Old notoriety bug

Report core bugs regarding the Ultima Online Emulator Core release (version 097). You can attach your Core Dump. One bug per post.
Locked
Bracco
Adept Poster
Posts: 80
Joined: Thu Dec 28, 2006 11:52 am

Old notoriety bug

Post by Bracco »

hi there... im happy to notice that finally the walk packet correctly sends the notoriety of the chraracter, but there is still something missing :P

i mean, when your notoriety changes withouth you walking around, you can't notice until you move... that's because when noto changes pol probably doesn't send the update packet...
MuadDib
Former Developer
Posts: 1091
Joined: Sun Feb 12, 2006 9:50 pm

Post by MuadDib »

That's because the client doesn't update fully, IIRC, until you move. You get the update, but the client does not change it till you move. It is actually the same way on OSI, I still complain about that myself to the devs there because it sucks for my Paladin (Enemy of One changes them to guild enemy color). :(
Bracco
Adept Poster
Posts: 80
Joined: Thu Dec 28, 2006 11:52 am

Post by Bracco »

omg its the same on osi? O_o
sad... -_-'

strange btw, i believed that on runuo for example it worked without moving... must check
MuadDib
Former Developer
Posts: 1091
Joined: Sun Feb 12, 2006 9:50 pm

Post by MuadDib »

If it does, then there must be something "extra" they do to trick the client first ;)
Bracco
Adept Poster
Posts: 80
Joined: Thu Dec 28, 2006 11:52 am

Post by Bracco »

just checked, runuo does the trick...

i'm investigating HOW it does it...

edit: found

it just sends a 0x77 packet (update player)

just tried a quick script on POL to see if it works, and it does

Code: Select all

use uo;
use os;
use polsys;

program textcmd( who )
    var pkt := CreatePacket(0x77, 17);

    pkt.SetInt32(1,who.serial); //player serial
    pkt.SetInt16(5,400); //model
    pkt.SetInt16(7,who.x); //x
    pkt.SetInt16(9,who.y); //y
    pkt.SetInt8(11,who.z); //z
    pkt.SetInt8(12,who.facing); //direction
    pkt.SetInt16(13,0); //skin color
    pkt.SetInt8(15,0); //flag
    pkt.SetInt8(16,2); //notoriety
    
    pkt.SendPacket(who);
endprogram
now, wouldn't be veeeery nice to have the core correctly update the notoriety changes ? :oops:

(i can't do it by script, i can't hook something to know exactly when notoriety changes (unless something changed from a year ago :P ))
MuadDib
Former Developer
Posts: 1091
Joined: Sun Feb 12, 2006 9:50 pm

Post by MuadDib »

Noted, I'll look into doing this within the week. Definitely before next core releases if possible. Thanks for the extra effort. :)
Bracco
Adept Poster
Posts: 80
Joined: Thu Dec 28, 2006 11:52 am

Post by Bracco »

np, happy to help :D
MuadDib
Former Developer
Posts: 1091
Joined: Sun Feb 12, 2006 9:50 pm

Post by MuadDib »

Can you try this packet command, with 2.0.0 client, to ensure it works there too? Trying to keep backwards compatibility after all :)
MuadDib
Former Developer
Posts: 1091
Joined: Sun Feb 12, 2006 9:50 pm

Post by MuadDib »

Also, is this with just YOU, when YOURS changes, or when people around you change, you don't see theirs till they move also?
Bracco
Adept Poster
Posts: 80
Joined: Thu Dec 28, 2006 11:52 am

Post by Bracco »

to my knowledge, this is only a problem with aos tooltips, so this packet should only be sent to who has aos,se,ml account (gonna check btw)

however, and i am pretty much sure of this, it applies only to YOUR own character... notoriety update of other ppl around you is fine

edit: update

checked now with a 2.0.0 client and the packet seems to cause no trouble, however i dont feel like its needed, cause with the pre-aos names the only way you have to know your notoriety is to click yourself, and this is handled correctly with pre-aos accounts (always been)

confirmed btw that the problem is only on your character, not the others around you
MuadDib
Former Developer
Posts: 1091
Joined: Sun Feb 12, 2006 9:50 pm

Post by MuadDib »

Fixed and will be committed soon tonight.
Locked