- Joined
- Apr 21, 2009
- Messages
- 1,385
- Reaction score
- 934
Introduction
Hello RaGEZONE, I believe the best way the community can help better Flyff private servers is by organizing the known issues that Flyff contains as of v15(clean source). Please make a separate thread if you have ideas on how to fix any of these. However, please, do not release COMPLETE fixes to these issues. That kills the purpose of this project and will only help leechers.
What is a Glitch?
A glitch is a mistake in either code or content that was unintended by the original developer. This doesn't include things like "Flyff is lacking a Pet Filter."
Information Regarding Exploitation
Please refrain from posting technical security exploits in this thread, I'll probably make another thread for that later. I may use the term, "Exploitable", which will refer to gameplay glitches that may be abused to gain advantages over other players. All glitches reported here should be replicatable without external client modifications including, but not limited to: memory, resource, and binary.
Severity Levels:
Critical
High
Medium
Low
Very Low
Compiled Glitch List
Glitch Id: 1
Severity: Critical
Category: Gameplay(Exploitable)
Info: While moving the Neuz window, the game freezes and stops processing logical operations. This can lead to inaccurate position calculations.
Issue reported by: Mootie
Date reported: January 10th, 2012
Glitch Id: 2
Severity: Low
Category: Visual
Info: On some graphical processors, "-0.0f" passed to DirectX will result in graphical errors. Notably in C2DRender::RenderLine.
Issue reported by: Mootie
Date reported: January 10th
Glitch Id: 3
Severity: Medium
Category: Crash
Info: While moving the Neuz window, DirectX will sometimes crash the client. (saying something like "device must exit").
Issue reported by: Mootie
Date reported: January 10th, 2012
Glitch Id: 4
Severity: High
Category: Gameplay(Exploitable)
Info: If you spin by pressing and holding either "A" or "D" keys, sit down, then release the keys as you stand up, your character will appear as sitting on other players' clients. Can be abused to range attacks farther than they should(only appearing on other player's screens).
Issue reported by: Mootie
Date reported: January 10th
Glitch Id: 5
Severity: Medium
Category: Visual
Info: After moving the Neuz window, a small black border appears at the bottom and right edges of the client window.
Issue reported by: Thad
Date reported: January 10th, 2012
Glitch Id: 6
Severity: High
Category: Gameplay
Info: When a monster is immobile(0% speed) and you use any items or skills, you will move towards the monster while you remain at the same position on your client. This will result in the player getting hit by the monster, even though the monster appears to be out of range.
Issue reported by: MisterKid
Date reported: January 10th, 2012
Glitch Id: 7
Severity: High
Category: Gameplay
Info: When a mover is following another mover, occasionally when the follower reaches it's destination, the "move to destination object" command will be canceled on a client's screen(this can happen to any client except for if the active mover is the follower). This causes the follower's mover to appear to stop following even after the followed mover moves out of range, while on the server and possibly other clients, the follower continues following.
Remarks by Mootie: I haven't fixed this issue myself, but I believe it's caused by the way that the client handles mover action commands from the server. Various other issues seem to root from this as well. For example, if a monster is following a player and the monster reaches the destination on the server or client, the monster will stop following(clearing the destination object id). When the player moves out of the monster's range, the server will send a packet(the "follow packet") telling the client that the monster is now following the player again. This is very problematic considering Flyff's networking doesn't synchronize time between the server and the client very well. The monster may reach the player earlier on the server than on the client, or vise versa. This can be caused by latency since Flyff doesn't send timestamps on commands such as set destination object. There might be a quick fix possible, but it would be best to work on improving the network interpolation logic.
Issue reported by: Langstra
Date reported: January 10th, 2012
Please contribute any issues you find.
Hello RaGEZONE, I believe the best way the community can help better Flyff private servers is by organizing the known issues that Flyff contains as of v15(clean source). Please make a separate thread if you have ideas on how to fix any of these. However, please, do not release COMPLETE fixes to these issues. That kills the purpose of this project and will only help leechers.
What is a Glitch?
A glitch is a mistake in either code or content that was unintended by the original developer. This doesn't include things like "Flyff is lacking a Pet Filter."
Information Regarding Exploitation
Please refrain from posting technical security exploits in this thread, I'll probably make another thread for that later. I may use the term, "Exploitable", which will refer to gameplay glitches that may be abused to gain advantages over other players. All glitches reported here should be replicatable without external client modifications including, but not limited to: memory, resource, and binary.
Severity Levels:
Critical
High
Medium
Low
Very Low
Compiled Glitch List
Glitch Id: 1
Severity: Critical
Category: Gameplay(Exploitable)
Info: While moving the Neuz window, the game freezes and stops processing logical operations. This can lead to inaccurate position calculations.
Issue reported by: Mootie
Date reported: January 10th, 2012
Glitch Id: 2
Severity: Low
Category: Visual
Info: On some graphical processors, "-0.0f" passed to DirectX will result in graphical errors. Notably in C2DRender::RenderLine.
Issue reported by: Mootie
Date reported: January 10th
Glitch Id: 3
Severity: Medium
Category: Crash
Info: While moving the Neuz window, DirectX will sometimes crash the client. (saying something like "device must exit").
Issue reported by: Mootie
Date reported: January 10th, 2012
Glitch Id: 4
Severity: High
Category: Gameplay(Exploitable)
Info: If you spin by pressing and holding either "A" or "D" keys, sit down, then release the keys as you stand up, your character will appear as sitting on other players' clients. Can be abused to range attacks farther than they should(only appearing on other player's screens).
Issue reported by: Mootie
Date reported: January 10th
Glitch Id: 5
Severity: Medium
Category: Visual
Info: After moving the Neuz window, a small black border appears at the bottom and right edges of the client window.
Issue reported by: Thad
Date reported: January 10th, 2012
Glitch Id: 6
Severity: High
Category: Gameplay
Info: When a monster is immobile(0% speed) and you use any items or skills, you will move towards the monster while you remain at the same position on your client. This will result in the player getting hit by the monster, even though the monster appears to be out of range.
Issue reported by: MisterKid
Date reported: January 10th, 2012
Glitch Id: 7
Severity: High
Category: Gameplay
Info: When a mover is following another mover, occasionally when the follower reaches it's destination, the "move to destination object" command will be canceled on a client's screen(this can happen to any client except for if the active mover is the follower). This causes the follower's mover to appear to stop following even after the followed mover moves out of range, while on the server and possibly other clients, the follower continues following.
Remarks by Mootie: I haven't fixed this issue myself, but I believe it's caused by the way that the client handles mover action commands from the server. Various other issues seem to root from this as well. For example, if a monster is following a player and the monster reaches the destination on the server or client, the monster will stop following(clearing the destination object id). When the player moves out of the monster's range, the server will send a packet(the "follow packet") telling the client that the monster is now following the player again. This is very problematic considering Flyff's networking doesn't synchronize time between the server and the client very well. The monster may reach the player earlier on the server than on the client, or vise versa. This can be caused by latency since Flyff doesn't send timestamps on commands such as set destination object. There might be a quick fix possible, but it would be best to work on improving the network interpolation logic.
Issue reported by: Langstra
Date reported: January 10th, 2012
Please contribute any issues you find.
Last edited: