[CF List] Re: [CF:1366] CF 0.95.6: Character lost at sea, odd behavior following recovery
Frank McKenney
frank_mckenney at mindspring.com
Wed Jun 28 19:08:55 CDT 2000
>
Frank McKenney wrote:
>
>
>
> - 'Inventory:' items are no longer pluralized... until I drop them.
>
> Once an item moves ot the 'You see:' window, it gets pluralized.
>
> If I pick it up again, the plural vanishes. E.g.,
>
>
>
> "20 gold coin" -> "20 gold coins" -> "20 gold coin"
>
>
This is more because the client is supposed to handle the
pluralization of
>
words. This was done somewhat to conserve bandwidth (save
transmitting the
>
names when the only thing that has changed is the number.)
>
>
However, the client doesn't do that right now.
Okay. So this was not a result of somethign __I did during installation.
Got it.
--snip--
>
> - When picking up items, the 'You see:' window will frequently
reset
>
> itself to display the top item on the stack rather than the items
>
> surrounding the on(s) I picked up.
>
>
Do you mean the scroll bar resets, or something different? Which
client are
>
you using?
Sorry, thought I included that in my original message. Client and
Server 0.95.6.
Assume you walk up to a location with your typical post-combat
Pile-o-Junque(tm). The top item in the window is initially the first
item on the list, but you scroll down looking for "interesting" stuff.
Let's say there are three items in a row you want to pick up. You pick
up the first, it pops into your 'Inventory:', and the 'You see:' window
gets redrawn at the same point in the list, but without the item you
just picked up. So far, all is normal, working as expected.
Then you mouse-click on the _second_ item. It, too, gets transferred to
your inventory, and the 'You see:' window gets redrawn. _This_ time,
however, the top item in the 'You see:' window is the item(s) on top of
the Pile-o-Junque. So... you scroll back down, finally relocate
the second item, and pick _it_ up. Zap! The 'You see:' window is
redrawn to show the _top_ of the Pile-o-Junque(tm), and you've lost your
place again.
This is one example. The window "reset" may occur after you pick up the
first item, or not until later - or not at all. It does occur fairly
frequently, however.
>
> - The client dumps some new messages to stdout/stderr (I can't tell
>
> which, since I'm capturing both):
>
>
>
> Playing on server type Crossfire Server
>
>
>
> Couldn't open /dev/dsp: No such device
>
>
the /dev/dsp means it didn't find a sound card/driver for your
system. Not
>
critical - sounds are strictly optional and not used all that
extensively
>
anyways.
Right. I just wanted to offer an "anchor" so you had some idea of
where the mesages were appearing.
>
> Could not find match for a sacred text of turn undead
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> Could not find match for a holy symbol
>
>
Harmless but annoying. The client tries to sort items of a similar
type
>
together (so all your weapons are together, all your armor, etc). To
do this,
>
it parses the item_types file from which it makes it classifications.
Not all
>
names are in that file - especially as new items are added.
Okay. Not a problem for me as long as it doesn't represent some
insidious corruption problem (;-). When one installs a "released"
version of something one does not know well, one tends to assume any
oddities are due to one's own clumsiness.
>
> Wont send command search - window oversized 186 175
>
> Wont send command search - window oversized 189 178
>
> ---etc---etc---etc---
>
>
I'll remove those warnings. With the split, it is theoretically
possible for
>
any number of commands to get cached by the server if you type them
quickly or
>
the character has a very slow speed. In order to keep a bit better
interactive
>
performance and not have the server get too far ahead, they use a
mechanism so
>
that if the client has sent so many more commands than the server has
yet to
>
process, the client won't send more commands to the server - that is
what the
>
above descibes.
Does the presence of these messages indicate that commands _were_
getting lost? Or just that I was approaching some limit?
I ask because of another "bug?" I was about to report regarding lost
input. Let's say I have a key (say 'P') defined to 'use_skill praying'
five times and I press 'P' four times quickly. Under 0.93,x, this would
advance my 'Grace' value, if possible, by 20. With 0.95.6 this will
often give me less than 20, and it _felt_ like this was worse in
situations with some activity (animation, e.g. of your favorite
horde-of-choice).
>
this can really happend if the key repeat rate on your system is
pretty fast -
>
each key generates a command to send to the server, and if you hold
that key
>
down, it is very easy for the client to have sent hundreds of commands
to the
>
server that have yet to be processed. This mechanism is to try and
limit that
>
to a reasonable number.
I have been careful in most cases to use tap-tap-tap so I have some feel
for how many keystrokes I'm sending.
What you are describing sounds like a "command buffer full" situation
and the server deciding to ignore input until things "calm down" a bit.
My server/client machine is a lowly 486DX4-100 which ran 0.93.x just
fine, but I realize Much Has Changed Since Then. It may simply be that my
machine doesn't have the horsepower CF 0.95.6 requires.
Still, I'd like to see how far I can get with it (see also: "glutton for
punishment" (;-)). Is there a "control knob" somewhere I can tweak to
control how/when the server makes this decision?
>
> 2x Got update_item command for item we don't have (5794)
---snip near-duplicates---
>
Those are more a problem/mystery. IT basically means that the server
believes
>
the client has some object that the client does not think it has. The
cause
>
should be tracked down and fixed, since it means the client & server
are not in
>
a consistent state. My guess on the cause of these is that an object
in the
>
players inventory has changed its tag value because it merged with
something
>
else, but the client still thinks it has the old tag value. IT also
means that
>
try to access this object on the client won't work because the server
won't
>
claim any knowledge of it.
It sounds like these messages could be occurring because of the 'Arrows
Of Mystery' (;-) problem I reported at:
http://bugzilla.real-time.com/show_bug.cgi?id=27
Can't drop them, can't sell them, can't fire them... um. Come to think
of it, I never _did_ try _firing_ one (;-).
...
I realize this is taking up a bit of your time. Is there a list
somewhere of these little 'quirks' in 0.95.6 that I can check before
posting here and "Bugzilla"?
Frank McKenney, McKenney Associates
Richmond, Virginia / (804) 320-4887
E-mail:
frank_mckenney at mindspring.com
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