One of my LS members who does not use GearSwap is not having this issue
One of my LS members who does not use GearSwap is not having this issue
GearSwap doesn't block or alter the packets responsible for characters appearing or disappearing.
Last night I never appeared on the screens of two party members. That means two of them failed to get a spawn packet for me. It's probably the Reisenjima server, in the same way that it was the Reisenjima server the last update.
Friend who was on the regular FFXI client had the same bug so its not just windower related.
it's also not just reisenjima. just ported to dem and each of my 3 char failed to load the other 2 char. same thing happened in incursion last night. have also had hp/npc not loading in cities.
it's like SE tried to fix escha portals not loading and broke everything instead. lol
Random disappearing character issue is really bad in sinister reign. Windower not required to hit the issue. ugh
oic, my mistake then sorry.
By GUI alterations i meant the thing people can get on windower site. FFXI Vision or whatever its called that alter your graphic user interface. aka ur menus sounds and chat log backgrounds.
typing "/jump motion" seems to let the emote get past shortcuts trying to turn if into /ja Jump <t>
pettp giving error on line 191 of pettp.lua
Not working, at least for GEO luopans.
The function of PetTP wasn't just limited to TPdisplaying, but HP/MP as well.
Something broke up the "custom" window of Timers?
Cannot create custom timers in there anymore appearently.
edit:
nvm now after zoning they work... /shrug
Byrth the previous situation with Instals (white message in /say instead of /ls) now produces an error:
"instaLS: Lua runtime error: instals/instals.lua:38:
attempt to call method 'escape' (a nil value)"
Okay, I forgot to require the strings library in the final version.
Getting a lot of random crashes since update.
Reporting what I've wrote HERE.
Small emphasis:
Attempting to Accession spells on you will hit all the players in range, even if you can't see them, but it won't display in the chat log and it will cause Timers to crash.
I doubt this is directly related to Timers, it's likely a consequence of the client-issue we're experiencing, but dropping this just so other people know.
Think this same thing is what's causing Scoreboard crashes.
On a sidenote, PetTP still doesn't work 100% with Luopan.
It works the first time you use a Luopan, but if you recall it PetTP remains stuck at "0%/0%" and from then even if you call a new luopan nothing will change in PetTP
I pushed out an addon named Remember to -live and -dev that should force the spawn packets that the server forgets.
i've relogged a couple times and guildwork keeps downloading a file.
Remember is only going to work with non-static NPCs and PCs. It works like this:
* SE fails to send you an initial, full 0x00E or 0x00D packet to spawn and NPC or PC.
* They do send you 0x00D and 0x00E packets for that character afterwards, but never include all the information again
* You end up with a bunch of incomplete information in memory (ID is 0, no name, etc.)
* Remember sees these new packets for an entry in memory that's missing critical information, and it notes that they're worth investigating
* It waits 2 packet cycles (1 second) to see if something comes in that fixes the problem
* If not, it sends a request for a complete information packet
* If it gets the packet it wants, the mob spawns.
* If it doesn't get the packet it wants and you keep getting updates about that NPC, it tries again in 5 seconds.
The problem with warp points and crap is that they don't ever change. Under normal conditions, the only packet you would ever get for them is that first one that spawns it (and a few more when you target it). If it's not spawned then you can't target it, so you'll never be sent another packet about it if it fails to spawn. Because there is no suspicious incoming packet spam or trash in memory, there's no way for the addon to know those elements are missing.
Mobs that walk around, turn to face players, etc. all send out update packets to inform you they're moving / turning /etc., which creates the trail that Remember follows to cause them to spawn. If they aren't sending out update packets, they won't spawn. Same deal with players. If an invisible person stays perfectly still, they probably won't spawn for you either. Most people and monsters move around, though, so this isn't really so much of an issue for a lot of the game.