, and if tooltips do not update on your custom items, there is always the RESENDTOOLTIP function to force an update.





View Issue Details
2118 [SphereServer] executable - linux build minor always 06-12-12 16:52 08-09-13 21:04
Shaklaban  
RanXerox  
normal  
resolved  
no change required  
none    
none  
   
Automated (specify build number)
None
None
1520
"+" corrupts the message and sysmessage functions if its the first character
"+" corrupts the message and sysmessage functions if its the first character.
plusbug.jpg (69,307) 06-12-12 16:52
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=84&type=bug
Notes
(0001665)
RanXerox   
08-09-13 21:03   
The solution is to put quotes around the text: [FUNCTION messagetest] SAY "@032 +hi" MESSAGE "@021 +hello" SYSMESSAGE "@010 +howdy"





View Issue Details
2204 [SphereServer] executable - windows build major always 06-09-13 20:02 08-09-13 20:55
Coruja  
RanXerox  
normal  
resolved  
fixed  
none    
none  
   
Automated (specify build number)
None
None
Cooking and Cartography not working properly as craft skills
When the function MAKEITEM is used to craft items that uses COOKING as skillmake, the craft action doesnt even start. The char action continues ACTION=-1 and nothing occour. And using on CARTOGRAPHY items, the craft action will start fine but on success the trigger @SkillMakeItem is not fired on the char PS: Sphere default cartography skill uses "DRAWMAP xxx" instead of MAKEITEM. But here I'm trying to use MAKEITEM and then set a custom map X,Y area (MORE1 / MORE2) on @SkillMakeItem. The crafted item goes to my backpack without problems but the trigger @SkillMakeItem is not fired on the char
Just put resources on backpack and type .makeitem i_map_world / i_cake
Items used to reproduce the bug: [ITEMDEF i_map_world] ID=i_map NAME=world map RESOURCES=i_map_blank SKILLMAKE=CARTOGRAPHY 50.0 [ITEMDEF 09e9] DEFNAME=i_cake TYPE=T_FOOD RESOURCES=1 i_dough SKILLMAKE=COOKING 0.1 WEIGHT=1.0 VALUE=10 ------------------------------- Skills on sphere_skills.scp [SKILL 12] DEFNAME=SKILL_CARTOGRAPHY KEY=Cartography TITLE=Cartographer DELAY=2.0 STAT_STR=15 STAT_INT=70 STAT_DEX=20 BONUS_STR=0 BONUS_DEX=20 BONUS_INT=100 BONUS_STATS=15 ADV_RATE=5.0,10.0,20.0 VALUES=1,20,80 ON=@Fail SRC.SYSMESSAGE Skill Cartography failed. ON=@Abort SRC.SYSMESSAGE Skill Cartography aborted. [SKILL 13] DEFNAME=Skill_Cooking KEY=Cooking TITLE=Chef PROMPT_MSG=What would you like to cook? DELAY=2.0 STAT_STR=25 STAT_INT=45 STAT_DEX=20 BONUS_STR=0 BONUS_DEX=40 BONUS_INT=60 BONUS_STATS=50 ADV_RATE=5.0,10.0,20.0 VALUES=1,20,80
Notes
(0001653)
Coruja   
06-09-13 23:59   
(edited on: 07-09-13 00:48)
I fixed cartography just adding FLAGS=skf_craft on [SKILL 12] and it's working fine now, all triggers is being called properly. But the problem on cooking remains :/ --------------------- EDIT: Strangely now adding FLAGS=skf_craft on cooking skill (13) fixed it too. Didn't work on first try but it's working now lol Everything got fixed just adding FLAGS=skf_craft on both skills. So it's not really a bug, the issue can be closed :D Btw, this solution is not documented on sphere_skills.scp, I think we must add a comment on [COMMENT SKILL x] about how to use FLAGS on skills
(0001664)
RanXerox   
08-09-13 20:55   
Fixed today and will be in tomorrow's nightly build





View Issue Details
2203 [SphereServer] script pack minor N/A 06-09-13 04:28 08-09-13 20:49
Coruja  
RanXerox  
normal  
resolved  
fixed  
none    
none  
   
Automated (specify build number)
None
None
Missing NPC Action values on sphere_dialog.scp
on sphere_dialog.scp, the "show npc action" button on dialog d_CHARPROP1 is missing many values. It only show action 1~103. Based on this list on SCP script pack (https://code.google.com/p/sphere-community-pack/source/browse/trunk/documentation/SPHERE-ACTIONLIST.txt [^]) I added the 104~116 missing values: ON=18 IF (<ACTION>==-1) SRC.MESSAGE @50 Doing nothing. ELIF ((<ACTION> >= SKILL_ANATOMY) && (<ACTION> <= SKILL_SPELLWEAVING)) //1~54 SRC.MESSAGE @50 Using the skill <SERV.SKILL(<EVAL (<ACTION>&0000000ff)>).KEY>. ELIF (<ACTION>==064) //100 SRC.MESSAGE @50 Npc following someone. ELIF (<ACTION>==065) //101 SRC.MESSAGE @50 Npc standing. ELIF (<ACTION>==066) //102 SRC.MESSAGE @50 Npc going somewhere (x,y). Pet command ELIF (<ACTION>==067) //103 SRC.MESSAGE @50 Npc wandering. ELIF (<ACTION>==068) //104 SRC.MESSAGE @50 Npc looking around intently. ELIF (<ACTION>==069) //105 SRC.MESSAGE @50 Npc running away from target. ELIF (<ACTION>==06a) //106 SRC.MESSAGE @50 Npc talking to target. ELIF (<ACTION>==06b) //107 SRC.MESSAGE @50 Npc following target. ELIF (<ACTION>==06c) //108 SRC.MESSAGE @50 Npc guarding a target object. ELIF (<ACTION>==06d) //109 SRC.MESSAGE @50 Npc going home. ELIF (<ACTION>==06e) //110 SRC.MESSAGE @50 Npc using breath weapon on target. ELIF (<ACTION>==06f) //111 SRC.MESSAGE @50 Npc being ridden or shrunk as figurine. ELIF (<ACTION>==070) //112 SRC.MESSAGE @50 Npc looting a target corpse. ELIF (<ACTION>==071) //113 SRC.MESSAGE @50 Npc throwing a stone at target. ELIF (<ACTION>==072) //114 SRC.MESSAGE @50 Npc using as a training dummy, or teaching sth. etc. ELIF (<ACTION>==073) //115 SRC.MESSAGE @50 Npc snoozing a little bit, but not sleeping. ELIF (<ACTION>==074) //116 SRC.MESSAGE @50 Npc searching for food. ELSE SRC.MESSAGE @50 Action not in this menu. ENDIF
Notes
(0001652)
Coruja   
06-09-13 04:35   
btw I noticed skill_alchemy (0) is missing, should it be added? the skill range is starting on skill_anatomy (1)
(0001663)
RanXerox   
08-09-13 20:49   
Fixed today and will be in tomorrow's nightly build





View Issue Details
2095 [SphereServer] new feature request feature N/A 31-08-12 11:47 08-09-13 20:36
daskaras  
RanXerox  
normal  
resolved  
no change required  
none    
none  
   
Not Available
None
None
New Trigger for Spells targon_char/targon_item
because we can´t asked the target before effect and success this would be very nice. triggered after @select and/or @start/@spellcast
Notes
(0001662)
RanXerox   
08-09-13 20:35   
I don't think this is necessary... If you want the spell to be one that targets something, you just add the appropriate target FLAG(s). If you want to make up your own target message, you can define that in PROMPT_MSG. The @Start trigger has a reference to the targetted character or object and at that point you cancel the casting, or you can wait till @Success to abort it. We need a example use case where there is proof the current set of triggers is not sufficient.





View Issue Details
2191 [SphereServer] executable - windows build minor always 16-08-13 05:53 08-09-13 16:32
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Console error when a boat turn left/right
When someone is on the "edge" (x,y) of the map and turn the ship left/right, probably something internally on hardcoded function SHIPTURNLEFT / SHIPTURNRIGHT will check for something nearby, making it check on a undefined area out of map and return a console error
01:31:ERROR:(sphere_item_multis_houses_ships.scp,55)Point(4106,4098): trying to get a sector for point on map #0 out of bounds for this map(7168,4096). Defaulting to sector 0 of the map. 01:31:WARNING:(sphere_item_multis_houses_ships.scp,55)Attempting to access invalid memory block at 4106,4098,-5. 01:31:WARNING:(sphere_item_multis_houses_ships.scp,55)GetMapBlock failed at 4106,4098,-5. 01:31:ERROR:(sphere_item_multis_houses_ships.scp,55)Point(4106,4098): trying to get a sector for point on map #0 out of bounds for this map(7168,4096). Defaulting to sector 0 of the map. 01:31:WARNING:(sphere_item_multis_houses_ships.scp,55)Attempting to access invalid memory block at 4106,4098,-5. 01:31:WARNING:(sphere_item_multis_houses_ships.scp,55)GetMapBlock failed at 4106,4098,-5. 01:31:ERROR:(sphere_item_multis_houses_ships.scp,73)Point(4106,4098): trying to get a sector for point on map #0 out of bounds for this map(7168,4096). Defaulting to sector 0 of the map. 01:31:WARNING:(sphere_item_multis_houses_ships.scp,73)Attempting to access invalid memory block at 4106,4098,-5. 01:31:WARNING:(sphere_item_multis_houses_ships.scp,73)GetMapBlock failed at 4106,4098,-5. -------------------------------- [SPEECH spk_ship_cmds] ... ON=Turn Left ON=Port SHIPTURNLEFT <-- line 55 ... ON=Turn Right ON=Starboard SHIPTURNRIGHT <-- line 73
Notes
(0001659)
Ben   
08-09-13 02:34   
I've managed to replicate it. Now to find a fix :)
(0001661)
Ben   
08-09-13 16:32   
this should also be fixed





View Issue Details
2186 [SphereServer] executable - windows build minor always 07-08-13 10:02 07-09-13 13:21
Coruja  
Ben  
normal  
resolved 16-06-2013, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
DIALOGLIST doesn't remove dialogs from list on dialog close
When you open some dialog it will count on DIALOGLIST, but if you close it, the dialog doesnt get removed from this list. Probably this is not the correct behavior of this function I think
1) Open dialog/sdialog d_lol and d_roflmao 2) .show DIALOGLIST.COUNT will return 2 (DIALOGLIST.0.ID = "d_lol" / DIALOGLIST.1.ID = "d_roflmao") 3) Now close both dialogs 4) Check DIALOGLIST again and it will continue listing these 2 dialogs
on changelog: 02-02-2008, Furio - Added DIALOGLIST keyword. DIALOGLIST.COUNT gives the number of open gump dialogs, DIALOGLIST.$x.ID ($x = a number between 0 and DIALOGLIST.COUNT-1) the ID of the respective gump dialog, and DIALOGLIST.$x.COUNT the number of active instances of this dialog. So to close a specified gump, DIALOGCLOSE should do.
Notes
(0001639)
Stanic   
08-08-13 03:28   
(edited on: 08-08-13 03:28)
Did you tried set UPDATE or maybe UPDATEX after close the dialogs?
(0001658)
Ben   
07-09-13 13:21   
Should now be fixed





View Issue Details
1805 [SphereServer] new feature request minor N/A 24-08-10 19:51 07-09-13 11:49
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
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)
(0001549)
Coruja   
26-04-13 03:44   
up :D someone could implement this ColorNotoInvul? (and maybe NotoInvul for pet inherit too) it's just a small change, but will make things easier to lot of ppl
(0001561)
xwerswoodx   
18-06-13 13:25   
You can set these from your client's color page.
(0001655)
Ben   
07-09-13 11:49   
Added for next build





View Issue Details
2201 [SphereServer] executable - windows build major always 03-09-13 17:49 06-09-13 22:41
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Latest nightly build doesnt fire some triggers [MAJOR BUG]
probably related to issue 0002200, the automatic detection of triggers is not firing all triggers yet. Most of them are working fine, but a few doesn't work yet, like: @FameChange @KarmaChange @ExpChange @ExpLevelChange @ItemClick @ItemEquip @ItemEquipTest @ItemUnequip @ItemDropOn_Item (and maybe all others @Item[something] triggers)
Using 03 sept 2013 nightly build
Notes
(0001647)
Coruja   
03-09-13 18:02   
PS: some ppl on my server related that kill count doesnt raise when killing someone, I cant confirm yet, but maybe @Kill / @Death doesnt works too (I'm using EF_FixKillTrigger enabled on .ini)
(0001648)
Ben   
04-09-13 00:16   
(edited on: 04-09-13 02:19)
can you type U at the console and post the trigger list that gets printed? [EDIT] just tested @FameChange @KarmaChange and they both work fine... maybe you should test properly before reporting bugs... I hate wasting my time looking for something that's not there...
(0001649)
Coruja   
04-09-13 03:05   
(edited on: 04-09-13 03:20)
I already had confirmed these triggers above, the others @Item[something] I cant confirm since I doesnt tested :D but I tested again now using 4 sept nightly build, and when killing NPCs the default sphere fame/karma gain doesnt works. I set my fame=0/karma=0 and then start killing some NPCs and after some minutes my fame/karma remains on 0. Already checked all my char events and there's nothing like return 1 on @FameChange/@KarmaChange to prevent the gain. Sphere is not calling the default gain behavior, it doesnt even show the default "you gain some fame/karma" message (EDIT: the fame/karma doesnt decrease when I die too and I doesnt get the message "you lose some fame/karma"). Maybe thats related to @ExpChange, @ExpLevelChange which doesnt fire too. about @ItemClick, @ItemEquip, @ItemEquipTest, @ItemUnequip and @ItemDropOn_Item, they doesnt work. I tested using a new test event and none of these triggers works [EVENTS e_teste] ON=@FameChange SERV.B fire @FameChange ON=@KarmaChange SERV.B fire @KarmaChange ON=@ExpChange SERV.B fire @ExpChange ON=@ExpLevelChange SERV.B fire @ExpLevelChange ON=@ItemEquip SERV.B fire @ItemEquip ON=@ItemEquipTest SERV.B fire @ItemEquipTest ON=@ItemUnequip SERV.B fire @ItemUnequip ON=@ItemDropOn_Item SERV.B fire @ItemDropOn_Item ON=@ItemDropOn_Pack SERV.B fire @ItemDropOn_Pack ON=@ItemDropOn_Self SERV.B fire @ItemDropOn_Self ON=@ItemDropOn_Ground SERV.B fire @ItemDropOn_Ground but strangely all these triggers are here on this list Trigger @AAAUNUSED : NOT used. Trigger @Abort : used 38 times. Trigger @AfterClick : used 44 times. Trigger @Attack : used 7 times. Trigger @Buy : used 2 times. Trigger @CallGuards : NOT used. Trigger @charAttack : NOT used. Trigger @charClick : used 3 times. Trigger @charClientTooltip : NOT used. Trigger @charDClick : NOT used. Trigger @charTradeAccepted : NOT used. Trigger @Click : used 57 times. Trigger @ClientTooltip : used 32 times. Trigger @CliPeriodic : used 6 times. Trigger @ContextMenuRequest : used 25 times. Trigger @ContextMenuSelect : used 24 times. Trigger @Create : used 2651 times. Trigger @Criminal : NOT used. Trigger @Damage : used 12 times. Trigger @DClick : used 245 times. Trigger @Death : used 42 times. Trigger @DeathCorpse : used 21 times. Trigger @Destroy : used 53 times. Trigger @Dismount : used 8 times. Trigger @DropOn_Char : used 7 times. Trigger @DropOn_Ground : used 13 times. Trigger @DropOn_Item : used 8 times. Trigger @DropOn_Self : used 9 times. Trigger @EFFECT : used 33 times. Trigger @Enter : used 12 times. Trigger @EnvironChange : used 6 times. Trigger @Equip : used 64 times. Trigger @EquipTest : used 7 times. Trigger @Exit : used 4 times. Trigger @ExpChange : used 2 times. <----------- Trigger @ExpLevelChange : used 2 times. <----------- Trigger @Fail : used 38 times. Trigger @FameChange : used 6 times. <----------- Trigger @Gain : NOT used. Trigger @GetHit : used 68 times. Trigger @Hit : used 26 times. Trigger @HitMiss : NOT used. Trigger @HitTry : used 7 times. Trigger @HouseDesignCommit : used 1 time. Trigger @HouseDesignExit : used 1 time. Trigger @Hunger : used 9 times. Trigger @itemAfterClick : NOT used. Trigger @itemBuy : used 2 times. Trigger @itemClick : used 5 times. <----------- Trigger @itemClientTooltip : NOT used. Trigger @itemContextMenuRequest : NOT used. Trigger @itemContextMenuSelect : NOT used. Trigger @itemCreate : NOT used. Trigger @itemDamage : NOT used. Trigger @itemDCLICK : used 7 times. Trigger @itemDestroy : NOT used. Trigger @itemDropOn_Char : used 2 times. Trigger @itemDropOn_Ground : used 6 times. Trigger @itemDropOn_Item : used 2 times. <----------- Trigger @itemDropOn_Self : used 2 times. Trigger @itemEQUIP : used 4 times. <----------- Trigger @itemEQUIPTEST : used 2 times. <----------- Trigger @itemFIRE : NOT used. Trigger @itemPICKUP_GROUND : used 3 times. Trigger @itemPICKUP_PACK : used 2 times. Trigger @itemPICKUP_SELF : NOT used. Trigger @itemPICKUP_STACK : NOT used. Trigger @itemSELL : used 2 times. Trigger @itemSPELL : NOT used. Trigger @itemSTEP : used 3 times. Trigger @itemTARGON_CANCEL : NOT used. Trigger @itemTARGON_CHAR : NOT used. Trigger @itemTARGON_GROUND : NOT used. Trigger @itemTARGON_ITEM : used 2 times. Trigger @itemTimer : NOT used. Trigger @itemToolTip : NOT used. Trigger @itemUNEQUIP : used 3 times. <----------- Trigger @Jailed : used 1 time. Trigger @KarmaChange : used 6 times. <----------- Trigger @Kill : used 2 times. Trigger @Load : NOT used. Trigger @LogIn : used 16 times. Trigger @LogOut : used 27 times. Trigger @Mount : used 2 times. Trigger @MurderDecay : used 1 time. Trigger @MurderMark : NOT used. Trigger @NPCAcceptItem : NOT used. Trigger @NPCActFight : used 23 times. Trigger @NPCActFollow : NOT used. Trigger @NPCAction : NOT used. Trigger @NPCHearGreeting : NOT used. Trigger @NPCHearUnknown : NOT used. Trigger @NPCLookAtChar : used 3 times. Trigger @NPCLookAtItem : NOT used. Trigger @NPCLostTeleport : NOT used. Trigger @NPCRefuseItem : NOT used. Trigger @NPCRestock : used 385 times. Trigger @NPCSeeNewPlayer : used 4 times. Trigger @NPCSeeWantItem : NOT used. Trigger @NPCSpecialAction : NOT used. Trigger @PartyDisband : NOT used. Trigger @PartyInvite : NOT used. Trigger @PartyRemove : NOT used. Trigger @PersonalSpace : used 2 times. Trigger @PetDesert : used 2 times. Trigger @PICKUP_GROUND : used 6 times. Trigger @PICKUP_PACK : used 5 times. Trigger @PICKUP_SELF : used 6 times. Trigger @PICKUP_STACK : NOT used. Trigger @PRESTART : used 5 times. Trigger @PROFILE : used 3 times. Trigger @ReceiveItem : used 1 time. Trigger @RegionEnter : used 1 time. Trigger @RegionLeave : used 3 times. Trigger @RegionResourceFound : NOT used. Trigger @RegPeriodic : used 6 times. Trigger @Rename : used 4 times. Trigger @ResourceFound : NOT used. Trigger @ResourceTest : NOT used. Trigger @Select : used 12 times. Trigger @SELL : used 4 times. Trigger @SeeCrime : NOT used. Trigger @SkillAbort : NOT used. Trigger @SkillChange : NOT used. Trigger @SkillFail : used 1 time. Trigger @SkillGain : used 1 time. Trigger @SkillMakeItem : used 2 times. Trigger @SkillMenu : NOT used. Trigger @SkillPreStart : used 3 times. Trigger @SkillSelect : used 1 time. Trigger @SkillStart : used 6 times. Trigger @SkillSuccess : NOT used. Trigger @SkillTargetCancel : NOT used. Trigger @SkillUseQuick : used 1 time. Trigger @SkillWait : NOT used. Trigger @SpellBook : NOT used. Trigger @SpellCast : used 8 times. Trigger @SpellEffect : used 22 times. Trigger @SpellFail : used 1 time. Trigger @SpellSelect : used 1 time. Trigger @SpellSuccess : used 2 times. Trigger @SpellTargetCancel : NOT used. Trigger @Start : used 20 times. Trigger @StatChange : NOT used. Trigger @Step : used 47 times. Trigger @StepStealth : used 1 time. Trigger @Success : used 31 times. Trigger @TARGETCANCEL : NOT used. Trigger @TARGON_CANCEL : used 4 times. Trigger @TARGON_CHAR : used 26 times. Trigger @TARGON_GROUND : used 7 times. Trigger @TARGON_ITEM : used 35 times. Trigger @Timer : used 130 times. Trigger @ToolTip : NOT used. Trigger @TradeAccepted : used 2 times. Trigger @UnEquip : used 30 times. Trigger @UseQuick : NOT used. Trigger @UserBugReport : NOT used. Trigger @UserChatButton : used 1 time. Trigger @UserExtCmd : NOT used. Trigger @UserExWalkLimit : NOT used. Trigger @UserGuildButton : used 1 time. Trigger @UserKRToolbar : NOT used. Trigger @UserMailBag : NOT used. Trigger @UserQuestArrowClick : NOT used. Trigger @UserQuestButton : used 1 time. Trigger @UserSkills : NOT used. Trigger @UserSpecialMove : NOT used. Trigger @UserStats : NOT used. Trigger @UserVirtue : NOT used. Trigger @UserVirtueInvoke : NOT used. Trigger @UserWarmode : used 4 times. Trigger @Wait : NOT used.
(0001650)
Ben   
04-09-13 05:10   
I found the problem with the @itemXXX triggers. As for the rest that you mentioned, "Fame/Karma/Exp triggers, Fame/Karma/Exp default system, it all works just fine (Yes, I tested). I don't know what or how you are testing all this, but you need to do it again.
(0001651)
Coruja   
06-09-13 02:27   
thx :D on latest 06 sept build everything is working fine, maybe this issue could be marked as resolved





View Issue Details
2200 [SphereServer] executable - windows build major always 02-09-13 06:32 03-09-13 00:08
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Latest nightly build doesnt fire custom triggers anymore [MAJOR BUG]
As the title says, on latest 02 sept 2013 build the function <TRIGGER @SomeTriggerHere> doesnt work anymore with custom triggers. It works only with default sphere triggers This brokes many scripts and in some cases will drop out the entire script since important triggers doesnt fire anymore :(
Probably its something related to this: 25-08-2013, Ben -Added: Auto detection of in use triggers (Vjaka's code from 0.57 source) -Removed: ExperienceMode 0x20 and 0x40 since Auto trigger detection is enabled. -Removed: EF_New_Triggers, EF_Minimize_Triggers, and EF_NPCAct_Triggers since Auto trigger detection is enabled.
Notes
(0001646)
Ben   
03-09-13 00:08   
This should be fixed, but may require some testing.





View Issue Details
2199 [SphereServer] executable - windows build major always 02-09-13 06:17 03-09-13 00:07
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
All resource gathering skills doesn't works [MAJOR BUG]
on latest nightly build (starting on 01 and 02 sept 2013), all resource gathering skills doesnt work (mining, fishing, lumberjack, etc), it always says that theres nothing to gather on that location using mining as example, the mr_iron, mr_verite, mr_etc is always created with amount=0, so even if the resource is found, theres will be nothing left to gather -------------------------------- debugging this thing I found something strange [EVENTS e_event_on_player] ON=@RegionResourceFound SYSMESSAGE [DEBUG] You found a <ARGO.NAME> spawn (amount=<ARGO.AMOUNT>) on the debug message everything is perfectly fine, since I can found worldgem bit spawns with amount 1~3 as it should be. But stangely -after- the end of this trigger, something set the worldgem bit amount to 0, so here's the error
Temporary workaround to fix it: [EVENTS e_event_on_player] ON=@RegionResourceFound ARGO.TIMERF 1,AMOUNT=<ARGO.AMOUNT> //the first try will always fail (amount=0), then after 1 second the resource amount got fixed and it will start working (horrible workaound, but its better than nothing)
Notes
(0001645)
Ben   
03-09-13 00:07   
A simple = instead of == in an IF statement cause the trigger to always return true, which then caused the gembit amount to be set to 0. Should be fixed now





View Issue Details
2158 [SphereServer] script pack minor N/A 25-04-13 01:25 28-08-13 17:46
Coruja  
RanXerox  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Height conflict on sphere_defs.scp
on sphere_defs.scp there's a conflict between c_cat and c_rai_ju on section [DEFNAME charheight] both NPC's are wrote as 'height_0c9' but c_rai_ju is 0c7 (not 0c9) and this causes conflict with c_cat (0c9). So c_rai_ju must be changed to 0c7 height_0c9 3 //DEFNAME=c_cat height_0c7 23 //DEFNAME=c_rai_ju
Notes
(0001644)
RanXerox   
28-08-13 17:45   
Solved in the update on Aug 27th, 2013





View Issue Details
2193 [SphereServer] executable - windows build major always 22-08-13 09:56 27-08-13 04:53
Coruja  
Ben  
normal  
resolved 16-06-2013, 0.56b Prerelease  
fixed  
none    
none  
   
Automated (specify build number)
None
None
Mounts dying while mounted
If I'm using a mount, and this mount got a damage and die WHILE I'M MOUNTED, it will keep alive a few more seconds and theres 2 bugs: ------------------------------- BUG 1: After mount die, I continue using the mount After dead, strangely sphere will keep the mount alive a few more seconds and them randomly it detects the dead mount and I got dismounted, the mount die and I got this console warning: 03:53:ERROR:Character Coruja (01e403) riding dead horse (067a60) - forcing death on horse The problem is: it doesnt die instantly, it only dies after some seconds instead die on the hit moment ------------------------------- BUG 2: After mount die, I dismount it manually Now on dismount, instead sphere force the NPC to die, it will remove the NPC from the screen but the NPC will continue existing as a ghost with HITS=0 and you can see it using .update No console errors now.
1) .add c_llama 2) use ".xtimerf 3 damage 1000" on the llama 2) mount the llama before it dies 3) wait for the mount dies and you got pulled over the mount (bug 1) or dismount manually (bug 2)
Probably theres some protection to prevent this but this protection is failing. Maybe it will work better if it check for the mount hitpoint on every @GetHit instead checking using a strange random timer PS1: UO has a pet bounding system where loyal pets dies, remains as a ghost and can be resurrected. Since sphere doesnt support this, I'm assuming the correct behavior is make the pet die PS2: Using latest sphere nightly build
Notes
(0001643)
Ben   
27-08-13 04:53   
I have this fixed on local (both bugs) but this will only be added once the compiling issue is resolved.





View Issue Details
2189 [SphereServer] executable - windows build minor always 13-08-13 16:56 14-08-13 01:32
XuN Windows  
Ben 8  
normal x64  
resolved 16-06-2013, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
NewPositionChecks, WalkCheck, UsePingServer
Command_Sysmsgs, NoHouseMuteSpeech, Flood_Protection, Buffs, NoPrefix
1599
Attacker.clear doesn't work
As title say: I use attacker.clear via script in one npc and attacker list keeps up, it doesn't clear.
Revisions say that this only works by script, ingame command sais 'invalid command', I also tried and didn't work either.
Notes
(0001641)
XuN   
13-08-13 17:32   
Noticed that attacker.clear is Read Only, so it must be used like local.clear= to make it works.
(0001642)
Ben   
14-08-13 01:32   
Problem solved. This will be changed to a writable variable. will no longer work ATTACKER.CLEAR will now be the proper way to use it.





View Issue Details
2172 [SphereServer] script pack minor N/A 19-07-13 01:27 05-08-13 21:35
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Magery spells using wrong sound defs
some spells are using incorrect sound def on sphere_defs.scp I revised and fixed all these defs, just copy-paste it :D [defname sounds] ... // sounds - spells snd_spell_lightning 41 snd_spell_chain_lightning 41 snd_spell_harm 252 //Fixed: 497 -> 252 snd_spell_fireball 350 //Fixed: 351 -> 350 snd_spell_fire_bolt 351 snd_spell_meteor_swarm 352 snd_spell_clumsy 479 snd_spell_cure 480 snd_spell_archcure 480 //Fixed: 488 -> 480 snd_spell_curse 481 snd_spell_create_food 482 snd_spell_night_sight 483 snd_spell_light 483 snd_spell_feeblemind 484 snd_spell_magic_arrow 485 snd_spell_weaken 486 snd_spell_agility 487 snd_spell_animate_dead 488 snd_spell_magic_reflection 489 //Fixed: 488 -> 489 snd_spell_bless 490 snd_spell_cunning 491 snd_spell_protection 493 snd_spell_reactive_armor 493 //Fixed: 498 -> 493 snd_spell_strength 494 snd_spell_magic_trap 495 snd_spell_magic_untrap 496 snd_spell_heal 498 snd_spell_telekinesis 501 snd_spell_wall_of_stone 502 snd_spell_archprotection 503 snd_spell_mana_drain 504 snd_spell_mana_vampire 505 snd_spell_mark 506 snd_spell_magic_lock 506 //Fixed: 500 -> 506 snd_spell_mass_curse 507 snd_spell_recall 508 snd_spell_reveal 509 snd_spell_teleport 510 snd_spell_unlock 511 snd_spell_dispel_field 513 //Fixed: 528 -> 513 snd_spell_dispel 513 snd_spell_mass_dispel 513 //Fixed: 521 -> 513 snd_spell_greater_heal 514 snd_spell_paralyze 516 snd_spell_poison 517 snd_spell_flamestrike 520 snd_spell_energy_bolt 522 snd_spell_energy_field 523 snd_spell_paralyze_field 523 //Fixed: 529 -> 523 snd_spell_poison_field 523 //Fixed: 550 -> 523 snd_spell_fire_field 524 //Fixed: 477 -> 524 snd_spell_gate_travel 526 snd_spell_polymorph 527 snd_spell_blade_spirits 530 snd_spell_energy_vortex 530 snd_spell_mind_blast 531 snd_spell_resurrection 532 snd_spell_summon_creature 533 snd_spell_summon_daemon 534 snd_spell_summon_elem_air 535 snd_spell_summon_elem_earth 535 snd_spell_summon_elem_fire 535 snd_spell_summon_elem_water 535 snd_spell_earthquake 544 //Fixed: 525 -> 544 snd_spell_bone_armor 577 snd_spell_summon_undead 586 snd_spell_explosion 775 //Fixed: 519 -> 775 snd_spell_incognito 957 //Fixed: 492 -> 957 snd_spell_invisibility 964 //Fixed: 515 -> 964
Notes
(0001569)
xwerswoodx   
19-07-13 10:14   
(edited on: 19-07-13 10:14)
These are wrong man :D 497 is harm 252 is magic lock is it same? you don't fix that :) Original settings are okay. Maybe check your sound.mul.
(0001575)
Coruja   
20-07-13 19:44   
(edited on: 20-07-13 19:46)
its not the same, sphere sound defs are too old and outdated (maybe from T2A age) after fixed, harm is 252 and magic lock is 506, which are pretty different sounds. I got these values from latest RunUO 2.2 updated scripts, using default sounds.mul from standard UO ML setup
(0001579)
xwerswoodx   
20-07-13 20:24   
maybe my ultima online patch is old which you said :) They can support new patch.
(0001629)
Ben   
05-08-13 21:35   
This will be added





View Issue Details
2159 [SphereServer] executable - windows build major always 02-05-13 05:13 05-08-13 21:24
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Items with ATTR attr_newbie stuck on NPC's
20-02-2013, Ben -Added: sphere.ini option ALLOWNEWBTRANSFER. When set to 1, will allow newbi items to stay newbied after tranfer to an NPC. Setting this to 1 will work fine and will keep the attr_newbie items placed on NPCs. The problem is: after the item with attr_newbie is placed on the NPC there's no way to get it back, it will got stuck on the NPC and return "You can not pick that up" message. The item got stuck even if placed on backpack or equipped on body
Easy to reproduce on pack llama, just add c_llama_pack and drop the attr_newbie item on the pack llama So set GM=0 and try to pick up the item again, the attr_newbie remains on item but the item will be stuck on the NPC The pack llama is just a example, the real problem occour on a OSI-like custom vendor system where you can equip the vendor paperdoll with your items and place items on vendor backpack too
Tested on 23-04-2013 sphere nightly build
Notes
(0001628)
Ben   
05-08-13 21:24   
Should be fixed for next update





View Issue Details
2175 [SphereServer] script pack tweak always 20-07-13 15:08 05-08-13 20:54
xwerswoodx  
Ben  
normal  
resolved 16-06-2013, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Create Food Spell
Could you please save food uid to LOCAL.CREATEOBJECT1 when we use create food speel.
Notes
(0001572)
xwerswoodx   
20-07-13 16:52   
Sorry I wrote uid, BASEID I want to say for example if I write LOCAL.CREATEOBJECT1=i_fruit_melon And if you have a chance can you pls add ARGN3 for uid :)
(0001573)
Ben   
20-07-13 17:21   
Ok, here is the deal. I can make it so that LOCAL.CREATEOBJECT1=i_fruit_melon will create this food instead of the default. BUT I can't do UID in ARGN3 since the item is created after any triggers are fired.
(0001574)
xwerswoodx   
20-07-13 17:34   
(edited on: 20-07-13 17:42)
Okay thanks very much :) And maybe @effect works about second one but I am not sure :) Edit: But effect doesn't work on Create food.
(0001576)
Coruja   
20-07-13 19:59   
[Spell 2] DEFNAME=s_create_food NAME=Create Food SOUND=snd_SPELL_CREATE_FOOD RUNES=IMY CAST_TIME=1.5 RESOURCES=i_reag_garlic,i_reag_ginseng,i_reag_mandrake_root RUNE_ITEM=i_rune_CREATE_FOOD SCROLL_ITEM=i_scroll_CREATE_FOOD FLAGS=SPELLFLAG_PLAYERONLY EFFECT_ID=0 EFFECT=0 DURATION=0.0 MANAUSE=4 SKILLREQ=MAGERY 1.0 INTERRUPT=0.0,0.0 ON=@Success SERV.NEWITEM {i_createfood_fruit_grapes 1 i_createfood_ham 1 i_etc 1} NEW.CONT= SRC.SYSMESSAGE You magically create food in your backpack: //Cliloc 1042695 SRC.SOUND 01e2 I'm using it here and it works fine. LOCAL.CREATEOBJECT would be a much better solution but maybe it will just be 100% usefull if theres a way to get the item UID (to allow choose where the item will be placed) btw sphere default create food is a target-based spell and creates the item (food) on target location. This is not the default action for this spell, the default action (OSI) doesnt use target and create the food directly on the caster backpack (thats why I'm using this code)
(0001582)
xwerswoodx   
21-07-13 07:09   
The problem is if you type RETURN 1 it fizzle but if you don't type RETURN 1 it create cake or other foods and in the and you have 2 food in same time.
(0001583)
Coruja   
21-07-13 08:32   
I really cant remember how I solved this for now, but my script is 100% working fine. I doesnt use any return on @Success and it doesnt create 2 items, just the correct item on backpack. Maybe theres something internally on s_create_food spell that -always- create a food when you cast it on a target. Or maybe there must be a def on sphere_defs.scp to set all itemdefs that create food spell uses. I cant remember but its something like this
(0001584)
xwerswoodx   
21-07-13 09:41   
maybe spellflag_xyz created object because of this, maybe it can't be success.
(0001586)
Ben   
21-07-13 17:06   
07-07-04, kuch - Added DEFFOOD value to sphere_defs.scp - this is a template of items you want to get by casting the create food spell; Yes it does not give you a great deal of control over what you get (ie skillbased for example), but its better than nothing
(0001588)
xwerswoodx   
21-07-13 17:26   
Yes you are true, I didn't see that feature, thanks.
(0001624)
Ben   
05-08-13 20:54   
Will be adding local.CreateObject1 to create food spell. If set, it will produce this item when the spell if done.





View Issue Details
2183 [SphereServer] executable - generic major always 01-08-13 02:17 05-08-13 17:30
Stanic  
Ben  
normal  
resolved 16-06-2013, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Experience System
I was testing the hardcoded system Experience and I noticed that a player just wins exps killing monsters when he attack the npc before be attacked! Basically: Player --- Attack --> Monster the system works normally Monster --- Attack ---> Player the player don't win exp killing this monster
Notes
(0001618)
Ben   
04-08-13 16:31   
I'll have to look into this one. I'm prety sure it is cause by the same reason that @Kill doesn't fire all the time. (must be aggressor to fire @kill) Maybe both situation could be solved at once.
(0001623)
Ben   
05-08-13 17:30   
Adding EF_FixKillTrigger 0x02 to possibly fix Exp system and @Kill trigger





View Issue Details
2177 [SphereServer] new feature request major N/A 21-07-13 06:10 05-08-13 16:46
xwerswoodx  
Ben  
normal  
resolved 16-06-2013, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Not Available
None
None
TIMERF
Can you pls add zero-based list for timerf like TIMERF.COUNT = Count TIMERF.0|1|2... = Shows function for example TIMERF.N.STOP || TIMERF.N 0|-1... (<= 0) || TIMERF.N.CLEAR = remove timer TIMERF.N.SECS = shows how many secs left TIMERF.N.FUNCTION = TIMERF.N TIMERF 100,f_asddasd (TIMERF.0 = f_asddasd) If is it possible, it will be very good for our scripts.
Notes
(0001606)
xwerswoodx   
31-07-13 19:24   
up
(0001616)
Ben   
04-08-13 14:37   
(edited on: 04-08-13 14:55)
I really don't see much use to this, and would be very complicated to add because of how the timerf is structured now. It would be possible to add a (TIMERF STOP function_name) which I think would be usefull and would only stop 1 timerf instead of the (TIMERF CLEAR) function that already exist. I could always also add a (ISTIMERF function_name) to check if a TIMERF is present.
(0001619)
xwerswoodx   
04-08-13 21:11   
These can be solution for us, thanks (:
(0001620)
Ben   
05-08-13 16:46   
This will be added in this form - to check if a timer exists. Returns the time left in sec if it exists or 0 if not. - TIMERF STOP,functionname to stop a specific timerf.





View Issue Details
2180 [SphereServer] script pack minor N/A 23-07-13 18:27 04-08-13 16:28
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
spherechar_lbr.scp using undefined items on default script pack
confirmed: http://forum.spherecommunity.net/Thread-spherechar-lbr-scp-error [^] as the default loot doesnt have this item, it must be removed on lines 211, 253, 311, 314 and 348
Notes
(0001590)
Coruja   
23-07-13 18:32   
(already checked every script on /npcs folder, these 2 undefined itens are used only on spherechar_lbr.scp)
(0001592)
xwerswoodx   
23-07-13 19:45   
I think they should be added :D
(0001595)
Coruja   
24-07-13 01:59   
I think theres no reason to add it, these 2 item officially doesnt exists. They are custom items added on a custom shard. The default sphere script pack probably must match a correct scripting standard which doesnt include random custom scripts like these items. You can add it on your shard without any problem, but not on default sphere script pack :D just a quick comparison / search: Quagmire (i_orb): http://uo.stratics.com/database/view.php?db_content=hunters&id=281 -doesnt have orb on loot Plague Beast (i_orb): http://uo.stratics.com/database/view.php?db_content=hunters&id=276 -doesnt have orb on loot Horde Daemon Large (i_orb/i_minion_leather): http://uo.stratics.com/database/view.php?db_content=hunters&id=209 -officially doesnt exists, so doesnt have orb / minion leather on loot Horde Daemon Medium (i_minion_leather): http://uo.stratics.com/database/view.php?db_content=hunters&id=209 -officially doesnt exists, so doesnt have minion leather on loot too PS: I researched for "orb" and "minion leather" on items section and no results found (both items doesnt exists)
(0001596)
xwerswoodx   
24-07-13 02:17   
:D You researched too much :D ok! you are true :p :D
(0001617)
Ben   
04-08-13 16:28   
Will be fixed in next update





View Issue Details
2148 [SphereServer] new feature request feature N/A 19-03-13 21:34 04-08-13 14:11
xwerswoodx  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
09-02-2007, 17-03-2007, 20-05-2007, 02-06-2007, 03-10-2007, 20-10-2007, 08-02-2008, 09-09-2008, 20-09-2009, Automated (specify build number)
None
None
TAG.NORESTOCK
Vendors are restocked everytimes so I want some of them don't restock, and if you can add TAG.NORESTOCK on vendors, I can do this. Thanks.
Notes
(0001504)
xwerswoodx   
21-03-13 17:30   
Is there any chance to do this with script?
(0001505)
Mirravin   
21-03-13 17:52   
ON=@NPCRestock Return 1 ?
(0001506)
xwerswoodx   
21-03-13 21:16   
I tried but it doesn't work because, when I write this, vendor lost all of its items on buy/sell backs. But I want, if I put anything on his pocket, it will be there after restock.
(0001581)
xwerswoodx   
21-07-13 06:22   
Isn't there any solution for this?
(0001607)
xwerswoodx   
31-07-13 19:26   
up
(0001608)
Ben   
31-07-13 23:42   
Stop "uping" the reports... I have not looked into this yet.
(0001614)
Ben   
04-08-13 14:11   
Tag.Norestock will be added to vendors and regions. I also noticed that there was already something added in the past to alter restocking. - Added: Region tag RestockVendors (in ticks) to alter time in which the vendors will auto restock. Default value is 10*60*10 (10 minutes).





View Issue Details
2181 [SphereServer] script pack minor N/A 27-07-13 23:16 31-07-13 23:39
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none  
   
Automated (specify build number)
None
None
Incorrect DUPELIST on i_keg_wood
on /items/sphere_item_profession_cook_barkeep_baker.scp: [ITEMDEF 01940] DEFNAME=i_keg_wood DUPELIST=01ad6,01ad7 //i_keg_wood doesnt have dupelist, so this line must be removed and a few lines below these others 2 items must be fixed too, heres the fixed DUPELIST/DUPEITEM value: [ITEMDEF 01ad6] DUPELIST=01ad7 [ITEMDEF 01ad7] DUPEITEM=01ad6
Notes
(0001601)
Ben   
28-07-13 19:05   
[ITEMDEF 01ad6] [ITEMDEF 01ad7] Those 2 items are also Kegs... I don't understand
(0001604)
xwerswoodx   
28-07-13 20:13   
(edited on: 28-07-13 22:28)
Yes but he said their dupeitem settings are wrong they connected with each other so their's dupeitem should be 01940 because of 01940's dupelist setting However, I check my scripts are; [ITEMDEF 01ad6] //keg DUPEITEM=01940 CATEGORY=Items by Professions SUBSECTION=BarKeep DESCRIPTION=Keg [ITEMDEF 01ad7] DEFNAME=i_KEG_WOOD_2 DUPEITEM=01940
(0001605)
Coruja   
30-07-13 04:52   
Because 01940 (i_keg_wood) is a single item that doesnt have left/right side, so it doesnt need flip or DUPELIST But 01ad6 and 01ad7 are the same item on left/right side so thats why these 2 items can flip and 01940 not





View Issue Details
2176 [SphereServer] executable - windows build major N/A 20-07-13 22:23 21-07-13 17:15
xwerswoodx  
Ben  
normal  
resolved 16-06-2013, 0.56b Prerelease  
fixed  
none    
none  
   
Automated (specify build number)
None
None
v0.56c
I tried 0.56c before 10mins but when I try to dclick i_sign_gump it messages Pig [Logout] and after I use my 0.56b sphere and it works without problem. I use housing 2.0 from sphere community forum.
Notes
(0001585)
xwerswoodx   
21-07-13 13:46   
Todays update it works properly.
(0001587)
Ben   
21-07-13 17:13   
ya, I had commented some code that I shouldn't of on the previous build.





View Issue Details
2173 [SphereServer] script pack minor N/A 19-07-13 01:35 19-07-13 21:49
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Missing doors on Castle multidef / Useless ladder on Two Story Log Cabin
on /items/sphere_item_multis_houses_ships.scp: [MULTIDEF 07e] //theres 2 couple of doors missing on castle, just add it DEFNAME=i_multi_castle ... //missing doors: COMPONENT=0677, 1, 11, 6 COMPONENT=i_door_metal, 0, 11, 6 COMPONENT=0677, 0, -11, 6 COMPONENT=i_door_metal, -1, -11, 6 [MULTIDEF 09a] //default multi ladder is working fine here, probably fixed, so lets remove this ugly ladder item DEFNAME=i_multi_cabin_log_2story ... //COMPONENT=08a4, 3, -3, 8 //temp wood ladder, rope not working //COMPONENT=08a2, 3, -4, 20 //temp wood ladder, rope not working
Notes
(0001570)
xwerswoodx   
19-07-13 10:22   
Yes you are true in that case :)
(0001571)
Ben   
19-07-13 21:49   
Added to default script pack





View Issue Details
2171 [SphereServer] script pack minor N/A 11-07-13 19:09 12-07-13 00:12
Coruja  
Terrikate  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Missing SE/ML/HS MIDI defs on sphere_defs.scp
Just add these missing settings on sphere_defs.scp :D [defname midis] ... //SE midi_zento 49 midi_tokunodungeon 50 midi_taiko 51 //ML midi_dread_horn_area 52 midi_elf_city_1 53 midi_grizzle_dungeon 54 midi_melisandes_lair 55 midi_paroxysmus_lair 56 //HS midi_gwennoconversation 57 midi_goodendgame 58 midi_goodvsevil 59 midi_greatearthserpents 60 midi_humanoids 61 midi_minocnegative 62 midi_paws 63 midi_selimsbar 64 midi_serpentislecombat 65 midi_valoriaships 66
There are no notes attached to this issue.





View Issue Details
2015 [SphereServer] new feature request feature N/A 02-08-11 15:52 24-04-13 18:16
Mirravin  
Shaklaban  
normal  
resolved  
fixed  
none    
none  
   
Not Available
None
None
Ghost Spy
ini: GhostsCanSeePlayers GhostsCanSeeNPCs http://www.sphereserver.net/index.php?/topic/48704-player-ghost-scanners/ [^]
Notes
(0001548)
Mirravin   
24-04-13 17:32   
Can be marked, as resolved.





View Issue Details
2152 [SphereServer] executable - windows build minor always 26-03-13 02:07 26-03-13 12:29
Xfolder  
Shaklaban  
normal  
resolved  
fixed  
none    
none  
   
Automated (specify build number)
AllowTelnetPacketFilter
NoPrefix
1575
Showing system on maps 1,2,3,4
Showing system on maps 1,2,3,4 doens't work properly. Players can always shove other players without full stamina. Can do it like on map 0?
Notes
(0001528)
Shaklaban   
26-03-13 12:24   
(edited on: 26-03-13 12:25)
stamina check for shoving is harcoded in client, sphere only causes characters to lose stamina. if some movement blocked without rubber-banding, its client-side (except the speedmode on new clients). since maps 1-2-3-4 are non-pvp in osi, shoving is not working on these maps. you can create shoving effect with @personal spice trigger, but since its emulator-side it will create rubber-banding: http://wiki.sphere.torfo.org/index.php/@PersonalSpace example script: on=@PersonalSpace if ( < ) if (!(&statf_invisible) && !(&statf_insubstantial) &&(&statf_hidden)) return 1 endif endif





View Issue Details
1686 [SphereServer] executable - generic minor always 13-12-09 22:44 24-03-13 21:17
Coruja  
RanXerox  
normal  
resolved 0.56c Nightly  
unable to reproduce  
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
Notes
(0001527)
RanXerox   
24-03-13 21:17   
I cannot reproduce this problem in recent nightly builds.





View Issue Details
1702 [SphereServer] new feature request feature N/A 07-01-10 04:27 24-03-13 21:14
xantier  
RanXerox  
normal  
resolved 0.56c Nightly  
fixed  
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..
Notes
(0001526)
RanXerox   
24-03-13 21:14   
You can create items of this sort in the sphere scripting language by making an object of type=t_multi... a multi object is its own region, and you can use the @Enter trigger to cause the statue to speak, or trap to trigger, when the character gets close to it.





View Issue Details
1726 [SphereServer] executable - generic minor have not tried 28-02-10 07:49 24-03-13 21:00
Coruja  
RanXerox  
normal  
resolved  
fixed  
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)
Notes
(0001525)
RanXerox   
24-03-13 21:00   
There are numerous solutions to this, here are a couple: The default script pack doesn't have a barber that sells these items so I presume it is something you decided to do. If you want to sell those items from vendors, then edit the ITEMDEF for all the hair and beard items and add an @Equip trigger to set the color based on what color the player already has in their current hair or beard... Alternatively, don't sell i_hair or i_beard items directly (instead, barbers could have a custom dialog for players to choose style and color.)





View Issue Details
1833 [SphereServer] script pack minor always 14-10-10 16:30 24-03-13 20:23
DarkZeal Windows SP3  
khaos Windows SP3  
normal Windows SP3  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none  
   
Automated (specify build number)
DiagonalWalkCheck, Unicode, New_Triggers, NewPositionChecks, WalkCheck
None
MT_SWIM
Monsters with MT_SWIM only, can walk on land and sea - BUG. Monsters with MT_SWIM|MT_WALK can walk on land and sea. If set only MT_WALK, monster can not swim. Please check MT_SWIM. Doplhins can walk on land. ;{
Notes
(0001524)
RanXerox   
24-03-13 20:23   
Not sure when it happened... but this seems to be fixed now.





View Issue Details
1866 [SphereServer] executable - generic minor always 14-12-10 05:33 24-03-13 19:44
Coruja  
RanXerox  
normal  
resolved  
fixed  
none    
none  
   
09-09-2008
None
None
Sphere setting random MORE2 for t_potion on worldsave
When you create an custom potion without MORE2, sphere will set a random MORE2 for this potion if it using t_potion typedef. This random value get stored on the item after any worldsave. This thing makes potions unable to stack because of different MORE2
PART 1 (creating the potion) -Create the potion with .add i_potion_mana -Type ".xshow dMORE2" and it will return 0 -Type ".save" (for worldsave, lol) -Type ".xshow dMORE2" again and now it will return a new value from 0~1000 PART 2 (stacking the potion) -Create a new i_potion_mana -It will come with MORE2=0 and will not stack on any another mana potion with random MORE2 set by sphere
Itemdef used to reproduce the bug [ITEMDEF i_potion_Mana] ID=0f0e NAME=Mana Refresh TYPE=t_potion TDATA1=i_bottle_empty RESOURCES=i_reag_eye_of_newt 3, i_bottle_empty SKILLMAKE=ALCHEMY 40.0 VALUE=19 ON=@DClick SRC.MANA += 50 IF (<SRC.MANA> > <SRC.MAXMANA>) SRC.MANA=<SRC.MAXMANA> ENDIF
Notes
(0000782)
ShiryuX   
18-12-10 21:32   
You have to remember that potion are spells inside items. Now, these spells must have a strength, or else it will be an invalid item. So I recommend you to set MORE2=1 below @Create in your script.
(0000783)
Coruja   
19-12-10 07:14   
I already do it, but it's not a good idea when you have 409356209483562340975632094652370984563420987563428709 potions on the server, because every potion stack will raise another "MORE2=1" line on save files thats why I used it without MORE2 :D
(0001523)
RanXerox   
24-03-13 19:44   
As ShiryuX said, the server adds a random MORE2 value on any t_potion object that is missing one because potions are essentially spells, and a spell needs to have strength... If you want to make stack-able custom potions that are not related to spells, use a custom type, or set the MORE2 value to a positive number in @Create (extra lines in the save file don't make that much difference...)





View Issue Details
1906 [SphereServer] script pack minor N/A 05-02-11 02:07 24-03-13 19:07
Coruja  
RanXerox  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none  
   
Not Available
None
None
NPC Gazer with incorrect height
sphere_defs.scp: height_016 23 //DEFNAME=c_gazer correct height: maybe 18, the gazer is about 2 tiles shorter than a wall wich has height 20
Notes
(0001522)
RanXerox   
24-03-13 19:07   
You can add HEIGHT=20 to the CHARDEF if you wish to override the values in sphere_defs.scp





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2146 [SphereServer] new feature request minor have not tried 16-03-13 22:39 23-03-13 22:07
daskaras  
Shaklaban  
normal  
resolved  
fixed  
none    
none  
   
Not Available
None
None
<serv.map(x,y,z,map).sector.number>
It would be fine if we can get the sector number via command and ingame like .xshow sector.number Only to read it
There are no notes attached to this issue.





View Issue Details
2083 [SphereServer] new feature request feature always 15-07-12 20:32 22-03-13 22:06
Marlek  
RanXerox  
normal  
resolved  
fixed  
none    
none  
   
Automated (specify build number)
None
None
1505
Requesting ModMaxhits, ModMaxmana and ModMaxstam
Setting MaxHits on a player character will permanently set his MaxHits to this value, even if the Player looses or gains some STR after setting his MaxHits. As Example: Player has 100 STR. He uses Levelsystem to add +1 Maxhit, script sets his Maxhits to 101. Player gets cursed, looses 10 STR, but still has 101 Maxhits or Player gets a bless, gains 10 STR, but still has 101 Maxhits. Same behaviour can be observed with MaxMana/INT and MaxStam/DEX, i think MaxHits, MaxMana and MaxStam is exactly doing what it should. However, i want to give player characters some more survivability (Hitpoints), without giving them more Damage (STR), so i can't use STR or ModSTR. Can you please implement ModMaxhits, ModMaxmana and ModMaxstam, working like ModMaxWeight? Example: Player has 100 STR. Levelsys sets +1 to ModMaxHits. He now has 101 Maxhits. Player gets cursed: 90 STR and 91 MaxHits. Player gets blessed: 110 STR and 111 MaxHits. Player gets blessed and equips an Item: 120 STR and 121 Maxhits
Notes
(0001350)
Sadus   
04-08-12 16:35   
Would be great and useful. Nice feature.
(0001352)
Mirravin   
04-08-12 22:36   
It is scriptable without any problems.
(0001518)
RanXerox   
22-03-13 22:05   
[FUNCTION MODMAXHITS] LOCAL.Results=> IF (>) RETURN > ELSE TAG.MODMAXHITS=+> IF !() TAG.MODMAXHITS= MAXHITS= ELSE MAXHITS=+> ENDIF ENDIF [FUNCTION MODMAXSTAM] LOCAL.Results=> IF (>) RETURN > ELSE TAG.MODMAXSTAM=+> IF !() TAG.MODMAXSTAM= MAXSTAM= ELSE MAXSTAM=+> ENDIF ENDIF [FUNCTION MODMAXMANA] LOCAL.Results=> IF (>) RETURN > ELSE TAG.MODMAXMANA=+> IF !() TAG.MODMAXMANA= MAXMANA= ELSE MAXMANA=+> ENDIF ENDIF
(0001519)
RanXerox   
22-03-13 22:06   
Solvable using the functions listed





View Issue Details
2105 [SphereServer] new feature request feature N/A 22-10-12 12:02 20-03-13 20:45
daskaras  
Shaklaban  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none  
   
Not Available
None
None
tag.override_weapon_speed
I s there a chance, to add this tag.override_weapon_speed for weapons :)
There are no notes attached to this issue.





View Issue Details
2127 [SphereServer] executable - windows build major always 09-01-13 19:54 09-03-13 00:21
ChaveSAWS  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1552
unequip not updating for other chars
When i use for example findlayer.1.unequip on PLAYER A The PLAYER B will keep seeing the weapon on PLAYER A hand.
findlayer.1.unequip
Notes
(0001462)
ChaveSAWS   
09-01-13 21:03   
this is the cause... // EF_FixCanSeeInClosedConts
(0001467)
Ben   
20-01-13 17:37   
Needs more testing, can't reproduce it. using these flags. Experimental=01|08|040|0200|0400|0800|08000|010000|020000 // EF_DiagonalWalkCheck = 00000001 // EF_New_Triggers = 00000008 // EF_Item_Strict_Comparison = 00000040 // EF_AllowTelnetPacketFilter = 00000200 // EF_Script_Profiler = 00000400 // EF_Size_Optimise = 00000800 // EF_UsePingServer = 00008000 // EF_NPCAct_Triggers = 00010000 // EF_FixCanSeeInClosedConts = 00020000
(0001472)
xwerswoodx   
01-02-13 19:31   
update Try to update.
(0001495)
Ben   
09-03-13 00:21   
This problem should be resolved in build 1575





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2043 [SphereServer] executable - windows build minor always 28-09-11 18:35 04-03-13 01:29
Shaklaban  
Ben  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1496
for loops last loop executed two times
if the .scp file under 2 sub folder, for loops last condition executes for two times
[function for_test] for 1 6 sysmessage <eval <local._for>> endfor normal output: 1 2 3 4 5 6 if you use that script under 2 subfolder of scripts folder output is: 1 2 3 4 5 6 7
Notes
(0001272)
Shaklaban   
28-09-11 18:36   
oops i can't edit my report, second output is: 1 2 3 4 5 6 6
(0001273)
babidi   
29-09-11 21:32   
i tryed in scripts\aaa.scp scripts\fold1\aaa.scp scripts\fold1\fold2\aaa.scp unable to replicate
(0001442)
Ben   
03-12-12 02:04   
Found the issue. It has nothing to do with nested folders. You must have atleat 1 return(enter key) after the ENDFOR of the script and the problem is solved. I'll see what I can do but this might just have to go in the "be carefull not to do" list :)
(0001494)
Ben   
04-03-13 01:29   
Fixed in build 1573





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2140 [SphereServer] executable - windows build tweak always 24-02-13 04:28 25-02-13 03:59
Mordaunt  
Ben  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Not Available
None
None
NPC_AI_VEND_TIME
// NPC_AI_VEND_TIME 0080 vendors closing their shops at nighttime This goes into effect when sector.light > 6 Which is STUPID that's not even dark. Should go into effect at either something a lot darker OR using sector.isnighttime, which makes a lot more sense.
Notes
(0001492)
Ben   
25-02-13 03:59   
Vendors are now closing shop when ISNIGHTTIME and not ISDARK. Need to leave ISDARK at > 6 not to break anything else





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1544 [SphereServer] executable - generic minor always 26-10-08 02:23 24-02-13 22:48
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
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 :)
(0001490)
Ben   
24-02-13 22:48   
Will now return true blank string ""





View Issue Details
1494 [SphereServer] script pack major N/A 16-08-08 19:53 24-02-13 22:28
Coruja  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
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
(0001489)
Ben   
24-02-13 22:28   
Don't know why prices for arrows and bolts are that high. Added VALUE lines in appropriate scripts





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2120 [SphereServer] executable - generic block always 15-12-12 01:40 23-02-13 23:24
babidi  
Ben  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Not Available
None
None
Server proprieties writable
a lot of server proprieties that should be only calculated by server is writable and also creates crash problem some examples: serv.accounts=0 all function account based will stop working and also in status you will have 0 accounts serv.chars/items serv.time=0 SERVER will crash
Notes
(0001451)
Ben   
27-12-12 19:59   
You should make a full list of properties that causes crashes or undesired behaviour. After that, we'll try and fix them. We can't just block them all.
(0001456)
babidi   
05-01-13 22:17   
ACCOUNTS RW Gets or sets the number of accounts on the server. should be read only CHARS RW Gets or sets the number of characters on the server. should be read only ITEMS RW Gets or sets the number of items on the server. should be read only SAVECOUNT R Returns the number of world saves that have taken place. should be read only TIME R Returns the total server uptime, in tenths of a second. should be read only
(0001488)
Ben   
23-02-13 23:24   
Blocked these variables from being written. update comming soon.





View Issue Details
2133 [SphereServer] executable - generic trivial always 06-02-13 22:12 22-02-13 22:59
Mirravin  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1519
<DARGV[x]> return 0, if argument < 0
<EVAL <ARGV[x]>> works correctly.
Notes
(0001486)
Ben   
22-02-13 22:59   
Problem found and fixed. Should be available in the near future





View Issue Details
1908 [SphereServer] executable - generic minor always 07-02-11 04:12 21-02-13 05:05
Mirravin  
Ben Windows / Linux  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1411
attr_newbie is removed when item is placed in the vendor box (stock).
It occurs before @DropON_Self trigger, on this trigger item has already had ATTR=00.
Notes
(0001479)
Ben   
18-02-13 15:27   
This is not a bug, it's a feature. It was purposly done this way.
(0001485)
Ben   
21-02-13 05:05   
Added ini setting ALLOWNEWBTRANSFER to toggle this option.





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2139 [SphereServer] executable - generic trivial always 18-02-13 16:00 21-02-13 05:03
Mirravin  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1519
All animals creates HORSE dung
Llamas, pigs. :)
Notes
(0001480)
Mirravin   
18-02-13 16:08   
(edited on: 18-02-13 16:08)
I understard, that is no other ID in arts, but is possible to change name to [animal] dung...





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2137 [SphereServer] executable - generic major N/A 15-02-13 13:11 16-02-13 16:32
Mirravin  
Shaklaban  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Not Available
None
None
Normal sphere.ini
For 1.5 years, after MrSugarCube ended active working, in sphere.ini are activated unstable settings for default. This creates problems for newbies and harm to the Sphere and SVN Build reputation.
There are no notes attached to this issue.





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2134 [SphereServer] executable - generic minor always 06-02-13 22:18 12-02-13 23:42
Mirravin  
Shaklaban  
normal  
resolved  
fixed  
none    
none  
   
Automated (specify build number)
None
None
1519
COMPONENTS of the point not working, if MAP not 0
28-07-2010, MrSugarCube - Added 0001776: P.COMPONENTS to access multi components at a location in the same way as with P.STATICS. Usage is identical to P.STATICS, except that the COLOR property does not exist for multi components. P.COMPONENTS.n.MULTI can be used as a reference to the multi that contains the nth component at a location. .xshow serv.map(x,y).components works fine. .xshow serv.map(x,y,1).components always return 0. The same in scripts.
Notes
(0001477)
Shaklaban   
12-02-13 23:42   
should be fixed in tonights build. but usage is (x,y,z,m), not (x,y,m).





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2128 [SphereServer] executable - windows build text always 14-01-13 03:10 02-02-13 16:56
ChaveSAWS windows  
Ben windows  
normal window 2012 serv  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1552
IMSG_DEF_COLOR issue and overide
// Default color & font for Messages when player click an item IMSG_DEF_COLOR 0481 IMSG_DEF_FONT 3 IMSG_DEF_COLOR is overriding NPCs notorious name colors, and it should work only on items right?
Notes
(0001475)
Ben   
02-02-13 16:56   
Problem solved! Custom noto colors now override the default message color





View Issue Details
2125 [SphereServer] executable - generic minor always 05-01-13 22:18 05-01-13 22:18
babidi  
 
normal  
new 20-09-2009, 0.56b Prerelease  
open  
none    
none  
   
Automated (specify build number)
None
None
RESTORE file, account_name, character_name
will duplicate all chars from all accounts
There are no notes attached to this issue.





View Issue Details
2123 [SphereServer] executable - generic major always 22-12-12 20:08 05-01-13 03:47
babidi  
Ben  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Not Available
None
None
REGEN VAL not working on mounted horses
a horse with regenval 1 will get 1 point per second but if you get on the horse the regen time will be about 4/5 seconds
Notes
(0001453)
Ben   
05-01-13 00:19   
Found the reason for this bug/feature This happens because a mounted horse ticks less often then usual (about every 10sec) I'll see if there is anything I can do, but I can't promise I can change that without breaking something else.
(0001454)
Ben   
05-01-13 03:47   
Should work much better in the 1556 build.





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2112 [SphereServer] executable - windows build minor always 13-11-12 16:30 27-12-12 19:54
Gil Amarth  
Ben  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
20-09-2009
None
None
NPCs with 10 or less in Taming skill, lose his skills after a world save
All my npcs who have 10 (1.0) o less in taming skill, lose it after a world save. After a world save all of them have 0.0 in this skill.
Set a taming skill of 0.5 in a c_dog. Save the world .xshow his taming skill
Notes
(0001436)
Ben   
24-11-12 03:40   
Problem confirmed, this actually happens with all skills. Looking into it.
(0001439)
Ben   
02-12-12 04:43   
Found the problem... it's actually the intended behaviour. No skill <= to 1.0 is to be saved on NPC. I will need to discuss this one to approve the change.
(0001450)
Ben   
27-12-12 19:54   
New INI setting added in build 1553. NPCSkillSave with a default value of 10 to keep normal behavior. Setting this to 0 will fix your problem. Any NPC skills below this amount will not be saved.





View Issue Details
2122 [SphereServer] new feature request minor N/A 15-12-12 02:11 15-12-12 02:11
babidi  
 
normal  
new 20-09-2009, 0.56b Prerelease  
open  
none    
none  
   
Not Available
None
None
str replace function
ne replace function is available thank you
There are no notes attached to this issue.





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2115 [SphereServer] executable - generic minor always 23-11-12 11:58 24-11-12 03:03
darksun84  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
Script_Profiler
Command_Sysmsgs
1551
Cutting custom hide when always produce default Cut Leather Item
Cutting i_morti_hide with scissors always create the default i_hides_cut instead of i_morti_hide_cut. The color of this cut leather is properly inherited , even if it's the default one. Those are the custom hide and cut leather : [ITEMDEF i_morti_hide] ID=01078 NAME=Pelle raccapricciante TYPE=t_hide TDATA1 = i_morti_hide_cut ON=@CREATE COLOR=0480 [ITEMDEF i_morti_hide_cut] NAME= Pelle raccapricciante lavorata ID=01067 RESOURCES = 1 i_morti_hide TYPE=T_LEATHER DYE=1 WEIGHT=1
-Click scissors and target custom hide -Default i_cut_hides is created in the backpack.
Notes
(0001435)
Ben   
24-11-12 03:03   
It wasn't buged, it was the intended result. BUT... I changed it so that TDATA1 can hold the ID or DEFNAME of cut item. Yes, I said item since it doesn't have to be a leather type, it can be anything.





View Issue Details
2106 [SphereServer] executable - windows build crash always 23-10-12 18:45 11-11-12 22:27
lazarus Windows  
Ben Windows  
normal 2003 - 7 - xp  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1535
MAGICF_STACKSTATS = 0x0000010 Do main threads problem!
First, sry for my english. I was having problems with main thread everytime [everyday] http://forum.spherecommunity.net/Thread-Still-have-Main-Threads-error-last-profiles [^] And testing and testing, in this 4 mounts I have a conclussion. The MAGICF_STACKSTATS = 0x0000010 // Different stat spells don't cancel each other out in sphere.ini MAKES the MAIN THREAD problems. [Without it, not happends] In the steps to reproduce I have the way to force it :) This is a VERY very nasty bug, now we can't use the stackstats. We use to test the NIGHTLY SCRIPTS and the last sphere rev, this happends before april (and using that nightlyscripts, and the last ones)
-Download last rev and sphereserver nightly scripts (the default, not the spherecommunity pack) -Go to a closed area -ADD the MagicFlag=010 in sphere.ini like: (MagicFlags=04|010|040) works too with only 010. -Summon like 10 or 20 c_m_elem_poison [with 5 or 7 can happend too] -Be uninvuled and let's them attacks you and cast weaken and others spells. -Go invisibility and let them's attack between [with meteor swarm and others spells the NPC'S will auto attacks :P] -The server will get freeze with a very, very, nasty, main thread :) -Take off the 010 and works flawless, you can summon like 50000 elem and nothing :)
Notes
(0001416)
lazarus   
23-10-12 21:30   
this is in the LAST nightly and others :P Just to clarify because i put: Product Version 20-09-2009, 0.56b Prerelease
(0001422)
babidi   
09-11-12 16:16   
confirmed
(0001423)
babidi   
09-11-12 17:22   
as i solved this many time ago as i remember: the problem is that stackstats on monsters if they curse one each other i let active: 010 i solved this with an event on monsters that on spelleffect cancells last effect so it will not stack on them... however the issue is still exists, that is only a workaround i found time ago hope can help you
(0001424)
lazarus   
09-11-12 19:49   
I had fixed it too. on=@spelleffect if argn1 = xx if ! return 1 endif endif This in a event of monsters
(0001425)
Ben   
11-11-12 22:27   
Should be fixed in build 1551. I had it under stress for a while and the server was able to handle it.





View Issue Details
2107 [SphereServer] executable - windows build crash always 27-10-12 20:22 28-10-12 23:43
Shaklaban  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1547
ERROR:File I/O "read" failed on .uop files
latest release don't work without .uop files, i just replaced my sphereserv.exe with latest and its stop working: 21:16:ERROR:File I/O "read" failed on file "C:\uo\Ultima Online 2D Client\map5LegacyMUL.uop" (6): The handle is invalid.
just use sphere with uo version which has not .uop files.
Notes
(0001419)
Ben   
28-10-12 23:43   
Fixed in build #1548





View Issue Details
1816 [SphereServer] new feature request minor N/A 15-09-10 07:26 17-10-12 00:37
Coruja  
Terrikate  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
20-09-2009
None
None
f_onaccount_create
sphere_serv_triggers.scp: [PLEVEL 7] f_onaccount_login f_onaccount_delete f_onchar_create f_onchar_delete f_onserver_start f_onserver_save f_onserver_save_ok f_onserver_save_fail f_onserver_save_finished f_onserver_exit f_onserver_blockip where's f_onaccount_create? :D
Notes
(0000669)
ShiryuX   
22-09-10 21:37   
The only situation able to use this is 'Free Account' but is the same as using _login in there. For the rest of account creation methods, you either create them manually or with an automated script. Any real use for this?
(0000675)
Coruja   
24-09-10 07:49   
It usefull in some cases that you must add accounts using SERV.ACCOUNT ADD ingame, since you cant create an MySQL table for this account just typing "serv.account add lol". It can be done with a custom function [FUNCTION NewAccount] //SINTAX: NewAccount login,password SERV.ACCOUNT ADD DB.CONNECT DB.something DB.CLOSE But using f_onaccount_create we got more control over account creation because you can deny the creation without using workarounds (disabling SERV.ACCOUNT ADD function and make ppl use just the custom NewAccount function). Btw its easier to use, because when I write SERV.ACCOUNT ADD the account info will be stored on SQL, and when this account get deleted it will delete account info on SQL too in the same way it get stored. [FUNCTION f_onaccount_create] //store account info on SQL [FUNCTION f_onaccount_delete] //delete account info from SQL





View Issue Details
1854 [SphereServer] new feature request feature have not tried 14-11-10 19:06 17-10-12 00:05
Terrikate  
Terrikate  
none  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Not Available
None
None
TAG to overwrite OF_NoHouseMuteSpeech
It would be possible to add a TAG to areas (or t_multi_custom t_multi) to overwrite the OptionFlag OF_NoHouseMuteSpeech. This would allow in temporal areas (created by magic or similar) to read from inside out or vice versa.
There are no notes attached to this issue.





View Issue Details
1987 [SphereServer] new feature request feature have not tried 22-06-11 16:57 16-10-12 23:49
DarkZeal  
Terrikate  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
DiagonalWalkCheck
Flood_Protection
Information about char delete
Hello. Please add information about how account, with how IP try to delete charter, with how charter (becouse in one account 5+ charters). Now: 18:51:ERROR:b5:Bad Char Delete Attempted 2 18:52:ERROR:b5:Bad Char Delete Attempted 3 Example: 18:52: ERROR:b5:Bad Char Delete Attempted 3 - Login: player try to delete charter: Super man. IP: 123.13.12.11.
There are no notes attached to this issue.





View Issue Details
2098 [SphereServer] executable - windows build major always 24-09-12 02:29 07-10-12 03:54
lazarus  
Ben  
normal  
resolved  
no change required  
none    
none  
   
Automated (specify build number)
None
DrinkIsFood
1535
The EquippedCast=0 on sphere.ini Doesn't works. The weapon never unequip.
The EquippedCast=0 on sphere.ini Doesn't works. The weapon never unequip. Have Terrikate r1535 17.09.12 this nightly
Open a server with the equippedcast 0 on old sphere.ini and new sphere.ini too...
In others builds works fine...
Notes
(0001390)
lazarus   
25-09-12 03:19   
Home fix: ON=@SpellCast SRC.FINDLAYER(LAYER_HAND2).UNEQUIP if !(==t_spellbook) && !(==t_spellbook_necro) && !(==t_wand) SRC.FINDLAYER(LAYER_HAND1).UNEQUIP endif
(0001391)
lazarus   
25-09-12 03:27   
So... now works :| that's strange.
(0001405)
Ben   
07-10-12 03:54   
you say it works... I can't replicate it... it must work :)





View Issue Details
2088 [SphereServer] executable - windows build minor always 05-08-12 20:39 06-10-12 23:48
Shaklaban  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1500
color and invisiblity
invisiblity corrupts the color of characters.
change a creatures color to any color cast invisible on it cast reveal on it npcs color returning to oskin
Notes
(0001403)
Ben   
06-10-12 23:48   
No idea why it was set to change to OSKIN... but it's fixed.





View Issue Details
2101 [SphereServer] script pack crash always 30-09-12 22:04 01-10-12 00:17
Mordaunt  
Ben  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
09-02-2007
None
None
Blacksmith Vendor Template creates server crash
Items in the blacksmith vendor template (sphere_template_vend.scp) cause server crash. Lines 1700 & 1717 BUY=i_staff_black,{10 15} SELL=i_staff_black,{10 15}
Install script pack Summon blacksmith Say "buy" Watch server crash
I downloaded the newest scripts from the page to double check this wasn't something messed up with me. commenting out lines 1700 & 1717 prevent server crash.
Notes
(0001398)
Ben   
30-09-12 23:22   
tried it, I got a warning for non-vendable item but no crash. don'T know why your's would crash...
(0001399)
Ben   
01-10-12 00:17   
Adding a value to i_staff_black fixes the problem. updating sphere_item_provision_weapons.scp





View Issue Details
2086 [SphereServer] executable - generic major always 01-08-12 19:11 22-09-12 16:01
Marlek  
Ben  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
UsePingServer
Command_Sysmsgs, OSIMultiSight, FileCommands, NoHouseMuteSpeech, Buffs, NoPrefix
1513
Security Issue: GMs can Access MYSQL Settings
.show serv.mysqlpassword Result: Configured MySQL PW gets displayed (Works with other MySQL Settings too).
Notes
(0001349)
Mirravin   
01-08-12 20:00   
// Set from 0 - 7 to set what the default plevel is to use commands. DefaultCommandLevel=7 ?
(0001383)
Ben   
19-09-12 04:57   
Just add SERV.MYSQLPASSWORD under the [PLEVEL 7] group in spheretables.scp It will be added in the scripts by default.





View Issue Details
1509 [SphereServer] executable - generic trivial always 03-09-08 11:23 21-09-12 00:11
dzhony  
Terrikate  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
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.)
(0000735)
Mirravin   
28-10-10 16:32   
It seems, that this can be market as fixed.





View Issue Details
1542 [SphereServer] new feature request minor have not tried 25-10-08 22:23 20-09-12 23:54
Coruja  
Terrikate  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
09-09-2008
None
None
CTAGCOUNT
CTAGCOUNT, that works like TAGCOUNT :D
There are no notes attached to this issue.





View Issue Details
1590 [SphereServer] executable - generic minor always 26-03-09 11:01 20-09-12 23:53
SomeBody  
Terrikate  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
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...





View Issue Details
1749 [SphereServer] executable - generic text always 12-05-10 17:01 17-09-12 20:49
Mirravin  
Terrikate  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c Nightly  
   
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.





View Issue Details
1651 [SphereServer] executable - generic text always 05-09-09 09:53 17-09-12 20:48
dzhony  
Terrikate  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
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 :)
Notes
(0000673)
babidi   
23-09-10 20:10   
i can confirm this. i think the message is made with and the message is not shown every login. should be fixed to all the logins, and the data should be updated after the @login ocurrs
(0000680)
ShiryuX   
28-09-10 04:49   
1. Need to check. 2. sphere_msgs.scp, line 406, default script pack. 3. The message is not showed to the player if he's doing a Quick Connect, aka, it is reconnecting fast or a character in that account is already linger in the world.
(0000681)
babidi   
28-09-10 08:27   
2. you're right, sphere_msgs, 406 is the line, can be edited like we want. 3. i can confirm this alltoo. i noticed that is not always shown. however the question is that the data from the message is updated before the message is shown so you get the time and the date you are using!





View Issue Details
1831 [SphereServer] executable - generic major always 09-10-10 00:45 17-09-12 20:48
Mirravin  
Terrikate Windows/Linux  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1343
NPCs can't go through characters at all.
With full stamina. It seems what this affecting the part of NPC function because in some cased its can go through characters, but usually it can't do it. Example is @NpcActFollow: @NpcActFollow is firing --> @PersonalSpace not firing (script attached). For example, you can shoot this lizardman and it will stay and do nothing despite of he have a full stamina.
[FUNCTION NPC_BLOCK_BUG] TARGETF NPC_BLOCK_BUGT RETURN 1 [FUNCTION NPC_BLOCK_BUGT] NEWNPC c_lizardman NEW.GO <TARGP> NEWNPC c_horse_gray NEW.DEX 0 NEW.GO <EVAL (<TARGP.X>+1)> <TARGP.Y> <TARGP.Z> NEWNPC c_horse_gray NEW.DEX 0 NEW.GO <EVAL (<TARGP.X>-1)> <TARGP.Y> <TARGP.Z> NEWNPC c_horse_gray NEW.DEX 0 NEW.GO <EVAL (<TARGP.X>+1)> <EVAL (<TARGP.Y>+1)> <TARGP.Z> NEWNPC c_horse_gray NEW.DEX 0 NEW.GO <TARGP.X> <EVAL (<TARGP.Y>+1)> <TARGP.Z> NEWNPC c_horse_gray NEW.DEX 0 NEW.GO <EVAL (<TARGP.X>-1)> <EVAL (<TARGP.Y>+1)> <TARGP.Z> NEWNPC c_horse_gray NEW.DEX 0 NEW.GO <EVAL (<TARGP.X>+1)> <EVAL (<TARGP.Y>-1)> <TARGP.Z> NEWNPC c_horse_gray NEW.DEX 0 NEW.GO <TARGP.X> <EVAL (<TARGP.Y>-1)> <TARGP.Z> NEWNPC c_horse_gray NEW.DEX 0 NEW.GO <EVAL (<TARGP.X>-1)> <EVAL (<TARGP.Y>-1)> <TARGP.Z> NEWITEM i_bow NEW.EQUIP NEWITEM i_arrow NEW.AMOUNT 100 NEW.BOUNCE RETURN 1
Notes
(0000808)
Mirravin   
29-12-10 04:42   
(edited on: 29-12-10 04:42)
This problem also affects script RUN and WALK functions, using .xrun 1 on test NPC do nothing. But .xcanmove 1 return true(uid).





View Issue Details
1944 [SphereServer] executable - generic trivial always 10-04-11 21:10 17-09-12 20:48
Terrikate  
Terrikate  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Not Available
None
None
You can clear the ground of customizables houses, cell by cell
To reproduce the bug is simple. 1 º You go into the customize panel 2 º Create stairs 3 º COMMIT 4 th Re-enter Into the customize panel 5 º Remove the stairs 6 º COMMIT You have here a demonstration video http://uasphere.ultima-alianza.com/bch2.rar [^]
Notes
(0001012)
Terrikate   
11-04-11 00:19   
Link to a video made ​​by one of our players, so you don't have to download it. http://www.youtube.com/watch?v=3CMFhItIdYw
(0001019)
MrSugarCube   
12-04-11 01:18   
(edited on: 12-04-11 01:19)
If you reenter design mode and press the 'Synch' button, is the hole still there? I've tried following your steps here (and the video's, which are slightly different) but the dirt doesn't disappear. I do get a weird display issue though where if I target the top of the stairs then a new line of dirt appears on the 2nd floor, but this disappears as soon as I press 'Synch', 'Commit' or exit design mode (I suspect in my case it could be an issue with client 7.0.13.2).
(0001020)
Terrikate   
12-04-11 01:39   
Yes, in addition to the steps to reproduce are less, hehe. 1º Enter design mode 2º Create stairs 3º Remove 4º Synch || Close design mode || Commit Here i use the client 7.0.8.2
(0001021)
MrSugarCube   
12-04-11 02:21   
(edited on: 12-04-11 02:29)
Could you try disabling the house menu + triggers (@HouseDesignCommit), and instead use '.xlink.customize' to design the house (target the sign) to see if this still happens? I'm still not able to get the dirt to disappear here (just tried with 6.0.1.6 too). "4º Synch || Close design mode || Commit" You can also reproduce it by closing design mode without committing?
(0001022)
Terrikate   
12-04-11 02:41   
Problem persist. Tomorrow I'll try with a clean installation of sphere to see. "4º Synch || Close design mode || Commit" You can also reproduce it by closing design mode without committing? Sorry, only with commit or synch.
(0001317)
Terrikate   
19-05-12 15:49   
Nobody else has this problem?. Mostly because if I have to keep looking for a solution. Thanks.
(0001318)
ShiryuX   
21-05-12 01:30   
I can't reproduce this with the default scp pack. Clean install, nightly.





View Issue Details
2094 [SphereServer] executable - windows build minor always 30-08-12 08:07 16-09-12 17:58
daskaras  
Ben Windows  
normal 7  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
DiagonalWalkCheck, New_Triggers, Intrinsic_Locals, Item_Strict_Comparison, AllowTelnetPacketFilter, Script_Profiler, Size_Optimise, UsePingServer, NPCAct_Triggers
Command_Sysmsgs, OSIMultiSight, FileCommands, NoItemNaming, NoHouseMuteSpeech, Flood_Protection, Buffs, NoPrefix
@Destroy for NPCs triggers twice
When you use this code on a npc ON=@Destroy serv.log Test you will see, that this one will appears two times in the console. This means it is triggerd twice
ON=@Destroy serv.log Test
Notes
(0001376)
Ben   
06-09-12 02:18   
Unable to reproduce this bug. It must be an event error in your scripts.
(0001378)
Ben   
16-09-12 17:58   
Should be fixed in 1534





View Issue Details
2097 [SphereServer] executable - windows build minor always 01-09-12 00:01 06-09-12 01:57
Sadus  
Ben  
normal  
resolved  
fixed  
none    
none  
   
Automated (specify build number)
None
None
Earthquake, Meteor Swarm, Chain Lightning spell not work!
Earthquake, Meteor Swarm, Chain Lightning spell not work! work fine on april build
Notes
(0001363)
darksun84   
01-09-12 17:32   
(edited on: 01-09-12 17:33)
chain lighting and meteor swarm always fizz after target's selection, and with GM OFF your mana will be reduced around 0. This is what appear, when you use them with GM OFF :DEBUG:__ thread (5452) __ | # | _____ function _____________ | ticks passed from previous function start ______ 17:19:DEBUG:>> 5452 | 0 | CWorld::OnTick | +0 17:19:DEBUG:>> 5452 | 1 | CSector::OnTick | +0 17:19:DEBUG:>> 5452 | 2 | CChar::OnTick | +0 <-- exception catch point (below is guessed and could be incorrect!) 17:19:DEBUG:>> 5452 | 3 | CChar::Skill_Done | +0 17:19:DEBUG:>> 5452 | 4 | CChar::Skill_Stage | +0 17:19:DEBUG:>> 5452 | 5 | CChar::Skill_Magery | +0 17:19:DEBUG:>> 5452 | 6 | CChar::Spell_CastDone | +0 17:19:DEBUG:>> 5452 | 7 | CChar::Spell_CanCast | +0 17:19:DEBUG:>> 5452 | 8 | CChar::UpdateStatVal | +0 17:19:DEBUG:>> 5452 | 9 | CChar::UpdateManaFlag | +0 17:19:CRITICAL:"Access Violation" (0x45ff3), in CChar::Tick() #1 "timer expired" The error continue to be displayed in the console until you don't have enough mana to cast the two spells above(so with mana 100 you'll get it two times in the console), so looks like when the spell is casted, it cast itself again and again! Earthquake can be fixed by adding SPELLFLAG_AREA to him.
(0001365)
Sadus   
01-09-12 19:13   
all mass, area spells just not work
(0001366)
Ben   
02-09-12 15:48   
I'll have a look at it... see what kind of mess Shyriux did with the new spellflags :)
(0001367)
Sadus   
02-09-12 18:36   
SPELLFLAG_AREA Helps, need to fix scriptpack
(0001369)
Ben   
03-09-12 02:31   
Scripts update is a definite must...
(0001370)
ShiryuX   
04-09-12 04:47   
Yeah, sorry, just add SPELLFLAG_AREA to the spells flags while someone (Ben? :P) sends the fixed script to the svn.
(0001371)
Sadus   
04-09-12 06:54   
please fix summon spells too... daemon and elementals not own to caster
(0001372)
darksun84   
04-09-12 16:30   
Wait :O , SPELLFLAG_AREA only fix Earthquake, if you add it to Chain Lighting and MeteorStrike you'll still get error :D
(0001373)
Ben   
05-09-12 05:18   
There is an error internally with area spells, spellflag_scripted on top of spellflag_area is a temporary fix. sphere_spell.scp will be updated shortly :P Also working on Summon spells.
(0001375)
Ben   
06-09-12 01:57   
Fixed in 1533





View Issue Details
2096 [SphereServer] executable - windows build major always 31-08-12 19:36 06-09-12 01:57
Sadus  
Ben  
normal  
resolved  
fixed  
none    
none  
   
Automated (specify build number)
None
None
Summon spells bugs
Spells : daemon, vortex, elementals, blade spirit not work properly summoning creature that summoned via spell "summon creature" before... Also summoned creature not owned by caster!
Notes
(0001364)
darksun84   
01-09-12 17:32   
When you summon a creature(even with addnpc) the next time you cast summon daemon/elemental/vortex the previous creature is summoned! If you use them for first, you'll summon a naked bald man with console error : 22:ERROR:Create Invalid Char 0efa
(0001368)
Sadus   
02-09-12 18:38   
can be fixed by overriding effect in @SUCCESS by locals but daemon, vortex and elemental still not owed to caster
(0001374)
Ben   
06-09-12 01:57   
Fixed in 1533





View Issue Details
2093 [SphereServer] executable - generic minor always 28-08-12 15:42 31-08-12 03:50
darksun84  
Ben  
normal  
resolved  
fixed  
none    
none  
   
Automated (specify build number)
Script_Profiler
None
1530
Monsters with High ID (>400) , no animations when attacking
As i wrote in the thread : http://forum.spherecommunity.net/showthread.php?tid=1691 [^] I thought that it was an issue about LBR's Monsters, then i noticed by modifying the bodyconf.def that any monsters put in a slot with an ID > 400 doesn't display attack animation. If put one of those not "working" monsters in a lower slot their attack's animation will be fine, but by doing so, we have to override other monsters! Casually, only a part of LBR monsters are mapped to an ID > 400 (Ex : Chaos Daemon 792 ID, Horde Minion 763 ID etc), the others LBR Monsters(Ethereal Warriors 175 ID ) works fine. I use the value of ID > 400 because in the bodyconv, a part the slot used by those not working monsters, the others slot are used for humans,elf and equipment animation. I tried this with both nightly and the prerelease and with Mondain Legacy Installation and High Seas Installation (Client 7.0.15).
This doesn't apply to Stygian Abyss monsters, because they are mapped from .uop format i guess.
Notes
(0001359)
Ben   
29-08-12 03:42   
I attempted a fix for this... should be in revision 1531. Please test and let me know the results
(0001360)
darksun84   
30-08-12 00:24   
Bad news :( , now even all monsters and players doesn't show attack animation. Players when attacking are doing the "ide" animation, while monster nothing!
(0001362)
darksun84   
31-08-12 00:21   
It looks fixed ! Thank you!





View Issue Details
2085 [SphereServer] executable - windows build major always 28-07-12 12:31 31-07-12 07:33
Sadus PC  
Ben WIN  
normal 7  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none  
   
Automated (specify build number)
None
None
.RESURRECT not work
.RESURRECT not work on latest build
Notes
(0001344)
darksun84   
31-07-12 02:25   
(edited on: 31-07-12 02:34)
More details : Build : 1524, Type .resurrect and you get the message : "not a valid command or format" Instead, by typing .resurrect 1 , player is successfully resurrected (as i read in the wiki, 1 bypass anti-magic checks), i just noticed that even numbers >= 1 works fine for resurrecting the player
(0001345)
Sadus   
31-07-12 04:01   
(edited on: 31-07-12 04:03)
Build : 1524 is a latest build? I talk about few latest build. on 1516 .RESURRECT and resurrect via admin menu work fine but in latest build not work I have no other build now and automated without exe today 0_o
(0001346)
Ben   
31-07-12 07:32   
Should work in build:1527.
(0001347)
Ben   
31-07-12 07:33   
Fixed in 1527





View Issue Details
2069 [SphereServer] script pack minor N/A 07-04-12 04:14 26-07-12 01:55
Coruja  
ShiryuX  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Not Available
None
None
Missing Doom Dungeon teleports
there's some missing teleports on the lake of doom dungeon, just copy/paste :D sphere_map_points3.scp: 407,254,-1,3=428,318,2,3=tp_doom_gauntlet_entrance_1_boat1 408,254,-1,3=428,318,2,3=tp_doom_gauntlet_entrance_2_boat1 409,254,-1,3=428,318,2,3=tp_doom_gauntlet_entrance_3_boat1 427,321,-1,3=422,327,-1,3=tp_doom_gauntlet_entrance_1_boat2 428,321,-1,3=422,327,-1,3=tp_doom_gauntlet_entrance_2_boat2 429,321,-1,3=422,327,-1,3=tp_doom_gauntlet_entrance_3_boat2
Notes
(0001312)
ShiryuX   
08-04-12 17:08   
Thank you, I'll add them when I get some time.





View Issue Details
1799 [SphereServer] executable - generic minor always 16-08-10 02:51 01-07-12 11:38
Coruja  
ShiryuX  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c Nightly  
   
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...





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1972 [SphereServer] executable - windows build minor have not tried 12-06-11 10:24 04-05-12 10:54
trinax Microsoft  
MrSugarCube Windows  
normal 2008 Server  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1466
"Access Violation" (0xfc172bd), in CServer::Tick(
23:49:World save completed, took 1.5652 seconds 23:58:ERROR:MySQL query "update spadvencedinfo set isim='RedBuLL ImmortaL',fame='303',karma='-144',kills='379',deaths='262',killcount='238',gunlukkillsayisi='0',guild='ImmortaL Team' where uid='06cc5d'" failed due to "Lost connection to MySQL server during query" 23:58:DEBUG:__ thread (1540) __ | # | _____ function _____________ | ticks passed from previous function start ______ 23:58:DEBUG:>> 1540 | 0 | CServer::OnTick | +0 <-- exception catch point (below is guessed and could be incorrect!) 23:58:DEBUG:>> 1540 | 1 | ProfileData::Start | +0 23:58:CRITICAL:"Access Violation" (0xfc172bd), in CServer::Tick() #4 "generic" 23:58:ERROR:56:Bad Login 9 (The account details entered are invalid (username or password is too short, too long or contains invalid characters). This can sometimes be caused by incorrect/missing encryption keys) 23:59:ERROR:5b:Bad Login 3 (The password entered is not correct)
Did not look like the old MySQL problem so I reported.
Standart Edition
Notes
(0001108)
MrSugarCube   
12-06-11 13:13   
I suspect this might be the same problem (I saw a similar error to this when I tried closing the connection during AQUERY/AEXECUTE) as #1955. Please let me know if it still appears after the next automated build.
(0001314)
torfo   
04-05-12 10:54   
Seems to be fixed as the reporter did not reply.





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2052 [SphereServer] executable - windows build major always 18-11-11 01:50 01-04-12 04:49
Xfolder  
ShiryuX  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Console Error
When I resync the console shows this error: DEBUG:__ thread (5320) __ | # | _____ function _____________ | ticks passed from previous function start ______ DEBUG:>> 5320 | 0 | NetworkManager::processAllInput | +0 DEBUG:>> 5320 | 1 | NetworkInput::processInput | +0 DEBUG:>> 5320 | 2 | NetworkInput::processData | +0 DEBUG:>> 5320 | 3 | NetworkInput::processData | +0 DEBUG:>> 5320 | 4 | NetworkInput::processGameClientData | +0 DEBUG:>> 5320 | 5 | PacketMovementReq::onReceive | +0 DEBUG:>> 5320 | 6 | PacketMovementReq::doMovement | +0 DEBUG:>> 5320 | 7 | CClient::Event_Walking | +0 DEBUG:>> 5320 | 8 | CChar::CanMoveWalkTo | +0 <-- exception catch point (below is guessed and could be incorrect!) DEBUG:>> 5320 | 9 | CChar::CheckValidMove | +0 DEBUG:>> 5320 | 10 | CWorld::GetHeightPoint | +0 DEBUG:>> 5320 | 11 | CWorld::GetHeightPoint | +0 DEBUG:>> 5320 | 12 | CVerDataMul::FindVerDataBlock | +0 CRITICAL:Error Pri=2, Code=6(Handle non valido.), Desc='CTileTerrainType.ReadInfo: TileData Seek', in CChar::CanMoveWalkTo() 0000001 "Check Valid Move" DEBUG:__ thread (5320) __ | # | _____ function _____________ | ticks passed from previous function start ______ DEBUG:>> 5320 | 0 | NetworkManager::processAllInput | +0 DEBUG:>> 5320 | 1 | NetworkInput::processInput | +0 DEBUG:>> 5320 | 2 | NetworkInput::processData | +0 DEBUG:>> 5320 | 3 | NetworkInput::processData | +0 DEBUG:>> 5320 | 4 | NetworkInput::processGameClientData | +0 DEBUG:>> 5320 | 5 | PacketMovementReq::onReceive | +0 DEBUG:>> 5320 | 6 | PacketMovementReq::doMovement | +0 DEBUG:>> 5320 | 7 | CClient::Event_Walking | +0 DEBUG:>> 5320 | 8 | CChar::CanMoveWalkTo | +0 <-- exception catch point (below is guessed and could be incorrect!) DEBUG:>> 5320 | 9 | CChar::CheckValidMove | +0 DEBUG:>> 5320 | 10 | CWorld::GetHeightPoint | +0 DEBUG:>> 5320 | 11 | CWorld::GetHeightPoint | +0 DEBUG:>> 5320 | 12 | CVerDataMul::FindVerDataBlock | +0 DEBUG:__ thread (5320) __ | # | _____ function _____________ | ticks passed from previous function start ______ DEBUG:>> 5320 | 0 | NetworkManager::processAllInput | +0 DEBUG:>> 5320 | 1 | NetworkInput::processInput | +0 DEBUG:>> 5320 | 2 | NetworkInput::processData | +0 DEBUG:>> 5320 | 3 | NetworkInput::processData | +0 DEBUG:>> 5320 | 4 | NetworkInput::processGameClientData | +0 DEBUG:>> 5320 | 5 | PacketMovementReq::onReceive | +0 DEBUG:>> 5320 | 6 | PacketMovementReq::doMovement | +0 DEBUG:>> 5320 | 7 | CClient::Event_Walking | +0 DEBUG:>> 5320 | 8 | CChar::CanMoveWalkTo | +0 <-- exception catch point (below is guessed and could be incorrect!) DEBUG:>> 5320 | 9 | CChar::CheckValidMove | +0 DEBUG:>> 5320 | 10 | CWorld::GetHeightPoint | +0 DEBUG:>> 5320 | 11 | CWorld::GetHeightPoint | +0 DEBUG:>> 5320 | 12 | CVerDataMul::FindVerDataBlock | +0 DEBUG:__ thread (5320) __ | # | _____ function _____________ | ticks passed from previous function start ______ DEBUG:>> 5320 | 0 | NetworkManager::processAllInput | +0 DEBUG:>> 5320 | 1 | NetworkInput::processInput | +0 DEBUG:>> 5320 | 2 | NetworkInput::processData | +0 DEBUG:>> 5320 | 3 | NetworkInput::processData | +0 DEBUG:>> 5320 | 4 | NetworkInput::processGameClientData | +0 DEBUG:>> 5320 | 5 | PacketMovementReq::onReceive | +0 DEBUG:>> 5320 | 6 | PacketMovementReq::doMovement | +0 DEBUG:>> 5320 | 7 | CClient::Event_Walking | +0 DEBUG:>> 5320 | 8 | CChar::CanMoveWalkTo | +0 <-- exception catch point (below is guessed and could be incorrect!) DEBUG:>> 5320 | 9 | CChar::CheckValidMove | +0 DEBUG:>> 5320 | 10 | CWorld::GetHeightPoint | +0 DEBUG:>> 5320 | 11 | CWorld::GetHeightPoint | +0 DEBUG:>> 5320 | 12 | CVerDataMul::FindVerDataBlock | +0
During resync move the character.
During the resync npg can move but players still can
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2040 [SphereServer] executable - generic feature always 15-09-11 13:25 26-03-12 21:34
Incanus Windows  
MrSugarCube Windows  
normal Server 2003  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1505
Changing the body and unequipping items
Changing the body should only unequip those items, that can not be worn by the new body. (defined by CAN flags) Presently all items are unequipped, when the body is changed to a non-human one.
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2036 [SphereServer] script pack minor N/A 10-09-11 18:34 26-03-12 06:40
RanXerox  
ShiryuX  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Some additions for the script pack
Here are some missing map locations for the script pack.
////////////////////////// // For sphere_map0.scp: // ////////////////////////// [AREADEF a_dungeon_solen] NAME=Solen hive FLAGS=region_antimagic_recall_in|region_antimagic_gate|region_flag_nobuilding|region_flag_underground RECT=5640,1777,5935,2039,0 P=5803,1920,0,0 GROUP=Other Dungeons [ROOMDEF a_moonglow_teleport_room] NAME=The Moonglow Teleport Room FLAGS=region_flag_nobuilding|region_flag_underground RECT=4445,1518,4490,1574,0 P=4467,1544,0,0 GROUP=Moonglow [AREADEF a_minax_stronghold] NAME=Minax Stronghold FLAGS=region_flag_nobuilding RECT=1105,2575,1175,2620,0 P=1140,2595,0,0 [AREADEF a_sea_market] NAME=Sea Market FLAGS=region_antimagic_recall_in|region_antimagic_gate|region_flag_guarded RECT=4500,2250,4600,2450,0 P=4551,2313,-2,0 ////////////////////////// // For sphere_map3.scp: // ////////////////////////// [AREADEF a_malas_gypsy_camp_n1] NAME=Malas Gypsy Camp P=1402,417,-90,3 RECT=1387,408,1408,1423,3 GROUP=Malas Gypsy Camp [AREADEF a_citadel] NAME=The Citadel P=98,1890,0,3 Rect=55,1840,200,1990,3 FLAGS=region_flag_nobuilding|region_antimagic_recall_in|region_antimagic_gate|region_antimagic_recall_out|region_flag_underground GROUP=Malas ////////////////////////// // For sphere_map4.scp: // ////////////////////////// [AREADEF a_bushido_dojo] NAME=Bushido Dojo GROUP=Tokuno Islands P=320,408,32,4 RECT=312,380,328,391,4 RECT=303,391,336,424,4 RECT=311,424,329,440,4 FLAGS=region_flag_nobuilding|region_flag_underground [AREADEF a_tokuno_castle] NAME=Tokuno Castle GROUP=Tokuno Islands P=1235,771,3,4 RECT=1223,753,1248,776,4 FLAGS=region_flag_nobuilding|region_flag_underground [AREADEF a_citadel_entrance] NAME=Citadel Entrance GROUP=Tokuno Islands P=1346,765,20,4 RECT=1344,760,1349,766,4 FLAGS=region_flag_nobuilding|region_flag_underground
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2050 [SphereServer] new feature request feature N/A 17-11-11 01:51 24-03-12 00:52
Sorrow  
ShiryuX  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
20-09-2009
None
None
two weight related options.
I would love to see an option to disable weight checks on bank boxes, so you can have them only limited by item number. Also the ability to specify the maximum weight that can be held on the cursor of a player, the defualt is much lower then i would of liked it to be.
There are no notes attached to this issue.





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2034 [SphereServer] executable - windows build minor always 10-09-11 00:23 24-03-12 00:52
babidi  
ShiryuX  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1503
newer versions remote console disconnection
after 5 minute of inactivity from login on telnet, get Frozen client connection disconnected. i may understand may be wanted, but is a little anoying if i want to let console open to see what happens, i have to give a command like "?" or "i" to show my activity...
Welcome to XXX Admin Telnet Login?: Password?: 20:55:15:Login 'acc_tlt' Welcome to the Remote Admin Console 'acc_tlt','XX.XX.XX.XX' 20:56:ERROR:Warning: 1228 items at 3744,2612,40,too complex! 20:56:ERROR:Warning: 1228 items at 3729,2600,40,too complex! 20:56:ERROR:Warning: 1228 items at 3729,2600,40,too complex! 20:56:ERROR:Warning: 1229 items at 3743,2617,40,too complex! 20:57:USR_SYNC: COMMAND QUEUED! 20:57:STATUS: UPDATED SERVER INFO! 20:57:STATUS: UPDATED PLAYERS INFO! 20:57:USR_SYNC: EXECUTE OK! 1 ROW(S) RETURNED 20:57:USR_SYNC: PASSWORD RESET FOR marius 20:57:USR_SYNC: REFRESH COMMAND QUEUED! 20:57:USR_SYNC: REFRESH COMMAND SUCCEEDED World save in 10 seconds6GC: 122336 Objects accounted for World save has been initiated.20:59:World data saved (save/sphereworld.scp). 20:59:Player data saved (save/spherechars.scp). 20:59:Multi data saved (save/spheremultis.scp). 20:59:Context data saved (save/spheredata.scp). 20:59:World save completed, took 1.4761 seconds The process took 1.4761 ms. 101247 items and 21089 chars were saved.World statics save has been initiated. 20:59:(sphere_serv_triggers.scp,141)Statics data saved (save/spherestatics.scp). 20:59:USR_SYNC: COMMAND QUEUED! 20:59:STATUS: UPDATED SERVER INFO! 20:59:STATUS: UPDATED PLAYERS INFO! 20:59:USR_SYNC: EXECUTE OK! 1 ROW(S) RETURNED 20:59:USR_SYNC: PASSWORD RESET FOR acc1 20:59:USR_SYNC: REFRESH COMMAND QUEUED! 20:59:USR_SYNC: REFRESH COMMAND SUCCEEDED 20:59:8:Client disconnected [Total:2] ('XX.XX.XX.XX') 20:59:16:Client connected [Total:3] ('XX.XX.XX.XX' 2/3) 20:59:16: 'acc1' bad password 20:59:ERROR:16:Bad Login 3 (The password entered is not correct) 20:59:16:Client disconnected [Total:2] ('XX.XX.XX.XX') 21:00:17:Client connected [Total:3] ('XX.XX.XX.XX' 1/1) 21:00:17:CUO Status request from XX.XX.XX.XX 21:00:17:Client disconnected [Total:2] ('XX.XX.XX.XX') 21:00:18:Client connected [Total:3] ('XX.XX.XX.XX' 2/3) 21:00:18:Login 'acc1' 21:00:18:Client disconnected [Total:2] ('XX.XX.XX.XX') 21:00:19:Client connected [Total:3] ('XX.XX.XX.XX' 2/3) 21:00:19:Login 'acc1' 21:00:19:Setup_Start acct='acc1', char='player1', IP='XX.XX.XX.XX' 21:00:15:Frozen client connection disconnected.
Notes
(0001275)
babidi   
05-10-11 22:33   
is it possibile that in almost a mounth no one answered saying is because of // Disconnect inactive socket in x min DeadSocketTime=5 what kind of development is this? why do we still report bugs if no one reads and fix them?
(0001304)
babidi   
22-03-12 23:25   
there is nothing to fix here is just the option deadsockettime to set to 0 and it all go ok... i didn't reply to this because i want to se how many time it take to fix a thing like this. it took 6 months... :(
(0001305)
ShiryuX   
23-03-12 00:01   
Dude, I have to assist to University everyday, I have to go to work everyday, I have the right for some vacations every year (and where I go, we don't have dsl, in fact the speed is pretty similar to dial-up). So please, please, please stop complaining about times, our first priority is our own life. No, that's not the option. The idea here is to close every connection except console connection, which is already fixed but I have to send it to the source.
(0001306)
babidi   
23-03-12 00:04   
ofcourse life is the priority, however, you can agree with me that 6 month is a bit much... i appreciate all what you guys do, but you should integrate some fresh meat into development if no one has time to follow..





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2057 [SphereServer] script pack minor N/A 17-12-11 17:34 21-03-12 00:29
Coruja  
ShiryuX  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Not Available
None
None
Missing Ancient Citadel region (Ilshenar)
actually sphere script doesnt have 'ancient citadel' region and considers it as 'desert outpost' so theres the correct region with fixed desert outpost area and the new ancient citadel: //sphere_map2.scp [AREADEF a_desert_outpost] NAME=Desert Outpost P=1620,596,0,2 RECT=1487,587,1550,690,2 RECT=1750,506,1550,690,2 FLAGS=080 GROUP=Ilshenar [AREADEF a_ancient_citadel] NAME=Ancient Citadel P=1518,568,-14,2 RECT=1488,502,1547,578,2 FLAGS=080 GROUP=Ilshenar
Notes
(0001285)
Coruja   
17-12-11 17:46   
another ilshenar missing region: //sphere_map2.scp [AREADEF a_meer_catacombs] NAME=Meer Catacombs P=1788,75,-28,2 RECT=1750,38,1824,96,2 FLAGS=080 GROUP=Ilshenar Dungeon





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2056 [SphereServer] script pack minor N/A 10-12-11 08:05 14-03-12 01:43
Coruja  
ShiryuX  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Not Available
None
None
Despise dungeon with wrong level numbers
[AREADEF a_despise_entryway_1] -> a_despise_level_2_1 NAME=Despise Entryway -> Despise Level 2 [AREADEF a_despise_level_3_1] -> a_despise_level_4_1 NAME=Despise Level 3 -> Despise Level 4 [AREADEF a_despise_level_1_1] -> a_despise_level_1_1 (no changes here) NAME=Despise Level 1 -> Despise Level 1 (no changes here) [AREADEF a_deceit_level_2_1] -> a_despise_level_3_1 NAME=Deceit Level 2 -> Despise Level 3 after changes, dont forget to order the list numbers correctly (1,2,3,4 instead entrance,3,1,2)
http://uo.stratics.com/database/view.php?db_content=atlas&id=1217 [^]
Notes
(0001284)
Coruja   
10-12-11 08:14   
more dungeon regions with incorrect names: [AREADEF a_covetous_torture_room_1] -> a_covetous_level_4_1 NAME=Covetous Torture Room -> Covetous Level 4 [AREADEF a_covetous_lake_1] -> a_covetous_level_5_1 NAME=Covetous Lake -> Covetous Level 5 after changes, dont forget to order the list numbers correctly (1,2,3,4,5 crescent)
(0001286)
Coruja   
17-12-11 19:33   
more changes on sphere_map0.scp: -remove [AREADEF a_dungeons] (its useless and cause region conflict with many regions) -fix terathan keep rect: [AREADEF a_terathan_keep] NAME=Terathan Keep P=5451,3140,-60,0 RECT=5404,3099,5481,3167,0 RECT=5120,1530,5374,1788,0





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2027 [SphereServer] executable - windows build minor always 03-09-11 01:37 03-09-11 20:15
Sadus  
ShiryuX  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
Buffs
Wrong viewing for Cunning buff icon
Wrong viewing for Cunning buff icon, tooltip shows clilocs for it like Strength. Its hardcoded things cause if [code] ON=@EFFECT ADDBUFF <def.bufficon_cunning>,<def.buffcliloc_cunning_1>,<def.buffcliloc_cunning_2>,100,10 RETURN 1 [/code] shows fine
Notes
(0001238)
Sadus   
03-09-11 13:59   
Agility too ))
(0001239)
ShiryuX   
03-09-11 18:59   
What UO version (or client version) are you using? They look fine for me.
(0001240)
Sadus   
03-09-11 19:05   
(edited on: 03-09-11 19:37)
UOML 5.0.9.1 and 6010 clilocs is fine
(0001241)
ShiryuX   
03-09-11 20:15   
Sorry, I though you were talking about the cliloc defnames and not the internal values. It's fixed now.





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2028 [SphereServer] script pack minor always 03-09-11 10:10 03-09-11 19:02
Coruja  
ShiryuX  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Not Available
None
None
sphere_item_misc_se.scp causing console error
05:04:ERROR:(sphere_item_misc_se.scp,99)Undefined keyword 'DUPELIST02418'
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2025 [SphereServer] executable - generic minor always 02-09-11 02:46 02-09-11 20:13
darksun84  
ShiryuX  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
Script_Profiler
None
1499
SPELLFLAG_Scripted creates magic gold coin in the backpack
When someone is affected by a spell that has the SPELLFLAG_SCRIPTED , that PG/NPC will get a magic gold coin (Attr : 026) inside it's backpack. This magic gold coin have a timer value of 0 and i think they should decay (but they don't ), for the rest spellflag_scripted,spellflag_area,spellflag_field works perfectly :) I found this with : -only the spellflag_scripted,it creates a magic gold coin on the pg/npc backpack -spellflag_scripted and spellflag_field , everytime someone steps on the field a magic gold coin appear. -spellflag_scripted and spellflag_area , everyone in the radius get a magic gold coin.
Notes
(0001233)
darksun84   
02-09-11 02:54   
Actually , if you add return 1 in to the @Effect trigger of the relative spell , the problem doesn't appear but still..:P!
(0001234)
ShiryuX   
02-09-11 05:50   
The gold coin is supposed to be the RUNE, which holds the effect. Anyway, in case we use a SPELLFLAG_SCRIPTED spell I could just put 'Take damage' instead of 'Spell create effect' on the target. In this moment we use an easy check: If Duration use Rune, If not use InstaDamage.





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2006 [SphereServer] script pack minor always 24-07-11 17:54 02-09-11 20:13
babidi  
ShiryuX  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1488
clean sphere scripts problem
setting up first time clean sphere you got this error Loading scripts/sphere_spells.scp ERROR:(sphere_spells.scp,1395)Undefined symbol 'i_rune_NETHER_BOLT' ERROR:(sphere_spells.scp,1412)Undefined symbol 'i_rune_HEALING_STONE' ERROR:(sphere_spells.scp,1429)Undefined symbol 'i_rune_PURGE_MAGIC' ERROR:(sphere_spells.scp,1446)Undefined symbol 'i_rune_ENCHANT_WEAPON' ERROR:(sphere_spells.scp,1463)Undefined symbol 'i_rune_SLEEP' ERROR:(sphere_spells.scp,1480)Undefined symbol 'i_rune_EAGLE_STRIKE' ERROR:(sphere_spells.scp,1497)Undefined symbol 'i_rune_ANIMATED_WEAPON' ERROR:(sphere_spells.scp,1514)Undefined symbol 'i_rune_STONE_FORM' ERROR:(sphere_spells.scp,1531)Undefined symbol 'i_rune_SPELL_TRIGGER' ERROR:(sphere_spells.scp,1548)Undefined symbol 'i_rune_MASS_SLEEP' ERROR:(sphere_spells.scp,1565)Undefined symbol 'i_rune_CLEANSING_WINDS' ERROR:(sphere_spells.scp,1582)Undefined symbol 'i_rune_BOMBARD' ERROR:(sphere_spells.scp,1599)Undefined symbol 'i_rune_SPELL_PLAGUE' ERROR:(sphere_spells.scp,1616)Undefined symbol 'i_rune_HAIL_STORM' ERROR:(sphere_spells.scp,1633)Undefined symbol 'i_rune_NETHER_CYCLONE' ERROR:(sphere_spells.scp,1650)Undefined symbol 'i_rune_RISING_COLOSSUS' ERROR:(sphere_spells.scp,1744)Undefined symbol 'Discordance' ERROR:(sphere_spells.scp,1744)Bad resource list id 'Discordance 90.0' ERROR:(sphere_spells.scp,1761)Undefined symbol 'Discordance' ERROR:(sphere_spells.scp,1761)Bad resource list id 'Discordance 90.0'
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2021 [SphereServer] new feature request feature N/A 25-08-11 16:15 01-09-11 04:08
Shaklaban  
ShiryuX  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
default font and color
it's very hard to edit all messages, say functions etc. it's nice to have default settings for say, message and sysmessage and hardcoded messages: for example: defaultsys=@,,1 //default font sysmessage function defaultsay=@,,1 //default font for say function defaultmsg=@,,1 // default font for message function
Notes
(0001229)
ShiryuX   
01-09-11 04:08   
The settings have been added into the SVN, check for the latest automated build (September 2). If you want to give some feedback or found some error, reopen this on feedback status. Thank you.





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2023 [SphereServer] executable - windows build minor always 30-08-11 20:05 01-09-11 00:28
daskaras  
ShiryuX windows7  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
using "new" items with LOCAL.CREATEOBJECT1 in Spell for Field Spells doesn´t work
I created two new items with a script [ITEMDEF i_fx_field_fire_black_1] ID=i_fx_field_fire NAME=Schattenbrand CATEGORY=Animations SUBSECTION=Fire Field Shadow 1 DESCRIPTION=@ ON=@CREATE COLOR=0455 [ITEMDEF i_fx_field_fire_black_2] ID=i_fx_field_fire_ns NAME=Schattenbrand CATEGORY=Animations SUBSECTION=Fire Field Shadow 2 DESCRIPTION=@ ON=@CREATE COLOR=0455 and want to use them in my spell script like ON=@SUCCESS LOCAL.CREATEOBJECT1 = <eval i_fx_field_fire_black_1> LOCAL.CREATEOBJECT2 = <eval i_fx_field_fire_black_2> I only cast gold coins there. When I use the normal fire field, it works. sphere gives me this error message ERROR:CreateBase invalid item 0462a newest nightly build
Notes
(0001224)
ShiryuX   
30-08-11 21:09   
Looks weird, since the ID of those are 0398c/03996 not 0462a. Try changing the 'ID=' values to the ones I used, and also try removing the EVAL. I'll try to reproduce it tonight.
(0001226)
daskaras   
31-08-11 21:20   
tried it with the id and without using the eval. same error
(0001227)
darksun84   
31-08-11 23:07   
Doesn't work for me too , instead it works with "new" summoned npcs !
(0001228)
ShiryuX   
01-09-11 00:28   
You were right, custom items didn't work, so I tweaked the code a little. It should be fixed in the next automatic build.





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2020 [SphereServer] executable - windows build feature have not tried 11-08-11 00:48 31-08-11 22:51
Shaklaban  
ShiryuX  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1478
Disable CUO Status Request
People can send the same packet with CUO and retrieve some information about the server (memory usage, items cahracters etc.). I don't want to allow that but it is not possible to disable CUO status request.
Notes
(0001215)
Mirravin   
11-08-11 17:31   
What is CUO? :) How to use it?
(0001216)
Shaklaban   
11-08-11 18:02   
Connect UO is a program like uo gateway: http://www.connectuo.com/
(0001221)
ShiryuX   
27-08-11 14:47   
It should be fixed in the next automatic build, but I need your feedback, please.
(0001222)
Shaklaban   
28-08-11 01:41   
(edited on: 28-08-11 01:43)
Changing new settings to 0 block the cuo packets. Showing invalid packet data message for them: 02:40:2:Client connected [Total:2] ('178.63.131.207' 1/1) 02:40:2:Unknown/invalid ping data '0xf1' from 178.63.131.207 (Len: 4) 02:40:2:Client disconnected [Total:1] ('178.63.131.207') 02:40:3:Client connected [Total:2] ('178.63.131.207' 1/1) 02:40:3:Unknown/invalid ping data '0xf1' from 178.63.131.207 (Len: 4) 02:40:3:Client disconnected [Total:1] ('178.63.131.207')
(0001223)
ShiryuX   
30-08-11 17:24   
I think it's fixed, it should say something like: 'CUO Status request from %s has been rejected'
(0001225)
Shaklaban   
31-08-11 18:12   
yes now fixed, displaying true reason and blocked the request. 19:10:5:Client connected [Total:1] ('178.63.131.207' 2/2) 19:10:5:CUO Status request from 178.63.131.207 has been rejected. 19:10:5:Client disconnected [Total:0] ('178.63.131.207')





View Issue Details
2008 [SphereServer] executable - generic minor always 28-07-11 09:24 06-08-11 04:50
Coruja  
ShiryuX  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1487
RANGEL and RANGEH
[ITEMDEF i_bow] ... RANGE=2,10 if you use .xshow range it will return 2,10 (no problem here) but using RANGEL (low) will return 10 and RANGEH will return 2
There are no notes attached to this issue.





View Issue Details
2011 [SphereServer] new feature request feature always 31-07-11 23:59 02-08-11 17:55
darksun84  
ShiryuX  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1485
SPELLFLAGS : SPELLFLAG_TARG_XYZ AND SPELLFLAG_FIELD
Every no-hardcoded spell that has the flag SPELLFLAG_TARG_XYZ fires both the trigger @Success and @Fail , resulting that the spells will be not cast correctly. No Hardcoded Spells with flag SPELLFLAG_FIELD doesn't consider at all the following locals in the @Success trigger : LOCAL.CREATEOBJECT1 LOCAL.CREATEOBJECT2 LOCAL.FIELDGAUGE LOCAL.FIELDWIDTH Those locals works fine if they are used in hardcoded field spells like firewall,poison field , paralyze field etc..
Notes
(0001206)
ShiryuX   
02-08-11 04:47   
I've been thinking in some little changes in here. Using those LOCALs to create a custom (graphic) effect if they are set and the flag SCRIPTED in addition of SUMMON or FIELD. The (damage) effect should be custom under @Effect. That should give a better enviroment for creating custom spells, at least for fields and summon. I'll also take a look at XYZ and the problem with triggers, but I need to be able to reproduce it first (that menas: test it).
(0001207)
ShiryuX   
02-08-11 17:11   
(edited on: 02-08-11 17:11)
I've changed it to feature request for _FIELD since I can't reproduce the problem with _XYZ flag. Please, check your scripts first. Try with a clear install, if the problem persist open a new ticket, this one will be for custom spells.





View Issue Details
1942 [SphereServer] executable - linux build crash unable to reproduce 10-04-11 12:23 31-07-11 19:33
trinax Linux  
MrSugarCube Debian  
normal 5.0  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
DiagonalWalkCheck, New_Triggers, NewPositionChecks, WalkCheck, NetworkOutThread
Command_Sysmsgs, FileCommands, NoHouseMuteSpeech, NoPrefix
1420
Weird error: stack smashing detected
Screen shots are there. I couldn't stop it happening after it happened once. Changing to #1440 worked.
1.png (75,694) 10-04-11 12:41
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=63&type=bug
2.png (70,217) 10-04-11 12:42
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=64&type=bug
Notes
(0001005)
trinax   
10-04-11 12:34   
No 1440 did not fix but it forces the main thread to terminate and then successfully restart.
(0001006)
trinax   
10-04-11 12:35   
But then it says "Segmentation fault" and closes. I will try to rollback a save.
(0001171)
trinax   
21-07-11 09:14   
Was this a linux only problem?
(0001172)
MrSugarCube   
21-07-11 10:00   
Nope, this would also have affected the Windows build (with slightly different symptoms/messages).





View Issue Details
1963 [SphereServer] new feature request feature always 21-05-11 14:12 25-07-11 04:42
dagger4k  
ShiryuX  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
20-09-2009
None
None
Request - Turn to Door
The addition is pretty much a toggle function changed through the sphere.ini. This function turns on / off turn towards a door when you use the opendoor macro or double click the door. This feature is crucial to pvp and promoting international pvp on servers.. pretty much its a similar feature to turn to player on cast.
noturntodoor.jpg (720,132) 24-07-11 14:30
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=75&type=bug
noturntodoor2.jpg (719,722) 24-07-11 14:31
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=76&type=bug
Notes
(0001097)
jeem   
27-05-11 22:34   
I think it should be an option for all items not just doors.
(0001109)
babidi   
13-06-11 04:51   
or maybe a @dclick argn in output?
(0001174)
dagger4k   
21-07-11 11:21   
^^ bump!
(0001176)
dagger4k   
22-07-11 14:01   
i downloaded the latest build and it isnt working, the character still turns to the item when dclick, and door when using the macro. // OF_DClickNoTurn = 00020000 // the player won't turn when dclick or targ an item OptionFlags=02000
(0001178)
Terrikate   
22-07-11 15:56   
I don't try it yet but if the flag is that you're missing a zero.
(0001180)
ShiryuX   
22-07-11 18:29   
Like Terrikate said, you're missing a zero, it perfectly works here and was tested before.
(0001181)
dagger4k   
24-07-11 14:25   
(edited on: 24-07-11 14:27)
mmm well i was gonna upload an avi showing what the go was but it didnt work, so ill upload 2 pics
(0001182)
babidi   
24-07-11 14:26   
uploaded where? :\
(0001183)
dagger4k   
24-07-11 14:31   
ok uploaded now
(0001184)
Terrikate   
24-07-11 16:47   
I think the problem is the build that is not the latest (r1488), fails during compilation. In windows catch the last good version compiled (your case r1487). In Linux the executable will not appear directly.
(0001185)
Terrikate   
24-07-11 16:54   
(edited on: 24-07-11 16:54)
Confirms that although there are now a compilation problem, with the latest version available on the website (windows build) it works. Download the latest version.
(0001186)
babidi   
24-07-11 21:57   
last build last scripts #1488 perfectly working
(0001187)
dagger4k   
25-07-11 02:46   
thanks all.. it seems i might not have had the right build for the fix =[ working great!
(0001188)
ShiryuX   
25-07-11 04:42   
So, it's done then :P





View Issue Details
1996 [SphereServer] executable - windows build major always 11-07-11 13:47 20-07-11 23:03
Mirravin  
torfo  
normal  
resolved  
fixed  
none    
none  
   
Automated (specify build number)
None
None
1485
Build numbers.
Last build number in SVN log is 1487, but when I download latest Windows build, build number on server start is 1485. Also people says, that 0xF8 packet(r1487) is unknown for this Sphere build, so it is really build 1485.
Notes
(0001169)
torfo   
20-07-11 22:52   
Can't confirm. Latest download shows: Sphere Version 0.56b-Nightly [Linux] by www.sphereserver.com, compiled at Jul 20 2011 (00:01:12), internal build #1487
(0001170)
torfo   
20-07-11 23:02   
Eh, windows :) Fixed.





View Issue Details
1981 [SphereServer] executable - generic minor always 18-06-11 00:07 01-07-11 06:21
babidi  
ShiryuX  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1468
SPELLFLAG_FIELD don't let cast on char
if set on spell fire field FLAGS=spellflag_targ_char | spellflag_targ_item | spellflag_targ_xyz | SPELLFLAG_HARM | SPELLFLAG_FIELD | SPELLFLAG_RESIST wont let you targ a player if set FLAGS=spellflag_targ_char | spellflag_targ_item | spellflag_targ_xyz | SPELLFLAG_HARM | SPELLFLAG_RESIST it works. when set SPELLFLAG_FIELD blocks the SPELLFLAG_targ_char
There are no notes attached to this issue.





View Issue Details
1986 [SphereServer] executable - windows build block always 20-06-11 20:19 21-06-11 03:41
babidi  
MrSugarCube  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1480
eval int -> tick
when using eval int servers goes in tick error after a save it begun to do: 02:33:GC: 123614 Objects accounted for 02:33:World data saved (save/sphereworld.scp). 02:33:Player data saved (save/spherechars.scp). 02:33:Multi data saved (save/spheremultis.scp). 02:33:Context data saved (save/spheredata.scp). 02:33:World save completed, took 1.6797 seconds 02:33:(sphere_serv_triggers.scp,138)Statics data saved (save/spherestatics.scp). 02:36:DEBUG:__ thread (5584) __ | # | _____ function _____________ | ticks passed from previous function start ______ 02:36:DEBUG:>> 5584 | 0 | CWorld::OnTick | +0 02:36:DEBUG:>> 5584 | 1 | CSector::OnTick | +0 02:36:DEBUG:>> 5584 | 2 | CChar::OnTick | +0 <-- exception catch point (below is guessed and could be incorrect!) 02:36:DEBUG:>> 5584 | 3 | CChar::Skill_Done | +0 02:36:DEBUG:>> 5584 | 4 | CChar::Skill_Stage | +0 02:36:DEBUG:>> 5584 | 5 | CChar::Skill_Information | +0 02:36:DEBUG:>> 5584 | 6 | CClient::OnSkill_Info | +0 02:36:DEBUG:>> 5584 | 7 | CClient::OnSkill_EvalInt | +0 02:36:DEBUG:>> 5584 | 8 | CChar::Skill_GetAdjusted | +0 02:36:DEBUG:>> 5584 | 9 | CChar::Stat_GetAdjusted | +0 02:36:DEBUG:>> 5584 | 10 | CChar::Stat_GetBase | +0 02:36:CRITICAL:"Access Violation" (0x37a10), in CChar::Tick() 0000001 "timer expired" 02:36:DEBUG:__ thread (5584) __ | # | _____ function _____________ | ticks passed from previous function start ______ 02:36:DEBUG:>> 5584 | 0 | CWorld::OnTick | +0 02:36:DEBUG:>> 5584 | 1 | CSector::OnTick | +0 02:36:DEBUG:>> 5584 | 2 | CChar::OnTick | +0 <-- exception catch point (below is guessed and could be incorrect!) 02:36:DEBUG:>> 5584 | 3 | CChar::Skill_Done | +0 02:36:DEBUG:>> 5584 | 4 | CChar::Skill_Stage | +0 02:36:DEBUG:>> 5584 | 5 | CChar::Skill_Information | +0 02:36:DEBUG:>> 5584 | 6 | CClient::OnSkill_Info | +0 02:36:DEBUG:>> 5584 | 7 | CClient::OnSkill_EvalInt | +0 02:36:DEBUG:>> 5584 | 8 | CChar::Skill_GetAdjusted | +0 02:36:DEBUG:>> 5584 | 9 | CChar::Stat_GetAdjusted | +0 02:36:DEBUG:>> 5584 | 10 | CChar::Stat_GetBase | +0 02:36:DEBUG:__ thread (5584) __ | # | _____ function _____________ | ticks passed from previous function start ______ 02:36:DEBUG:>> 5584 | 0 | CWorld::OnTick | +0 02:36:DEBUG:>> 5584 | 1 | CSector::OnTick | +0 02:36:DEBUG:>> 5584 | 2 | CChar::OnTick | +0 <-- exception catch point (below is guessed and could be incorrect!) 02:36:DEBUG:>> 5584 | 3 | CChar::Skill_Done | +0 02:36:DEBUG:>> 5584 | 4 | CChar::Skill_Stage | +0 02:36:DEBUG:>> 5584 | 5 | CChar::Skill_Information | +0 02:36:DEBUG:>> 5584 | 6 | CClient::OnSkill_Info | +0 02:36:DEBUG:>> 5584 | 7 | CClient::OnSkill_EvalInt | +0 02:36:DEBUG:>> 5584 | 8 | CChar::Skill_GetAdjusted | +0 02:36:DEBUG:>> 5584 | 9 | CChar::Stat_GetAdjusted | +0 02:36:DEBUG:>> 5584 | 10 | CChar::Stat_GetBase | +0 02:36:CRITICAL:"Access Violation" (0x37a10), in CChar::Tick() 0000001 "timer expired" 02:36:DEBUG:__ thread (5584) __ | # | _____ function _____________ | ticks passed from previous function start ______ 02:36:DEBUG:>> 5584 | 0 | CWorld::OnTick | +0 02:36:DEBUG:>> 5584 | 1 | CSector::OnTick | +0 02:36:DEBUG:>> 5584 | 2 | CChar::OnTick | +0 <-- exception catch point (below is guessed and could be incorrect!) 02:36:DEBUG:>> 5584 | 3 | CChar::Skill_Done | +0 02:36:DEBUG:>> 5584 | 4 | CChar::Skill_Stage | +0 02:36:DEBUG:>> 5584 | 5 | CChar::Skill_Information | +0 02:36:DEBUG:>> 5584 | 6 | CClient::OnSkill_Info | +0 02:36:DEBUG:>> 5584 | 7 | CClient::OnSkill_EvalInt | +0 02:36:DEBUG:>> 5584 | 8 | CChar::Skill_GetAdjusted | +0 02:36:DEBUG:>> 5584 | 9 | CChar::Stat_GetAdjusted | +0 02:36:DEBUG:>> 5584 | 10 | CChar::Stat_GetBase | +0 02:36:DEBUG:__ thread (5584) __ | # | _____ function _____________ | ticks passed from previous function start ______ 02:36:DEBUG:>> 5584 | 0 | CWorld::OnTick | +0 02:36:DEBUG:>> 5584 | 1 | CSector::OnTick | +16 02:36:DEBUG:>> 5584 | 2 | CChar::OnTick | +0 <-- exception catch point (below is guessed and could be incorrect!) 02:36:DEBUG:>> 5584 | 3 | CChar::Skill_Done | +0 02:36:DEBUG:>> 5584 | 4 | CChar::Skill_Stage | +0 02:36:DEBUG:>> 5584 | 5 | CChar::Skill_Information | +0 02:36:DEBUG:>> 5584 | 6 | CClient::OnSkill_Info | +0 02:36:DEBUG:>> 5584 | 7 | CClient::OnSkill_EvalInt | +0 02:36:DEBUG:>> 5584 | 8 | CChar::Skill_GetAdjusted | +0 02:36:DEBUG:>> 5584 | 9 | CChar::Stat_GetAdjusted | +0 02:36:DEBUG:>> 5584 | 10 | CChar::Stat_GetBase | +0 02:36:DEBUG:__ thread (5584) __ | # | _____ function _____________ | ticks passed from previous function start ______ 02:36:DEBUG:>> 5584 | 0 | CWorld::OnTick | +0 02:36:DEBUG:>> 5584 | 1 | CSector::OnTick | +0 02:36:DEBUG:>> 5584 | 2 | CChar::OnTick | +0 <-- exception catch point (below is guessed and could be incorrect!) 02:36:DEBUG:>> 5584 | 3 | CChar::Skill_Done | +0 02:36:DEBUG:>> 5584 | 4 | CChar::Skill_Stage | +0 02:36:DEBUG:>> 5584 | 5 | CChar::Skill_Information | +0 02:36:DEBUG:>> 5584 | 6 | CClient::OnSkill_Info | +0 02:36:DEBUG:>> 5584 | 7 | CClient::OnSkill_EvalInt | +0 02:36:DEBUG:>> 5584 | 8 | CChar::Skill_GetAdjusted | +0 02:36:DEBUG:>> 5584 | 9 | CChar::Stat_GetAdjusted | +0 02:36:DEBUG:>> 5584 | 10 | CChar::Stat_GetBase | +0 02:36:DEBUG:__ thread (5584) __ | # | _____ function _____________ | ticks passed from previous function start ______ 02:36:DEBUG:>> 5584 | 0 | CWorld::OnTick | +0 02:36:DEBUG:>> 5584 | 1 | CSector::OnTick | +0 02:36:DEBUG:>> 5584 | 2 | CChar::OnTick | +0 <-- exception catch point (below is guessed and could be incorrect!) 02:36:DEBUG:>> 5584 | 3 | CChar::Skill_Done | +0 02:36:DEBUG:>> 5584 | 4 | CChar::Skill_Stage | +0 02:36:DEBUG:>> 5584 | 5 | CChar::Skill_Information | +0 02:36:DEBUG:>> 5584 | 6 | CClient::OnSkill_Info | +0 02:36:DEBUG:>> 5584 | 7 | CClient::OnSkill_EvalInt | +0 02:36:DEBUG:>> 5584 | 8 | CChar::Skill_GetAdjusted | +0 02:36:DEBUG:>> 5584 | 9 | CChar::Stat_GetAdjusted | +0 02:36:DEBUG:>> 5584 | 10 | CChar::Stat_GetBase | +0 02:36:DEBUG:__ thread (5584) __ | # | _____ function _____________ | ticks passed from previous function start ______ 02:36:DEBUG:>> 5584 | 0 | CWorld::OnTick | +0 02:36:DEBUG:>> 5584 | 1 | CSector::OnTick | +0 02:36:DEBUG:>> 5584 | 2 | CChar::OnTick | +0 <-- exception catch point (below is guessed and could be incorrect!) 02:36:DEBUG:>> 5584 | 3 | CChar::Skill_Done | +0 02:36:DEBUG:>> 5584 | 4 | CChar::Skill_Stage | +0 02:36:DEBUG:>> 5584 | 5 | CChar::Skill_Information | +0 02:36:DEBUG:>> 5584 | 6 | CClient::OnSkill_Info | +0 02:36:DEBUG:>> 5584 | 7 | CClient::OnSkill_EvalInt | +0 02:36:DEBUG:>> 5584 | 8 | CChar::Skill_GetAdjusted | +0 02:36:DEBUG:>> 5584 | 9 | CChar::Stat_GetAdjusted | +0 02:36:DEBUG:>> 5584 | 10 | CChar::Stat_GetBase | +0 02:36:CRITICAL:"Access Violation" (0x37a10), in CChar::Tick() #6 "timer expired" 02:36:DEBUG:__ thread (5584) __ | # | _____ function _____________ | ticks passed from previous function start ______ 02:36:DEBUG:>> 5584 | 0 | CWorld::OnTick | +0 02:36:DEBUG:>> 5584 | 1 | CSector::OnTick | +0 02:36:DEBUG:>> 5584 | 2 | CChar::OnTick | +0 <-- exception catch point (below is guessed and could be incorrect!) 02:36:DEBUG:>> 5584 | 3 | CChar::Skill_Done | +0 02:36:DEBUG:>> 5584 | 4 | CChar::Skill_Stage | +0 02:36:DEBUG:>> 5584 | 5 | CChar::Skill_Information | +0 02:36:DEBUG:>> 5584 | 6 | CClient::OnSkill_Info | +0 02:36:DEBUG:>> 5584 | 7 | CClient::OnSkill_EvalInt | +0 02:36:DEBUG:>> 5584 | 8 | CChar::Skill_GetAdjusted | +0 02:36:DEBUG:>> 5584 | 9 | CChar::Stat_GetAdjusted | +0 02:36:DEBUG:>> 5584 | 10 | CChar::Stat_GetBase | +0 02:36:DEBUG:__ thread (5584) __ | # | _____ function _____________ | ticks passed from previous function start ______ 02:36:DEBUG:>> 5584 | 0 | CWorld::OnTick | +0 02:36:DEBUG:>> 5584 | 1 | CSector::OnTick | +0 02:36:DEBUG:>> 5584 | 2 | CChar::OnTick | +0 <-- exception catch point (below is guessed and could be incorrect!) 02:36:DEBUG:>> 5584 | 3 | CChar::Skill_Done | +0 02:36:DEBUG:>> 5584 | 4 | CChar::Skill_Stage | +0 02:36:DEBUG:>> 5584 | 5 | CChar::Skill_Information | +0 02:36:DEBUG:>> 5584 | 6 | CClient::OnSkill_Info | +0 02:36:DEBUG:>> 5584 | 7 | CClient::OnSkill_EvalInt | +0 02:36:DEBUG:>> 5584 | 8 | CChar::Skill_GetAdjusted | +0 02:36:DEBUG:>> 5584 | 9 | CChar::Stat_GetAdjusted | +0 02:36:DEBUG:>> 5584 | 10 | CChar::Stat_GetBase | +0 02:36:DEBUG:__ thread (5584) __ | # | _____ function _____________ | ticks passed from previous function start ______ 02:36:DEBUG:>> 5584 | 0 | CWorld::OnTick | +0 02:36:DEBUG:>> 5584 | 1 | CSector::OnTick | +0 02:36:DEBUG:>> 5584 | 2 | CChar::OnTick | +0 <-- exception catch point (below is guessed and could be incorrect!) 02:36:DEBUG:>> 5584 | 3 | CChar::Skill_Done | +0 02:36:DEBUG:>> 5584 | 4 | CChar::Skill_Stage | +0 02:36:DEBUG:>> 5584 | 5 | CChar::Skill_Information | +0 02:36:DEBUG:>> 5584 | 6 | CClient::OnSkill_Info | +0 02:36:DEBUG:>> 5584 | 7 | CClient::OnSkill_EvalInt | +0 02:36:DEBUG:>> 5584 | 8 | CChar::Skill_GetAdjusted | +0 02:36:DEBUG:>> 5584 | 9 | CChar::Stat_GetAdjusted | +0 02:36:DEBUG:>> 5584 | 10 | CChar::Stat_GetBase | +0 02:36:DEBUG:__ thread (5584) __ | # | _____ function _____________ | ticks passed from previous function start ______ 02:36:DEBUG:>> 5584 | 0 | CWorld::OnTick | +0 02:36:DEBUG:>> 5584 | 1 | CSector::OnTick | +0 02:36:DEBUG:>> 5584 | 2 | CChar::OnTick | +0 <-- exception catch point (below is guessed and could be incorrect!) 02:36:DEBUG:>> 5584 | 3 | CChar::Skill_Done | +0 02:36:DEBUG:>> 5584 | 4 | CChar::Skill_Stage | +0 02:36:DEBUG:>> 5584 | 5 | CChar::Skill_Information | +0 02:36:DEBUG:>> 5584 | 6 | CClient::OnSkill_Info | +0 02:36:DEBUG:>> 5584 | 7 | CClient::OnSkill_EvalInt | +0 02:36:DEBUG:>> 5584 | 8 | CChar::Skill_GetAdjusted | +0 02:36:DEBUG:>> 5584 | 9 | CChar::Stat_GetAdjusted | +0 02:36:DEBUG:>> 5584 | 10 | CChar::Stat_GetBase | +0 02:36:CRITICAL:"Access Violation" (0x37a10), in CChar::Tick() #6 "timer expired" and eachtime someone starts the skill it get this
Notes
(0001140)
xantier   
20-06-11 20:30   
are you using 2009 build or latest ? if latest, choose the empty option from list box. can you post the scripts that control your skills ?
(0001141)
babidi   
20-06-11 20:34   
(edited on: 20-06-11 20:35)
there is no script for evalint is one of the latest build. 1480 of 19 jun think
(0001142)
babidi   
21-06-11 01:38   
i found the problem we have removed the skill necromancy from definition and also from muls. if remove the definition from the file and set the evalint > 27.5 the skill will stuck on @skillsuccess [SKILL 49] DEFNAME=SKILL_Necromancy KEY=Necromancy TITLE=Necromancer STAT_STR=20 STAT_INT=100 STAT_DEX=40 BONUS_STR=0 BONUS_DEX=0 BONUS_INT=100 BONUS_STATS=15 ADV_RATE=10.0,200.0,800.0 // VALUES=1,10,80 ON=@Fail SRC.SYSMESSAGE The spell fizzles. ON=@Abort SRC.SYSMESSAGE You stop casting the spell.





View Issue Details
1956 [SphereServer] executable - linux build minor sometimes 12-05-11 20:52 20-06-11 03:31
trinax Linux  
MrSugarCube Debian  
normal 5.0  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
DiagonalWalkCheck, New_Triggers, NewPositionChecks, WalkCheck, Script_Profiler, NetworkOutThread
Command_Sysmsgs, FileCommands, NoHouseMuteSpeech, NoPrefix
1443
21:46:ERROR:(sphere_region.scp,65)Can't resolve <src.npc>
21:46:ERROR:(sphere_region.scp,65)Can't resolve <src.npc> 21:46:ERROR:(sphere_region.scp,65)Undefined symbol '' Line 65 is [regiontype r_spec_area] on=@enter if !(<src.isplayer>) if !( (<src.npc>==924) || (<src.id>==c_the_guy) ) <- line65 How does an item enter a region? (I assume it is item or something since there isn't any npc property)
Notes
(0001137)
MrSugarCube   
20-06-11 03:31   
I was able to reproduce this by using the Summon Creature spell in a region with a similar event (@Enter was firing before the creature had decided if it was going to be an NPC or Player).





View Issue Details
1965 [SphereServer] executable - generic major always 29-05-11 23:05 19-06-11 03:53
babidi  
MrSugarCube  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1468
skf_immobile
if you put FLAGS=SKF_IMMOBILE under meditation, put useskill meditation under client's macro on f1 begin to walk or run pressing f1, after 4-5 steps client stucks
[SKILL 46] DEFNAME=SKILL_MEDITATION KEY=Meditation FLAGS=SKF_IMMOBILE
There are no notes attached to this issue.





View Issue Details
1983 [SphereServer] executable - generic minor have not tried 18-06-11 16:46 18-06-11 22:21
babidi  
MrSugarCube  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Not Available
None
None
sex not exist anymore
with char man or woman sex will always return '' of course can't use <SRC.SEX milord/milady> also as many other possible personal function
Notes
(0001122)
Mirravin   
18-06-11 16:52   
From game .xshow sex 3:2 works perfectly.
(0001123)
babidi   
18-06-11 17:13   
there is an issue with SEX for gargoyle returning always man
(0001126)
MrSugarCube   
18-06-11 18:37   
The female gargoyle is missing mt_female in its CAN flags. Other than that, the SEX function seems to be working fine?
(0001127)
babidi   
18-06-11 19:21   
yes if is that then is okay





View Issue Details
1980 [SphereServer] executable - generic minor always 17-06-11 21:37 18-06-11 17:44
babidi  
MrSugarCube  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1468
@rename not triggered on char creation
as write in wiki --- Description This trigger fires when a player renames another character. The trigger also fires at character creation when the player's name is set. ----- i puted inside the e_allplayer defined in sphere.ini there is no way to put the trigger... it does not trigger on char create
There are no notes attached to this issue.





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1977 [SphereServer] executable - generic minor always 16-06-11 19:46 18-06-11 16:40
babidi  
MrSugarCube  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1468
[STARTS] LOCATIONS shifted
for some strange reason the the starts locations are shifted forwards yew goes to minoc minoc to brit etc... [STARTS] // new client Yew //minoc The Sturdy Bow 567,978,0 Minoc //brit The Barnacle Tavern 2477,407,15 Britain //moonglow Sweet Dreams Inn 1496,1629,10 Moonglow //trinsic The Scholars Inn 4404,1169,0 Trinsic //magincia The Traveller's Inn 1844,2745,0 Magincia //jhelom The Great Horns Tavern 3738,2223,20 Jhelom //skara The Morning Star Inn 1378,3817,0 Skara Brae //vesper The Falconers Inn 594,2227,0 Vesper //yew The Ironwood Inn 2771,977,0
There are no notes attached to this issue.





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1966 [SphereServer] script pack minor N/A 01-06-11 05:04 18-06-11 14:53
Coruja  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
Ilshenar facet with wrong region flags
officially, there's no way to place houses on any region of ilshenar map, and there's no way to enter this facet using recall or gate travel spell so, thats the missing line on sphere_map2.scp: [AREADEF a_lbr] ... FLAGS=region_flag_nobuilding|region_antimagic_recall_in|region_antimagic_gate
Notes
(0001099)
babidi   
02-06-11 17:40   
also an error in same file sphere_map2 [AREADEF a_ver_lor_reg] FLAGS=region_flag_nobuilding|region_flag_global|region_flag_guarded region_flag_global doesn't exists maybe intended region_flag_globalname
(0001100)
Coruja   
02-06-11 18:37   
sure :D





View Issue Details
1975 [SphereServer] script pack tweak N/A 14-06-11 10:09 18-06-11 14:20
babidi  
MrSugarCube  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1468
flags in sphere_map* with defame for better reading and editing
Hope you enjoy i took all map file in last build and replaced all FLAGS=* with FLAGS=region_*|region_* etc... here is the compressed rar to integrate in script pack
maps.zip (43,697) 14-06-11 10:09
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=71&type=bug
Notes
(0001120)
MrSugarCube   
18-06-11 14:20   
This will be useful for people who don't understand flags (or don't want to keep checking what each flag means). :) I didn't include your map3 + map5 because they already use defnames in the script pack.





View Issue Details
1955 [SphereServer] executable - linux build crash unable to reproduce 12-05-11 14:29 12-06-11 04:43
trinax Linux  
MrSugarCube Debian  
normal 5.0  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
DiagonalWalkCheck, New_Triggers, NewPositionChecks, WalkCheck, NetworkOutThread
Command_Sysmsgs, FileCommands, NoHouseMuteSpeech
1443
*** glibc detected *** ./spheresvrr: double free or corruption (out): 0xb4c97828 ***
14:53:Player data saved (save/spherechars.scp). 14:53:Multi data saved (save/spheremultis.scp). 14:53:Context data saved (save/spheredata.scp). 14:53:World save completed, took 1.0000 seconds 14:53:ERROR:1e:Bad Login 3 (The password entered is not correct) *** glibc detected *** ./spheresvrr: double free or corruption (out): 0xb4c97828 *** ======= Backtrace: ========= /lib/i686/cmov/libc.so.6[0xb733b764] /lib/i686/cmov/libc.so.6(cfree+0x96)[0xb733d966] /usr/lib/libmysqlclient.so.15(my_no_flags_free+0x21)[0xb75a00a1] /usr/lib/libmysqlclient.so.15(vio_delete+0x30)[0xb75cb1b0] /usr/lib/libmysqlclient.so.15(end_server+0x41)[0xb75c6ce1] /usr/lib/libmysqlclient.so.15(cli_safe_read+0x100)[0xb75c6f80] /usr/lib/libmysqlclient.so.15[0xb75c75d5] /usr/lib/libmysqlclient.so.15(mysql_real_query+0x44)[0xb75c59a4] /usr/lib/libmysqlclient.so.15(mysql_query+0x35)[0xb759d985] ./spheresvrr[0x81c0fb5] ./spheresvrr[0x8238fd5] ./spheresvrr[0x823db76] ./spheresvrr[0x823dd9f] /lib/i686/cmov/libpthread.so.0[0xb77464c0] /lib/i686/cmov/libc.so.6(clone+0x5e)[0xb73ad84e] ======= Memory map: ======== 08048000-08334000 r-xp 00000000 08:02 1030474 /sphere/spheresvrr 08334000-08335000 r--p 002ec000 08:02 1030474 /sphere/spheresvrr 08335000-0835b000 rw-p 002ed000 08:02 1030474 /sphere/spheresvrr 0835b000-09dbd000 rw-p 0835b000 00:00 0 0ab31000-0f343000 rw-p 0ab31000 00:00 0 [heap] b4900000-b495f000 rw-p b4900000 00:00 0 b495f000-b4a00000 ---p b495f000 00:00 0 b4a00000-b4a5a000 rw-p b4a00000 00:00 0 b4a5a000-b4b00000 ---p b4a5a000 00:00 0 b4b00000-b4c00000 rw-p b4b00000 00:00 0 b4c00000-b4cf7000 rw-p b4c00000 00:00 0 b4cf7000-b4d00000 ---p b4cf7000 00:00 0 b4e00000-b5000000 rw-p b4e00000 00:00 0 b5000000-b5100000 rw-p b5000000 00:00 0 b5100000-b51ff000 rw-p b5100000 00:00 0 b51ff000-b5200000 ---p b51ff000 00:00 0 b5200000-b5300000 rw-p b5200000 00:00 0 b532a000-b532b000 ---p b532a000 00:00 0 b532b000-b5b2b000 rw-p b532b000 00:00 0 b5b2b000-b5b2c000 ---p b5b2b000 00:00 0 b5b2c000-b67a1000 rw-p b5b2c000 00:00 0 b6811000-b6836000 rw-p b6811000 00:00 0 b685a000-b685b000 ---p b685a000 00:00 0 b685b000-b705b000 rw-p b685b000 00:00 0 b705b000-b706b000 r-xp 00000000 08:02 335228 /lib/i686/cmov/libresolv-2.7.so b706b000-b706d000 rw-p 0000f000 08:02 335228 /lib/i686/cmov/libresolv-2.7.so b706d000-b706f000 rw-p b706d000 00:00 0 b706f000-b7073000 r-xp 00000000 08:02 335245 /lib/i686/cmov/libnss_dns-2.7.so b7073000-b7075000 rw-p 00003000 08:02 335245 /lib/i686/cmov/libnss_dns-2.7.so b7075000-b707f000 r-xp 00000000 08:02 335223 /lib/i686/cmov/libnss_files-2.7.so b707f000-b7081000 rw-p 00009000 08:02 335223 /lib/i686/cmov/libnss_files-2.7.so b7081000-b726c000 rw-p b7081000 00:00 0 b707f000-b7081000 rw-p 00009000 08:02 335223 /lib/i686/cmov/libnss_files-2.7.so b7081000-b726c000 rw-p b7081000 00:00 0 b726c000-b7280000 r-xp 00000000 08:02 1147039 /usr/lib/libz.so.1.2.3.3 b7280000-b7281000 rw-p 00013000 08:02 1147039 /usr/lib/libz.so.1.2.3.3 b7281000-b7296000 r-xp 00000000 08:02 335222 /lib/i686/cmov/libnsl-2.7.so b7296000-b7298000 rw-p 00014000 08:02 335222 /lib/i686/cmov/libnsl-2.7.so b7298000-b729a000 rw-p b7298000 00:00 0 b729a000-b72a3000 r-xp 00000000 08:02 335219 /lib/i686/cmov/libcrypt-2.7.so b72a3000-b72a5000 rw-p 00008000 08:02 335219 /lib/i686/cmov/libcrypt-2.7.so b72a5000-b72cd000 rw-p b72a5000 00:00 0 b72cd000-b7422000 r-xp 00000000 08:02 335233 /lib/i686/cmov/libc-2.7.so b7422000-b7423000 r--p 00155000 08:02 335233 /lib/i686/cmov/libc-2.7.so b7423000-b7425000 rw-p 00156000 08:02 335233 /lib/i686/cmov/libc-2.7.so b7425000-b7428000 rw-p b7425000 00:00 0 b7428000-b7434000 r-xp 00000000 08:02 327043 /lib/libgcc_s.so.1 b7434000-b7435000 rw-p 0000b000 08:02 327043 /lib/libgcc_s.so.1 b7435000-b7459000 r-xp 00000000 08:02 335224 /lib/i686/cmov/libm-2.7.so b7459000-b745b000 rw-p 00023000 08:02 335224 /lib/i686/cmov/libm-2.7.so b745b000-b753e000 r-xp 00000000 08:02 1145151 /usr/lib/libstdc++.so.6.0.10 b753e000-b7541000 r--p 000e2000 08:02 1145151 /usr/lib/libstdc++.so.6.0.10 b7541000-b7543000 rw-p 000e5000 08:02 1145151 /usr/lib/libstdc++.so.6.0.10 b7543000-b7549000 rw-p b7543000 00:00 0 b7549000-b754b000 r-xp 00000000 08:02 335235 /lib/i686/cmov/libdl-2.7.so b754b000-b754d000 rw-p 00001000 08:02 335235 /lib/i686/cmov/libdl-2.7.so b754d000-b7554000 r-xp 00000000 08:02 335236 /lib/i686/cmov/librt-2.7.so b7554000-b7556000 rw-p 00006000 08:02 335236 /lib/i686/cmov/librt-2.7.so b7556000-b7557000 rw-p b7556000 00:00 0 b7557000-b76fb000 r-xp 00000000 08:02 1150410 /usr/lib/libmysqlclient.so.15.0.0 b76fb000-b773f000 rw-p 001a3000 08:02 1150410 /usr/lib/libmysqlclient.so.15.0.0 b773f000-b7740000 rw-p b773f000 00:00 0 b7740000-b7755000 r-xp 00000000 08:02 335244 /lib/i686/cmov/libpthread-2.7.so b7755000-b7757000 rw-p 00014000 08:02 335244 /lib/i686/cmov/libpthread-2.7.so b7757000-b7759000 rw-p b7757000 00:00 0 b775b000-b775e000 rw-p b775b000 00:00 0 b775e000-b775f000 r-xp b775e000 00:00 0 [vdso] b775f000-b7779000 r-xp 00000000 08:02 327379 /lib/ld-2.7.so b7779000-b777b000 rw-p 0001a000 08:02 327379 /lib/ld-2.7.so bfc08000-bfc1d000 rw-p bffea000 00:00 0 [stack]
Notes
(0001065)
trinax   
12-05-11 20:53   
There is also "Script Profiler" and "NoPrefix" flags enabled, I forgot to type.
(0001086)
trinax   
19-05-11 11:59   
(edited on: 19-05-11 12:12)
QUESTION: I am thinking of moving to windows, can these errors happen on Windows platform too? And will it just crash there or output information like this? What about segmentation fault error on windows, will it give output about access violation there or just crash? Another one with # 1457: 08:42:(y.scp,676)TEST CRASH CONT *** glibc detected *** ./spheresvrr: double free or corruption (out): 0xb4e2ac88 *** 08:42:ERROR:MySQL query "select * from acc where status='615';" failed due to "MySQL server has gone away" ======= Backtrace: ========= /lib/i686/cmov/libc.so.6[0xb7369764] /lib/i686/cmov/libc.so.6(cfree+0x96)[0xb736b966] /usr/lib/libmysqlclient.so.15(my_no_flags_free+0x21)[0xb75ce0a1] /usr/lib/libmysqlclient.so.15(vio_delete+0x30)[0xb75f91b0] /usr/lib/libmysqlclient.so.15(end_server+0x41)[0xb75f4ce1] /usr/lib/libmysqlclient.so.15(cli_safe_read+0x100)[0xb75f4f80] /usr/lib/libmysqlclient.so.15[0xb75f55d5] /usr/lib/libmysqlclient.so.15(mysql_real_query+0x44)[0xb75f39a4] /usr/lib/libmysqlclient.so.15(mysql_query+0x35)[0xb75cb985] ./spheresvrr[0x81c0ad9] ./spheresvrr[0x82386d1] ./spheresvrr[0x823d42c] ./spheresvrr[0x823d655] /lib/i686/cmov/libpthread.so.0[0xb77744c0] /lib/i686/cmov/libc.so.6(clone+0x5e)[0xb73db84e] ======= Memory map: ======== 08048000-08335000 r-xp 00000000 08:02 1030501 /sphere/spheresvrr 08335000-08336000 r--p 002ec000 08:02 1030501 /sphere/spheresvrr 08336000-0835c000 rw-p 002ed000 08:02 1030501 /sphere/spheresvrr 0835c000-09dbe000 rw-p 0835c000 00:00 0 0b903000-100f1000 rw-p 0b903000 00:00 0 [heap] b4800000-b49e4000 rw-p b4800000 00:00 0 b49e4000-b4a00000 ---p b49e4000 00:00 0 b4a00000-b4bfa000 rw-p b4a00000 00:00 0 b4bfa000-b4c00000 ---p b4bfa000 00:00 0 b4c00000-b4cd5000 rw-p b4c00000 00:00 0 b4cd5000-b4d00000 ---p b4cd5000 00:00 0 b4d00000-b4e00000 rw-p b4d00000 00:00 0 b4e00000-b5000000 rw-p b4e00000 00:00 0 b5000000-b5200000 rw-p b5000000 00:00 0 b5200000-b52fd000 rw-p b5200000 00:00 0 b52fd000-b5300000 ---p b52fd000 00:00 0 b5358000-b5359000 ---p b5358000 00:00 0 b5359000-b5b59000 rw-p b5359000 00:00 0 b5b59000-b5b5a000 ---p b5b59000 00:00 0 b5b5a000-b67cf000 rw-p b5b5a000 00:00 0 b6888000-b6889000 ---p b6888000 00:00 0 b6889000-b7089000 rw-p b6889000 00:00 0 b7089000-b7099000 r-xp 00000000 08:02 335228 /lib/i686/cmov/libresolv-2.7.so b7099000-b709b000 rw-p 0000f000 08:02 335228 /lib/i686/cmov/libresolv-2.7.so b709b000-b709d000 rw-p b709b000 00:00 0 b709d000-b70a1000 r-xp 00000000 08:02 335245 /lib/i686/cmov/libnss_dns-2.7.so b70a1000-b70a3000 rw-p 00003000 08:02 335245 /lib/i686/cmov/libnss_dns-2.7.so b70a3000-b70ad000 r-xp 00000000 08:02 335223 /lib/i686/cmov/libnss_files-2.7.so b70ad000-b70af000 rw-p 00009000 08:02 335223 /lib/i686/cmov/libnss_files-2.7.so b70af000-b729a000 rw-p b70af000 00:00 0 b729a000-b72ae000 r-xp 00000000 08:02 1147039 /usr/lib/libz.so.1.2.3.3 b72ae000-b72af000 rw-p 00013000 08:02 1147039 /usr/lib/libz.so.1.2.3.3 b72af000-b72c4000 r-xp 00000000 08:02 335222 /lib/i686/cmov/libnsl-2.7.so b72c4000-b72c6000 rw-p 00014000 08:02 335222 /lib/i686/cmov/libnsl-2.7.so b72c6000-b72c8000 rw-p b72c6000 00:00 0 b72c8000-b72d1000 r-xp 00000000 08:02 335219 /lib/i686/cmov/libcrypt-2.7.so b72d1000-b72d3000 rw-p 00008000 08:02 335219 /lib/i686/cmov/libcrypt-2.7.so b72d3000-b72fb000 rw-p b72d3000 00:00 0 b72fb000-b7450000 r-xp 00000000 08:02 335233 /lib/i686/cmov/libc-2.7.so b7450000-b7451000 r--p 00155000 08:02 335233 /lib/i686/cmov/libc-2.7.so b7451000-b7453000 rw-p 00156000 08:02 335233 /lib/i686/cmov/libc-2.7.so b7453000-b7456000 rw-p b7453000 00:00 0 b7456000-b7462000 r-xp 00000000 08:02 327043 /lib/libgcc_s.so.1 b7462000-b7463000 rw-p 0000b000 08:02 327043 /lib/libgcc_s.so.1 b7463000-b7487000 r-xp 00000000 08:02 335224 /lib/i686/cmov/libm-2.7.so b7487000-b7489000 rw-p 00023000 08:02 335224 /lib/i686/cmov/libm-2.7.so b7489000-b756c000 r-xp 00000000 08:02 1145151 /usr/lib/libstdc++.so.6.0.10 b756c000-b756f000 r--p 000e2000 08:02 1145151 /usr/lib/libstdc++.so.6.0.10 b756f000-b7571000 rw-p 000e5000 08:02 1145151 /usr/lib/libstdc++.so.6.0.10 b7571000-b7577000 rw-p b7571000 00:00 0 b7577000-b7579000 r-xp 00000000 08:02 335235 /lib/i686/cmov/libdl-2.7.so b7579000-b757b000 rw-p 00001000 08:02 335235 /lib/i686/cmov/libdl-2.7.so b757b000-b7582000 r-xp 00000000 08:02 335236 /lib/i686/cmov/librt-2.7.so b7582000-b7584000 rw-p 00006000 08:02 335236 /lib/i686/cmov/librt-2.7.so b7584000-b7585000 rw-p b7584000 00:00 0 b7585000-b7729000 r-xp 00000000 08:02 1150410 /usr/lib/libmysqlclient.so.15.0.0 b7729000-b776d000 rw-p 001a3000 08:02 1150410 /usr/lib/libmysqlclient.so.15.0.0 b776d000-b776e000 rw-p b776d000 00:00 0 b776e000-b7783000 r-xp 00000000 08:02 335244 /lib/i686/cmov/libpthread-2.7.so b7783000-b7785000 rw-p 00014000 08:02 335244 /lib/i686/cmov/libpthread-2.7.so b7785000-b7787000 rw-p b7785000 00:00 0 b7788000-b778c000 rw-p b7788000 00:00 0 b778c000-b778d000 r-xp b778c000 00:00 0 [vdso] b778d000-b77a7000 r-xp 00000000 08:02 327379 /lib/ld-2.7.so b77a7000-b77a9000 rw-p 0001a000 08:02 327379 /lib/ld-2.7.so bfbe2000-bfbf7000 rw-p bffea000 00:00 0 [stack] 08:42:FATAL:(y.scp,789)Server Unstable: Aborte Updated to r1466 after this.
(0001087)
Mirravin   
19-05-11 16:15   
It seems, what Access Violation crashes occurs on Windows too. http://tracker.sphere.torfo.org/bugs/view.php?id=1923 About a year ago I have one specific crash, fixable in scripts, what on Linux gave: Segmentation fault Server Unstable: Aborted or library(?) errors like you. I reprodused this bug on Windows and it occurs on Windows as instant close of console. After this more than a year I didn't have crashes "without a reason" using Linux, but I don't have many players on my shard, 0-30 only.
(0001088)
trinax   
19-05-11 21:13   
(edited on: 19-05-11 21:16)
So we will never be able to find the seg fault bug if I change :( Players are leaving due to late response on spellcast and slight lag (happened after debug version linux) so I think I will change into Windows. I am willing to find the miscoded part(s) searching every file line by line but still couldn't find information on how to apply to be a dev... Created a thread in forums though.
(0001107)
MrSugarCube   
12-06-11 04:43   
I believe this was caused by using synchronous database commands (QUERY/EXECUTE) at the same time as asynchronous ones (AQUERY/AEXECUTE). This particular issue affected the Windows build as well. I can't reproduce it any more after the changes I've made (which will be included in the next automated build, version 1473+).





View Issue Details
1967 [SphereServer] executable - windows build tweak always 02-06-11 17:38 10-06-11 00:30
babidi  
MrSugarCube  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1468
sphereaccu.scp doesn't use right comment slash //
when account is updated inside the sphereaccu.scp you will find this text \\ Sphere Myshard accounts file \\ NOTE: This file cannot be edited while the server is running. \\ Any file changes must be made to sphereaccu.scp. This is read in at save time. it should use // for comment lines tested on 2 june build but i'm shure is a litte more older this issue.
There are no notes attached to this issue.





View Issue Details
1970 [SphereServer] script pack trivial always 08-06-11 21:17 09-06-11 04:19
babidi  
MrSugarCube  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Not Available
None
None
[STARTS] LOCATIONS
i can't belive no one see this is about 5-6 years is like this and no one says nothing? it always start on britain. [STARTS] // new client Yew The Sturdy Bow 546,1629,10,0 Minoc The Barnacle Tavern 1496,1629,10,0 Britain Sweet Dreams Inn 1496,1629,10,0 Moonglow The Scholars Inn 1496,1629,10,0 Trinsic The Traveller's Inn 1496,1629,10,0 Magincia The Great Horns Tavern 1496,1629,10,0 Jhelom The Morning Star Inn 1496,1629,10,0 Skara Brae The Falconers Inn 1496,1629,10,0 Vesper The Ironwood Inn 1496,1629,10,0 ORIGINAL (found in a very old file :) ) [STARTS] // new client Yew The Sturdy Bow 567,978,0 Minoc The Barnacle Tavern 2477,407,15 Britain Sweet Dreams Inn 1496,1629,10 Moonglow The Scholars Inn 4404,1169,0 Trinsic The Traveller's Inn 1844,2745,0 Magincia The Great Horns Tavern 3738,2223,20 Jhelom The Morning Star Inn 1378,3817,0 Skara Brae The Falconers Inn 594,2227,0 Vesper The Ironwood Inn 2771,977,0
download and run sphere :)
There are no notes attached to this issue.





View Issue Details
1969 [SphereServer] executable - windows build major always 08-06-11 19:21 09-06-11 03:35
babidi  
MrSugarCube  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1468
skills stucked on newer versions
tryed with 02 jun svn build and last build 08 jun skills are stucked if you start alchemy it get stucked with no message but action is alchemy detecting hidden same problem archery also and other pretty buggy
Notes
(0001102)
Mirravin   
08-06-11 19:54   
(edited on: 08-06-11 19:54)
Yes, I confirm this problems, but I didn't tested its(no time).
(0001103)
xantier   
08-06-11 20:01   
archery doesnt work..





View Issue Details
1959 [SphereServer] executable - windows build block always 18-05-11 21:40 18-05-11 22:59
ozzy  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
CRITICAL:"Access Violation" (0xf3423), in g_VerData.Load
Sphere Version 0.56b-Nightly [WIN32] by www.sphereserver.com, compiled at May 18 2011 (00:03:19), internal build 0001463 WARNING: --- WARNING --- This is a nightly build of SphereServer. This build is to be used for testing and/or bug reporting ONLY. DO NOT run this build on a live shard unless you know what you are doing! Nightly builds are automatically made every night from source and might contain errors, might be unstable or even destroy your shard as they are mostly untested! --------------------------------- Expansion maps supported: T2A FATAL:The sphere.INI file is corrupt or missing CRITICAL:"Access Violation" (0xf3423), in g_VerData.Load FATAL:Server terminated by error -3!
Notes
(0001080)
ozzy   
18-05-11 21:41   
Use standart sphere.ini Sphere not started, autobuild svn May 18 2011





View Issue Details
1958 [SphereServer] executable - windows build minor always 18-05-11 17:18 18-05-11 22:00
jeem  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
DiagonalWalkCheck, New_Triggers, NewPositionChecks, AllowTelnetPacketFilter, Script_Profiler, Size_Optimise, UsePingServer, NPCAct_Triggers
Command_Sysmsgs, OSIMultiSight, FileCommands, NoHouseMuteSpeech, Buffs, DyeType
1443
FORCHARLAYER with variables do not work
When forcharlayer is tried to be used with a variable rather than a fixed number, the loop does not work. Example function: [FUNCTION test] local.layer = 30 forcharlayer <dlocal.layer> sysmessage <uid> / <name> / <link> endfor Console output: 18:15:ERROR:(test_functions.scp,3)Undefined symbol '' 18:15:ERROR:(test_functions.scp,3)Undefined symbol 'dlocal'
There are no notes attached to this issue.





View Issue Details
1954 [SphereServer] new feature request feature always 11-05-11 16:05 12-05-11 03:23
DarkZeal WINDOWS XP 3  
MrSugarCube WINDOWS XP 3  
normal WINDOWS XP 3  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
DiagonalWalkCheck
NoPrefix
Unplaced items
@0487 Olmer UO: Upgrading finished. ERROR:GC: 7 unplaced object deleted GC: 205288 Objects accounted for 17:58:World data saved (D:\Sphere\Save\sphereworld.scp). 17:58:Player data saved (D:\Sphere\Save\spherechars.scp).
With new build please add information about unplaced items: UID, P, DEFNAME, FLAGS. BEcouse very hard to find error, about what is unplaced.
77777777.PNG (18,050) 11-05-11 16:05
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=68&type=bug
Notes
(0001060)
trinax   
11-05-11 16:13   
(edited on: 11-05-11 16:13)
Definately. Include the id too since uid won't do any good because it is removed. In fact WOW, I actually came here to post the exact same topic. What a coincidence.
(0001061)
DarkZeal   
11-05-11 18:13   
UID is be deleted, but Admin is will be know DEFNAME of item and try to search error in script of this item or scripts what use this item.
(0001062)
MrSugarCube   
12-05-11 03:22   
You want to see the P of an unplaced object? I think I can predict what it will be. :P I've made it look like a standard garbage collection message, listed as code 3202. :)





View Issue Details
1952 [SphereServer] executable - windows build minor always 29-04-11 18:04 02-05-11 17:59
Shaklaban win32  
windows  
normal win 7  
new  
open  
none    
none  
   
Automated (specify build number)
None
None
1442
EF_FixCanSeeInClosedConts on another players backpack
EF_FixCanSeeInClosedConts returns 1 when cansee function used on item which is in the another players backpack, and backpack is not opened by the other player (with stealing etc.).
Notes
(0001046)
Mirravin   
30-04-11 00:40   
(edited on: 01-05-11 00:08)
[Deleted]
(0001047)
Shaklaban   
30-04-11 23:23   
(edited on: 30-04-11 23:27)
when this flag enabled, cansee must return 0 on items, which is in the container client has not opened. _FixCanSeeInClosedConts = 00020000 // Change CANSEE to return 0 for items inside containers that a client hasn't opened for example: ref1=player 1 ref2=player 2 ref3=a katana in the backpack of player 1 if (>) i can see the katana else i can't see the katana endif ref2 always can see the katana, without opening the backpack of player 1.
(0001048)
Mirravin   
01-05-11 00:07   
A... Yes, I'm sorry. :)
(0001050)
MrSugarCube   
02-05-11 00:48   
Did ref2 previously have player 1's backpack open?
(0001053)
DavideRei   
02-05-11 12:25   
I found the same bug, but only if ref2 has previously opened player 1's backpack. If he did, the flag does not work.
(0001054)
Shaklaban   
02-05-11 17:59   
i just tested it again, its only occurs when ref2 has previously opened player 1's backpack.





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1919 [SphereServer] executable - linux build minor have not tried 24-02-11 18:58 23-04-11 20:23
Mirravin  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
NetworkOutThread
None
1427
New problems in build 1427.
Have found in logs. Server not crashed. Network: DeadSocketTime=5 MaxPacketsPerTick=100 MaxPings=3500 MaxQueueSize=0 MaxSizePerTick=18000//12000//36000 NetTTL=300 UseAsyncNetwork=2 UsePacketPriority=1 UseExtraBuffer=1 TooltipMode=1 TooltipCache=0 AutoTooltipResend=0f 1) 06:26:WARNING:Forcing thread 'Main' to terminate... 06:26:CRITICAL:(data9.scp,5792)'Main' thread hang, restarting... 06:26:(data28.scp,1614)SERVER_TIMER: 2011/02/23 06:26:46 06:29:WARNING:Forcing thread 'Main' to terminate... 06:29:CRITICAL:'Main' thread hang, restarting... [FUNCTION SERVER_TIMER] ... SERV.LOG SERVER_TIMER: <SERV.RTIME>//this line TIMERF 58,SERVER_TIMER RETURN 1 2) 19:52:DEBUG:Receiving new connection 19:52:DEBUG:Retrieving IP history for 'IP1'. 19:52:DEBUG:Incoming connection from 'IP1' [blocked=0, ttl=300, pings=0, connecting=0, connected=0] 19:52:DEBUG:b6:Allocated slot for client (20). 19:52:DEBUG:b6:Clearing client state. 19:52:DEBUG:b6:Initialising client 19:52:b6:Client connected [Total:10] ('188.230.24.47' 1/1) 19:52:DEBUG:b6:Registering async client 19:52:DEBUG:b6:Opening network state 19:52:DEBUG:b6:Determining async mode 19:52:DEBUG:b6:State initialised, registering client instance. 19:52:DEBUG:b6:Client successfully initialised. 19:52:DEBUG:b6:Receiving new client login handshake. 19:52:DEBUG:b6:Client connected with a seed of 0xbce6182f (new handshake=1, seed length=20, received=4, version=0x56669443). 19:52:DEBUG:__ thread (3040234384) __ | # | _____ function _____________ | ticks passed from previous function start ______ 19:52:DEBUG:>> 3040234384 | 0 | CServer::OnTick | +0 19:52:DEBUG:>> 3040234384 | 1 | CDataBase::OnTick | +8 19:52:DEBUG:>> 3040234384 | 2 | CServer::OnTick | +137984 19:52:DEBUG:>> 3040234384 | 3 | CDataBase::OnTick | +4 19:52:DEBUG:>> 3040234384 | 4 | NetworkIn::tick | +48331868 <-- exception catch point (below is guessed and could be incorrect!) 19:52:DEBUG:>> 3040234384 | 5 | ProfileData::Start | +1 19:52:CRITICAL:Assert pri=2:'iLen <= sizeof(bincopy)' file 'CClientLog.cpp', line 659, in NetworkIn::NetworkIn() #569 "messages - setup" 19:52:ERROR:b6:Bad Login 10 (Encryption error (packet length does not match what was expected)) 19:52:DEBUG:b6:Client being closed by read-thread 19:52:DEBUG:b6:Flushing data for client. 19:52:DEBUG:b6:Client being closed by write-thread 19:52:DEBUG:b6:Client is being cleared since marked to close. 19:52:DEBUG:b6:Clearing client state. 19:52:b6:Client disconnected [Total:9] ('IP1')
Notes
(0001029)
Mirravin   
15-04-11 19:53   
Both problems very rarely, but occur in Build: #1419 Linux, that I'm using now: 2) 18:52:DEBUG:Receiving new connection 18:52:DEBUG:Retrieving IP history for 'IP2'. 18:52:DEBUG:Incoming connection from 'IP2' [blocked=0, ttl=300, pings=0, connecting=0, connected=1] 18:52:DEBUG:bd:Allocated slot for client (18). 18:52:DEBUG:bd:Clearing client state. 18:52:DEBUG:bd:Initialising client 18:52:bd:Client connected [Total:9] ('IP2' 1/2) 18:52:DEBUG:bd:Registering async client 18:52:DEBUG:bd:Opening network state 18:52:DEBUG:bd:Determining async mode 18:52:DEBUG:bd:State initialised, registering client instance. 18:52:DEBUG:bd:Client successfully initialised. 18:52:DEBUG:bd:Receiving new client login handshake. 18:52:DEBUG:bd:Client connected with a seed of 0x4d5d1b41 (new handshake=1, seed length=20, received=4, version=0x86300000). 18:52:CRITICAL:Assert pri=2:'iLen <= sizeof(bincopy)' file 'CClientLog.cpp', line 659, in NetworkIn::NetworkIn() #588 "messages - setup" 18:52:ERROR:bd:Bad Login 10 (Encryption error (packet length does not match what was expected)) 18:52:DEBUG:bd:Client being closed by read-thread 18:52:DEBUG:bd:Flushing data for client. 18:52:DEBUG:bd:Client being closed by write-thread 18:52:DEBUG:bd:Client is being cleared since marked to close. 18:52:DEBUG:bd:Clearing client state. 18:52:bd:Client disconnected [Total:8] ('IP2')
(0001041)
MrSugarCube   
23-04-11 05:01   
The login error looks like it is caused by the client sending incomplete/corrupted/unexpected login data, do you know if there's a specific client version that causes it?
(0001042)
MrSugarCube   
23-04-11 20:23   
The error should be fixed in the next automated build anyway, although the client connection will be rejected because we don't know how to handle the data its sending (assuming it's valid) - I'd need to be able to reproduce it here to work out if it's something new we need to support. If the thread hang issue is still present in the latest automated build then please raise a separate report.





View Issue Details
1916 [SphereServer] executable - generic feature N/A 16-02-11 16:03 15-04-11 02:56
trinax  
khaos  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Not Available
None
None
All commands min plevel 7 by default
All commands should be allowed to plevel 7 only by default. It is nonsense to try to disallow every single command. It will be easier to allow certain ones, it will help to have more control over staffs.
Notes
(0000930)
Robert   
16-02-11 18:23   
great suggestion, it can be defined in sphere.ini
(0000966)
khaos   
14-03-11 04:09   
Feature was added on 13-03-2011. Please read the revisions for the details.
(0000991)
trinax   
03-04-11 01:34   
(edited on: 03-04-11 01:34)
Lower plevels can't use .x* altough I have set [plevel 4]set . Is this a bug or I need to allow something else too?
(0001003)
MrSugarCube   
09-04-11 03:19   
For a command to work with .x (.e.g. SAY), it looks like you need the following: [PLEVEL 4] SET XSAY SAY
(0001004)
trinax   
10-04-11 12:13   
Okay, it is actually more useful this way.





View Issue Details
1941 [SphereServer] executable - windows build feature always 07-04-11 21:16 09-04-11 03:44
Terrikate  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Not Available
None
None
Command debug version for Customizable Houses
Is it posible implement for command .DEBUG that Customizables Houses look how i_worldgem_bit?
There are no notes attached to this issue.





View Issue Details
1935 [SphereServer] executable - linux build minor always 26-03-11 16:58 07-04-11 03:32
trinax Linux  
MrSugarCube Debian  
normal 5.0  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
DiagonalWalkCheck, New_Triggers, NewPositionChecks, WalkCheck, NetworkOutThread
Command_Sysmsgs, FileCommands, NoHouseMuteSpeech
1420
Critical Errors on "d a"
When I type "d a" on console it says: 17:56:CRITICAL:Assert pri=2:'nIndex < m_iLength' file '../common/CString.cpp', line 211, in CServer::Tick() 0000003 "console input" and quits writing map_all.scp at line 216 [AREADEF a_quest_island_1] NAME=Quest Island <- this is line 216.
There are no notes attached to this issue.





View Issue Details
1940 [SphereServer] executable - windows build minor always 04-04-11 16:58 07-04-11 03:01
trinax  
MrSugarCube  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1435
This RTime format cant be parsed on windows
Used to work fine under Linux build. A screen shot is loaded.
I would like to sign up to be a developer for sphere but I cannot find any contact information, can you help me about that?
Capture.PNG (76,192) 04-04-11 16:58
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=62&type=bug
Notes
(0000992)
trinax   
04-04-11 17:58   
The cause of the bug is %R by the way. It is supported in Linux but not on Windows.
(0000993)
chuuu   
04-04-11 18:01   
(edited on: 04-04-11 18:01)
What is %n and %R? I mean , what "time" are they suposed to be?
(0000994)
trinax   
04-04-11 18:36   
(edited on: 05-04-11 11:38)
There isn't any %n there :P %R is supposed to be a shortcut for %H:%M but it is not defined in strftime I think, still I see linux supports it. So I guess this report is not actually a bug.
(0000995)
MrSugarCube   
07-04-11 02:22   
The formatting codes that are available depend on what your operation system provides. For Windows, there's a list here: http://msdn.microsoft.com/en-us/library/fe06s4ak.aspx For Linux, you should be able to find a list on your man page for strftime (e.g. http://linux.die.net/man/3/strftime)
(0000996)
MrSugarCube   
07-04-11 03:01   
Whilst I can't do anything about unsupported formatting codes, I have fixed that exception it causes.





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1893 [SphereServer] script pack minor N/A 20-01-11 02:01 14-03-11 02:28
Coruja  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
09-09-2008
None
None
Gargoyle Shrine with incorrect name
sphere_map2.scp: [AREADEF a_shrine_virtues] -> a_shrine_gargoyle NAME=Shrine of the Virtues -> Gargoyle Shrine P=1104,404,0,2 RECT=1088,384,1127,425,2 FLAGS=region_flag_no_pvp|region_flag_nobuilding (i don't know the original flag, since my server doesnt use region_flag_safe on shrines)
http://uo.stratics.com/database/view.php?db_content=atlas&id=1019 [^]
Notes
(0000848)
Coruja   
20-01-11 02:10   
(edited on: 20-01-11 02:41)
in time, the gargoyle shrine areadef must be moved to shrines section on same map file //==============SHRINES================= ... //////////// END SHRINE ///////////// EDIT: And add 'GROUP=Ilshenar Shrines' too and another areadef correction: [AREADEF a_gargoyle_city] -> a_ver_lor_reg NAME=Gargoyle City -> Ver Lor Reg P=840,571,0,2 RECT=824,552,856,728,2 RECT=752,576,824,704,2 RECT=856,576,896,704,2 RECT=904,624,928,656,2 GROUP=Ilshenar Towns TAG.TITLE=the city of FLAGS=region_flag_nobuilding http://uo.stratics.com/database/view.php?db_content=atlas&id=1002
(0000851)
MrSugarCube   
21-01-11 03:43   
I opted to remove the FLAGS line from a_shrine_virtues/a_shrine_gargoyle too, to be consistent with the other shrines.
(0000892)
Coruja   
05-02-11 04:54   
sorry reopen this issue, I forget the region flags for ver lor reg :D correct flag: FLAGS=04180 (guarded, globalname and nobuild)
(0000964)
khaos   
14-03-11 02:26   
Updated the flags for Ver Lor Reg.
(0000965)
khaos   
14-03-11 02:28   
Will be add tonight in my updates. It is resolved.





View Issue Details
1911 [SphereServer] executable - generic minor sometimes 11-02-11 13:29 13-03-11 23:40
Robert  
MrSugarCube  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1415
Verifying account
Some of the players stuck with verifying account screen while logging in. It must be caused by yesterday revisions (10.02.11), build r1411 is does not produce this error.
test.txt (4) 15-02-11 14:19
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=58&type=bug
Notes
(0000907)
MrSugarCube   
11-02-11 21:19   
Does this affect any particular client version(s)? Are there any messages shown in console when they connect? (there may be something of interest when debug flag 08000 is enabled too (DebugFlags in Sphere.ini))
(0000908)
Robert   
12-02-11 02:41   
02:27:DEBUG:Receiving new connection 02:27:DEBUG:Retrieving IP history for '88.x.214.87'. 02:27:DEBUG:Incoming connection from '88.x.214.87' [blocked=0, ttl=300, pings=10, connecting=2, connected=2] 02:27:DEBUG:32:Allocated slot for client (592). 02:27:DEBUG:32:Clearing client state. 02:27:DEBUG:32:Initialising client 02:27:DEBUG:32:Opening network state 02:27:DEBUG:32:Determining async mode 02:27:DEBUG:32:State initialised, registering client instance. 02:27:DEBUG:32:Client successfully initialised. 02:27:DEBUG:31:Receiving new client login handshake. 02:27:DEBUG:31:Client connected with a seed of 0xc0a80102 (new handshake=1, seed length=21, received=83, version=0x600062). 02:27:ERROR:31:Bad Login 9 (The account details entered are invalid (username or password is too short, too long or contains invalid characters). This can sometimes be caused by incorrect/missing encryption keys) 02:27:DEBUG:31:Client being closed by read-thread 02:27:DEBUG:31:Flushing data for client. Client version is 2.0.3, username and password lenghts are ok.
(0000909)
Robert   
12-02-11 02:44   
02:36:DEBUG:Receiving new connection 02:36:DEBUG:Retrieving IP history for '88.x.214.87'. 02:36:DEBUG:Incoming connection from '88.x.214.87' [blocked=0, ttl=300, pings=73, connecting=0, connected=0] 02:36:DEBUG:Closing incoming connection [max ip=8, clients max ip=16). 02:36:ERROR:Connection from 88.x.214.87 rejected. 02:36:DEBUG:Receiving new connection 02:36:DEBUG:Retrieving IP history for '88.x.214.87'. 02:36:DEBUG:Incoming connection from '88.x.214.87' [blocked=0, ttl=300, pings=74, connecting=0, connected=0] 02:36:DEBUG:Closing incoming connection [max ip=8, clients max ip=16). 02:36:ERROR:Connection from 88.x.214.87 rejected. It's the only one connection from this ip.
(0000910)
MrSugarCube   
12-02-11 03:40   
The first connection looks like it's from a 6.0.6 client (definitely not 2.0.3) and they appear to have entered either: - no password - a password which is too long (30+ characters), or - a password which contains invalid characters (some symbols such as '{', '|', '}', '~' and newlines are rejected to prevent some exploits). I can't see any other condition that triggers a Bad Login 9 (assuming encryption key is correct). The second connection has exceeded your 'MAXPINGS' setting by trying to connect too often. Assuming there aren't another 70 connection attempts right before then there could be a problem with pings not decaying over time, which I'll look into.
(0000911)
MrSugarCube   
13-02-11 02:08   
A fix for MAXPINGS is in the latest automated build (1416+).
(0000920)
Robert   
15-02-11 08:26   
Still have same problem 09:19:DEBUG:Receiving new connection 09:19:DEBUG:Retrieving IP history for '91.x.163.209'. 09:19:DEBUG:Incoming connection from '91.x.163.209' [blocked=0, ttl=300, pings=377, connecting=0, connected=0] 09:19:DEBUG:Closing incoming connection [max ip=8, clients max ip=16). 09:19:ERROR:Connection from 91.x.163.209 rejected. 09:20:DEBUG:Receiving new connection 09:20:DEBUG:Retrieving IP history for '91.x.163.209'. 09:20:DEBUG:Incoming connection from '91.x.163.209' [blocked=0, ttl=300, pings=378, connecting=0, connected=0] 09:20:DEBUG:Closing incoming connection [max ip=8, clients max ip=16). 09:20:ERROR:Connection from 91.x.163.209 rejected.
(0000921)
MrSugarCube   
15-02-11 11:00   
What are MAXPINGS and NETTTL set to? Is that IP making a connection every minute without leaving some time between attempts?
(0000925)
Robert   
15-02-11 14:19   
(edited on: 15-02-11 18:37)
Sorry i was given wrong information, the log i wrote for a site (www.uoplayer.com) which is recording online player stats. As you said it is making a connection every minute with leaving 60 seconds time between attemps, if i downgrade to 15.01.2011 release there is no problem with this. Real problem, 03:02:DEBUG:Receiving new connection 03:02:DEBUG:Retrieving IP history for '88.x.168.112'. 03:02:DEBUG:Incoming connection from '88.x.168.112' [blocked=0, ttl=297, pings=1, connecting=0, connected=1] 03:02:DEBUG:23:Allocated slot for client (456). 03:02:DEBUG:23:Clearing client state. 03:02:DEBUG:23:Initialising client 03:02:DEBUG:23:Opening network state 03:02:DEBUG:23:Determining async mode 03:02:DEBUG:23:State initialised, registering client instance. 03:02:DEBUG:23:Client successfully initialised. 03:02:DEBUG:23:Receiving old client login handshake. 03:02:DEBUG:23:Client connected with a seed of 0x7f000001 (new handshake=0, seed length=4, received=4, version=0x0). 03:02:DEBUG:20:Client being closed by read-thread 03:02:DEBUG:20:Client being closed by read-thread 03:02:DEBUG:20:Client being closed by write-thread 03:02:DEBUG:20:Client is being cleared since marked to close. 03:02:DEBUG:20:Clearing client state. 03:12:ERROR:Connection from 88.252.168.112 rejected.
(0000926)
Robert   
15-02-11 15:26   
I have just sent you the log file url from sphere's main site
(0000931)
Robert   
16-02-11 19:54   
i have been running last build for 4 hours, no one has reported this problem yet.
(0000932)
Robert   
17-02-11 00:13   
even if i set NetTTL 120 it blocks the sites which recording online players of shards (for example uoplayer.com, this site makes connection in every minute)
(0000933)
MrSugarCube   
17-02-11 02:07   
So with the latest build, is it just the IPs that connect every minute for stats that have this problem? I've tweaked the behaviour slightly so that they shouldn't be affected in tomorrow's build. In the meantime you could try reducing NetTTL even further (around 30) or raising MaxPings to a stupidly high value (like 1000000000), although this will effectively disable (or severely reduce) the protection they offer.
(0000943)
MrSugarCube   
21-02-11 01:29   
Is this problem still present in the latest builds?
(0000946)
Robert   
24-02-11 11:41   
(edited on: 24-02-11 12:22)
Verifying account issue no longer exists but we are still having trouble with maxpings (i have just set netTTL=30, i will report it again later)
(0000951)
Robert   
27-02-11 00:38   
can be marked as resolved





View Issue Details
1922 [SphereServer] executable - windows build text random 27-02-11 20:05 13-03-11 15:56
DarkZeal  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
DiagonalWalkCheck
FileCommands
Crit errors x3
21:06:b3:Client connected [Total:19] ('10.105.188.61' 1/1) 21:06:b3:Login 'incore' 21:06:DEBUG:__ thread (5084) __ | # | _____ function _____________ | ticks passed from previous function start ______ 21:06:DEBUG:>> 5084 | 0 | NetworkIn::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 21:06:DEBUG:>> 5084 | 1 | PacketResynchronize::onReceive | +0 21:06:DEBUG:>> 5084 | 2 | CClient::addReSync | +0 21:06:DEBUG:>> 5084 | 3 | CClient::addMap | +0 21:06:CRITICAL:"Access Violation" (0x75871), in SUB: NetworkIn::Network::ProcessMessage() 21:06:DEBUG:b3:Parsing Packet len=65 id=0x22 [2011/02/27 21:06:33] 0 1 2 3 4 5 6 7 8 9 A B C D E F -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- 0000 22 62 d9 50 47 ae 0a eb 0d d2 6c a0 1e cb 16 fd "b.PG.....l..... 0010 e7 f6 95 db 52 1c 87 6b 70 ff 6e d2 79 42 4a 34 ....R..kp.n.yBJ4 0020 86 ef 4f 27 40 50 7c b0 e9 e8 7d 7d 43 e7 c2 1a ..O'@P|...}}C... 0030 5f 29 09 0d 55 d7 0f e1 6a 60 b3 52 0b 59 36 28 _)..U...j`.R.Y6( 0040 cd . 21:06:b4:Client connected [Total:20] ('46.73.42.194' 1/1) 19:27:8e:'kapi' commands 'bs'=1 19:27:27:Client connected [Total:29] ('10.105.188.61' 1/1) 19:27:27:Login 'incore' 19:27:DEBUG:__ thread (5084) __ | # | _____ function _____________ | ticks passed from previous function start ______ 19:27:DEBUG:>> 5084 | 0 | NetworkIn::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 19:27:DEBUG:>> 5084 | 1 | PacketResynchronize::onReceive | +0 19:27:DEBUG:>> 5084 | 2 | CClient::addReSync | +0 19:27:DEBUG:>> 5084 | 3 | CClient::addMap | +0 19:27:CRITICAL:"Access Violation" (0x75871), in SUB: NetworkIn::Network::ProcessMessage() 19:27:DEBUG:27:Parsing Packet len=65 id=0x22 [2011/02/27 19:27:44] 0 1 2 3 4 5 6 7 8 9 A B C D E F -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- 0000 22 62 d9 50 47 ae 0a eb 0d d2 6c a0 1e cb 16 fd "b.PG.....l..... 0010 e7 f6 95 db 52 1c 87 6b 70 ff 6e d2 79 42 4a 34 ....R..kp.n.yBJ4 0020 86 ef 4f 27 40 50 7c b0 e9 e8 7d 7d 43 e7 c2 1a ..O'@P|...}}C... 0030 5f 29 09 0d 55 d7 0f e1 6a 60 b3 52 0b 59 36 28 _)..U...j`.R.Y6( 0040 cd . 19:27:27:Client disconnected [Total:28] ('10.105.188.61') 19:27:25:Client disconnected [Total:27] ('217.146.242.139') 19:18:13:Client connected [Total:28] ('10.105.188.61' 1/1) 19:18:13:Login 'incore' 19:18:DEBUG:__ thread (5084) __ | # | _____ function _____________ | ticks passed from previous function start ______ 19:18:DEBUG:>> 5084 | 0 | NetworkIn::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 19:18:DEBUG:>> 5084 | 1 | PacketResynchronize::onReceive | +0 19:18:DEBUG:>> 5084 | 2 | CClient::addReSync | +0 19:18:DEBUG:>> 5084 | 3 | CClient::addMap | +0 19:18:CRITICAL:"Access Violation" (0x75871), in SUB: NetworkIn::Network::ProcessMessage() 19:18:DEBUG:13:Parsing Packet len=65 id=0x22 [2011/02/27 19:18:21] 0 1 2 3 4 5 6 7 8 9 A B C D E F -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- 0000 22 62 d9 50 47 ae 0a eb 0d d2 6c a0 1e cb 16 fd "b.PG.....l..... 0010 e7 f6 95 db 52 1c 87 6b 70 ff 6e d2 79 42 4a 34 ....R..kp.n.yBJ4 0020 86 ef 4f 27 40 50 7c b0 e9 e8 7d 7d 43 e7 c2 1a ..O'@P|...}}C... 0030 5f 29 09 0d 55 d7 0f e1 6a 60 b3 52 0b 59 36 28 _)..U...j`.R.Y6( 0040 cd . 19:18:14:Client connected [Total:29] ('81.94.17.217' 1/1) 15:58:WARNING:79:Unknown game packet (0x1e) received. 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online! 15:58:ERROR:79:Setup_CreateDialog acct='sauron' already online!
Notes
(0000952)
Mirravin   
27-02-11 20:37   
(edited on: 27-02-11 20:44)
The last as reason of exception is resolved in build 1413: MrSugarCube r1413 10.02.11 - Fixed possible underflow in CClient::Login_Relay if the client selects index '0'. http://tracker.sphere.torfo.org/bugs/view.php?id=1897





View Issue Details
1925 [SphereServer] executable - windows build minor always 08-03-11 13:06 13-03-11 05:12
Shaklaban win32  
MrSugarCube windows 7  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1420
#1420
skillbest don't work correctly. returning new skills (imbuing, throwing).
example script: [dialog sb_test] 100,100 resizepic 0 0 5054 200 350 gumppictiled 10 10 180 330 2624 checkertrans 10 10 180 330 local.x = 20 local.y = 20 for 1 10 if <src.<skillbest.<local._for>>> > 0 dtext <local.x> <local.y> 1152 <src.skillbest.<local._for>> local.y += 20 endif endfor
Notes
(0000959)
MrSugarCube   
13-03-11 05:12   
Fixed, but that "For 1 10" should also be "For 0 9". :)





View Issue Details
1821 [SphereServer] executable - linux build minor have not tried 18-09-10 23:37 22-02-11 02:20
Mirravin  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1333
FATAL:Segmentation fault
08:21:FATAL:Segmentation fault 08:21:FATAL:Error Pri=1, Code=11, Desc='Segmentation fault', in SUB: NetworkIn::Network::ProcessMessage() #0 "" 08:21:DEBUG:f4:Parsing Packet len=22 id=0xad [2010/09/17 08:21:33] 0 1 2 3 4 5 6 7 8 9 A B C D E F -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- 0000 ad 00 16 00 02 b2 00 03 52 55 53 00 00 42 00 61 ........RUS..B.a 0010 00 6e 00 6b 00 00 .n.k.. Sphere NOT crashed. Harm not detected. Experimental=01|08|010000|0800000 OptionFlags=08|0200|080|02000
Notes
(0000670)
Mirravin   
23-09-10 01:39   
(edited on: 23-09-10 01:40)
21:45:FATAL:Segmentation fault 21:45:FATAL:Error Pri=1, Code=11, Desc='Segmentation fault', in SUB: NetworkIn::Network::ProcessMessage() #0 "" 21:45:DEBUG:4e:Parsing Packet len=22 id=0xad [2010/09/22 21:45:04] 0 1 2 3 4 5 6 7 8 9 A B C D E F -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- 0000 ad 00 16 00 00 b9 00 03 52 55 53 00 00 62 00 61 ........RUS..b.a 0010 00 6e 00 6b 00 00 .n.k.. ... 21:45:FATAL:Segmentation fault 21:45:FATAL:Error Pri=1, Code=11, Desc='Segmentation fault', in SUB: NetworkIn::Network::ProcessMessage() #0 "" 21:45:DEBUG:4e:Parsing Packet len=22 id=0xad [2010/09/22 21:45:56] 0 1 2 3 4 5 6 7 8 9 A B C D E F -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- 0000 ad 00 16 00 00 b9 00 03 52 55 53 00 00 62 00 61 ........RUS..b.a 0010 00 6e 00 6b 00 00 .n.k..
(0000699)
Mirravin   
12-10-10 00:36   
(edited on: 12-10-10 00:37)
Build #1340: 09:14:FATAL:Segmentation fault 09:14:FATAL:Error Pri=1, Code=11, Desc='Segmentation fault', in SUB: NetworkIn::Network::ProcessMessage() #0 "" 09:14:DEBUG:54:Parsing Packet len=35 id=0xad [2010/10/10 09:14:19] 0 1 2 3 4 5 6 7 8 9 A B C D E F -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- 0000 ad 00 23 c0 00 34 00 03 52 55 53 00 00 30 02 00 ..#..4..RUS..0.. 0010 71 71 42 61 6e 6b 20 42 75 79 20 47 75 61 72 64 qqBank Buy Guard 0020 73 00 00 s.. 23:16:FATAL:Segmentation fault 23:16:FATAL:Error Pri=1, Code=11, Desc='Segmentation fault', in SUB: NetworkIn::Network::ProcessMessage() #0 "" 23:16:DEBUG:e3:Parsing Packet len=22 id=0xad [2010/10/10 23:16:24] 0 1 2 3 4 5 6 7 8 9 A B C D E F -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- 0000 ad 00 16 00 02 b2 00 03 52 55 53 00 00 62 00 61 ........RUS..b.a 0010 00 6e 00 6b 00 00 .n.k..
(0000711)
Mirravin   
20-10-10 17:06   
17:00:FATAL:Segmentation fault 17:00:FATAL:Error Pri=1, Code=11, Desc='Segmentation fault', in SUB: NetworkIn::Network::ProcessMessage() #0 "" 17:00:DEBUG:77:Parsing Packet len=17 id=0x03 [2010/10/19 17:00:10] 0 1 2 3 4 5 6 7 8 9 A B C D E F -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- 0000 03 00 11 00 02 b2 00 03 62 61 6e 6b 20 62 75 79 ........bank buy 0010 00
(0000712)
MrSugarCube   
21-10-10 01:20   
Does this happen every time 'bank' is said? Do you have any speech scripts handling this?
(0000715)
Mirravin   
21-10-10 17:34   
1) No, here is the all errors, which I had last time. 2) Only some like: ON=* ON=*bank* . Players speech or packets is not logged anythere.
(0000752)
Mirravin   
08-11-10 02:06   
06.11.2010, internal build #1367: 22:48:FATAL:Segmentation fault 22:48:FATAL:Error Pri=1, Code=11, Desc='Segmentation fault', in SUB: NetworkIn::Network::ProcessMessage() #0 "" 22:48:DEBUG:29:Parsing Packet len=13 id=0x03 [2010/11/06 22:48:18] 0 1 2 3 4 5 6 7 8 9 A B C D E F -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- 0000 03 00 0d 00 00 35 00 03 62 61 6e 6b 00 .....5..bank. 23:10:FATAL:Segmentation fault 23:10:FATAL:Error Pri=1, Code=11, Desc='Segmentation fault', in SUB: NetworkIn::Network::ProcessMessage() #0 "" 23:10:DEBUG:61:Parsing Packet len=17 id=0x03 [2010/11/06 23:10:11] 0 1 2 3 4 5 6 7 8 9 A B C D E F -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- 0000 03 00 11 00 02 b2 00 03 62 61 6e 6b 20 62 75 79 ........bank buy 0010 00
(0000897)
Mirravin   
06-02-11 05:35   
03.02.2011, #1411: 23:44:(data2.scp,3)Bank Log Scarface(acc1): * Bank * Buy * 23:44:(data2.scp,6)BL FORCHARS 4/12: NAME=Banker, BASEID=c_bank_nujelm, UID=04256d, P=3825,1292. 23:44:df:'Scarface' Says '* Bank * Buy *' mode=0 23:44:FATAL:Segmentation fault 23:44:FATAL:Error Pri=1, Code=11, Desc='Segmentation fault', in SUB: NetworkIn::Network::ProcessMessage() 23:44:DEBUG:df:Parsing Packet len=23 id=0x03 [2011/02/03 23:44:51] 0 1 2 3 4 5 6 7 8 9 A B C D E F -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- 0000 03 00 17 00 02 b2 00 03 2a 20 42 61 6e 6b 20 2a ........* Bank * 0010 20 42 75 79 20 2a 00 Buy *.
(0000914)
trinax   
14-02-11 10:54   
I also experienced it. 01:06:FATAL:Segmentation fault 01:06:FATAL:Error Pri=1, Code=11, Desc='Segmentation fault', in SUB: NetworkIn::Network::ProcessMessage() 01:06:DEBUG:e6:Parsing Packet len=10 id=0x34 [2011/02/14 01:06:19] 0 1 2 3 4 5 6 7 8 9 A B C D E F -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- 0000 34 ed ed ed ed 04 00 06 fd a3 4.........
(0000924)
Mirravin   
15-02-11 13:13   
(edited on: 15-02-11 13:14)
15.02.2011, #1419: 11:22:(data1.scp,3)Bank Log Lacoste(acc2): bank 11:22:(data1.scp,6)BL FORCHARS 8/12: NAME=Banker, BASEID=c_bank_nujelm, UID=04256d, P=3825,1292. 11:22:93:'Lacoste' Says UNICODE 'RUS' 'bank' mode=0 11:22:FATAL:Segmentation fault 11:22:FATAL:Error Pri=1, Code=11, Desc='Segmentation fault', in SUB: NetworkIn::Network::ProcessMessage() 11:22:DEBUG:93:Parsing Packet len=22 id=0xad [2011/02/15 11:22:05] 0 1 2 3 4 5 6 7 8 9 A B C D E F -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- 0000 ad 00 16 00 02 b2 00 03 52 55 53 00 00 62 00 61 ........RUS..b.a 0010 00 6e 00 6b 00 00 .n.k..
(0000944)
Mirravin   
21-02-11 19:28   
21.02.2011, #1426 with new DEBUGs: 08:47:(data2.scp,69)Bank Log Scarface(acc1): * Bank * Buy * 08:47:(data2.scp,72)BL FORCHARS 3/12: NAME=Banker, BASEID=c_bank_nujelm, UID=04256d, P=3825,1292. 08:47:1c:'Scarface' Says '* Bank * Buy *' mode=0 08:47:FATAL:Segmentation fault 08:47:DEBUG:__ thread (3043502992) __ | # | _____ function _____________ | ticks passed from previous function start ______ 08:47:DEBUG:>> 3043502992 | 0 | NetworkIn::tick | +0 <-- exception catch point (below is guessed and could be incorrect!) 08:47:DEBUG:>> 3043502992 | 1 | PacketSpeakReq::onReceive | +0 08:47:DEBUG:>> 3043502992 | 2 | CClient::Event_Talk | +0 08:47:DEBUG:>> 3043502992 | 3 | CClient::Event_Talk_Common | +2 08:47:DEBUG:>> 3043502992 | 4 | CChar::NPC_OnHear | +0 08:47:DEBUG:>> 3043502992 | 5 | CVarDefMap::GetKeyStr | +1 08:47:DEBUG:>> 3043502992 | 6 | CVarDefMap::GetKey | +0 08:47:FATAL:Error Pri=1, Code=11, Desc='Segmentation fault', in SUB: NetworkIn::Network::ProcessMessage() 08:47:DEBUG:1c:Parsing Packet len=23 id=0x03 [2011/02/21 08:47:05] 0 1 2 3 4 5 6 7 8 9 A B C D E F -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- 0000 03 00 17 00 02 b2 00 03 2a 20 42 61 6e 6b 20 2a ........* Bank * 0010 20 42 75 79 20 2a 00 Buy *.
(0000945)
MrSugarCube   
22-02-11 02:19   
(edited on: 22-02-11 02:20)
I think I've found & fixed the cause of this (in build #1428+). If not, then it could be useful to add and to that bank log line.





View Issue Details
1917 [SphereServer] new feature request feature N/A 19-02-11 22:16 19-02-11 22:16
Mirravin  
 
normal  
new  
open  
none    
none  
   
Not Available
None
None
TAG.OVERRIDE.VALUE
For items. Is needed to make items with the same BASEID and different VALUE or for changing item value, when an item is damaged(durability).
There are no notes attached to this issue.





View Issue Details
1912 [SphereServer] executable - linux build minor always 12-02-11 00:37 13-02-11 02:57
trinax Linux  
MrSugarCube Debian  
normal 5.0  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
New_Triggers, WalkCheck, AllowTelnetPacketFilter, UseNetworkMulti, NetworkOutThread
FileCommands, NoHouseMuteSpeech
1412
.go packet priorities looks wrong
when you make someone .go somewhere (i.e. clicking a button in a menu) First you see your smoke and then go to where script takes you. There wasn't something like this before. I guess it could be about new networking or I don't know if it was inteded. It isn't really a problem, just be informed tough.
Notes
(0000912)
MrSugarCube   
13-02-11 02:57   
(edited on: 13-02-11 02:58)
With UsePacketPriority and/or MaxQueueSize there's a small chance that this kind of thing could still happen, but I don't think it's anything to worry about. :)





View Issue Details
1909 [SphereServer] executable - windows build minor always 10-02-11 16:59 11-02-11 03:05
trinax  
MrSugarCube  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1411
Critical ERRORS on "d ui"
And also cuts the output on line 27683 " [ITEMDEF 0523b] // armored man DEFNAME= " Flags appears on screenshot.
Capture.PNG (78,421) 10-02-11 16:59
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=57&type=bug
Notes
(0000900)
trinax   
10-02-11 17:14   
Also noticed it leaves the file open. Can not remove the file before closing spheresvr.exe





View Issue Details
1901 [SphereServer] executable - generic text always 28-01-11 18:00 29-01-11 15:32
Terrikate  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1402
Sysmessages confused when you use bandages
When you using (dclick) dirty bandages (t_bandage_blood) skips the message itemuse_weapon_promt instead of itemuse_bandage_promt
Notes
(0000872)
Terrikate   
28-01-11 18:01   
I forgot to choose priority. Obviously no priority.
(0000882)
MrSugarCube   
29-01-11 15:32   
I think it makes more sense (to me at least) for t_bandage_blood to be using target_promt instead, since bloody bandages aren't really the same as clean bandages. There were some other item types using itemuse_weapon_promt too, all of which now use target_promt as well.





View Issue Details
1868 [SphereServer] executable - windows build major always 17-12-10 13:26 23-01-11 03:35
Incanus Windows  
MrSugarCube Windows  
normal Server 2003  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
UsePingServer, UseNetworkMulti
Command_Sysmsgs, FileCommands, NoHouseMuteSpeech, Buffs, NoPrefix
1377
Sphere has a major memory leak
Sphere has a major memory leak. When we start up our server it uses approximately 460 MB. This increases over time, dependent on user activity. We use a script that reboots the server when sphere reaches a memory usage of 730 MB. This happens two times on a normal day. Though on major events, when 30+ players are battling in the same crowded area the memory usage explodes and we lose 200-300 MB an hour. So my guess is the memory leak is related to the networking code. When I can help to track down the cause of the memory leak let me know.
Items: 850.000 Chars: 26.000 UseAsyncNetwork=1 UsePacketPriority=1 EF_NetworkOutThread enabled User load: http://www.skariatain.net/statusbild/24stunden.php [^]
mem_leak.png (35,523) 04-01-11 02:29
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=49&type=bug
Notes
(0000813)
Incanus   
04-01-11 02:25   
Script to reproduce the leak on an empty world, tested with 1385 and UseExtraBuffer=1 [FUNCTION f_test_leak] GO 100,100 FOR X -20 20 FOR Y -20 20 SERV.NEWITEM i_floor_marble NEW.P + >, + > ENDFOR ENDFOR f_test_leak_timer f_test_leak_timer f_test_leak_timer f_test_leak_timer [FUNCTION f_test_leak_timer] IF !(&statf_war) UPDATE TIMERF 0, f_test_leak_timer ENDIF
(0000832)
Incanus   
12-01-11 02:54   
This issue is related to the TooltipCache. Enabling the TooltipCache fixes the bug.
(0000852)
MrSugarCube   
22-01-11 02:18   
Managed to reproduce and fix this (with Torfo's help). I believe it normally should only occur if you have TooltipCache=0 and a script is returning 1 under @ClientToolTip/@ItemClientToolTip.
(0000860)
Incanus   
23-01-11 02:18   
This bug still exists in #1401 I reproduced on a freshly installed sphere server only with sphere standard scripts TooltipCache=0 FeatureAOS=0f
(0000861)
MrSugarCube   
23-01-11 03:35   
True, the leak isn't related to @ClientTooltip triggers at all, just TooltipCache. :) Please check again in the next automated build (1402+).





View Issue Details
1894 [SphereServer] executable - generic minor always 20-01-11 12:24 21-01-11 03:36
jeem  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1395
Explode function always puts comma at the beginning
[function test] sysmessage @,,1 <explode <strarg <args>>,<streat <args>>> .test e aeaeaaa returns ,a,a,aaa .test e eeaaaae returns ,,,aaaa, .test 1 4516 returns ,45,6
There are no notes attached to this issue.





View Issue Details
1770 [SphereServer] executable - linux build minor random 02-07-10 16:47 14-01-11 14:14
Mirravin  
MrSugarCube  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c 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 <-----
(0000762)
Mirravin   
17-11-10 14:52   
12.11, internal build #1367: 01:12:CRITICAL:(data7.scp,25)Assert pri=2:'dir
(0000763)
xantier   
17-11-10 21:16   
I was using run= thing as same as you have used, to make a NPC run as fast as a horse riding player and it didn't give any errors.. It must be about new releases
(0000767)
MrSugarCube   
26-11-10 23:32   
Does this still happen on the latest automated build (internal build #1370+)? The error message might look different.
(0000770)
Mirravin   
01-12-10 21:28   
(edited on: 01-12-10 21:35)
30.11.2010, #1370: 12:35:CRITICAL:Assert pri=2:'Dir > DIR_INVALID && Dir < DIR_QTY' file 'CCharNPCAct.cpp', line 925, in CChar::NPC_WalkToPoint() #.3 "Finishing Move Action a" 01.12.2010: 22:02:(data3.scp,2231)RUN DIR=4, NAME=Insurgent Knight(01d023), SRC.NAME=Myst(05c347), P=2049,869, SRC.P=2045,877. 22:02:(data3.scp,2233)RUN ALLOW 22:02:CRITICAL:Assert pri=2:'Dir > DIR_INVALID && Dir < DIR_QTY' file 'CCharNPCAct.cpp', line 925, in CChar::NPC_WalkToPoint() #.3 "Finishing Move Action a" Code: ON=@NPCACTFOLLOW SERV.LOG RUN DIR=, NAME=(), SRC.NAME=(), P=

, SRC.P=. IF (> > 1) && (>) SERV.LOG RUN ALLOW RUN

ENDIF P.s. How I see in logs, only < 50% of these errors is connected/caused by this code. So, may be the error is caused by common NPC move. P.s.s. #. = # Code is also a little abused by bugtracker. :)
(0000772)
MrSugarCube   
03-12-10 01:49   
I still can't reproduce this, but the problem is likely to be caused by the NPC_AI_PATH and/or NPC_AI_MOVEOBSTACLES flags (NPCAI in sphere.ini). Are you using either of these? I've made a minor tweak which may or may not address the problem in the next automated build (internal build #1373+), if you could please check it to let me know. The error message might look slightly different again.
(0000774)
Mirravin   
05-12-10 01:33   
Yes, I'm using this flags both. NPCAI=01|02|04|040|0100|0200 Information about new build will be after the next server restart.
(0000780)
Mirravin   
12-12-10 21:40   
(edited on: 12-12-10 21:41)
On build #1374 I haven't got this error yet, but I don't know a way of reprodusing it, so I need 2-4 weeks to know, it is fixed or not.
(0000836)
Mirravin   
14-01-11 14:04   
I think, the problem is resolved. Thanks.





View Issue Details
1888 [SphereServer] executable - windows build major have not tried 10-01-11 01:42 12-01-11 03:03
Incanus Windows  
MrSugarCube Windows  
normal Server 2003  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
Script_Profiler, UsePingServer, UseNetworkMulti
Command_Sysmsgs, FileCommands, NoHouseMuteSpeech, Buffs, NoPrefix
1393
Critical error in Sphere::Tick() 0000002 "world"
Updated server from version #1385 to #1393 After 10 minutes uptime the server throws exceptions
01:11:Startup complete. items=847849, chars=25310 01:11:Press '?' for console commands 01:20:DEBUG:__ thread (13020) __ | # | _____ function _____________ | ticks passed from previous function start ______ 01:20:DEBUG:>> 13020 | 0 | CWorld::OnTick | +0 01:20:DEBUG:>> 13020 | 1 | CSector::OnTick | +47 01:20:DEBUG:>> 13020 | 2 | CSectorBase::GetIndex | +0 01:20:CRITICAL:Error Pri=2, Code=0xc0000005, Desc='Exception', in Sphere::Tick() 0000002 "world" 01:20:DEBUG:__ thread (13020) __ | # | _____ function _____________ | ticks passed from previous function start ______ 01:20:DEBUG:>> 13020 | 0 | CWorld::OnTick | +0 01:20:DEBUG:>> 13020 | 1 | CSector::OnTick | +47 01:20:DEBUG:>> 13020 | 2 | CSectorBase::GetIndex | +0 01:20:CRITICAL:Error Pri=2, Code=0xc0000005, Desc='Exception', in Sphere::Tick() 0000002 "world" 01:20:DEBUG:__ thread (13020) __ | # | _____ function _____________ | ticks passed from previous function start ______ 01:20:DEBUG:>> 13020 | 0 | CWorld::OnTick | +0 01:20:DEBUG:>> 13020 | 1 | CSector::OnTick | +31 01:20:DEBUG:>> 13020 | 2 | CSectorBase::GetIndex | +0 01:20:DEBUG:__ thread (13020) __ | # | _____ function _____________ | ticks passed from previous function start ______ 01:20:DEBUG:>> 13020 | 0 | CWorld::OnTick | +0 01:20:DEBUG:>> 13020 | 1 | CSector::OnTick | +31 01:20:DEBUG:>> 13020 | 2 | CSectorBase::GetIndex | +0 01:20:DEBUG:__ thread (13020) __ | # | _____ function _____________ | ticks passed from previous function start ______ 01:20:DEBUG:>> 13020 | 0 | CWorld::OnTick | +0 01:20:DEBUG:>> 13020 | 1 | CSector::OnTick | +31 01:20:DEBUG:>> 13020 | 2 | CSectorBase::GetIndex | +0 01:20:DEBUG:__ thread (13020) __ | # | _____ function _____________ | ticks passed from previous function start ______ 01:20:DEBUG:>> 13020 | 0 | CWorld::OnTick | +0 01:20:DEBUG:>> 13020 | 1 | CSector::OnTick | +32 01:20:DEBUG:>> 13020 | 2 | CSectorBase::GetIndex | +0 01:20:CRITICAL:Error Pri=2, Code=0xc0000005, Desc='Exception', in Sphere::Tick() 0000002 "world"
Notes
(0000828)
MrSugarCube   
10-01-11 02:28   
Does setting AutoTooltipResend to 0 fix it?
(0000830)
Incanus   
10-01-11 04:30   
Yes
(0000831)
Incanus   
12-01-11 02:36   
Seems to be fixed with #1395 Could not reproduce it on my test server and the live server ran fine for an hour.
(0000833)
MrSugarCube   
12-01-11 03:03   
You beat me to it, was about to ask you to check. :)





View Issue Details
1872 [SphereServer] executable - generic tweak N/A 22-12-10 21:44 10-01-11 02:49
WildGenie  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
22-07-2006, MrSugarCube Speed Mode Problem
0 - Normal speed. 1 - Always mounted speed. 2 - Always walk (no run) speed. 1|2 - Always Mounted and Walked Speed. 4 - No Move 8 - unk mode? (possible sa hovering act) false checked in sphere speedmode==1 speedmode >= 3 corrected check speedmode&1 speedmode&2
There are no notes attached to this issue.





View Issue Details
1814 [SphereServer] executable - generic minor always 14-09-10 16:36 09-01-11 23:44
Incanus  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
Command_Sysmsgs, FileCommands, NoHouseMuteSpeech
1332
Wrong Amount display with activated TooltipCache
When TooltipCache is activated the amount of items doesn't get updated when stacking them
Add two piles of gold with amount 5000 Drop one stack onto the other The amount doesn't update to 10000 The problem is fixed when TooltipCache is set to 0
Version: r1332 Tooltipmode=0 TooltipCache=30
Notes
(0000738)
Terrikate   
31-10-10 16:22   
Confirmed. Here, with TooltipCache set to 0 the problem persist.
(0000818)
Incanus   
09-01-11 00:28   
Build build #1387, AutoTooltipResend=07f, TooltipCache=30, TooltipMode=0 When stacking gold piles the tooltip still doesn't get updated





View Issue Details
1886 [SphereServer] executable - windows build crash always 09-01-11 04:46 09-01-11 23:44
Incanus Windows  
MrSugarCube Windows  
normal Server 2003  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
Script_Profiler, UsePingServer, UseNetworkMulti
Command_Sysmsgs, FileCommands, NoHouseMuteSpeech, Buffs
1387
AutoTooltipResend&04 crashes server when a player dies
The server crashes when a player dies and the "container weight changes" flag is set.
crash.png (52,022) 09-01-11 04:46
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=50&type=bug
Notes
(0000819)
ShiryuX   
09-01-11 06:20   
(edited on: 09-01-11 06:20)
TooltipMode=1 TooltipCache=30 AutoTooltipResend=07f Logged in 2 accounts, killed each other, killed a few npcs, some monsters. Nothing happened. Please, post your Tooltip settings also.
(0000822)
Incanus   
09-01-11 14:50   
I found out the victim has to wear a newbied item (attr_newbie) TooltipMode=0 TooltipCache=0





View Issue Details
1881 [SphereServer] new feature request minor have not tried 01-01-11 21:39 09-01-11 23:31
jeem  
ShiryuX  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Not Available
None
None
Enhanced Custom Triggers
Using custom triggers, on occasion I need both ARGN values and ARGO. I've been doing my work with VARs and TAGs but it'd be nice to be able to use multiple arg values. Usage could be like this: trigger @customtrigger,tat_as_argn|tat_as_argo,ARGO,ARGN1,ARGN2,ARGN3 trigger @customtrigger,tat_as_argn|tat_as_argo|tat_as_args,ARGO,ARGN1,ARGN2,ARGN3,ARGS trigger @customtrigger,tat_as_argn|tat_as_args,ARGN1,ARGN2,ARGN3,ARGS trigger @customtrigger,tat_as_argo|tat_as_args,ARGO,ARGS trigger @customtrigger,tat_as_argns,ARGN1,ARGN2,ARGN3
Notes
(0000820)
ShiryuX   
09-01-11 06:26   
I like the idea, since it's pretty useful, though, seems a little hard to implement, since we will need a special order for the arguments and I don't think everyone is gonna respect them. Also, I don't want to break backwards comp.
(0000821)
jeem   
09-01-11 07:19   
We could have new trigger types for backward compability. Flags could start from 04 and we could keep the 3 types we already have. Or, we could have a 4th type which will be called as tat_ar_allargs or something. Then the trigger will take all available arguments defined. Like this: trigger @customtrigger,tat_as_allargs,ARGO,ARGN1,ARGN2,ARGN3,ARGS If we don't need any one of the arguments, we could just live it empty or 0. trigger @customtrigger,tat_as_allargs,0,25,4,0,empty This way, all arguments will be defined in only one order.
(0000823)
ShiryuX   
09-01-11 18:39   
I like it, makes sense, ARGO, ARGNs, and if there are more arguments, ARGS. TAT_AS_AUTO, TAT_AS_ALL or something :P
(0000824)
ShiryuX   
09-01-11 23:31   
- Added #1881: TAT_AS_FULL trigger type to TRIGGER function to set ARGO, ARGN and ARGS. Example: TRIGGER @MyTest,,01,100,200,300,here,start,my,args will call @MyTest with ARGO.UID=01, ARGN1=100, ARGN2=200, ARGN3=300 and ARGS=here,start,my,args (this supports ARGV[].)





View Issue Details
1845 [SphereServer] executable - generic minor always 27-10-10 18:01 08-01-11 22:42
Incanus  
MrSugarCube  
low  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
UsePingServer
Command_Sysmsgs, FileCommands, NoHouseMuteSpeech, Buffs, NoPrefix
1361
Tooltips aren't updated when equipment gets damaged
When you fight and your armor gets damaged the tooltip doesn't get updated.
TooltipMode=0 TooltipCache=0
There are no notes attached to this issue.





View Issue Details
1858 [SphereServer] executable - linux build major sometimes 21-11-10 22:04 08-01-11 02:28
Mirravin  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1369
Client 6.0.14.3 disconnects
UseAsyncNetwork=1/2. Different(also default) other network settings(also UsePacketPriority=0/1). 95% --> 100% disconnects on login with 100-200 items on backpack. UseAsyncNetwork=0 Different(also default) other network settings(also UsePacketPriority=0/1). Random crashes on login(or sometimes not on login for exapmple when loading container or vendor buy-list with many items), usually on loading many objects(items/characters). This occurs with client 6.0.14.3, but with client 2.0.3 this NOT occurs. It may be connected with Linux build(especially problem with UseAsyncNetwork). In closed tests with Windows build problems were NOT found. Usually, in case of disconnect Tx Error 11 occurs in server console. With this problems I can't solve disconnect problem complitely. My network settings now: /////////////////////////////////////////////////////////////// //////// Network Behaviour /////////////////////////////////////////////////////////////// // WARNING: These are advanced settings that should not normally be changed // from the recommended default values! // Disconnect inactive socket in x min DeadSocketTime=5 // Maximum number of packets to send per tick MaxPacketsPerTick=25 // Number of connections a client can make before being blocked MaxPings=35 // Maximum number of packets before lowering packet priorities (0 for no limit) MaxQueueSize=50 // Maximum number of bytes to send per tick (also governs maximum size of outgoing packets) MaxSizePerTick=36000 // Time to remember previous connection history (seconds) NetTTL=300 // 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=0 // Prioritise outgoing packets (provides a smoother experience in crowded areas) UsePacketPriority=0 // Tooltip modes // 0 = Always send full tooltip // 1 = Wait for client to request full tooltip TooltipMode=0 // Time to cache tooltip data for (seconds) TooltipCache=0 EF_NetworkOutThread ON
Notes
(0000769)
Mirravin   
29-11-10 16:34   
(edited on: 29-11-10 16:36)
Also tested the information in the issue 0001773. // Build: #1370 Unfortunately commenting line MaxItemComplexity is not helped me. (Disconnects on loading an average amount of objects with client 6.0.14.3 and UseAsyncNetwork=2.) But. After disabling EF_Networkoutthread situation is changed. Disconnects dissappeared, but client 6.0.14.3 have HORRIBLE lags on loading a few NPCs with ideal internet connection(ping=1)... Is possible, that AsyncNetwork have some Linux specific problems... :( Other issues: http://tracker.sphere.torfo.org/bugs/view.php?id=1611 http://tracker.sphere.torfo.org/bugs/view.php?id=1773
(0000771)
Mirravin   
02-12-10 06:43   
(edited on: 02-12-10 21:16)
With UseAsyncNetwork=0 server works relatively normally, but I can't solve the problem of 6.0.14.3 client disconnects complitely. I tried: UsePacketPriority=0/1 EF_Networkoutthread ON/OFF Different other network settings: MaxQueueSize, MaxPacketsPerTick, MaxSizePerTick Client 2.0.3 doesn't have this problems.
(0000776)
Mirravin   
06-12-10 04:38   
(edited on: 06-12-10 04:55)
Now, on build #1374 I get CRITICAL error with DEBUG, when client disconnects on login. (UseAsyncNetwork=2 ; EF_Networkoutthread ON; Client 6.0.14.3) Full network logs from server start: 05:18:DEBUG:Receiving new connection 05:18:DEBUG:Retrieving IP history for 'IP1'. 05:18:DEBUG:Incoming connection from 'IP1' [blocked=0, ttl=300, pings=0, connecting=0, connected=0] 05:18:DEBUG:0:Allocated slot for client (13). 05:18:DEBUG:0:Clearing client state. 05:18:DEBUG:0:Initialising client 05:18:0:Client connected [Total:1] ('IP1' 1/1) 05:18:DEBUG:0:Registering async client 05:18:DEBUG:0:Opening network state 05:18:DEBUG:0:Determining async mode 05:18:DEBUG:0:State initialised, registering client instance. 05:18:DEBUG:0:Client successfully initialised. 05:18:DEBUG:0:Receiving new client login handshake. 05:18:DEBUG:0:Client connected with a seed of 0x4d5d1b41 (new handshake=1, seed length=21, received=83, version=0x600144). 05:18:DEBUG:0:Switching async mode from 0 to 1. 05:18:0:Login 'acc1' 05:18:DEBUG:0:Client being closed by read-thread 05:18:DEBUG:0:Client being closed by write-thread 05:18:DEBUG:0:Flushing data for client. 05:18:DEBUG:0:Client being closed by read-thread 05:18:DEBUG:0:Client is being cleared since marked to close. 05:18:DEBUG:0:Clearing client state. 05:18:0:Client disconnected [Total:0] ('IP1') 05:18:DEBUG:Receiving new connection 05:18:DEBUG:Retrieving IP history for 'IP1'. 05:18:DEBUG:Incoming connection from 'IP1' [blocked=0, ttl=298, pings=1, connecting=0, connected=1] 05:18:DEBUG:1:Allocated slot for client (13). 05:18:DEBUG:1:Clearing client state. 05:18:DEBUG:1:Initialising client 05:18:1:Client connected [Total:1] ('IP1' 1/2) 05:18:DEBUG:1:Registering async client 05:18:DEBUG:1:Opening network state 05:18:DEBUG:1:Determining async mode 05:18:DEBUG:1:State initialised, registering client instance. 05:18:DEBUG:1:Client successfully initialised. 05:18:DEBUG:1:Receiving old client login handshake. 05:18:DEBUG:1:Client connected with a seed of 0x13f86cbf (new handshake=0, seed length=4, received=69, version=0x0). 05:18:1:Login 'acc1' 05:18:DEBUG:1:Switching async mode from 0 to 1. 05:18:1:Setup_Start acct='acc1', char='CharName', IP='IP1' 05:18:CRITICAL:Assert pri=2:'ret == sendBufferLength' file '../network/network.cpp', line 2040, in NetworkOut::proceedQueue() #4 "send successful" 05:18:DEBUG:id='1', packet '0xd6', length '261' 05:18:DEBUG:1:Client being closed by write-thread 05:18:DEBUG:1:Client being closed by read-thread 05:18:DEBUG:1:Client is being cleared since marked to close. 05:18:DEBUG:1:Clearing client state. 05:18:1:Client disconnected [Total:0] ('IP1') CRITICAL: 05:18:CRITICAL:Assert pri=2:'ret == sendBufferLength' file '../network/network.cpp', line 2040, in NetworkOut::proceedQueue() #4 "send successful" Error DEBUG variances: 05:18:DEBUG:id='1', packet '0xd6', length '261' 05:19:DEBUG:id='5', packet '0x3c', length '2225' 05:21:DEBUG:id='8', packet '0xd6', length '199' ...
(0000777)
Mirravin   
06-12-10 17:17   
(edited on: 06-12-10 17:17)
The error occurs while disconnecting with UseAsyncNetwork=0 too: 14:36:CRITICAL:Assert pri=2:'ret == sendBufferLength' file '../network/network.cpp', line 2040, in NetworkOut::proceedQueue() #4 "send successful" 14:36:DEBUG:id='4f', packet '0xa2', length '9' 14:36:DEBUG:4f:Client being closed by write-thread 14:36:DEBUG:4f:Client being closed by read-thread 14:36:DEBUG:4f:Client is being cleared since marked to close. 14:36:DEBUG:4f:Clearing client state. 14:36:4f:Client disconnected [Total:10] ('IP2') 15:58:DEBUG:Receiving new connection 15:58:DEBUG:Retrieving IP history for 'IP3'. 15:58:DEBUG:Incoming connection from 'IP3' [blocked=0, ttl=265, pings=1, connecting=0, connected=0] 15:58:DEBUG:8a:Allocated slot for client (12). 15:58:DEBUG:8a:Clearing client state. 15:58:DEBUG:8a:Initialising client 15:58:8a:Client connected [Total:10] ('IP3' 1/1) 15:58:DEBUG:8a:Opening network state 15:58:DEBUG:8a:Determining async mode 15:58:DEBUG:8a:State initialised, registering client instance. 15:58:DEBUG:8a:Client successfully initialised. 15:58:DEBUG:8a:Receiving old client login handshake. 15:58:DEBUG:8a:Client connected with a seed of 0x34c7fe2f (new handshake=0, seed length=4, received=4, version=0x0). 15:58:8a:Login 'acc3' 15:58:8a:Setup_Start acct='acc3', char='CharName3', IP='IP3' 15:58:CRITICAL:Assert pri=2:'ret == sendBufferLength' file '../network/network.cpp', line 2040, in NetworkOut::proceedQueue() #4 "send successful" 15:58:DEBUG:id='8a', packet '0xd6', length '279' 15:58:DEBUG:8a:Client being closed by write-thread 15:58:DEBUG:8a:Client being closed by read-thread 15:58:DEBUG:8a:Client is being cleared since marked to close. 15:58:DEBUG:8a:Clearing client state. 15:58:8a:Client disconnected [Total:9] ('IP3')
(0000787)
MrSugarCube   
21-12-10 03:38   
I haven't been able to reproduce these problems so far, but it could be worth checking again with the latest build (1379) as there have been recent changes that will have affected UseAsyncNetwork setting on the linux build. The CRITICAL error will probably still be there, but the output should be different (hopefully some useful debug info).
(0000789)
Mirravin   
21-12-10 04:22   
(edited on: 21-12-10 04:30)
Login client 6.0.14.3(many items in backpack), UseAsyncNetwork=1(other settings in the 1st report(EF_NETWORKOUTTHREAD ON!)); Build: #1379: 05:19:DEBUG:1:Successful send reports only 5/166 bytes sent. 05:19:CRITICAL:Assert pri=2:'ret == sendBufferLength' file '../network/network.cpp', line 2046, in NetworkOut::proceedQueue() #4 "send successful" 05:19:DEBUG:id='1', packet '0xd6', length '265', ret '5' 05:19:DEBUG:3:Successful send reports only 98/179 bytes sent. 05:19:CRITICAL:Assert pri=2:'ret == sendBufferLength' file '../network/network.cpp', line 2046, in NetworkOut::proceedQueue() #4 "send successful" 05:19:DEBUG:id='3', packet '0xd6', length '283', ret '98' 05:21:DEBUG:7:Successful send reports only 56/141 bytes sent. 05:21:CRITICAL:Assert pri=2:'ret == sendBufferLength' file '../network/network.cpp', line 2046, in NetworkOut::proceedQueue() #4 "send successful" 05:21:DEBUG:id='7', packet '0xd6', length '227', ret '56'
(0000790)
MrSugarCube   
22-12-10 04:01   
The CRITICAL error should no longer exist in the next automated build (1381), if you could please test. Actually, I suspect this is closely related to issue #1848 and might be resolved now too.
(0000799)
Mirravin   
23-12-10 03:30   
(edited on: 23-12-10 04:02)
CRITICAL errors are disappeared, but I don't see any changes with main problem - disconnects. UseAsyncNetwork=1/2 When I login and run with character before backpack is loaded I got 100% disconnect, when I stay and wait backpack load approximately 50% disconnects. When I disabling EF_NETWORKOUTTHREAD, I don't have disconnects, but horrible lags while loading objects with ideal internet connection. So I have to return to UseAsyncNetwork=0. With it I can't reproduse disconnects, but players sometimes have its. Example, UseAsyncNetwork ON, EF_NETWORKOUTTHREAD ON: 04:05:DEBUG:Receiving new connection 04:05:DEBUG:Retrieving IP history for 'IP1'. 04:05:DEBUG:Incoming connection from 'IP1' [blocked=0, ttl=300, pings=0, connecting=0, connected=0] 04:05:DEBUG:2:Allocated slot for client (13). 04:05:DEBUG:2:Clearing client state. 04:05:DEBUG:2:Initialising client 04:05:2:Client connected [Total:1] ('IP1' 1/1) 04:05:DEBUG:2:Registering async client 04:05:DEBUG:2:Opening network state 04:05:DEBUG:2:Determining async mode 04:05:DEBUG:2:State initialised, registering client instance. 04:05:DEBUG:2:Client successfully initialised. 04:05:DEBUG:2:Receiving new client login handshake. 04:05:DEBUG:2:Client connected with a seed of 0x4d5d1b41 (new handshake=1, seed length=21, received=83, version=0x600144). 04:05:DEBUG:2:Switching async mode from 0 to 1. 04:05:2:Login 'acc1' 04:05:DEBUG:Receiving new connection 04:05:DEBUG:Retrieving IP history for 'IP1'. 04:05:DEBUG:Incoming connection from 'IP1' [blocked=0, ttl=295, pings=1, connecting=0, connected=1] 04:05:DEBUG:3:Allocated slot for client (14). 04:05:DEBUG:3:Clearing client state. 04:05:DEBUG:3:Initialising client 04:05:3:Client connected [Total:2] ('IP1' 1/2) 04:05:DEBUG:3:Registering async client 04:05:DEBUG:3:Opening network state 04:05:DEBUG:3:Determining async mode 04:05:DEBUG:3:State initialised, registering client instance. 04:05:DEBUG:3:Client successfully initialised. 04:05:DEBUG:2:Client being closed by read-thread 04:05:DEBUG:2:Client being closed by write-thread 04:05:DEBUG:2:Client being closed by read-thread 04:05:DEBUG:2:Client is being cleared since marked to close. 04:05:DEBUG:2:Clearing client state. 04:05:2:Client disconnected [Total:1] ('IP1') 04:05:DEBUG:3:Receiving old client login handshake. 04:05:DEBUG:3:Client connected with a seed of 0x13f86cbf (new handshake=0, seed length=4, received=69, version=0x0). 04:05:3:Login 'acc1' 04:05:DEBUG:3:Switching async mode from 0 to 1. 04:05:3:Setup_Start acct='acc1', char='CharName1', IP='IP1' 04:05:WARNING:3:TX Error 11 04:05:DEBUG:3:Client being closed by write-thread 04:05:DEBUG:3:Client being closed by read-thread 04:05:DEBUG:3:Client is being cleared since marked to close. 04:05:DEBUG:3:Clearing client state. 04:05:3:Client disconnected [Total:0] ('IP1')
(0000811)
MrSugarCube   
02-01-11 18:08   
Try with the next automated build (1385).
(0000812)
Mirravin   
03-01-11 04:53   
Yeees! Now(build: 1385) I don't have any disconnects or errors with UseAsyncNetwork=2. Tested with UseExtraBuffer=1/0 - no difference. Since position desinhronization bug has been resolved, this stupid disconnects was the most serious problem in sphere for me, what not allowing normally using new clients. Big thanks and successfully work in New 2011 Year! :)





View Issue Details
1883 [SphereServer] new feature request minor always 03-01-11 03:38 03-01-11 03:38
xantier  
 
normal  
new  
open  
none    
none  
   
Not Available
None
None
Editable argnX in @ItemBuy and Itemsell
In order to make more dynamic pricing, i need this. In current @itembuy, changing localcost or argn2 don't work..
There are no notes attached to this issue.





View Issue Details
1843 [SphereServer] executable - generic crash random 25-10-10 00:29 02-01-11 01:38
Terrikate  
MrSugarCube  
low  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1356
Many debug messages about flushing data for client.
Aparently without do anything especial, later of put online the server, this messages appears on console constantly but no happen anything except if you are viewing the console in this case the server will block on any time because the amount of data that the console are sending to the viewer. Deactivate the DebugFlag 08000 and resync the server solve the problem.
21:14:DEBUG:97:Client being closed by read-thread 21:14:DEBUG:97:Flushing data for client. 21:14:DEBUG:97:Flushing data for client. 21:14:DEBUG:97:Flushing data for client. 21:14:DEBUG:97:Flushing data for client. 21:14:DEBUG:97:Flushing data for client. 21:14:DEBUG:97:Flushing data for client. 21:14:DEBUG:97:Flushing data for client. 21:14:DEBUG:97:Flushing data for client. 21:14:DEBUG:97:Flushing data for client. 21:14:DEBUG:97:Flushing data for client. 21:14:DEBUG:97:Flushing data for client. 21:14:DEBUG:97:Flushing data for client. 21:14:DEBUG:97:Flushing data for client. 21:14:DEBUG:97:Flushing data for client. 21:14:DEBUG:97:Flushing data for client. 21:14:DEBUG:97:Flushing data for client. 21:14:DEBUG:97:Flushing data for client. 21:14:DEBUG:97:Flushing data for client. 21:14:DEBUG:97:Flushing data for client. 21:14:DEBUG:97:Flushing data for client. 21:14:DEBUG:97:Flushing data for client. 21:14:DEBUG:97:Flushing data for client. 21:14:DEBUG:97:Flushing data for client. ...
Notes
(0000720)
Mirravin   
25-10-10 02:28   
(edited on: 25-10-10 02:29)
I get this problem one time on version #1340. Then I get logs with > 100 mb weight. But this flood ended without any actions a few hours after beggining. I found only result of it in logs.
(0000724)
MrSugarCube   
25-10-10 17:41   
Other than the increased log size / console output, is there anything bad actually happening? Multiple flushing messages are possible (especially with EF_NetworkOutThread enabled), so I can simply disable the debug message as long as everything else is working normally (i.e. the messages stop within a 'reasonable' length of time, followed by other debug messages indicating client 97 is closed & cleared).
(0000725)
Mirravin   
25-10-10 17:54   
I only found logs and don't have information about other problems caused by this.
(0000726)
Terrikate   
25-10-10 18:36   
Other than the increased log size / console output, is there anything bad actually happening? No. In the previous lines to the thousands of messages there are no errors. The messages can take hours and hours without anyone connecting or anyone connected, strange, no?
(0000728)
MrSugarCube   
27-10-10 14:25   
Does this happen often? The message lasting hours doesn't really sound right, unless there are a lot of packets queued up and you have your network settings set particularly low (MaxPacketsPerTick and MaxSizePerTick)? Could you upload a log starting from when the client connected ("97:Client connected") until it disconnects ("97:Client disconnected")? (I don't need to see every flush message, just the first and last to get an idea of how long it lasted for)
(0000729)
Mirravin   
27-10-10 15:08   
(edited on: 27-10-10 15:16)
16:34:DEBUG:Receiving new connection 16:34:DEBUG:Retrieving IP history 16:34:DEBUG:Incoming connection from 'IP1' [blocked=0, ttl=245, pings=0, connecting=0, connected=-1] 16:34:DEBUG:35:Allocated slot for client (25). 16:34:DEBUG:35:Clearing client state. 16:34:DEBUG:35:initialising client 16:34:35:Client connected [Total:12] ('IP1' 1/0) 16:34:DEBUG:35:determining async mode 16:34:DEBUG:35:Opening network state 16:34:DEBUG:35:State initialised, registering client instance. 16:34:DEBUG:35:Client successfully initialised. 16:34:DEBUG:35:Receiving old client login handshake. 16:34:DEBUG:35:Client connected with a seed of 0xa000811 (new handshake=0, seed length=4, received=66, version=0x0). 16:34:35:Login 'acc1' 16:34:DEBUG:Receiving new connection 16:34:DEBUG:Retrieving IP history 16:34:DEBUG:Incoming connection from 'IP1' [blocked=0, ttl=296, pings=1, connecting=0, connected=0] 16:34:DEBUG:36:Allocated slot for client (26). 16:34:DEBUG:36:Clearing client state. 16:34:DEBUG:36:initialising client 16:34:36:Client connected [Total:13] ('IP1' 1/1) 16:34:DEBUG:36:determining async mode 16:34:DEBUG:36:Opening network state 16:34:DEBUG:36:State initialised, registering client instance. 16:34:DEBUG:36:Client successfully initialised. 16:34:DEBUG:35:Client being closed by read-thread 16:34:DEBUG:35:Flushing data for client. 16:34:DEBUG:35:Client being closed by read-thread 16:34:DEBUG:36:Receiving old client login handshake. 16:34:DEBUG:36:Client connected with a seed of 0x79949b89 (new handshake=0, seed length=4, received=69, version=0x0). 16:34:36:Login 'acc1' 16:34:DEBUG:35:Client being closed by write-thread 16:34:DEBUG:35:Client is being cleared since marked to close. 16:34:DEBUG:35:Clearing client state. 16:34:35:Client disconnected [Total:12] ('IP1') 16:34:36:Setup_Start acct='acc1', char='name1', IP='IP1' 17:03:WARNING:36:TX Error 11 17:03:DEBUG:36:Client being closed by write-thread 17:03:DEBUG:36:Flushing data for client. 17:03:DEBUG:36:Flushing data for client. 17:03:DEBUG:36:Flushing data for client. ... 23:31:DEBUG:36:Flushing data for client. 23:31:DEBUG:36:Flushing data for client. 23:31:DEBUG:36:Flushing data for client. 23:31:DEBUG:Receiving new connection 23:31:DEBUG:Retrieving IP history 23:31:DEBUG:Incoming connection from 'IP2' [blocked=0, ttl=82, pings=6, connecting=0, connected=0] 23:31:DEBUG:36:Allocated slot for client (28). 23:31:DEBUG:36:Clearing client state. 23:31:36:Client disconnected [Total:18] ('IP1') 23:31:DEBUG:36:initialising client 23:31:36:Client connected [Total:19] ('IP2' 1/1) 23:31:DEBUG:36:determining async mode 23:31:DEBUG:36:Opening network state 23:31:DEBUG:36:State initialised, registering client instance. 23:31:DEBUG:36:Client successfully initialised. 23:31:DEBUG:36:Receiving new client login handshake. 23:31:DEBUG:36:Client connected with a seed of 0xc0a80102 (new handshake=1, seed length=20, received=82, version=0x600081). 23:31:36: Account 'acc2' already in use. 23:31:ERROR:36:Bad Login 1 (The account entered is already being used) 23:31:DEBUG:36:Client being closed by read-thread 23:31:DEBUG:36:Flushing data for client. 23:31:DEBUG:36:Client being closed by write-thread 23:31:DEBUG:36:Client is being cleared since marked to close. 23:31:DEBUG:36:Clearing client state. //IP1 - 1 constant IP. //IP2 - 2 contant IP.
(0000732)
Terrikate   
28-10-10 01:17   
// Disconnect inactive socket in x min DeadSocketTime=5 // Maximum number of packets to send per tick MaxPacketsPerTick=25 // Number of connections a client can make before being blocked MaxPings=15 // Maximum number of packets before lowering packet priorities (0 for no limit) MaxQueueSize=50 // Maximum number of bytes to send per tick (also governs maximum size of outgoing packets) MaxSizePerTick=18000 // Time to remember previous connection history (seconds) NetTTL=300 // 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=1 // Prioritise outgoing packets (provides a smoother experience in crowded areas) UsePacketPriority=1 // Tooltip modes // 0 = Always send full tooltip // 1 = Wait for client to request full tooltip TooltipMode=0 // Time to cache tooltip data for (seconds) //TooltipCacheTime=30 __________________________________ 01:44:DEBUG:Receiving new connection 01:44:DEBUG:Retrieving IP history 01:44:DEBUG:Incoming connection from 'IP1' [blocked=0, ttl=174, pings=1, connecting=0, connected=1] 01:44:DEBUG:162:Allocated slot for client (964). 01:44:DEBUG:162:Clearing client state. 01:44:DEBUG:162:initialising client 01:44:162:Client connected [Total:63] ('IP1' 1/2) 01:44:DEBUG:162:determining async mode 01:44:DEBUG:162:Opening network state 01:44:DEBUG:162:State initialised, registering client instance. 01:44:DEBUG:162:Client successfully initialised. 01:44:DEBUG:15c:Client being closed by read-thread 01:44:DEBUG:15c:Flushing data for client. 01:44:DEBUG:15c:Client being closed by read-thread 01:44:DEBUG:162:Receiving old client login handshake. 01:44:DEBUG:15c:Client being closed by write-thread 01:44:DEBUG:162:Client connected with a seed of 0x7f000001 (new handshake=0, seed length=4, received=4, version=0x0) 01:44:162:Login 'account1' ... 01:45:DEBUG:162:Client being closed by read-thread 01:45:DEBUG:162:Flushing data for client. 01:45:DEBUG:162:Flushing data for client. 01:45:DEBUG:162:Flushing data for client. 01:45:DEBUG:162:Flushing data for client. ... 03:29:DEBUG:162:Flushing data for client. 03:29:DEBUG:160:Client being closed by write-thread 03:29:DEBUG:75:Flushing data for client. 03:29:DEBUG:160:Client is being cleared since marked to close. 03:29:DEBUG:160:Clearing client state. 03:29:160:Client disconnected [Total:46] ('IP1') 03:29:DEBUG:162:Flushing data for client. 03:29:DEBUG:75:Flushing data for client. 03:29:DEBUG:162:Flushing data for client. 03:29:DEBUG:75:Flushing data for client. 03:29:DEBUG:162:Flushing data for client. 03:29:DEBUG:75:Flushing data for client. 03:29:DEBUG:162:Flushing data for client. 03:29:DEBUG:75:Flushing data for client. 03:29:DEBUG:162:Flushing data for client. 03:29:DEBUG:Receiving new connection 03:29:DEBUG:Retrieving IP history 03:29:DEBUG:Incoming connection from 'IP1' [blocked=0, ttl=296, pings=3, connecting=0, connected=-1] 03:29:DEBUG:162:Allocated slot for client (952). 03:29:DEBUG:162:Clearing client state. 03:29:162:Client disconnected [Total:45] ('IP1') 03:29:DEBUG:162:initialising client 03:29:162:Client connected [Total:46] ('IP1' 1/0) 03:29:DEBUG:162:determining async mode 03:29:DEBUG:162:Opening network state 03:29:DEBUG:162:State initialised, registering client instance. 03:29:DEBUG:162:Client successfully initialised. 03:29:161:Login 'account2' 03:29:DEBUG:75:Flushing data for client. 03:29:DEBUG:162:Receiving old client login handshake. 03:29:DEBUG:162:Client connected with a seed of 0x7f000001 (new handshake=0, seed length=4, received=4, version=0x0).
(0000742)
MrSugarCube   
04-11-10 12:03   
It seems strange that it could last so long, it seems that the messages keep being printed until a new client connects and happens to get assigned to the same slot. I've made a few changes which may have helped, could you see if the problem still exists on the latest automated build (internal build version 1366+)?
(0000750)
Terrikate   
05-11-10 20:35   
The problem seems to continue. 02:30:DEBUG:Receiving new connection 02:30:DEBUG:Retrieving IP history for 'IP1'. 02:30:DEBUG:Incoming connection from 'IP1' [blocked=0, ttl=267, pings=1, connecting=0, connected=-1] 02:30:DEBUG:17b:Allocated slot for client (692). 02:30:DEBUG:17b:Clearing client state. 02:30:DEBUG:17b:Initialising client 02:30:17b:Client connected [Total:51] ('IP1' 1/0) 02:30:DEBUG:17b:Opening network state 02:30:DEBUG:17b:Determining async mode 02:30:DEBUG:17b:State initialised, registering client instance. 02:30:DEBUG:17b:Client successfully initialised. 02:30:DEBUG:17b:Receiving old client login handshake. 02:30:DEBUG:17b:Client connected with a seed of 0x7f000001 (new handshake=0, seed length=4, received=4, version=0x0). 02:30:17b:Login 'acct1' 02:30:DEBUG:Receiving new connection 02:30:DEBUG:Retrieving IP history for 'IP2'. 02:30:DEBUG:Incoming connection from 'IP2' [blocked=0, ttl=300, pings=0, connecting=0, connected=0] 02:30:DEBUG:17c:Allocated slot for client (772). 02:30:DEBUG:17c:Clearing client state. 02:30:DEBUG:17c:Initialising client 02:30:17c:Client connected [Total:52] ('IP2' 1/1) 02:30:DEBUG:17c:Opening network state 02:30:DEBUG:17c:Determining async mode 02:30:DEBUG:17c:State initialised, registering client instance. 02:30:DEBUG:17c:Client successfully initialised. 02:30:DEBUG:17c:Client being closed by read-thread 02:30:DEBUG:17c:Flushing data for client. 02:30:DEBUG:17c:Client being closed by read-thread 02:30:DEBUG:17c:Client being closed by write-thread 02:30:DEBUG:17c:Flushing data for client. 02:30:DEBUG:17c:Client being closed by read-thread 02:30:DEBUG:17c:Client is being cleared since marked to close. 02:30:DEBUG:17c:Clearing client state. 02:30:17c:Client disconnected [Total:51] ('IP2') 02:30:17b:Setup_Start acct='acct1', char='char1', IP='IP1' 02:30:DEBUG:17b:Client being closed by read-thread 02:30:DEBUG:17b:Flushing data for client. 02:30:DEBUG:17b:Flushing data for client. 02:30:DEBUG:17b:Flushing data for client. 02:30:DEBUG:17b:Flushing data for client. 02:30:DEBUG:17b:Flushing data for client. 02:30:DEBUG:17b:Flushing data for client. 02:30:DEBUG:17b:Flushing data for client. 02:30:DEBUG:17b:Flushing data for client. ... 20:37:DEBUG:64:Flushing data for client. 20:37:DEBUG:17b:Flushing data for client. 20:37:DEBUG:1dd:Flushing data for client. 20:37:DEBUG:64:Flushing data for client.
(0000766)
Terrikate   
21-11-10 16:39   
I forgot to mention that the latest changes increased the number of connections that remain open even when user do logout.
(0000788)
MrSugarCube   
21-12-10 03:45   
I think the flushing message being 'spammed' should be cleared up on the latest automated build (internal build version 1379+), please can you check if the problem with the connections remaining open is still present?
(0000793)
Terrikate   
23-12-10 01:58   
Testing...
(0000800)
Terrikate   
25-12-10 17:22   
Well with the revision 1379 the problem was still present (to a lesser extent) and now with the revision 1381 after 40 hours no error. Good news. Thanks and happy holidays.





View Issue Details
1879 [SphereServer] executable - generic tweak always 28-12-10 04:07 28-12-10 21:50
Incanus Windows  
ShiryuX Windows  
normal Server 2003  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
UsePingServer
Command_Sysmsgs, FileCommands, NoHouseMuteSpeech, Buffs
1377
.nightsight 1/0 should only resend the light level instead of doing a full client update
.nightsight 1/0 should only resend the light level instead of doing a full client update
There are no notes attached to this issue.





View Issue Details
1877 [SphereServer] script pack minor always 27-12-10 00:23 28-12-10 21:49
Coruja  
ShiryuX  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
09-09-2008
None
None
Incorrect dupelist on "chair stool" itemdef
sphere_item_deco_furniture.scp: [ITEMDEF 0a2b] // chair - dark stool DEFNAME=i_chair_stool TYPE=t_chair FLIP=1 WEIGHT=3 CATEGORY=Decoration - Furniture SUBSECTION=Chairs DESCRIPTION=Foot Stool SKILLMAKE=CARPENTRY 11.0, t_carpentry RESOURCES=9 i_log [ITEMDEF 0b5e] // chair - light stool DUPEITEM=0a2b 0a2b works fine like any chair, but 0b5e doesnt act like a chair and the char doesnt sit on the chair stool. The problem is: you get an working chair (0a2b), drop it on the ground and it will flip to 0b5e (that doesnt works) So the DUPELIST/DUPEITEM/FLIP attributes must be removed from these itemdefs
Notes
(0000805)
ShiryuX   
27-12-10 02:15   
(edited on: 27-12-10 02:15)
FLIP=0 fix this?
(0000806)
Coruja   
27-12-10 08:05   
Maybe will fix, but the correct is remove the DUPELIST/DUPEITEM link, and without dupelist/dupeitem theres no reason to use FLIP an "DARK stool" is not a fliped item of an "LIGHT stool". They are different items, not a "fliped version" of each other :D
(0000807)
ShiryuX   
28-12-10 21:49   
I just copied the definitions and changed the defname, removed dupelist/item. That should do it.





View Issue Details
1729 [SphereServer] new feature request major have not tried 09-03-10 06:16 26-12-10 23:32
xantier  
ShiryuX  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c Nightly  
   
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.
(0000803)
ShiryuX   
26-12-10 23:32   
Sorry for the delay, I forgot to commit this one. 26-12-2010, ShiryuX - Fixed #1729: NPC now teaches you if there's a skill to decrease and room for the new skill. In before, if you were near the skillcap, the npc just rejected your train request.





View Issue Details
1876 [SphereServer] script pack minor N/A 24-12-10 23:01 26-12-10 23:31
Coruja  
ShiryuX  
normal  
resolved  
fixed  
none    
none  
   
09-09-2008
None
None
Incorrect defname on candelabra
sphere_item_deco_furniture.scp: [ITEMDEF 0b1d] //candelabra DEFNAME=i_candleabra_lit -> i_candelabra_lit TYPE=T_LIGHT_LIT TDATA3=i_candleabra -> i_candelabra TDATA4=i_candleabra -> i_candelabra RESOURCES=i_candleabra -> i_candelabra [ITEMDEF 0b26] //candelabra lit DEFNAME=i_candleabra2_lit -> i_candelabra2_lit TYPE=T_LIGHT_LIT TDATA3=i_candleabra2 -> i_candelabra2 TDATA4=i_candleabra2 -> i_candelabra2 RESOURCES=i_candleabra2 -> i_candelabra2 /////////////// sphere_item_deco_lightsources.scp: [ITEMDEF 0a27] DEFNAME=i_candleabra -> i_candelabra TYPE=T_LIGHT_OUT TDATA3=i_candleabra_lit -> i_candelabra_lit [ITEMDEF 0a29] DEFNAME=i_candleabra2 -> i_candelabra2 TYPE=T_LIGHT_OUT TDATA3=i_candleabra2_lit -> i_candelabra2_lit
-Open 'sphere_item_deco_furniture.scp' and 'sphere_item_deco_lightsources.scp' -Replace all 'candleabra' to 'candelabra'
Notes
(0000802)
ShiryuX   
26-12-10 23:31   
Thank you. 26-12-2010, Coruja (script pack) - Updated: sphere_item_deco_lightsources.scp and sphere_item_deco_furniture.scp (changed typo in candelabra's defnames, was using candleabra instead)





View Issue Details
1873 [SphereServer] executable - generic minor have not tried 22-12-10 22:09 26-12-10 23:31
WildGenie  
ShiryuX  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
13-06-2010, MrSugarCube TooltipMode=1 Problem in Vendor Buy Packet
Shop inventory use client name if tooltipmode 1 enabled. But always need always sending a full tooltip packet for shop inventory
shopinventory.jpg (257,318) 22-12-10 22:09
http://tracker.sphere.torfo.org/bugs/file_download.php?file_id=48&type=bug
Notes
(0000801)
ShiryuX   
26-12-10 23:31   
- Fixed #1873: Shop list tooltips are now being fully sent to the players.





View Issue Details
1874 [SphereServer] executable - windows build block always 23-12-10 01:55 23-12-10 02:56
Terrikate  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1381
Packet QuestArrow (0xBA)
After the last change made to this packet the client freezes. Client 7.0.8.2
>>>>>>>>>> Logging started 23/12/2010 1:42:44 <<<<<<<<<< 01:42:45.9946: Client -> Server 0xAD (Length: 44) 0 1 2 3 4 5 6 7 8 9 A B C D E F -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- 0000 AD 00 2C 00 01 25 00 03 45 53 50 00 00 2E 00 61 ..,..%..ESP....a 0010 00 72 00 72 00 6F 00 77 00 71 00 75 00 65 00 73 .r.r.o.w.q.u.e.s 0020 00 74 00 20 00 31 00 2C 00 31 00 00 .t. .1.,.1.. 01:42:46.1856: Server -> Client 0xBA (Length: 6) 0 1 2 3 4 5 6 7 8 9 A B C D E F -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- 0000 BA 01 00 01 00 01 ......
Notes
(0000794)
MrSugarCube   
23-12-10 02:23   
It looks like the 'old' arrowquest packet is being sent for some reason. Can you double-check that it is build 1381 you're using, and also try '.show clientversion' and .'show reportedcliver.full' to check that the server is seeing the correct version numbers?
(0000795)
Terrikate   
23-12-10 02:31   
01:35:Sphere Version 0.56b-Nightly [WIN32] by www.sphereserver.com, compiled at Dec 23 2010 (00:03:04), internal build #1381 show clientversion ->> 7.0.8 show reportedcliver.full ->> 7.0.8.2
(0000796)
MrSugarCube   
23-12-10 02:41   
Could you quickly try these two functions and see which doesn't freeze? Maybe your client still wants the old packet and the program you're using to log packets doesn't log the extra 4 bytes because the client isn't expecting them. [function arrowquestold] local.x = 1 local.y = 1 sendpacket 0ba b1 w w [function arrowquestnew] local.x = 1 local.y = 1 sendpacket 0ba b1 w w d0
(0000797)
Terrikate   
23-12-10 02:48   
Right. Old packet works correctly
(0000798)
MrSugarCube   
23-12-10 02:56   
Alright then, updated the minimum client required for the new packet version. :)





View Issue Details
1848 [SphereServer] executable - generic tweak always 31-10-10 16:26 22-12-10 03:54
Terrikate  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
DiagonalWalkCheck, New_Triggers, Script_Profiler, Size_Optimise, UseNetworkMulti
Command_Sysmsgs, FileCommands, Buffs
1350
Unusual delay loading items into containers
When you open container usually items take time to appear. However if you reopen the container appears instantanly. And there isn't always depends of amount of items can occur with one item or hundreds in the container.
Notes
(0000741)
MrSugarCube   
04-11-10 11:56   
You could try increasing some of your network settings if they've been lowered (MaxPacketsPerTick, MaxSizePerTick and MaxQueueSize). The UseAsyncNetwork setting and EF_NetworkOutThread flag may also affect this.
(0000748)
Terrikate   
04-11-10 20:14   
Now i have this, do you have any suggestions of what values should i play? EF_NetworkOutThread + // Disconnect inactive socket in x min DeadSocketTime=5 // Maximum number of packets to send per tick MaxPacketsPerTick=25 // Number of connections a client can make before being blocked MaxPings=15 // Maximum number of packets before lowering packet priorities (0 for no limit) MaxQueueSize=50 // Maximum number of bytes to send per tick (also governs maximum size of outgoing packets) MaxSizePerTick=18000 // Time to remember previous connection history (seconds) NetTTL=300 // 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=1 // Prioritise outgoing packets (provides a smoother experience in crowded areas) UsePacketPriority=1 // Tooltip modes // 0 = Always send full tooltip // 1 = Wait for client to request full tooltip TooltipMode=0 // Time to cache tooltip data for (seconds) //TooltipCacheTime=0
(0000749)
Mirravin   
05-11-10 02:39   
(edited on: 05-11-10 02:59)
Client 6.0.14.3: On Home sphere(Windows build #1366?) I have good results with delay when raising *10 MaxPacketsPerTick and MaxSizePerTick. On Linux server(Build: #1367) I have problems with client crashes when many items is loading, it may be character backpack or vendor buy-list. With UseAsyncNetwork NOT 0 I have 100% client crash on login(character have 230 top items in backpack, + many items in subcontainers). With UseAsyncNetwork=0 I can login normally, if I wait and don't move character until backpack will be loaded. Also delays while loading conteiners with many items... Client 2.0.3 don't have any delays or crashes. Now settings: // Disconnect inactive socket in x min DeadSocketTime=5 // Maximum number of packets to send per tick MaxPacketsPerTick=25 // Number of connections a client can make before being blocked MaxPings=25 // Maximum number of packets before lowering packet priorities (0 for no limit) MaxQueueSize=50 // Maximum number of bytes to send per tick (also governs maximum size of outgoing packets) MaxSizePerTick=12000 // Time to remember previous connection history (seconds) NetTTL=300 // 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=0 // Prioritise outgoing packets (provides a smoother experience in crowded areas) UsePacketPriority=1 // Tooltip modes // 0 = Always send full tooltip // 1 = Wait for client to request full tooltip TooltipMode=0 // Time to cache tooltip data for (seconds) TooltipCache=0





View Issue Details
1869 [SphereServer] executable - generic major always 20-12-10 04:34 21-12-10 02:22
Incanus Windows  
MrSugarCube Windows  
normal Server 2003  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
UsePingServer
Command_Sysmsgs, FileCommands, NoHouseMuteSpeech, Buffs, NoPrefix
1377
Sphere sends malformed ASCIIMessage (1C) Packet
When sending this packet Sphere truncates the "SourceName" to 30 characters, if it is longer than 30 characters. This leads to an client crash, because the last char of the name has to be a 0.
- Add an item. - change its name to a name that's longer than 29 characters - command .x.say Test - target the item -> your client crash immediately or after scrolling your journal
Tested with client 5.04b
Notes
(0000786)
MrSugarCube   
21-12-10 02:22   
Can't reproduce a client crash or freeze on the latest client version (like with issue #1691 ), but I do see a display problem on the journal so have extended the fix to cover all message types.





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1865 [SphereServer] executable - generic tweak have not tried 08-12-10 22:23 12-12-10 03:58
jeem  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Not Available
None
None
Quest Arrow (0xBA) Packet Change
New client use a modified packet for quest arrow feature. It's 10 bytes instead of the old 6. The first thing standing out is that the client is able to show multiple quest arrows at the same time. This is my guess of packet's content after playing with it for a while. BYTE cmd BYTE mode (0 off, 1-2 standard, 3 like standard but there is an X (gump 0x3) at the upper left corner of the arrow) BYTE[2] x BYTE[2] y BYTE[4] id of arrow http://www.sphereserver.net/index.php?/topic/48188-new-arrowquest-support-70-client/ [^]
Notes
(0000778)
jeem   
08-12-10 23:00   
Correction on mode 3: it allows different gumps to be used as arrows, but I can't figure out how to use it.
(0000779)
MrSugarCube   
12-12-10 03:58   
I think mode 3 has always existed and not been too useful (at least, not without any known way to set the gumps it uses :)). I'm assuming the packet was introduced back in 7.0.0 but don't have any 7.0.x clients other than 7.0.11 to check with, so let me know if it turns out to have been added a bit more recently.





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1864 [SphereServer] executable - windows build minor always 05-12-10 14:15 10-12-10 03:23
Robert  
MrSugarCube  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
20-09-2009
Unicode
OSIMultiSight
Logmask=0 is not working
Logmask=0 continues to display clients login logout messages (LOGM_CLIENTS_LOG). It is not just for logm_clients_log, logmask is not working nearly at all.
There are no notes attached to this issue.





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1861 [SphereServer] executable - windows build minor always 01-12-10 19:00 02-12-10 02:53
jeem  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1370
Wrong Ghost Bodies
Elves and gargoyles have wrong ghost bodies when they die. c_elf_male > c_garg_ghost_man c_elf_female > c_garg_ghost_woman c_gargoyle_male works fine c_gargoyle_female > c_garg_ghost_man RanXerox found this, http://www.sphereserver.net/index.php?/topic/48174-when-elves-die-their-ghost-looks-like-a-gargoyle/ [^]
There are no notes attached to this issue.





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1851 [SphereServer] script pack minor N/A 08-11-10 15:59 22-11-10 16:49
Coruja  
ShiryuX  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Not Available
None
None
Trinsic Passage with incorrect name
It's Delucia Passage, not Trinsic Passage http://uo.stratics.com/database/view.php?db_content=atlas&id=1282 [^] original areadef: [AREADEF a_trinsic_passage_3] EVENTS=r_default,r_default_water,r_default_tree,r_default_grass,r_default_rock NAME=Trinsic Passage GROUP=T2A FLAGS=0880 P=5955,1352,0,0 RECT=5889,1283,6037,1415,0 RECT=6037,1298,6050,1325,0 correct areadef: [AREADEF a_delucia_passage] EVENTS=r_default,r_default_water,r_default_tree,r_default_grass,r_default_rock NAME=Delucia Passage GROUP=T2A FLAGS=0880 P=5955,1352,0,0 RECT=5889,1283,6037,1415,0 RECT=6037,1298,6050,1325,0
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1598 [SphereServer] new feature request feature have not tried 04-05-09 14:32 28-10-10 02:03
cloud_br  
khaos  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
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.
Notes
(0000733)
khaos   
28-10-10 02:03   
Features were added on this date of 10-27-2010. Went beyond the asking feature and set all max* values to take an integer. Everything can be safely set up to 1 million. Note: This should not be used for players.





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1822 [SphereServer] executable - linux build minor have not tried 21-09-10 18:42 25-10-10 23:28
Mirravin  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1333
CRITICAL: skill < COUNTOF(m_SkillLock)
14:48:WARNING:92:Unknown game packet (0x14) received. 14:48:WARNING:92:Unknown game packet (0xdb) received. 14:48:CRITICAL:Assert pri=2:'skill < COUNTOF(m_SkillLock)' file 'CCharNPC.cpp', line 253, in SUB: NetworkIn::Network::ProcessMessage() #0 "" 14:48:DEBUG:92:Parsing Packet len=12 id=0x14 [2010/09/20 14:48:42] 0 1 2 3 4 5 6 7 8 9 A B C D E F -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- 0000 14 db 3a 7e 54 c3 2f 19 fd f7 79 40 ..:~T./...y@ 14:48:ERROR:92:Setup_CreateDialog acct='retry' already online! Sphere NOT crashed. Harm not detected. Experimental=01|08|010000|0800000 OptionFlags=08|0200|080|02000 You can see the old example here: http://tracker.sphere.torfo.org/bugs/view.php?id=1710#c479 [^]
Notes
(0000656)
Mirravin   
21-09-10 18:50   
UseAsyncNetwork=0 UsePacketPriority=1
(0000676)
Mirravin   
24-09-10 08:55   
03:53:WARNING:3a:Unknown game packet (0x2e) received. 03:53:CRITICAL:Assert pri=2:'skill < COUNTOF(m_SkillLock)' file 'CCharNPC.cpp', line 253, in SUB: NetworkIn::Network::ProcessMessage() #0 "" 03:53:DEBUG:3a:Parsing Packet len=46 id=0x2e [2010/09/24 03:53:43] 0 1 2 3 4 5 6 7 8 9 A B C D E F -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- 0000 2e 3a 3d f2 ac df 5e 04 c9 ba c3 e9 00 00 00 00 .:=...^......... 0010 00 00 00 00 00 00 00 b1 00 17 00 04 fb 78 00 00 .............x.. 0020 04 43 00 00 00 00 00 00 00 00 00 00 00 00 .C............
(0000677)
Mirravin   
24-09-10 09:13   
(edited on: 24-09-10 09:17)
I think - the reason of this errors is working(ProcessMessage ?) with packets, what's can't be sent with client(why sphere receive its, I don't know). Sphere receive packet 0xdb, 0x2e etc., what is server-only packets. What is the sense to work with its, and get errors?
(0000678)
MrSugarCube   
24-09-10 11:33   
The error is caused by the client sending data that Sphere doesn't understand (or Sphere isn't reading a certain packet correctly, possibly a previous packet where the full length isn't being read). Since it doesn't know what '0x2e' is (or '0x14' and '0xdb' in the original example), it keeps skipping bytes until it finds something it thinks it recognises (the '0x3a') and tries to continue from there. A packet log might help to identify which packets were sent just before the error occurred.
(0000679)
Mirravin   
25-09-10 00:56   
(edited on: 25-09-10 00:58)
Can anyone open this issue? http://tracker.sphere.torfo.org/bugs/view.php?id=1823 Because I can see Fatal Bugtracker error only. Or I need to write this all again? There I write about the reasons of these errors or of a part of them...
(0000685)
MrSugarCube   
04-10-10 03:42   
Is this still reproducable on the latest automated build? (if yes, then a packet log still seems to be the best chance for us to see what's going wrong). For some reason your other report wasn't posted correctly, so you'll need to submit it again.





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1782 [SphereServer] executable - linux build minor always 17-07-10 11:52 25-10-10 23:27
trinax  
MrSugarCube  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c Nightly  
   
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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1835 [SphereServer] executable - generic minor always 18-10-10 00:42 23-10-10 02:10
Mirravin  
MrSugarCube Windows/Linux  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1346
Cancelling of trade menu causes @Destroy on items.
Cancelling of trade menu causes @Destroy on items.
There are no notes attached to this issue.





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1838 [SphereServer] script pack major always 21-10-10 16:10 22-10-10 23:38
DarkZeal  
MrSugarCube  
high  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
DiagonalWalkCheck, Unicode, New_Triggers, NewPositionChecks, WalkCheck
FileCommands, NoItemNaming
SKILLMENU not read nt stanard items
18:02:ERROR:(Sphere skillmenu.scp,46)Bad MENU item id 'i_cart_map' 18:02:ERROR:(Sphere skillmenu.scp,52)Bad MENU item id 'i_summon_book' 18:02:ERROR:(Sphere skillmenu.scp,55)Bad MENU item id 'i_sprite_book_v' 18:02:ERROR:(Sphere skillmenu.scp,58)Bad MENU item id 'i_Scroll_swamp' Server have this items and read 100% more years. But on latest build server say this errors, and players can not craft this items: [SKILLMENU sm_ink] Inscription items ON=i_SCROLL_BLANK <name> (<resmake>) MAKEITEM=i_SCROLL_BLANK ON=i_cart_map <name> (<resmake>) MAKEITEM=i_cart_map ON=i_spellbook MAKEITEM=i_spellbook ON=i_summon_book @color_o_undeadbone <name> (<resmake>) MAKEITEM=i_summon_book
Notes
(0000716)
ShiryuX   
22-10-10 00:20   
Do they have Name and ID defined?





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1839 [SphereServer] executable - linux build minor always 22-10-10 21:39 22-10-10 23:17
wuffel  
MrSugarCube  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
.xedit on container with around or more than 80 items
xedit on any container with a "large" amount of item forces a servercrash. in some cases i could save the sphere manually with ctrl+c in console. mostly, only a complete restart of the spheresrv fixed the problem.
trivial
There are no notes attached to this issue.





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1800 [SphereServer] new feature request major always 19-08-10 17:47 20-10-10 00:13
xantier  
ShiryuX  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
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.
(0000705)
xantier   
19-10-10 00:26   
I will have to reopen this. Can't use skills in warmode. But no problem at skill abortation
(0000706)
ShiryuX   
20-10-10 00:12   
The report is about using war/peace to abort a skill. And it's been fixed/added. It is not about being able to use skills in warmode, that's another topic. Thank you.





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1832 [SphereServer] executable - linux build major always 14-10-10 04:38 14-10-10 12:05
wuffel  
MrSugarCube  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Not Available
None
None
Illegal Instruction forces servercrash after Login (r1349)
Server crashes instant after char appears in the world. NetworkOutThread get toggled -> makes no differences. Tried a few other changes in sphere.ini, but still get this Errormessage after login. Option flags: CommandSysmessages + OSIMultiSight + NoItemNaming + FloodProtection + Buffs + NoPrefix Experimental flags: NetworkOutThread Startup complete. items=384403, chars=60 02:31:0:Client connected [Total:1] ('XXX.103.46' 1/1) 02:31:0:Login 'wuffel' 02:31:1:Client connected [Total:2] ('XXX.103.46' 1/2) 02:31:0:Client disconnected [Total:1] ('XXX.103.46') 02:31:1:Login 'wuffel' 02:31:1:Setup_Start acct='wuffel', char='wuffel', IP='XXX.103.46' 02:31:FATAL:Server Unstable: Illegal instruction
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1794 [SphereServer] new feature request minor always 11-08-10 07:58 09-10-10 16:28
xantier  
ShiryuX  
normal  
resolved 0.56c Nightly  
no change required  
none    
none 0.56c Nightly  
   
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..
(0000696)
ShiryuX   
09-10-10 15:55   
I guess this should be marked as fixed indirectly because of last update. Good luck.
(0000697)
xantier   
09-10-10 16:27   
Last update what?
(0000698)
ShiryuX   
09-10-10 16:28   
Last update in source, wait for next nightly. Don't open the ticket again unless needed :)





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1826 [SphereServer] executable - generic minor always 05-10-10 03:38 07-10-10 16:59
Incanus  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
Command_Sysmsgs, FileCommands, NoHouseMuteSpeech, Buffs, NoPrefix
1342
static item blocking path for males but not for females
The brazier (0e31) blocks the way for chars without the mt_female flag. This only happens when it is slightly placed above the ground.
- Add a brazier (0e31) to your static files on z=1 when the map has a height of 0. - Disable gm mode - Give yourself a male body. (c_man) - Try to walk above the brazier -> movement is rejected by server - Give yourself a female body. (c_woman) - Try to walk above the brazier -> works
I noticed this behavior on glowing runes too, so this could be related to items with lightsource / animation flags
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1825 [SphereServer] executable - generic minor always 30-09-10 00:21 30-09-10 23:30
Incanus  
ShiryuX Windows  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
UseNetworkMulti
FileCommands, NoHouseMuteSpeech, Buffs, NoPrefix
1340
Locked books don't show their content
Books with a MORE value of 1 don't show their content anymore Setting MORE is used to lock or seal the book
There are no notes attached to this issue.





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1819 [SphereServer] executable - generic major always 17-09-10 08:46 27-09-10 22:23
babidi all  
MrSugarCube windows (not tested linux)  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
Automated (specify build number)
None
None
1333
world save initiated when finish
When saving all the triggers are runned toghether When the "World save initiated" is show the world is already saved. put a message on all the functions and wathc that all are triggered toghether. thanks buid #1333 and other before
Notes
(0000658)
ShiryuX   
22-09-10 01:58   
Are you using EF_NetworkOutThread? The server 'freezes' at the world save, so it should be expected. Anyway, doing a quick 'serv.log' on the f_onserv_save* functions shows the order and the trigger is correct. With EF_NetworkOutThread this should not happens since it is in a separate thread.
(0000662)
babidi   
22-09-10 08:36   
i canfirm the order of function triggering is ok. the problem is that the save starts, stuck the game, and when finished, says "word save initated"; but it is finished! all the fuction are triggered in the right order but at the same time. you cas apreciate this by joining the game and to a serv.b under all the save function, then wait the world to save (dont .save) // Experimental flags // Flags for options that affect server behaviour and which might affect compatibility // See the revisions.txt file for more details on this // EF_DiagonalWalkCheck = 00000001 // EF_UNICODE = 00000002 // No on Linux // EF_New_Triggers = 00000008 // EF_Intrinsic_Locals = 00000020 // EF_Item_Strict_Comparison = 00000040 // EF_NewPositionChecks = 00000080 // Do not set while server is running !!! // EF_WalkCheck = 00000100 // EF_AllowTelnetPacketFilter = 00000200 // Enables packet filtering for telnet connections as well // EF_Script_Profiler = 00000400 // EF_Size_Optimise = 00000800 // EF_Minimize_Triggers = 00001000 // Minimize trigger calls (use only 0.51 triggers) // EF_DamageTools = 00002000 // damage tools (and fire @damage on them) while mining or lumberjacking // EF_PetSlots = 00004000 // INCOMPLETE YET! DO NOT USE until this warning is removed! // EF_UsePingServer = 00008000 // Enable the experimental Ping Server (for showing pings on the server list, uses UDP port 12000) // EF_NPCAct_Triggers = 00010000 // Enable @NPCSpecialAction and @NPCAction triggers (mutual exclusive with EF_Minimize_Triggers) // EF_NoWalkingThroughStairsFix = 00400000 // Disables a fix for GMs walking through stairs (see revisions file, this flag should not be needed) // EF_UseNetworkMulti = 00800000 // Enable optimized network routines (better) - Do not set while server is running !!! // EF_Specific = 01000000 // Specific behaviour, not completly tested Experimental=00000001|00000008|00000040|00000100|00000800|00010000 // Option flags // Flags for options that affect server behaviour but not compatibility // See the revisions.txt file for more details on this // OF_Command_Sysmsgs = 00000008 //Shows status of hearall, allshow, allmove... commands after toggling them // OF_OSIMultiSight = 00000020 // OF_Items_AutoName = 00000040 // OF_FileCommands = 00000080 // OF_NoItemNaming = 00000100 // OF_NoHouseMuteSpeech = 00000200 // OF_Flood_Protection = 00001000 // OF_Buffs = 00002000 // OF_NoPrefix = 00004000 // Add prefix "A" and "An" to itemnames or not // OF_DyeType = 00008000 // if set allows using i_dye on all t_dye_vat instead of only i_dye_tub // OF_DrinkIsFood = 00010000 // type T_DRINK will increase FOOD lvl like T_FOOD // OF_Specific = 01000000 // Specific behaviour, not completly tested OptionFlags=08|020|0200|02000
(0000664)
Incanus   
22-09-10 16:08   
I can confirm that the "word save initated" message appears after the save has finished.
(0000665)
babidi   
22-09-10 16:56   
the f_onserver_save whould trigger before game stucks the f_onserver_save_finished when the stucks finish the f_onserver_save_ok & f_onserver_save_fail after _finished ad a result of the save action i think this should be the right order and way this should go there is something changet trught version version of 1-2 months ago worked well as i say
(0000666)
ShiryuX   
22-09-10 18:29   
The functions works fine. Try doing serv.log instead of serv.b. Babidi, according to your report you're using Automated Builds, but your ini settings are pretty old, update sphere.ini also. And as I said: It's not a bug, when the server starts saving it will freeze and it won't send any packet, just like a resync, so if there's a packet queue, it won't be send until the world save is finished. Enable EF_NetworkOutThread in your Experimental settings and it won't happen anymore.
(0000667)
babidi   
22-09-10 19:30   
can't simply put the packet before the save? so it will not queue?
(0000668)
ShiryuX   
22-09-10 21:33   
Is not really easy to clear the packet queue in a frozen server. It may lead to unexpected behavior. As I said, enable EF_NetworkOutThread and you won't have this 'problem'. Thank you.
(0000671)
babidi   
23-09-10 19:41   
(edited on: 23-09-10 19:41)
updated nightly and sphere.ini, enabled EF_NetworkOutThread the things does not change! // Experimental flags // Flags for options that affect server behaviour and which might affect compatibility // See the revisions.txt file for more details on this //*EF_DiagonalWalkCheck = 00000001 //*EF_New_Triggers = 00000008 // EF_Intrinsic_Locals = 00000020 //*EF_Item_Strict_Comparison = 00000040 // EF_NewPositionChecks = 00000080 // Do not set while server is running !!! //*EF_WalkCheck = 00000100 // EF_AllowTelnetPacketFilter = 00000200 // Enables packet filtering for telnet connections as well // EF_Script_Profiler = 00000400 //*EF_Size_Optimise = 00000800 // EF_Minimize_Triggers = 00001000 // Minimize trigger calls (use only 0.51 triggers) // EF_DamageTools = 00002000 // damage tools (and fire @damage on them) while mining or lumberjacking // EF_PetSlots = 00004000 // INCOMPLETE YET! DO NOT USE until this warning is removed! // EF_UsePingServer = 00008000 // Enable the experimental Ping Server (for showing pings on the server list, uses UDP port 12000) //*EF_NPCAct_Triggers = 00010000 // Enable @NPCSpecialAction and @NPCAction triggers (mutual exclusive with EF_Minimize_Triggers) // EF_FixCanSeeInClosedConts = 00020000 // Change CANSEE to return 0 for items inside containers that a client hasn't opened //*EF_NetworkOutThread = 00800000 // Send network data in a separate thread // EF_Specific = 01000000 // Specific behaviour, not completly tested Experimental=01|08|040|0100|0800|010000|0800000





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1752 [SphereServer] executable - linux build major always 15-05-10 23:38 15-09-10 11:58
Mirravin  
MrSugarCube  
high  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c Nightly  
   
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).
(0000618)
Mirravin   
10-09-10 11:07   
Build #1328, problem is not solved. :( May be you need some extra information about it? I can compare game dinamics between version #1156(what haven't this problem) and new version. Also I can play with SpyUO and try to find some interesting in the packet logs when the errors occurs... What information do you really need? Also 1 question, is it better for you to test this with client 2.0.3 or 6.0.14.3?
(0000619)
MrSugarCube   
13-09-10 11:25   
A packet log from build #1156 might show if anything has changed in how the movement packets are being sent. It shouldn't matter which client you use as long as the same is used for each log (I assume this problem isn't restricted to specific clients?). It would also be best to get logs without injection running though, as I'm not sure if it could be manipulating the packets we're seeing in the log. I'm also wondering if this issue could be the same as #1744, and the "step number failure" message could be a separate problem that needs to be fixed in injection (their forum seems to indicate that the message is or was a not-to-uncommon issue on certain injection builds).
(0000630)
MrSugarCube   
15-09-10 01:56   
It may be worthwhile testing this again on the latest automated build now that #1744 has been resolved.
(0000631)
Mirravin   
15-09-10 03:15   
(edited on: 15-09-10 03:15)
With new build #1333 I no longer see any stupid error in injection and strange resends in movement. Yes, I think it is fixed, thank you. (Going to celebrate this historical moment...:))





View Issue Details
1744 [SphereServer] executable - generic major random 04-05-10 02:16 15-09-10 01:53
Incanus  
MrSugarCube  
high  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c Nightly  
   
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
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+)
(0000620)
MrSugarCube   
13-09-10 11:30   
Can someone (who was able to reproduce this) check if this is still a problem on the latest automated builds? I would like to avoid having to close this issue without knowing if it has been resolved.
(0000622)
Incanus   
14-09-10 04:10   
The bug stills exists for me on build r1332 Settings: EF_NetworkOutThread MaxPacketsPerTick=100 MaxQueueSize=400 MaxSizePerTick=18000 UseAsyncNetwork=1 UsePacketPriority=1 TooltipMode=1 Ping to server: 60 ms Client: 5.04b I found that I have the most success reproducing this bug is to run through a gate, changing direction immediately and taking the gate back in the other direction. This way I can reproduce the bug 5% of the tries. If it helps I could make a video
(0000623)
MrSugarCube   
14-09-10 04:34   
Thanks, can you check this again on the next automated build (version #1333+)? If the problem is still present, it may also help to try with UsePacketPriority=0 as well.
(0000624)
Incanus   
15-09-10 01:11   
Thanks, seems to be fixed. I could not reproduce it anymore in like 100 tries.
(0000625)
MrSugarCube   
15-09-10 01:18   
Was that with UsePacketPriority=1 as well?
(0000627)
Incanus   
15-09-10 01:24   
yes, settings are: EF_NetworkOutThread MaxPacketsPerTick=100 MaxQueueSize=400 MaxSizePerTick=18000 UseAsyncNetwork=1 UsePacketPriority=1 TooltipMode=0 ToolTipCache=0
(0000628)
MrSugarCube   
15-09-10 01:53   
Great news, thanks. ;)





View Issue Details
1475 [SphereServer] executable - linux build minor always 28-07-08 17:39 11-09-10 03:41
theBug  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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
1810 [SphereServer] executable - generic block always 05-09-10 16:00 07-09-10 06:38
Terrikate  
ShiryuX  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c 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.





View Issue Details
1710 [SphereServer] executable - linux build crash sometimes 17-01-10 00:36 06-09-10 01:02
wuffel  
MrSugarCube  
high  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c 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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1795 [SphereServer] executable - generic major always 12-08-10 07:16 25-08-10 06:21
Coruja  
ShiryuX  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c Nightly  
   
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.





View Issue Details
1796 [SphereServer] executable - generic minor always 12-08-10 20:04 24-08-10 00:17
Coruja  
MrSugarCube  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c 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.





View Issue Details
1802 [SphereServer] executable - linux build minor always 20-08-10 23:44 23-08-10 23:12
Mirravin  
ShiryuX  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c Nightly  
   
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
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
1786 [SphereServer] new feature request minor N/A 28-07-10 06:02 19-08-10 05:12
umuri  
ShiryuX  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c Nightly  
   
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.





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1566 [SphereServer] new feature request feature N/A 08-01-09 22:48 17-08-10 10:12
babidi  
ShiryuX  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
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] executable - linux build minor always 20-02-10 16:45 15-08-10 22:43
HOCOK  
MrSugarCube  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c Nightly  
   
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
1793 [SphereServer] executable - generic minor always 11-08-10 05:29 12-08-10 05:14
Mirravin  
ShiryuX  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c Nightly  
   
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).





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1772 [SphereServer] executable - generic major always 04-07-10 06:05 07-08-10 21:28
Coruja  
ShiryuX  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c Nightly  
   
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..





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1774 [SphereServer] script pack minor N/A 06-07-10 04:57 07-08-10 21:28
Coruja  
ShiryuX  
normal  
resolved  
fixed  
none    
none 0.56c Nightly  
   
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] new feature request minor unable to reproduce 06-08-10 05:48 06-08-10 21:01
xantier  
ShiryuX  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c Nightly  
   
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.





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1789 [SphereServer] executable - generic major always 05-08-10 22:11 05-08-10 22:11
Mirravin  
 
normal  
new 0.56c 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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1776 [SphereServer] new feature request major always 16-07-10 12:53 28-07-10 13:01
xantier  
MrSugarCube  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c 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.





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1780 [SphereServer] script pack minor always 16-07-10 23:05 23-07-10 02:05
trinax  
MrSugarCube  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c 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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1777 [SphereServer] executable - linux build tweak always 16-07-10 13:18 16-07-10 13:18
wuffel  
 
normal  
new 0.56c 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?
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1760 [SphereServer] executable - generic major always 31-05-10 12:55 31-05-10 14:26
Incanus  
MrSugarCube  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c 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] executable - linux build minor always 27-05-10 11:16 29-05-10 19:51
Mirravin  
MrSugarCube  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c 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
There are no notes attached to this issue.





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1754 [SphereServer] executable - generic major always 20-05-10 03:15 25-05-10 01:32
alex  
MrSugarCube  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c 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] executable - generic major always 22-05-10 18:25 25-05-10 01:00
alex  
MrSugarCube  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c 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] executable - generic minor always 14-05-10 00:28 23-05-10 22:48
Incanus  
MrSugarCube  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c 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
There are no notes attached to this issue.





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1747 [SphereServer] executable - generic tweak always 10-05-10 14:29 15-05-10 17:36
Incanus  
MrSugarCube  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c 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
There are no notes attached to this issue.





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1746 [SphereServer] executable - generic trivial random 10-05-10 14:13 15-05-10 16:59
Incanus  
MrSugarCube  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c 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
There are no notes attached to this issue.





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1748 [SphereServer] executable - linux build crash sometimes 12-05-10 15:14 13-05-10 08:36
HOCOK  
MrSugarCube  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c 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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1742 [SphereServer] executable - generic minor always 02-05-10 21:38 02-05-10 23:07
Coruja  
MrSugarCube  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c 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] executable - generic minor always 28-04-10 22:33 01-05-10 14:26
Mirravin  
MrSugarCube  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c 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] executable - generic minor always 28-04-10 05:00 01-05-10 14:07
chup  
MrSugarCube  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c 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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1733 [SphereServer] executable - generic minor N/A 19-03-10 08:42 25-04-10 23:26
Dwayne  
MrSugarCube  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c 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] executable - generic minor always 22-02-10 20:25 25-04-10 22:57
Coruja  
MrSugarCube  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c 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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1734 [SphereServer] executable - generic major always 27-03-10 04:41 07-04-10 23:41
xantier  
MrSugarCube  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c 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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1720 [SphereServer] executable - linux build tweak always 14-02-10 13:26 20-02-10 15:08
SiriusDE  
MrSugarCube  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c 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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1715 [SphereServer] executable - generic tweak always 30-01-10 18:21 31-01-10 13:54
xantier  
 
normal  
new 0.56c 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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1712 [SphereServer] executable - linux build tweak always 20-01-10 04:57 24-01-10 21:26
wuffel  
MrSugarCube  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c 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
There are no notes attached to this issue.





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1713 [SphereServer] executable - generic major always 20-01-10 11:42 24-01-10 13:12
xantier  
MrSugarCube  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c 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..
There are no notes attached to this issue.





View Issue Details
1705 [SphereServer] executable - generic feature N/A 09-01-10 02:06 11-01-10 08:29
ShiryuX  
MrSugarCube  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c Nightly  
   
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] executable - linux build minor always 10-01-10 16:02 10-01-10 22:30
wuffel  
MrSugarCube  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c 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.
There are no notes attached to this issue.





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1701 [SphereServer] (No Category) feature have not tried 03-01-10 11:50 03-01-10 15:24
jeem  
MrSugarCube  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c 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] executable - generic trivial always 03-01-10 03:58 03-01-10 14:53
Terrikate  
MrSugarCube  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c Nightly  
   
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] executable - generic minor always 26-12-09 17:38 02-01-10 03:59
Coruja  
MrSugarCube  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c 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
There are no notes attached to this issue.





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1691 [SphereServer] executable - generic block sometimes 19-12-09 00:59 02-01-10 03:46
Terrikate  
MrSugarCube  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c 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)





View Issue Details
1667 [SphereServer] executable - generic feature always 30-09-09 20:52 20-12-09 22:23
SomeBody  
MrSugarCube  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c 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.





View Issue Details
1658 [SphereServer] new feature request trivial always 15-09-09 16:31 20-12-09 18:51
alex_petro  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 0.56c 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





View Issue Details
1687 [SphereServer] executable - generic tweak always 17-12-09 03:12 20-12-09 14:59
Incanus  
MrSugarCube  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c 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] executable - generic minor always 06-12-09 23:25 20-12-09 00:46
Coruja  
MrSugarCube  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c 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] executable - generic minor always 15-10-09 10:30 19-12-09 23:24
dzhony  
MrSugarCube  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c 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] executable - generic crash always 19-12-09 01:19 19-12-09 16:00
Terrikate  
MrSugarCube  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c 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





View Issue Details
1690 [SphereServer] executable - generic minor always 18-12-09 16:27 19-12-09 15:20
Coruja  
MrSugarCube  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c 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] (No Category) major always 25-09-09 20:52 18-12-09 10:55
khaos  
MrSugarCube  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c 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.





View Issue Details
1688 [SphereServer] executable - generic major always 17-12-09 03:18 18-12-09 00:44
Incanus  
MrSugarCube  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c 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.





View Issue Details
1689 [SphereServer] executable - generic minor always 17-12-09 18:48 18-12-09 00:28
jeem  
MrSugarCube  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c 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] executable - generic major have not tried 13-12-09 03:11 18-12-09 00:23
Terrikate  
MrSugarCube  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c 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 ;)





View Issue Details
1678 [SphereServer] executable - generic minor always 26-11-09 14:48 14-12-09 00:20
Bdevil  
MrSugarCube  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c 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] script pack minor N/A 21-09-09 07:45 13-12-09 23:02
Coruja  
MrSugarCube  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c 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] script pack minor always 29-09-09 06:40 13-12-09 23:02
Coruja  
MrSugarCube  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c 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
There are no notes attached to this issue.





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1685 [SphereServer] script pack minor N/A 13-12-09 22:21 13-12-09 23:02
Coruja  
MrSugarCube  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c 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.





View Issue Details
1683 [SphereServer] executable - generic trivial always 13-12-09 02:23 13-12-09 12:35
Terrikate  
MrSugarCube  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c 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] executable - generic minor always 15-11-09 14:51 13-12-09 01:22
xantier  
MrSugarCube  
normal  
resolved 0.56c Nightly  
fixed  
none    
none 0.56c 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.





View Issue Details
1672 [SphereServer] 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 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c 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





View Issue Details
1661 [SphereServer] executable - generic minor always 22-09-09 21:32 12-12-09 23:32
AnarchCassius  
MrSugarCube  
normal  
resolved 20-09-2009, 0.56b Prerelease  
fixed  
none    
none 0.56c 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] new feature request feature always 13-09-09 10:21 12-12-09 23:31
Valios  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 0.56c 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.





View Issue Details
1664 [SphereServer] executable - generic major always 25-09-09 22:16 16-10-09 05:41
AnarchCassius  
 
normal  
new 20-09-2009, 0.56b Prerelease  
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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1595 [SphereServer] executable - generic major always 28-04-09 17:36 13-09-09 19:31
Robert  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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] executable - generic major always 10-09-09 04:16 13-09-09 14:52
mitchel  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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] executable - generic minor always 10-06-09 18:48 13-09-09 01:12
Coruja  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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] (No Category) crash always 21-05-09 11:59 12-09-09 19:22
vusal  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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] script pack minor always 08-09-09 03:03 12-09-09 16:35
Coruja  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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] script pack minor N/A 23-08-09 18:54 12-09-09 16:35
Coruja  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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] executable - generic minor always 10-09-09 04:08 12-09-09 15:26
mitchel  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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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1642 [SphereServer] executable - generic major always 14-08-09 19:03 30-08-09 05:18
Valarin  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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] executable - linux build major always 17-06-09 11:51 30-08-09 03:45
Earlgrey100  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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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1639 [SphereServer] executable - generic major always 01-08-09 03:18 02-08-09 21:38
Incanus  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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
There are no notes attached to this issue.





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1636 [SphereServer] executable - linux build minor always 15-07-09 16:56 02-08-09 03:24
fraenir  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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





View Issue Details
1617 [SphereServer] executable - generic minor always 25-05-09 03:40 21-06-09 00:36
Coruja  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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





View Issue Details
1604 [SphereServer] executable - generic minor always 07-05-09 15:16 20-05-09 19:16
Incanus  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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.





View Issue Details
1466 [SphereServer] executable - generic major always 24-07-08 07:35 18-05-09 11:16
Coruja  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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] executable - linux build crash always 08-05-09 19:33 17-05-09 18:42
fraenir  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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.





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1593 [SphereServer] executable - generic feature have not tried 29-03-09 20:00 17-05-09 00:42
dzhony  
Shadow_Dragon  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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] executable - generic minor always 14-05-09 23:06 17-05-09 00:40
Boo  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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] executable - generic minor random 15-05-09 00:14 16-05-09 14:20
Boo  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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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1599 [SphereServer] executable - generic tweak N/A 05-05-09 20:29 07-05-09 22:14
cloud_br  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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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1451 [SphereServer] executable - generic minor always 14-07-08 03:33 05-05-09 03:17
Coruja  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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.





View Issue Details
1597 [SphereServer] executable - generic major always 03-05-09 06:08 04-05-09 23:43
cloud_br  
MrSugarCube  
normal  
resolved  
1127 fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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
1526 [SphereServer] executable - generic minor always 27-09-08 05:00 03-05-09 01:39
Coruja  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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.





View Issue Details
1581 [SphereServer] executable - generic minor always 24-02-09 03:22 02-05-09 03:57
pyromapes2k  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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.





View Issue Details
1495 [SphereServer] executable - generic major always 16-08-08 22:03 19-04-09 14:48
Coruja  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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] executable - linux build minor sometimes 18-03-09 08:58 19-04-09 04:48
Earlgrey100  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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] executable - generic minor always 24-07-08 13:14 19-04-09 04:42
Coruja  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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] executable - generic minor always 21-08-08 00:26 15-04-09 00:10
Coruja  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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





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1588 [SphereServer] executable - generic major always 23-03-09 00:33 04-04-09 13:15
thelegbra  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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] executable - generic minor always 24-03-09 16:11 29-03-09 20:18
fraenir  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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.





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1557 [SphereServer] executable - generic minor always 12-12-08 08:22 22-03-09 20:08
Balrog  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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





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1587 [SphereServer] executable - linux build minor always 19-03-09 08:38 20-03-09 22:42
Earlgrey100  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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.





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1585 [SphereServer] 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  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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.





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1560 [SphereServer] executable - generic minor always 14-12-08 10:58 27-02-09 00:15
jeem  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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.





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1537 [SphereServer] executable - generic major always 14-10-08 20:26 22-02-09 23:40
dask  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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>





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1575 [SphereServer] executable - linux build text always 02-02-09 11:37 22-02-09 05:01
talantyyr  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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] executable - generic minor always 22-01-09 06:00 21-02-09 16:53
Miriak  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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] executable - generic major always 07-11-08 12:13 21-02-09 16:29
pyromapes2k  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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





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1564 [SphereServer] executable - generic minor always 06-01-09 04:16 21-02-09 15:15
pyromapes2k  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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] executable - generic minor always 01-11-08 14:40 15-02-09 23:31
Coruja  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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.





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1576 [SphereServer] script pack minor always 08-02-09 23:01 09-02-09 11:58
Coruja  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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] executable - generic crash always 11-09-08 00:14 08-02-09 16:14
Terrikate  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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] new feature request minor always 06-10-08 21:20 24-01-09 16:35
XeroX  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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] executable - generic text always 11-01-09 15:35 24-01-09 03:18
babidi  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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] executable - linux build major always 23-01-09 12:24 24-01-09 02:09
Sadus  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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] executable - generic minor always 17-01-09 09:01 24-01-09 01:29
Phenixer  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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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1555 [SphereServer] script pack minor always 06-12-08 09:06 06-12-08 15:12
jeem  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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. :)





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1553 [SphereServer] executable - generic trivial always 24-11-08 17:16 29-11-08 19:55
Incanus  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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
1499 [SphereServer] executable - generic major always 21-08-08 01:40 02-11-08 14:26
Coruja  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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.





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1510 [SphereServer] executable - generic minor always 03-09-08 22:36 26-10-08 20:12
dask  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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] executable - generic text always 12-09-08 10:41 26-10-08 20:02
dzhony  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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.





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1540 [SphereServer] executable - generic crash always 21-10-08 21:42 26-10-08 18:06
XeroX  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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.





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1538 [SphereServer] executable - generic minor always 17-10-08 01:04 26-10-08 15:34
Incanus  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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.





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1539 [SphereServer] executable - generic crash always 19-10-08 23:15 26-10-08 15:07
XeroX  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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





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1535 [SphereServer] executable - generic minor always 12-10-08 18:51 26-10-08 14:01
Ben  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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





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1474 [SphereServer] script pack minor N/A 27-07-08 01:34 05-10-08 23:48
Coruja  
nazghul  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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





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1524 [SphereServer] script pack minor N/A 26-09-08 06:33 05-10-08 23:36
Coruja  
nazghul  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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 :)
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1523 [SphereServer] executable - generic feature N/A 25-09-08 03:25 25-09-08 13:37
Balrog  
nazghul  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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.





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1516 [SphereServer] executable - generic minor always 09-09-08 21:36 11-09-08 01:37
gasb  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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.





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1485 [SphereServer] script pack minor N/A 10-08-08 08:34 08-09-08 23:43
Coruja  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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] script pack minor N/A 21-08-08 01:01 08-09-08 23:40
Coruja  
nazghul  
normal  
resolved  
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
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1508 [SphereServer] executable - generic major always 03-09-08 11:02 08-09-08 19:00
dzhony  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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





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1514 [SphereServer] executable - generic minor always 08-09-08 16:40 08-09-08 18:40
gasb  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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] executable - generic minor always 07-09-08 06:04 07-09-08 15:33
Coruja  
nazghul  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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] new feature request minor N/A 29-08-08 03:57 04-09-08 14:10
Coruja  
nazghul  
normal  
resolved  
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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1507 [SphereServer] executable - generic major always 31-08-08 03:43 31-08-08 16:55
Coruja  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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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1496 [SphereServer] executable - generic minor N/A 20-08-08 02:07 22-08-08 01:31
Coruja  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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] executable - generic minor always 02-08-08 19:03 21-08-08 22:03
Gygrazok  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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
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1468 [SphereServer] executable - generic minor always 24-07-08 13:10 21-08-08 22:03
Coruja  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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] script pack minor N/A 10-08-08 08:35 21-08-08 22:03
Coruja  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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] executable - generic minor always 30-07-08 15:55 21-08-08 22:03
Incanus  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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] executable - generic minor always 24-07-08 17:09 21-08-08 22:03
Coruja  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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] executable - generic minor N/A 13-08-08 00:46 21-08-08 22:03
Coruja  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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] executable - generic major unable to reproduce 12-08-08 00:51 21-08-08 22:03
Coruja  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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
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1483 [SphereServer] executable - generic feature N/A 03-08-08 20:01 21-08-08 22:03
Admin BladeCraft  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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 [^]
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1484 [SphereServer] executable - generic minor N/A 07-08-08 04:50 21-08-08 22:03
Coruja  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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)
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1480 [SphereServer] script pack minor N/A 03-08-08 02:29 05-08-08 00:05
Coruja  
nazghul  
normal  
resolved  
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])
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1465 [SphereServer] script pack minor N/A 24-07-08 05:06 24-07-08 18:53
Coruja  
nazghul  
normal  
resolved  
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.





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1459 [SphereServer] executable - generic minor always 19-07-08 01:15 20-07-08 05:21
Coruja  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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.





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1457 [SphereServer] executable - generic minor N/A 19-07-08 01:10 20-07-08 04:05
Coruja  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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.





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1456 [SphereServer] script pack minor always 19-07-08 01:07 20-07-08 03:53
Coruja  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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.





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1458 [SphereServer] executable - generic major always 19-07-08 01:13 20-07-08 03:45
Coruja  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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..





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1449 [SphereServer] executable - generic minor always 13-07-08 21:25 13-07-08 23:49
Incanus  
Beyonder  
normal  
resolved  
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
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1 [SphereServer] executable - generic crash have not tried 10-07-08 01:15 13-07-08 01:06
Incanus  
Beyonder  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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.





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2 [SphereServer] executable - generic minor sometimes 10-07-08 02:27 10-07-08 23:59
Incanus  
MrSugarCube  
normal  
resolved  
fixed  
none    
none 20-09-2009, 0.56b Prerelease  
   
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
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3 [SphereServer] executable - generic minor have not tried 10-07-08 02:35 10-07-08 23:18
Incanus  
MrSugarCube  
normal  
resolved  
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'. :)