Author Topic: Partylist bugfix  (Read 396 times)

Legacy_RooJ

  • Newbie
  • *
  • Posts: 4
  • Karma: +0/-0
Partylist bugfix
« on: February 11, 2011, 08:02:20 pm »


               
http://dl.dropbox.co...tylistfault.PNG

A small clientside fix in nwmain exe to solve 2 issues, one being the PartyList bug shown above. Tested on XPsp3 only and seems to be working well.

http://highergroundp...ay&thread=19684

Overview:
From what i can gather Nwn stores a value in memory that indicates how many portraits we can see in the PartyBar at any one time (before we have to scroll down). Lets call it MaxVis.
When a member leaves the party nwn shifts portraits up to fill the gap and re-links them. However, Nwn only does this up to the value of MaxVis. Portraits lower down and out of view towards the bottom of the partybar are not re-linked. On scrolling down we see a gap has appeared where a portrait link is broken and any portraits below now appear invisible. /hypothesis

The fix works by tricking nwn into thinking we can always see all portraits, forcing it to re-link all of them when someone leaves party. I do this by replacing the MaxVis value with the current PartyCount (amount of people in the party) inside the re-linking function. I do this in the re-linking function only so scrollbars and portrait positions aren't affected.

PS, The exe also includes the HG exe modifications detailed here:
http://wiki.hgweb.or...ient_Executable

PSS, The exe also contains a fix for a persistent build up of lag issue caused when projectile weapons deal elemental damage. This lag issue usually requires a relog to fix.
               
               

               


                     Modifié par RooJ, 11 février 2011 - 08:03 .
                     
                  


            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Partylist bugfix
« Reply #1 on: February 11, 2011, 08:59:43 pm »


               nice work



what is "projectile weapon" ? I haven't heard about this lag you describes at all...
               
               

               
            

Legacy_RooJ

  • Newbie
  • *
  • Posts: 4
  • Karma: +0/-0
Partylist bugfix
« Reply #2 on: February 11, 2011, 10:17:08 pm »


               The projectile lag issue occurs when a model (including both enemy and player model) receives lots of projectile hits which cause elemental damage.
A gradual buildup of lag occurs and fps decreases. If the model isn't the players then simply leaving the area the models in (or killing the enemy etc) will fix it.
If its the players model however the only way to fix it is to either relog or possess a familiar and leave the area. I guess this issue only becomes a problem when you play a server that leads you to these situations:
http://i26.photobuck...oJ_/arrows1.png

If you get bored and want to test for the lag just build a map with 30 or so rapid firing archer enemies and let them fire at you for a few minutes. Note though: they have to cause elemental/exotic damage to you. The telltale sign that you're taking the correct damage is this soundfile being played: http://dl.dropbox.co...ps/sdr_blur.wav (something you won't hear in the patched exe)
               
               

               


                     Modifié par RooJ, 11 février 2011 - 10:17 .
                     
                  


            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Partylist bugfix
« Reply #3 on: February 12, 2011, 08:28:55 am »


               ok I see that makes sense '<img'>