Yeah, I see the same as you a lot. No work-arounds that I know of other than to relog unfortunately. It's a huge shame fundamental stuff like this in the EC is not operational. =/I'm using enhanced client + Pinco's UI. After about 5 to 10 mins of play enemy health bars start locking at 100% until the mob dies. The only way i can tell to fix this is run all the way out of the dungeon or relog, both of which are very annoying when im down in the lich room of Deceit. Has anyone else experienced this and is there a work around(aside from using the classic client)?
I have had this happen in both the Enhanced Client and Pinco's. It happens almost every time at Miamasa in the Labyrinth when you have killed about 20 - 40 of them. I have also noticed it in several other areas but only in those areas where you kill creatures of the exact same name. Then once you get up to the magic numbers of 20 - 40 it happens again. It started happening just the other day in the gardens with Grimm, once I'd killed over the magic numbers again. What I do not know is if the rate you kill them has anything to do with the problem. Whether, having many corpses on the ground with the same name has anything to do with it or if the other Bug of having phantom creatures on your screen with a 0 or 100 Health Bar that is clickable but not attackable has anything to do with it. Hope this helps.I played in the EC for about 12 hours this weekend looking for various bones and masks. I used the default EC UI about 50% of the time and I used Pinco's UI the rest of the time. I only noted the health bar issue when I was using Pinco's UI. I even noticed it when I loaded up the client with Pinco's and then switched over to the default UI.
Has anyone ever seen this health bar issue when loading up the EC with the default UI and actually just using the default UI?
Noticed over past few days that the Health Bars for the Named Zombies with Bones have also been sticking. Again it takes killling several before this happens but it does. Theses are not all named the same, but many of the creatures around the area ar and are killed at the same time. The first time I started noticing the problem of stuck health bars was when a large patch was installed a few months back. I'm not sure of the patch number, but it involved a very, very large patch for the 2D Client. After that patch, Creatures, NPC's Innocents etc. would appear on my mobiles bar (Pinco's) or on screen in the enhanced client approximately 1 to 1 1/2 screens away. Sometimes this became a nuisance to Bards or Tamers because I was attacking or trying to Bard Creatures that were too far away. After the aforementioned patch I had the opposite problem. An example is the Labyrinth and the small confined area that Miamasa spawns in. Before the Helath Bar for Miamasa appeared well before I entered that small area. Now with the new changes not only do I have to be in the small area but unless I'm almost standing right on top of Miamasa the health bar will not appear. Of course this creates problems when you have been targeted and are being cast upon by Creatures who's health bars have not popped up on your screen. In addition the Health Bar constantly appears and disappears when you move about 5 - 7 squares toward or away from Miamasa. Health Bars do not always get stuck at 100% of health either. I've seen them get stuck at any position on the health bar.I played in the EC for about 12 hours this weekend looking for various bones and masks. I used the default EC UI about 50% of the time and I used Pinco's UI the rest of the time. I only noted the health bar issue when I was using Pinco's UI. I even noticed it when I loaded up the client with Pinco's and then switched over to the default UI.
Has anyone ever seen this health bar issue when loading up the EC with the default UI and actually just using the default UI?
In the case of Miamasa there is only one so a new Miamasa does not spawn until the old one is dead. you never have two of them alive on screen but you can have a ton of corpses. With Pinco's UI you do not need to grab health bars, there is a Heading Bar on your screen that automatically places mobiles under the heading with the health of each creature. You can decide whether you want all mobiles to appear on this list, or red or attackable creatures. You can then attack these mobiles in order or any way you wish, no grabbing of health bars.I haven't had any issues with health bars for some time, but going on some problems way back when the 2d targeting system was updated... I don't use the EC but hopefully this will help some of you track down the issue.
Has anyone with this problem taken into account how quickly they grab the health bar of a newly spawned creature? E.g. if it happens a lot with Miasma, if you delay the grab of the health bar from the time that the creature spawns does it seem to stick less?
Do you grab the health bar of the "new" monster before the "old" monster is completely dead? Do you have an auto show corpse name running, and is the corpse name still hovering over the corpse when you grab the new health bar? Or is the death sound of the creature still playing while you grab another health bar?
I have uploaded to Youtube a few videos highlighting the problems with health bars sticking all using Enhanced Client.I played in the EC for about 12 hours this weekend looking for various bones and masks. I used the default EC UI about 50% of the time and I used Pinco's UI the rest of the time. I only noted the health bar issue when I was using Pinco's UI. I even noticed it when I loaded up the client with Pinco's and then switched over to the default UI.
Has anyone ever seen this health bar issue when loading up the EC with the default UI and actually just using the default UI?
Any update on the issue Bleak?I was able to reproduce this issue and will be working on a fix. Thanks for posting the videos.
This issue is known, see the other thread.Any update on the issue Bleak?
Also is this problem related to the following: Sometimes there will be monsters just standing somewhere in a dungeon - this is just a ghost/cache though, it is not really on the server. Logically you cannot perform any actions against it. Needless to say it's quite irritating as well
Both issues will be fixed in the upcoming publish.Any update on the issue Bleak?
Also is this problem related to the following: Sometimes there will be monsters just standing somewhere in a dungeon - this is just a ghost/cache though, it is not really on the server. Logically you cannot perform any actions against it. Needless to say it's quite irritating as well
How do you drag the healthbars? from the mobile bar, from the object handle or directly by clicking the mobile?
Sometimes from the mobile bar, rarely from the object handle (only when hunting in large groups or when killing large groups of mobs where I can't see the mobile), but most of the time just by clicking/dragging it from the mobile.
Today's hunting was all from clicking/dragging from the mobile
Ok (even if is not very logic that IsMobile return false), I've removed it.Had sometime tonight and I found the issue in Pinco's:
function MobileHealthBar.UpdateStatus(mobileId)
local windowName = "MobileHealthBar_"..mobileId
Broken:
if(WindowData.MobileStatus[mobileId] and MobileHealthBar.hasWindow[mobileId] == true and IsMobile(mobileId)) then
Fixed:
if(WindowData.MobileStatus[mobileId] and MobileHealthBar.hasWindow[mobileId] == true) then
The IsMobile is returning false since the mob has been deleted so it will not properly update.
Another suggestion would be to move the following code to directly after theMobileHealthBar.hasWindow check before doing anything else:
--Set mobile's health status bar
local curHealth = WindowData.MobileStatus[mobileId].CurrentHealth
local maxHealth = WindowData.MobileStatus[mobileId].MaxHealth
StatusBarSetCurrentValue( windowName.."HealthBar", curHealth )
StatusBarSetMaximumValue( windowName.."HealthBar", maxHealth )
Let me know if you have anymore issues.
Well, I hauled my characters back into Wrong and kept my fingers crossed that this would fix the stuck health bars. It did seem to take longer than before, but the bars still ended up stuck
Then the only cause that may prevent that is WindowData.MobileStatus[mobileId] = nil, but forcing a re-register seems useless :/I will need to take a more depth look into the UI to resolve this issue. I was able to repro the issue last night, MobileHealthBar.UpdateStatus looks to be processing the incoming message but the health bars still are not reflecting this information.
MobileHealthBar.UpdateStatus is getting past the WindowData.MobileStatus[mobileId] ~= nil check so there is a deeper issue.Then the only cause that may prevent that is WindowData.MobileStatus[mobileId] = nil, but forcing a re-register seems useless :/
mmm interesting... in some way there is something in the mobilestatus but is not updated.MobileHealthBar.UpdateStatus is getting past the WindowData.MobileStatus[mobileId] ~= nil check so there is a deeper issue.
Any luck so far Bleak? Anything we can do to help?MobileHealthBar.UpdateStatus is getting past the WindowData.MobileStatus[mobileId] ~= nil check so there is a deeper issue.
What server and time of day did these issues happen?This problem has gotten much worse recently - it's happening almost constantly. Health-bars not updating the health percentage... health-bars showing red when you are poisoned... health-bars showing green when you are not poisoned... It is happening in the Default Client as well as Pinco's. I've noticed a few times when my health-bar is at 100% - but I am also my active target - that the active-target health-bar appears correct.
In addition to this... there are often times when a guildmate is dead - but I can not see his ghost - even when he's tabbing in and out of war-mode and going OOOooOooooooooooOOOOOo!!!!!!!!! all over his screen.
Are these two issues in any way related?
I play on Chessy and most of my hunting is done in the evenings. Though Monday during the day my husband and I went to Shame and it was horrible!What server and time of day did these issues happen?