Author Topic: Yulbars, furry doorstops?  (Read 4514 times)

Luzino

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Re: Yulbars, furry doorstops?
« Reply #15 on: September 26, 2008, 03:08:52 pm »
@LigH

Pardon? You can talk to any NPC while the NPC client is down as well. You can get/do quests in that time. I'm not aware that talking to NPCs is affected by their server being up or down. You get standard answers from your pet like from any other NPC so why should that not work?
I at least never experienced not being able to chat with my pet. And I suffered through enough (too many? ;-) ) NPC-server downtimes. To my experience it controlles movement and such likes of NPCs, not their "chatting".
Anyone correct me if that assumption is wrong. It's just my impression after all, not knowledge.
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Caarrie

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Re: Yulbars, furry doorstops?
« Reply #16 on: September 26, 2008, 04:17:39 pm »
quests have nothing to do with the npcclient [talking to npcs]. the npcclient only controls the movement of the npcs not the ability for them to talk.

LigH

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Re: Yulbars, furry doorstops?
« Reply #17 on: September 27, 2008, 12:23:19 am »
So the talking and questing is handled by the main server, but the movement (or rather, movement directing) by the npcclient?

Well, alright - "/mypet" is a little passing of a string to a message channel, "/tell" to a pet (like "/tellnpc") merely text recognition and (partially randomized) selection of results from a string table. Little requirement of CPU time. And one-shot actions.

A reaction on "/pet" commands is surely a bit more difficult. It requires a more or less constant (at least repeated) calculation of reactions on events, especially target locations (tracking).

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Caarrie

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Re: Yulbars, furry doorstops?
« Reply #18 on: September 27, 2008, 12:35:03 am »
So the talking and questing is handled by the main server, but the movement (or rather, movement directing) by the npcclient?

yep

Bamko

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Re: Yulbars, furry doorstops?
« Reply #19 on: September 30, 2008, 02:42:45 pm »
ok, this is in regard ONLY to the bug 980 http://www.hydlaa.com/flyspray_upgrade/ and enter "980" in box in upper right hand corner... where it says "show task #".  I will also be updating that as well with some info soon.

If you activated your pet for the first time while NPCs were down, then it may very well be broken.  This is not in response to typing commands wrong, not having trained in the right skills, or trying to get it to do more than they can do at this time, like attack, for example.  If you pet ever has walked towards you even a step, then I do not believe this bug is affecting  you.

I asked Weltal about it, and he looked into it.  he has asked me to E_mail some high level people about it, but as it was just yestrday, I have not mustered the nerve to do so yet. 

rather than try to parse the whole conversation, and risk missing something, I will just link to it.  I put it on a back page in my site to have it accessable.  http://www.yliakum.com/petissue.doc

As I said, I will be following up with bugtracker and then e-mailing someone.  Please do not use this information to bug anyone, I will bug whomever needs to be bugged.  Of course, if you are a Dev and it happens to come up... I was told only 2 people can fix this, maybe a third.  And as you may imagine, I expect it is not on their daily "to-do" list.  Nor would I want this to bump anything off that list.

If you are not able to fix this, let me contact those who can.  Overall this is a fly on the side of a building.  Not hurting much and other more important things for them to spend their time on.  Not to say I hope they don't fix it.  I do.  But lets be patient. 

citizen

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Re: Yulbars, furry doorstops?
« Reply #20 on: October 21, 2008, 07:52:25 pm »
Deaf pets? Haven't encountered that yet as I can have a chat with my little Dervil. Go to NPC chat and say "Hi", "who are you" or "how are you" to your pet (i.e. target your pet like any other npc you want to talk to) and you should get an answer. Works for me even with 1st level of a certain skill... ;-)

It never worked for me, i reached level 50 in that "skill" months ago, nothing changed from that time.
But, the needed quest for me was broken, i needed to buy a ring of familiar, maybe thats the cause for this.
« Last Edit: October 21, 2008, 08:04:39 pm by citizen »

Lorit

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Re: Yulbars, furry doorstops?
« Reply #21 on: November 07, 2008, 10:26:09 pm »
ok, this is in regard ONLY to the bug 980 http://www.hydlaa.com/flyspray_upgrade/ and enter "980" in box in upper right hand corner... where it says "show task #".  I will also be updating that as well with some info soon.
... deleted ...

Bug report 980 is closed.

Closed by  peeg (peeg)
Friday, 03 October 2008, 04:17 GMT-8
Reason for closing:  Fixed
Additional comments about closing:  Tested.

However, any current pets that were broken before are still broken.  Bamko, I have been watching this since you first posted the bug as I had the same problem within a day or two of you reporting it.

There is a solution posted for those with broken pets but it looks like more than ordinary privileges and time are required to fix each individual pet.  Could a batch job be run to automagically fix all broken pets?

LigH

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Re: Yulbars, furry doorstops?
« Reply #22 on: November 08, 2008, 12:14:04 am »
"Tested" and "Fixed" does not necessarily mean "implemented in the currently running server"... might take until the next release. Depends on the kind of bug.

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peeg

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Re: Yulbars, furry doorstops?
« Reply #23 on: November 08, 2008, 12:52:06 pm »
In theory this bugfix is retroactive, so all the broken pets should start to "work" after the next update :)
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weltall

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Re: Yulbars, furry doorstops?
« Reply #24 on: November 08, 2008, 07:41:22 pm »
In theory this bugfix is retroactive, so all the broken pets should start to "work" after the next update :)
yep it is as if the npcclient won't find the data about the new npc (in this case your pet) it will try to reconstruct data and recreate so your pet in his local data.

normally only some safe and high priority patches get backported right now, like crashes, extremely annoying problems like the map not found etc, so you will have to wait for the next release
« Last Edit: November 08, 2008, 08:10:01 pm by weltall »

Lorit

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Re: Yulbars, furry doorstops?
« Reply #25 on: November 20, 2008, 09:19:06 pm »
In theory this bugfix is retroactive, so all the broken pets should start to "work" after the next update :)

I guess I'll know when it is implemented then!  ;D

Gravemind

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Re: Yulbars, furry doorstops?
« Reply #26 on: December 01, 2008, 10:56:11 am »
Just to confirm, they're working now.

the /follow and /stay commands are still very buggy, like you type /follow and the pet moves to where you are then stops, and then you move away and it doesn;t keep following you, though for some reason if you tell it to /stay it will start following you again, and the /stay command no longer tells the pet to stop following it just makes it follow and the /follow then doesn;t seem to do anything
There is an alternative, more probable theory that 9/11 was in fact caused by Hanson's 1997 smash hit 'MMMBop.'