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Java Emulator Bug Reports

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Nope, we did tryed for at least an hour(with 2 other people) when you are beginning the button mashing part, it is regardless of where is the blue line or the red, (left or right) the process always fails, so no, it is not working no matter how fast or slow hitting the space bar... After pressing space bar repeatedly, it is always fails.
 
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Junior Spellweaver
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Nope, we did tryed for at least an hour(with 2 other people) when you are beginning the button mashing part, it is regardless of where is the blue line or the red, (left or right) the process always fails, so no, it is not working no matter how fast or slow hitting the space bar... After pressing space bar repeatedly, it is always fails.
It is working, just like retail, you have the highest chance to climb onto the horse within the 40-60 second time frame after getting to the horse and opening your bag, there is also a config somewhere to make it easier to catch horses. The config is within your config folders, servant.properties, line 11 taming_rate = xxxxx
 
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It is working, just like retail, you have the highest chance to climb onto the horse within the 40-60 second time frame after getting to the horse and opening your bag, there is also a config somewhere to make it easier to catch horses. The config is within your config folders, servant.properties, line 11 taming_rate = xxxxx

Yep, that was it. THX Horse taming is good now...
 
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Currently, no.. However we found a few more smaller bug:

- The workers beer drinking button. It fills up they stamina bar always to 2-3 just after you relog to the server will see the actual current stamina.

- The workers queue cannot use to repeat all at once, repeat last chore and almost all button is bugged in the worker manager screen.

- Warehouse bug. There is 192 slot avaliable but if you dont have enough warehouse some items will screw up the whole warehouse inventory grid(EG: sometimes for me instead of potato i got chicken meat, ect ect...)

- Near Heidal(If i can i will write the quest name to better location in db, currently i dont know it.) there is a quest when a little girl needs help, and asks to escort her to a vendor in the city, but you cannot pick up her/escort her. simply the option does not shows up.

- Training bar in the character screen (P) does not show the yellow bar, but it works, just you cannot check how many left from the current level to the next one.

- All items durability is not degrading, only the main weapon's.


Note: I have to say, that this source is more good than i expected, it is works for almost 70%-80% percent if i could say so... I think that this would not need too much to be complete... ofc we are not done with the testing, we are just half way thru the features :D and the leveling thing, but we will try to complete the buglist... or at least trying.

(Also, i have to mention that we write theese results to help the possible development, not to whining around XD So peace. :D)
 
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@Flyer8472 main post updated, thanks for the hard work.

just got a message from a user who mentioned that the 50k worker time is not a bug.
sorry i have not really payed attention to all the notes of bugs coming in, i just update main post to keep the topic up to date for those who don't have time or don't feel like going through the entire topic to locate bugs.

I have been busy myself with real life events, but i do my best to keep this thread updated for myself and those who plans to work on these files.
@Flyer8472 i noticed that you made a topic regarding mob delay times have you fixed it on your end?

here is my configs:
Code:
[B]database.properties:
[/B]# Use database logging.
allowDatabaseLogging = false

# Do mongodump while server starting.backupAtStart = false
[B]
debug.properties:
[/B]# Disable collections spawn# Default: falseDisableCollectionsSpawn = true #enable for fishing/gathering# Disable loading huge region images (for memory economy while tests)# Default: falseDisableRegionDataLoad = true #true to save loading time# Enable actions debug# Default: falseEnableActionsDebug = false

[B]network.properties: (i don't remember what i changed so i linked the entire file)
[/B]# Rmi connection host.network.rmi.host = 192.168.50.85# Rmi connection port.network.rmi.port = 9000# Rmi connection password.network.rmi.password = 1234# Server version supported# NA-EU: 4635network.server.version = 4635# Client support european.network.encrypt.packets = true# Host for server binding.# Default: 0.0.0.0network.host = 192.168.50.85# Port for server binding.# Default: 8888network.port = 8889# Show debug messages.# Default: falsenetwork.debug = false# Packet executing mode.# DIRECT - The worst. Income packets are directly executed after receiving and decrypting. As packets here implemented terribly, it not only increases latency, but decrease overall performance significant.# OFFLOAD - Offloads execution to a ThreadPool. Good option with POOLED IOExec mode. Increases throughput but also may increase context switch count.# Default: OFFLOADnetwork.packet.exec.mode = OFFLOAD# Receive buffer size.# Default: 32768network.recv.buffer.size = 32768# Send buffer size.# Default: 65536network.send.buffer.size = 65536# NetworkThread socket backlog size.# See: http://www.linuxjournal.com/files/linuxjournal.com/linuxjournal/articles/023/2333/2333s2.html# Default: 50network.server.socket.backlog = 50# Client socket options.# SO_SNDBUF - the size of the socket's send buffer. On most systems this the size of a kernel buffer so be careful! See RFC1323.# SO_RCVBUF - the size of the socket's receive buffer. On most systems this the size of a kernel buffer so be careful! See RFC1323.# TCP_NODELAY - The Nagle algorithm. Enabling it increases throughput but also increases latency. See RFC1122.# Default: SO_SNDBUF(8192);SO_RCVBUF(8192);TCP_NODELAY(true)network.client.socket.options = SO_SNDBUF(8192);SO_RCVBUF(8192);TCP_NODELAY(true)# NetworkThread socket options.# SO_REUSEADDR - if true, prevents socket from usage until all opened sockets are really closed. See RFC793.# Default: SO_REUSEADDR(true);SO_RCVBUF(4096)network.server.socket.options = SO_REUSEADDR(false);SO_RCVBUF(4096)# IO Network thread execution mode.# POOLED - All IO operations are executed in a special thread IO execution pool# FIXED - All IO operations execution is spread across fixed number of treads# Default: POOLEDnetwork.io.execution.mode = POOLED# Number of IO Network threads.# Default: -1 (Processor count)network.io.execution.thread.num = -1# Income packet header size.# Default: 3network.income.packet.header.size = 3# Max income packet size.# Default: 16384network.max.income.packet.size = 16384# Outcome packet header size.# Default: 3network.outcome.packet.header.size = 3# Max outcome packet size.# Default: 16384network.max.outcome.packet.size = 16384

i think that's all let me know how it goes.
 
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Cadry NPC aggro bug:

Over at Cadry. The NPC aggression proximity does not work. Only upon aggressing them yourself will they respond.

Solution:

None that I've found/know so far. Perhaps tied to the NPC bug delay I may have overseen?

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Well i know that the 50k worker is not a bug, not this is what i meant. If i give them 50kwork they not getting to work... that is the bug... in the original server if you are give the workers 50k chore they will work until they are exhausted... here, you can only type in the maximal stamina, and they will only do 1-2 chores, and they go back to standby.... if you type in larger number then the current stamina, they simply not getting to go work.

Regarding the system capacity:

I just increased the database pool connections, and added 14GB ram for base working, i also modified the bat files to start the login/gameserver in high priority, but the mobs are still slow, but they are better in this way a bit... but not much. At least it is far less lag when you are fighting... but the lag is still remains..

debug.properties: All False,

my threadpool.properties content(Both login and gameserver):

effects.core.pool.size = 30

general.core.pool.size = 45

ai.core.pool.size = 90

I dont know if this is good or not, it was helped us a LOT! it is exactly the triple what dnc is recommended in his thread...

Also a note: IMHO the three most important and mandatory thing what would be need a fix, is
1. The automated wagon transport
2. Buying ftom trade manegers
3. Ships.

If this three will work sometime, the whole server will be a 80% playable one. :D
 
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- Player to player trade not working, cannot confirm it, nothing happens.
 
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We exactly tried to trade potions. Herbal juices to be exact. For health potions. Check it, we even tried it for money, or only one sided business... those are crafted potions, so you can trade them(Personal transactions enabled), it is written in the item desc. Check it. we both clicked confirmation, and the trade, nothing happens. No error message, no nothing, just stays on the trade windows and thats it. BTW you can trade lots of items what you are crafted.
 
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yeah i guess they didn't focus on trading since there really isn't much to do with that feature.

Yea XD Marketplace works however fine i guess... :D But since you cant buy from trade managers... :D
 
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You might of fucked up a config somewhere, P2P trading works fine

I mostly use configs as-it-is.(Exept the few what needed to work better lagfree-ish npc's and in configs what DNC said before to do to increase thread pools, and horse taming. Nothing else...) So i dont meddled with player config or similar, but it might be something related the configs but "I" did not f*cked up anything ;)
 
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I mostly use configs as-it-is.(Exept the few what needed to work better lagfree-ish npc's and in configs what DNC said before to do to increase thread pools, and horse taming. Nothing else...) So i dont meddled with player config or similar, but it might be something related the configs but "I" did not f*cked up anything ;)
Right, open Gameserver.jar with winrar then go to, \com\bdoemu\gamserver\model. Then replace your trade folder with this one, should fix the issue
 
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THX however theese files the exact same as in my gameserver.jar (I decompiled all class files from your archive and mine, also checked my source from dnc it is the same.) but thx anyways, it might be a lag error too so whatever. I dunno, we will try again.

I moving on there are more pressing problems in the src than this :D
 
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New bug found: You cannot build any forts. You can place them, but it wont show on the map to make it build with your guild, and also it says that []'s fort so your clan name is not on it, so you cannot build anything. Also: The barricades says, that it is currently in development.
 
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New bug found: You cannot build any forts. You can place them, but it wont show on the map to make it build with your guild, and also it says that []'s fort so your clan name is not on it, so you cannot build anything. Also: The barricades says, that it is currently in development.
Thats because siege/node wars was never finished
 
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That figures... Idid not known that :D XD So thats why the guild in ruins....
 
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