Author Topic: [bug] NPCs talks with no reason at great distance  (Read 1224 times)

elscouta

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[bug] NPCs talks with no reason at great distance
« on: January 09, 2005, 05:51:05 pm »
I was digging (as usual) platinum and advicing when suddenly Jayose told me \"take this promessary note ...\". Strange ...

(i\'ll upload the screenshot as soon as silentwhisper is up again)

[edit]: here


« Last Edit: January 09, 2005, 06:43:57 pm by elscouta »
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Moogie

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« Reply #1 on: January 09, 2005, 08:58:04 pm »
I highly suspect this and many other strange things are due to packetlosses which are happening all the time. This is an extremely high priority bug to fix, IMO. Some chat lines are lost when you say them, some chat even reaches the wrong people! Packetloss is a very bad thing indeed.

Cyd

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« Reply #2 on: January 09, 2005, 10:13:56 pm »
What is a packetloss? Didn\'t really understand that.

little off-topic: hehe what are you doing in the \"old\" ruins. Still crystals spawning there?

Harkin

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« Reply #3 on: January 09, 2005, 10:41:41 pm »
packetloss is when packets, which are what carries information to and from the server and lost or mishandled, like sending the wrong packet to the wrong client..
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peeg

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« Reply #4 on: January 10, 2005, 08:16:01 am »
Quote
Originally posted by Cyd
Still crystals spawning there?


No, but maybe youll find other valueable materials there ;)
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Nielkie

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« Reply #5 on: January 10, 2005, 11:24:09 am »
err.. That screenshot tells everyone where to find platinum ore.

Feran

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« Reply #6 on: January 10, 2005, 12:04:15 pm »
Quote
Originally posted by Moogie
I highly suspect this and many other strange things are due to packetlosses which are happening all the time. This is an extremely high priority bug to fix, IMO. Some chat lines are lost when you say them, some chat even reaches the wrong people! Packetloss is a very bad thing indeed.


The wrong people thing is rare, but strange when it happens. I am not sure if packetloss is the most likely explanation, or if it is, it is on conjuction with the way object identification is handled in general.

An example: I was talking to someone called X. He talks back, conversation over. After a while I get a talk from Y. We talk for a while and Y realizes that he really wanted X.

Now the funny thing about this is, that Y didn\'t even know about me and his data-structures have no reason to be mis-initialized (and wrongly updated due to packet-loss) about me. Of course there is a chance of coincidence and that I was just so many object indicies off to by accident get the tell, but that\'s to be figured out in the code. A good look at object identification should be good. Do object/characters get unique IDs per session? If not, this might well the problem and should be easily fixed.

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Asenuth

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« Reply #7 on: January 18, 2005, 01:17:15 pm »
I\'ve seen a few missent tells in my short time playing, one of the more amusing things i saw though was a missent *responce* to a missent tell.

As in:
X tells you: blah
you tell X: blah

Talk about putting words in my mouth! I\'ve still got the log.

I thought i\'d meantion it since it might help to know that it can happen bothways.
Proving once again that one word posts aren\'t my thing.