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View Full Version : PlayerCorpse Spawns in wrong location



wrongway
11-06-2002, 03:57 PM
I'm not sure what would cause this, but I've noticed on 2 different machines that player corpse spawns are in the wrong location. It works fine after someone else starts dragging the corpse, but not until then. I haven't checked after zoning in/out, but I think it would be the same situation. Many times its all the way across the zone.

I just considered looking for it, and will, but no correlation between where the player corpse SHOULD show up and where it does show up jumped out at me.

Could this be an opcodes problem or is it only a packet structure problem?

-- Of course perhaps I'm looking at the screen the:
WrongWay

iluvseq
11-06-2002, 04:26 PM
It has the X/Y co-ordinates reversed.

However, it's also showing up as a light blue "X" instead of a yellow square.

This leads me to believe that it's an opcode issue. These corpses also show up as "player's corpse's corpse" and in the spawn list as NPC Corpses.

So I think the opcode for player corpse creation is incorrect.

If you zone out and back in, all existing player corpses show up fine, it's only newly created player corpses that show up incorrectly.

baelang
11-06-2002, 05:04 PM
there is an open bug report on this issue:

http://sourceforge.net/tracker/index.php?func=detail&aid=575158&group_id=10131&atid=110131

my comment was that it was fixed, but i noticed it is broken again. perhaps i was just wrong when i said it was fixed.

wrongway
11-06-2002, 05:09 PM
Wow, I didn't even know about that source, I just did a search for Player Corpse Spawn somethin soemthing or other. Thanks for calling that to my attention.

-- I did it the:
WrongWay

MeTh_HeD
11-07-2002, 11:57 AM
Originally posted by baelang
there is an open bug report on this issue:

http://sourceforge.net/tracker/index.php?func=detail&aid=575158&group_id=10131&atid=110131

my comment was that it was fixed, but i noticed it is broken again. perhaps i was just wrong when i said it was fixed.

You were right that it was fixed. In the CVS right before they encrypted the packets, with the first working libEQ.a after PoP's release, it was fixed. The most recent working version has it broken again.

Mr. Suspicious
11-08-2002, 07:29 AM
The most recent working version has it broken again.

No, the MOST recent version (4.3.2) has it fixed again. ( http://seq.sourceforge.net/showthread.php?s=&threadid=2372 )

MeTh_HeD
11-08-2002, 04:44 PM
Yeah, I noticed the new CVS after I had posted that, so I was referring to the version before that.