cmangos / issues

This repository is used as a centralized point for all issues regarding CMaNGOS.
179 stars 47 forks source link

Fear Movement Buggy #230

Closed whitegear closed 7 years ago

whitegear commented 11 years ago

Mangos Zero : REVISION_NR "2066"

Fear movement and the fleeing target frequently becomes out of sync with the client...

cala commented 11 years ago

Mangos Zero : REVISION_NR "2066"

I think either you have a very outdated CMaNGOS core (current rev is 2388, that's more than 300 changes...) or more likely, you are using another project than CMaNGOS. In both case, I highly suggest you use CMaNGOS Classic core instead. It is up to date and working pretty well. Then, see if your issue is still there after updating.

Schmoozerd commented 11 years ago

Especially as recently there was a fix pushed to prevent such thingies :)

@whitegear Please do confirm that this a false report. (related current cmangos-classic ( https://github.com/cmangos/mangos-classic )

Schmoozerd commented 11 years ago

Welll, it appears that cmangos-classic was falsly set to rev 2066. I have no idea why git_id failed me there, but this might be a valid report :(

In which case i don't understand why this is not fixed as it is with the other cores Fixed in 00ef5f6aac08bcfb8e39fa0ee6af08e85

cala commented 11 years ago

@Schmoozerd do you need additional testing regarding this issue? I can look at it next week if needed.

cala commented 11 years ago

Tested with last revision and fear movement is indeed weird:

I did not try duel/PvP.

I had no issue with fleeing NPC or sliding corpse.

Thus, I partially confirm the first bullet point of @whitegear report.

whitegear commented 11 years ago

Thank you Cala: and @ Schmoozerd : i did a clean build and I think we are safe on removing the NPC Sliding corpse issue I introduced - I'm not able to reproduce this effect with any regular frequency worth considering.

I also agree, fear movement is still certainly off. I think you pretty well nailed it above, Cala, and duel/PVP should suffer similar odd problems. Primarily, when the fear aura is removed the feared player appears to others to keep running in a straight line (though he has not moved) and immediately appear at the spot where the fear aura was initiated when the fear aura is removed or has run its duration. Naturally this is very disorienting to enemy and friendly players to say the least..

cala commented 11 years ago

After some play/test time, I'm the bearer of bad news:

zwisus commented 10 years ago

Remove aura SPELL_AURA_MOD_INCREASE_SPEED

void Unit::UpdateSpeed(UnitMoveType mtype, bool forced, float ratio)
{
    +    if (isFeared())
    +         return;

    // not in combat pet have same speed as owner
    switch (mtype)
    {
        case MOVE_RUN:
        case MOVE_WALK:
        case MOVE_SWIM:
            if (GetTypeId() == TYPEID_UNIT && ((Creature*)this)->IsPet() && hasUnitState(UNIT_STAT_FOLLOW))
cala commented 10 years ago

I did not yet test the change suggested by Zwisus above ( will do it soon(tm) ).

But I encoutered feared/fleeing bugs a bit more and it looks like the server and client behaviours are handled differently. When the bug occurs, the NPC runs straight ahead (behind its current target) and when the player turn around (180°) to face the fleeing NPC and starts casting, the "You are facing the wrong way" message error is displayed. When fleeing/fear stops (or if NPC dies while in those states), the NPC reappears at the opposite direction (sometimes with a "run very very fast" animation between the two positions). Not sure I'm clear, let's try a small drawing:

What client displays:

      NPC ->  <- Player                           fighting
              <- Player   NPC ->                  fleeing
                 Player ->          NPC ->        casting = you are facing the wrong way
  NPC            Player ->                        stop fleeing / dies

What server seems to have:

      NPC ->  <- Player                           fighting
   <-NPC      <- Player                           fleeing
<-NPC            Player ->                        casting = you are facing the wrong way
  NPC            Player ->                        stop fleeing / dies
fcsbravo commented 10 years ago

I tried zwisus suggestion and it worked for ("run very very fast" animation between the two positions).

PatSmuk commented 10 years ago

For whatever reason the movement packets seem to be messed up. I wasn't able to find the source of the problem. =(

xfurry commented 10 years ago

This probably happened during the movement backports. The commits are [z1819] to [z1831]. You can see the main commit here: https://github.com/cmangos/mangos-classic/commit/e475d61d69aa383cb39a16bfd213592fb29742ef

PatSmuk commented 10 years ago

After playing around with it, I've noted the following:

PatSmuk commented 10 years ago

Should be fixed with this: https://github.com/Patman64/mangos-classic/commit/733143476ebab001b063078665b01eeddc7c2582

cala commented 9 years ago

A small update on this: I did not had the issue described above since the movement/vmaps/mmaps changes done by @cyberium last summer.

Unless someone confirm the issue still exist, I will close it soon(tm).

al3xc1985 commented 9 years ago

This should be added to wotlk too