Closed kokekanon closed 1 year ago
Thanks for reporting it, I'll fix it. When you have time, try it out and let me know if it's been resolved. If you can't compile and you're using Windows, use the pre-compiled beta-3.
Test in beta-test-3 @MillhioreBT . .
Test 1 : players
Old Client
----- 24/05/2023 09:05:41 - Duckugly (xxxxxx) -----
Debug Assertion 8.60 Map.cpp 321
Wed May 24 08:49:06 2023
Graphic Engine: DirectX9 (2)
Operating System: Windows Vista Family in USA
Processor: Intel Core i7 -10700K @
Video Card: NVIDIA GeForce RTX 3080
Last Packet Types: 107 108 109 109 030 108 109 130 030 106
Last Packet: 109 094 000 126 000 007 001 094 000 125 000 007 108 094 000 125
Player Position: [93,125,6]
Player Name: Duckugly (Forgotten)
Player Action: 049 050 055 046 048 046 048 046 049 058 055 049 055 052
Player.cpp 361: exception occurred, reason:
Network.cpp 946: exception occurred (ErrorCode = 0), reason:
Control.cpp 1331: exception occurred (Type = 107) (MainWindow = 41125440), reason:
Communication.cpp 1846: exception occurred (rx = 65444) (ry = -94), reason:
Map.cpp 321: assertion failed (rx = 65444), reason:
In(rx,0,MAPSIZE_X-1) [bug0000013]
Comment: ultimo
OTCv8
ERROR: unable to remove thing
at:
[C++]: ?parseTileTransformThing@ProtocolGame@@AAEXABV?$shared_object_ptr@VInputMessage@@@stdext@@@Z
. . .
Test 2 with monster +20 stack more 2 player:
same log in console OTCv8 and debug old client . . . .
Note test 2: look at 13 seg
if there are 20 in stack , only show first 10 in battle . in otcv8 and old client It's a minor detail
pero depende del serveridor. ejemplo un servidor war como marlboro, en zona de fuente , estas perdiendo informacion en el target xd, no podras atacar al que baje
I realized something
if there is +10 player in stack (upstairs), affects how the player 11 raises. example in the video if I go up from East to West :white_check_mark: SE to NW :white_check_mark: but from south to north :x: bug ahaha wtf West to East :x: bug
In the previous comment, I realized in the first video, the player goes up from south to north BUG and in the second video, the player goes from W to E. BUG
but in this type of ladder works
I realized something
if there is +10 player in stack (upstairs), affects how the player 11 raises. example in the video if I go up from East to West ✅ SE to NW ✅ but from south to north ❌ bug ahaha wtf West to East ❌ bug
Secuencia.01_2.mp4 In the previous comment, I realized in the first video, the player goes up from south to north BUG and in the second video, the player goes from W to E. BUG
but in this type of ladder works
I think it's already resolved. let me know if it works for you. beta-4
I realized something if there is +10 player in stack (upstairs), affects how the player 11 raises. example in the video if I go up from East to West ✅ SE to NW ✅ but from south to north ❌ bug ahaha wtf West to East ❌ bug Secuencia.01_2.mp4 In the previous comment, I realized in the first video, the player goes up from south to north BUG and in the second video, the player goes from W to E. BUG but in this type of ladder works
I think it's already resolved. let me know if it works for you. beta-4
I confirm that works in otcv8 and client CipSoft
thank you
sorry but now there is a problem going down the stairs haha
stack +10 player on ladder go down the 1 player ladder
nothing happens to the person who goes down but to those who are there. bug
ERROR: no thing at pos:92 127 6, stackpos:6
at:
[C++]: ?getMappedThing@ProtocolGame@@QAE?AV?$shared_object_ptr@VThing@@@stdext@@ABV?$shared_object_ptr@VInputMessage@@@3@@Z
ERROR: no thing
at:
[C++]: ?parseTileTransformThing@ProtocolGame@@AAEXABV?$shared_object_ptr@VInputMessage@@@stdext@@@Z
not testing enough on client old ✅✅✅✅✅
sorry but now there is a problem going down the stairs haha
stack +10 player on ladder go down the 1 player ladder
nothing happens to the person who goes down but to those who are there. bug
2023-05-26.00-54-27_1.mp4
ERROR: no thing at pos:92 127 6, stackpos:6 at: [C++]: ?getMappedThing@ProtocolGame@@QAE?AV?$shared_object_ptr@VThing@@@stdext@@ABV?$shared_object_ptr@VInputMessage@@@3@@Z ERROR: no thing at: [C++]: ?parseTileTransformThing@ProtocolGame@@AAEXABV?$shared_object_ptr@VInputMessage@@@stdext@@@Z
I think it only happens in otclient (mehah and v8)
not testing enough on client old
Could you try another old but functional engine for version 860, and check that this doesn't happen in OTC as well?
Honestly, I just copied the code from the TFS 0.4 engine since it has always worked for many years and is still being used today. I don't know if you can check it, but if not, it's okay. I will review it when I have time.
repo : https://github.com/Fir3element/3777 Release : The Forgotten Server 0.4 on Jul 3, 2022
Test 1 : +12 monster in stack and 2 player work(Otcv8 and CipSoft ) : ✅
Test 2 : 12 Player in stack. work (Otcv8 and CipSoft ) ✅
@kokekanon try test beta-5
I did these tests:
OTCv8 ✅ CipSoft ✅ Mehah ✅
I did not find another bug, I close issues thank you
emil92b discovered an ghost mode bug causes bug to player who are visible
1.- player near of monster in ghost mode 2.- monster move(ghost mode) 3.- player bug
[C++]: ?parseCreatureMove@ProtocolGame@@AEAAXAEBV?$shared_ptr@VInputMessage@@@std@@@Z
ERROR: no thing at pos:97 186 7, stackpos:255
at:
[C++]: ?getMappedThing@ProtocolGame@@QEBA?AV?$shared_ptr@VThing@@@std@@AEBV?$shared_ptr@VInputMessage@@@3@@Z
ERROR: no creature found to move
at:
[C++]: ?parseCreatureMove@ProtocolGame@@AEAAXAEBV?$shared_ptr@VInputMessage@@@std@@@Z
ERROR: no thing at pos:97 187 7, stackpos:255
at:
[C++]: ?getMappedThing@ProtocolGame@@QEBA?AV?$shared_ptr@VThing@@@std@@AEBV?$shared_ptr@VInputMessage@@@3@@Z
ERROR: no creature found to move
at:
[C++]: ?parseCreatureMove@ProtocolGame@@AEAAXAEBV?$shared_ptr@VInputMessage@@@std@@@Z
perfect, thanks for testing these things, I'll check it and fix it
Hello, I had in browser favorites, several posts from otland of with bug c++ in 1.5, which the community could not solve
test in release "beta-test-1"
if 10 people stack in a specific position (tested in normal_zone) the client presents the following bug
For some reason if there are many people stack in a sqm gives debug example: +10 people stack on a ladder
+10 player mc or random player in a server in production stack in ladder
It causes an error in the client in the case of OTC this happens (relogin is fixed, but if you login and up ladder bug again xd )
Terminal OTC:
Old client Debug windows