Hi guys, Working on the new release of TWCore, and I'm running into a problem with the position packets that I'm sure many here are familiar with. SS has two different versions of the player position packet, a short and a long or "weapons" version of the packet. The short packet saves on space, the long one provides verbose details as needed. A nasty difference, though, that becomes acutely painful on zones that routinely have over 255 players, is that the short version only sends playerIDs as bytes, whereas the full ID is actually a 2-byte/16-bit shortint. So if you rely on the short version's ID to tell you what player it's talking about, you stand a chance of grabbing the wrong player, or even more likely, no player at all. (Player X is ID 0, or "0000000000000000"; player Y is ID 256, or "0000000100000000". If you remove the first byte, as the short packet does, you get Y = "00000000" = X = "00000000." This sucks terribly.) So my question is, being the packet newbie that I am, when is the short version sent versus the long version? Long I'm !@#$%^&*uming is sent when a weapon's fired, but any other times? Certainly the Cont client doesn't seem to suffer from the problems !@#$%^&*ociated with one-byte IDs... does it have a way of always requesting the long version of the position packet? Or somehow coping with the short version's obvious limitations? The reason I ask this is because we recently made some efficiency changes in the core, not "overstoring" parsed packet data in containers two or four times too large. PlayerID used to be a 32-bit int, and now it's a shortint. However, we now end up throwing all kinds of null pointer exceptions on our dev core from IDs that can't be retreived, whereas before with int storage we had no such problem. This raises a big "what the !@#$%^&*?" about packet presumptions... what was the int able to store that the short wasn't? Is it some other related change that's causing this instead? Or were the NPEs simply repressed beforehand? Confusing, to say the least. Any information about the differences between these two packet types, or any intuition on a possible solution to resolve this problem would be of course greatly appreciated. Excessively yours, qan