Mob killed but doesn't die bug

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Mob killed but doesn't die bug

Postby Tolakram » Sun Feb 10, 2008 7:07 pm

Howdy,

this is one of the bugs I'm trying to track down. If you've witnesses the bug where the mob health goes to zero but does not die and continually drops loot please let me know the mob name, where about you were, and any additional information you think might help.

I've seen reports of this bug but no details on where it occurs.

Thanks.
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Re: Mob killed but doesn't die bug

Postby PhantomBuddha » Sun Feb 10, 2008 8:22 pm

I haven't had this since Nisse's lair on my Midgard toons, but if you take the first right hallway after zoning into the dungeon there are 4-5 mobs in that general area. I have had every mob in that area stick in the dead/not dead/dropping loot mode on various occasions. I could not repeat the bug however when I went back to report it.

Another bug I experienced today, and just popped out to check the bug tracker on, is where every mob you have killed since entering the dungeon suddenly agros you all at once, sometime later in the session. I had about 60 mobs from all over Spindelhalla land on my head and abruptly end my gaming session just a few minutes ago =) Likewise I cannot reproduce this one at will, but it has happened twice in Spindel and 3 times in Varulvham(sp).

In order to help run this down, what specifics will you need other than mob name and location in the dungeon? Other than the Nisse's lair thing, these have been all over throughout the dungeon. Also, if you think these are 2 separate bugs let me know and I will file a separate bug report for both of them when I have it occur again. They seemed very similar in behavior to me, so I wasn't sure how you will like them tracked.

Thanks for looking into this, as entertaining as it is to suddenly have your entire screen flooded with damage, attacks, and mobs....it would be nice to not have that surprise out there =)
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Re: Mob killed but doesn't die bug

Postby Grushkir » Sun Feb 10, 2008 8:33 pm

I had the bug today: first 2 mobs in passages of conflict, alb entrance (doomed plunderer and doomed brigand);
tried to kill them with my necromancer. Didn't test the mobs behind them because i had to run out.
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Re: Mob killed but doesn't die bug

Postby Tolakram » Sun Feb 10, 2008 8:43 pm

Another bug I experienced today, and just popped out to check the bug tracker on, is where every mob you have killed since entering the dungeon suddenly agros you all at once, sometime later in the session.
I am looking into the aggro bug now, might have a fix, might not. Once I'm done I'll schedule a reboot and see if it's fixed.

Grushkir, did you have the aggro bug or the dead not dead bug?
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Re: Mob killed but doesn't die bug

Postby WisdomConners » Sun Feb 10, 2008 10:33 pm

I've had the Respawn Agro your healer bug from a distance many many times in DF, In classic outdoors areas of Hibernia and elsewhere. That one needs fixing fast. LOL!
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Re: Mob killed but doesn't die bug

Postby PhantomBuddha » Mon Feb 11, 2008 12:23 am

Ok thank you again Tolakram. I will record details and /report the next time I have the mass re-agro bug in case it will help.
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Re: Mob killed but doesn't die bug

Postby PhantomBuddha » Mon Feb 11, 2008 2:20 am

Ok, I think I figured out what triggered my last 4 or so events of the mass agro to death situation....Group Heal spells on my healer/shaman bots. I don't use group heals very often, but I dropped down a level in Spindel and needed to heal the whole party up.

BAM, must have been 15 mobs on me instantly. Managed to kill some more this time, but it appears to at least be somewhat consistent.

My location this time in Spindel was 20k/25k/14k. Should still be 3 tombstones there =)
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Re: Mob killed but doesn't die bug

Postby Tolakram » Mon Feb 11, 2008 3:05 am

Thanks for the report.
- Mark
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Re: Mob killed but doesn't die bug

Postby Grushkir » Mon Feb 11, 2008 10:25 am

Grushkir, did you have the aggro bug or the dead not dead bug?
I had the dead not dead bug. I just went to the passage again: same result .. both mobs are still buggy.
- doomed plunderer near loc 15289, 39429
- doomed brigand near loc 14758, 39371

After "killing" the first mob he continued to hit on my necroservant, the pet wouldn't defend itself ... switching on
aggro mode made it to run to the second mob and attack him. I tried to spam the insta lifetap on the mobs, after some
attempts the pet would cast, it turned briefly into melee attack mode and then stood still again.

I managed to create some more false kills by casting the damage shield on my pet, it only resulted in more loot bags
on the ground.

After the test i logged my vampiir and traveld to the same spot. He wasn't able to kill both mobs too. I pulled out the
plunderer behind the first one, same result. I didn't experience this bug when i farmed on the hib side of the passage
yesterday with some friends.
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Re: Mob killed but doesn't die bug

Postby Etaew » Mon Feb 11, 2008 11:03 am

Code: Select all
04:00:20,093 - [RegionTime2] - ERROR - DOL.GS.GameTimer+TimeManager - Timer callback (DOL.GS.GameLiving+WeaponOnTargetAction tick:0x001DD096 interval:0 manager:'RegionTime2' actionSource: (DOL.GS.NecromancerPet name=greater necroservant DB_ID= oid=1019 state=Active reg=244 loc=23242,48589,17027))
System.NullReferenceException: Object reference not set to an instance of an object.
at DOL.GS.PacketHandler.PacketLib176.SendObjectCreate(GameObject obj) in c:\Official Dol\trunk\GameServer\packets\Server\PacketLib176.cs:line 88
at DOL.GS.GameStaticItem.AddToWorld() in c:\Official Dol\trunk\GameServer\gameobjects\GameStaticItem.cs:line 250
at DOL.GS.GameStaticItemTimed.AddToWorld() in c:\Official Dol\trunk\GameServer\gameobjects\GameStaticItemTimed.cs:line 92
at DOL.GS.GameNPC.DropLoot(GameObject killer) in c:\Official Dol\trunk\GameServer\gameobjects\GameNPC.cs:line 3616
at DOL.GS.GameNPC.Die(GameObject killer) in c:\Official Dol\trunk\GameServer\gameobjects\GameNPC.cs:line 3145
at DOL.GS.GameLiving.TakeDamage(GameObject source, eDamageType damageType, Int32 damageAmount, Int32 criticalAmount) in c:\Official Dol\trunk\GameServer\gameobjects\GameLiving.cs:line 3502
at DOL.GS.GameLiving.DealDamage(AttackData ad) in c:\Official Dol\trunk\GameServer\gameobjects\GameLiving.cs:line 3613
at DOL.GS.Spells.SpellHandler.DamageTarget(AttackData ad, Boolean showEffectAnimation, Int32 attackResult) in c:\Official Dol\trunk\GameServer\spells\SpellHandler.cs:line 2732
at DOL.GS.Spells.SpellHandler.DamageTarget(AttackData ad, Boolean showEffectAnimation) in c:\Official Dol\trunk\GameServer\spells\SpellHandler.cs:line 2710
at DOL.GS.Spells.LifedrainSpellHandler.OnDirectEffect(GameLiving target, Double effectiveness) in c:\Official Dol\trunk\GameServer\spells\LifedrainSpellHandler.cs:line 44
at DOL.GS.Spells.SpellHandler.ApplyEffectOnTarget(GameLiving target, Double effectiveness) in c:\Official Dol\trunk\GameServer\spells\SpellHandler.cs:line 1815
at DOL.GS.Spells.SpellHandler.StartSpell(GameLiving target) in c:\Official Dol\trunk\GameServer\spells\SpellHandler.cs:line 1651
at DOL.GS.Spells.SpellHandler.FinishSpellCast(GameLiving target) in c:\Official Dol\trunk\GameServer\spells\SpellHandler.cs:line 1188
at DOL.GS.Spells.DirectDamageSpellHandler.FinishSpellCast(GameLiving target) in c:\Official Dol\trunk\GameServer\spells\DirectDamageSpellHandler.cs:line 40
at DOL.GS.Spells.SpellHandler.CastSpell() in c:\Official Dol\trunk\GameServer\spells\SpellHandler.cs:line 318
at DOL.GS.GameLiving.CastSpell(Spell spell, SpellLine line) in c:\Official Dol\trunk\GameServer\gameobjects\GameLiving.cs:line 5674
at DOL.AI.Brain.NecromancerPetBrain.CheckSpellQueue() in c:\Official Dol\trunk\GameServer\ai\brain\Necromancer\NecromancerPetBrain.cs:line 234
at DOL.AI.Brain.NecromancerPetBrain.Notify(DOLEvent e, Object sender, EventArgs args) in c:\Official Dol\trunk\GameServer\ai\brain\Necromancer\NecromancerPetBrain.cs:line 152
at DOL.GS.GameNPC.Notify(DOLEvent e, Object sender, EventArgs args) in c:\Official Dol\trunk\GameServer\gameobjects\GameNPC.cs:line 3839
at DOL.GS.GameLiving.WeaponOnTargetAction.OnTick() in c:\Official Dol\trunk\GameServer\gameobjects\GameLiving.cs:line 2498
at DOL.GS.GameTimer.TimeManager.TimeThread() in c:\Official Dol\trunk\GameServer\gameutils\GameTimer.cs:line 851
Related code, the reason the mobs aren't dying is because something is null in the create loot process <checks>
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Re: Mob killed but doesn't die bug

Postby Etaew » Mon Feb 11, 2008 11:11 am

Code: Select all
if (obj.CurrentHouse != m_gameClient.Player.CurrentHouse)
obj has to be null.
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Re: Mob killed but doesn't die bug

Postby Hyrosh » Tue Feb 12, 2008 7:20 am

saw it twice lately. level 5 or so spirit near prydewn keep and plated fiends in DF. ones just up alb side from the quasits
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Re: Mob killed but doesn't die bug

Postby Tolakram » Tue Feb 12, 2008 2:25 pm

It has to be this? There aren't a lot of calls to SendObjectCreate.
Code: Select all
[PacketHandler(PacketHandlerType.TCP, 0x0D ^ 168, "Update all GameObjects in Playerrange")]
public class ObjectUpdateRequestHandler : IPacketHandler
{
/// <summary>
/// Defines a logger for this class.
/// </summary>
private static readonly ILog log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);

public int HandlePacket(GameClient client, GSPacketIn packet)
{
foreach (GameStaticItem item in client.Player.GetItemsInRadius(WorldMgr.OBJ_UPDATE_DISTANCE))
{
client.Out.SendObjectCreate(item);
}
foreach (IDoor door in client.Player.GetDoorsInRadius(WorldMgr.OBJ_UPDATE_DISTANCE))
{
client.Out.SendObjectCreate(door as GameObject);
client.Out.SendDoorState(door);
client.Out.SendObjectUpdate(door as GameObject);
}
I'm putting object = null protection in those 3 packet handlers.
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