debugging the quest system

Welcome in the osRose emulator Project.

Moderators: osRose dev team, ospRose dev team, osiRose dev team, Moderators

debugging the quest system

Postby Maxxon on Sat Jul 12, 2008 4:57 pm

Hi,

this is no osprose bug

but i wonder how you guys do debug the quest system if your quest window crashs upon opening or you get for example 13000000 soul crystals displayed at the client (server side is correct at this case). didnt you have such issues with osprose?
Image
an anymous comment on a program called reloader:
what if a fatal error happens, will it restart it?
User avatar
Maxxon
Hawker's pet
Hawker's pet
 
Posts: 1305
Joined: Sat Nov 10, 2007 12:42 pm

Re: debugging the quest system

Postby Drakia on Sat Jul 12, 2008 5:02 pm

Umm... I don't think so, why?
And something like that would have been a packet error, so essentially you figure out how much the packet is shifted, and adjust it until it works.
My favorite skill is scaring new users away.
If you haven't SEARCHED expect me to yell at you.
Image
Drakia
ospRose dev team
ospRose dev team
 
Posts: 1614
Joined: Tue Sep 18, 2007 6:53 am
Location: Nanaimo, BC, Canada

Re: debugging the quest system

Postby PurpleYouko on Sat Jul 12, 2008 5:06 pm

I've never seen issues like that.
The worst we have had is quest conditions simply not being recognized.
Certainly no issues with weird numbers of quest items.

We have a system of debug commands sent to the client as PMs, all based on a boolean value in the CPlayer structure which can be toggled by a gm command.
It works pretty well for seeing exactly what comes through in the client packet and how it is handled in the server.
Need to lookup information on NARose items, skills, quests?
Now featuring a newly completed skill tree for all classes
Formatting fixed for different resolutions
Image

"A Gazelle is nothing but a giraffe plotted logarithmicaly"
User avatar
PurpleYouko
Rose Guru
Rose Guru
 
Posts: 4733
Joined: Fri Aug 10, 2007 2:05 pm

Re: debugging the quest system

Postby Maxxon on Sat Jul 12, 2008 5:19 pm

Drakia wrote:Umm... I don't think so, why?
And something like that would have been a packet error, so essentially you figure out how much the packet is shifted, and adjust it until it works.


I am trying it for Evo (compiled 30 minutes ago lol). It basically does work. I think i have a problem with pakDoIdentify, since when i make some little progress in a quest it resets the quest window somehow to the correct quest state and works till i relog.

PurpleYouko wrote:We have a system of debug commands sent to the client as PMs, all based on a boolean value in the CPlayer structure which can be toggled by a gm command.


i know :P. its kinda nice :)
Image
an anymous comment on a program called reloader:
what if a fatal error happens, will it restart it?
User avatar
Maxxon
Hawker's pet
Hawker's pet
 
Posts: 1305
Joined: Sat Nov 10, 2007 12:42 pm

Re: debugging the quest system

Postby lmame on Sat Jul 12, 2008 5:45 pm

You got basically the same in osrose, should be /dquest .
Though it's the very first time I see this kind of amount...
The world is full of love and peace ^_^
Image
User avatar
lmame
Admin
Admin
 
Posts: 8997
Joined: Mon Aug 06, 2007 4:42 pm
Location: July City

Re: debugging the quest system

Postby PurpleYouko on Sat Jul 12, 2008 5:58 pm

dquest has been expanded a lot
But we also have a secondary system called /debugmode which covers almost every aspect of the server.
They both return PMs to the client (wherever possible) now rather than just outputting to the server.
Need to lookup information on NARose items, skills, quests?
Now featuring a newly completed skill tree for all classes
Formatting fixed for different resolutions
Image

"A Gazelle is nothing but a giraffe plotted logarithmicaly"
User avatar
PurpleYouko
Rose Guru
Rose Guru
 
Posts: 4733
Joined: Fri Aug 10, 2007 2:05 pm

Re: debugging the quest system

Postby Maxxon on Sat Jul 12, 2008 6:30 pm

lol i am sorry to have woken sleeping dogs, but very much thanks for trying to help me anyway.

the quests seem to work perfectly. i just forgot to add the 6 byte byte to each item when porting the osprose pakQuestData :oops:
Image
an anymous comment on a program called reloader:
what if a fatal error happens, will it restart it?
User avatar
Maxxon
Hawker's pet
Hawker's pet
 
Posts: 1305
Joined: Sat Nov 10, 2007 12:42 pm


Return to Support - OspRose Emulator

Who is online

Users browsing this forum: No registered users and 8 guests

cron