A Few Issues

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kinetyk
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Joined: Thu Jan 07, 2016 1:16 am

A Few Issues

Post by kinetyk » Sat Jan 09, 2016 10:57 pm

Don't really want to post bugs on github since it's probably something I did, but I'm having a few issues:

1 - outpost warp enabling hasn't worked for me. Home point crystal warping has been activated fine however.
2 - when using smn on my gm or normal char, only their inital level 1 rage/ward is shown no matter what level and nothing else.
3 - sch helix does not dot, just initial damage once and nothing else
4 - trade pops won't spawn mobs or consume the items. (BCNM trades do work however)

I have played on custom servers using DSP code before, so I know these -should- work. If any/all of these are covered in a guide somewhere that would be more than enough help to me :) Just need to know if I need to enable things in other places. I haven't tinkered too much with custom code, just enabling certain perks.

Thanks in advance!

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kjLotus
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Re: A Few Issues

Post by kjLotus » Sun Jan 10, 2016 12:31 am

sounds like you got the code on master. you probably want the stable code, because master has a lot of broken stuff right now (it's in the setup guide)

unless you want to help fix them by reporting them

kinetyk
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Re: A Few Issues

Post by kinetyk » Sun Jan 10, 2016 1:11 am

It seems that was the main issue. Rebuilt the server using the stable branch and almost all things seem perfect. SMN and SCH got the proper spells back. Haven't tested the outpost but it probably works (and isn't a big deal for me).

The HNM trading still seems to be broken though.

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tagban
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Re: A Few Issues

Post by tagban » Sun Jan 10, 2016 10:36 pm

Lol I've been using Master the entire time, but I suppose thats a good thing since I report crashes with proper dumps.. lol

kinetyk
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Re: A Few Issues

Post by kinetyk » Sun Jan 10, 2016 10:39 pm

kinetyk wrote:It seems that was the main issue. Rebuilt the server using the stable branch and almost all things seem perfect. SMN and SCH got the proper spells back. Haven't tested the outpost but it probably works (and isn't a big deal for me).

The HNM trading still seems to be broken though.
Fixed this. In the settings lua for HNM timer, 0 allows only timed pop, you can't force pop with 0. Changed this to 1 (force pop only) since I never liked timed pops anyway.

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tagban
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Re: A Few Issues

Post by tagban » Sun Jan 10, 2016 10:45 pm

kinetyk wrote:
kinetyk wrote:It seems that was the main issue. Rebuilt the server using the stable branch and almost all things seem perfect. SMN and SCH got the proper spells back. Haven't tested the outpost but it probably works (and isn't a big deal for me).

The HNM trading still seems to be broken though.
Fixed this. In the settings lua for HNM timer, 0 allows only timed pop, you can't force pop with 0. Changed this to 1 (force pop only) since I never liked timed pops anyway.
Option 2 is fun as well, allows force pop but ALSO timed pops. :)

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TeoTwawki
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Re: A Few Issues

Post by TeoTwawki » Mon Jan 11, 2016 10:48 am

I like free spawning NQs and force popped HQ kings. :) Old timey camping and don't have to remember when a multiple day long cooldown began.
Hi, I run The Demiurge server.


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tagban
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Re: A Few Issues

Post by tagban » Mon Jan 11, 2016 4:30 pm

teotwawki wrote:I like free spawning NQs and force popped HQ kings. :) Old timey camping and don't have to remember when a multiple day long cooldown began.
I'm lazy. http://www.bnet.cc/ffxi/nm.php

The server time is kind of screwed up at the moment, but overall, it works and gives you general ideas.. lol

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