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Pierce
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Post subject: Posted: Tue Dec 12, 2006 2:52 pm |
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| Packet Maintainer |
Joined: Thu Feb 02, 2006 8:33 am Posts: 319
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Hmm calm down?
This is imho client restricted. A robe is at 22. Cause the gumps are there too. What do you plan? I think you misunderstood the whole thing. If you plan to change the layers, ask EA to change the way their client goes. Perhaps i am wrong.
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neizarr
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Post subject: Posted: Tue Dec 12, 2006 4:36 pm |
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Joined: Thu Dec 07, 2006 11:33 pm Posts: 30
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I'm calm, I just didn't want anyone to think I was angry or something.
As for the client, no, it isn't. There is nothing actually in the client that forces robes to be at layer 22 at all, you can in fact shuffle the layers all over the place as you please and to your pleasure. All that layers do is specify what overlaps what on the screen, and some layers "blank out" other layers. This is actually what I hate about certain layers OSI uses.
Not to mention, I used this scheme forever on 096, and it worked perfectly fine, so there is no reason whatsoever from the standpoint of the client for the server to force you to have any given item at any given layer except for perhaps the backpack because it is a carried container.
My layers are as follows for example, to the left is the OSI use, to the right is what I use :
By draw priority :
1 - Weapon one hand -- one handed weapons
2 - weapon two hand -- shield/two handed weapons
6 - helm/hat -- helms/hats
18 - Earrings -- earrings
10 - Neck -- gorgets, necklaces
12 - waist (apron) -- aprons, sashes
22 - torso -- *NOT USED* (supercedes 19, 5, 13)
23 - legs (outter) -- all overlaid dresses(antari, etc), jackets, cloth tunics, robes
7 - gloves -- gloves
19 - arms -- bracelets (wrist)
15 - unused -- arm coverings/armour
14 - bracelet -- dresses, all armour tunics, doublets, vests
9 - unused -- all loose pants(over thigh boots), all skirts
8 - ring -- normal shirts
17 - torso (middle) -- rings
13 - torso (inner) -- all shoes/boots
24 - legs (inner) -- *NOT USED* (supercedes 3)
3 - shoes -- stockings/tight fitting pants(under thigh boots)
4 - pants -- lower underwear
5 - shirt -- undershirt/bra/upper underwear
20 - back -- cloaks & tatoos
Unknown priority :
11 -- hair
16 -- facial hair
21 -- backpack
25 -- mount
26 -- vendors only layers
27 -- vendors only layers
28 -- vendors only layers
29 -- bank box
As you can tell, I don't use layers 22 or 24 for some very good reasons. That being that they supercede other layers. Superceding in this case meaning that if you put on something that uses that layer, all items worn on the superceded layers are made invisible. This is the silly "dress over armour" thing that I hated at OSI where you could wear a dress over chainmail and even though the dress is short sleeved and the chain long sleeved and obviously should cover to the neck line, it was blanked out if you had the dress on. I re-arranged my layers in order to make best use of what was available, bringing into use some of the previously unused layers and getting rid of layers 22 & 24. Basically I brought in layers 9 & 15, which were previously unused, put them to use, and then got rid of layers 22 & 24. There is absolutely no reason whatsoever that I can fathom why the shard needs to crash if I have robes on layer 23 instead of layer 22, and it certainly isn't because of the client, because I use it on layer 23 all day long every day of the week on my 096 production shard. Works just fine with the server, works just fine with the client. Has for over a year.
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Pierce
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Post subject: Posted: Wed Dec 13, 2006 2:50 am |
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| Packet Maintainer |
Joined: Thu Feb 02, 2006 8:33 am Posts: 319
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In that case I totally misunderstood the whole thing
Sorry for that.
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neizarr
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Post subject: Posted: Wed Dec 13, 2006 10:49 am |
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Joined: Thu Dec 07, 2006 11:33 pm Posts: 30
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I'm glad you saw the discrepency actually in the layers, or I'm not sure I would have ever thought back to when I changed all those layers! I would have just given up on it as some weird fluke probably. So no need to apologize, you helped, and I just needed to explain why I was doing what I was doing better.
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Xadhoom
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Post subject: Posted: Thu Dec 14, 2006 2:51 am |
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Joined: Fri May 26, 2006 12:53 am Posts: 30
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neizarr wrote: Not to mention, there is a new client that plans to allow any layer to be used(up to 128 of them)
Where did you read about this? It would be amazing to have new layers to add items
Speaking about layers, also we have changed the use of some of them, but not the 22 nor 23, maybe it's the only one the POL checkes when resurrecting a player to verify if the player wears the ress robe
_________________ Scripter on Faerun's Legend
www.faerunslegends.it
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neizarr
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Post subject: Posted: Thu Dec 14, 2006 8:13 am |
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Joined: Thu Dec 07, 2006 11:33 pm Posts: 30
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The same guy that made the program MulPatcher, which I'm sure most are familiar with as one of the best MUL editting tools out there, has written a fairly decent client and has said he wants to add to the # of layers available and a system for shard operaters to specify draw priorities.
You can find the current rendition at : http://varan.uodev.de/ as Client.zip
He has a number of his other tools there too. Although it hasn't been updated there for a while, he now patches it via a patcher that runs in the program, so once you install it and run it, it will look for further patches.
It is obviously still in development, and you will need to make sure your video drivers are up to date to use it, and it is more resource intensive than the normal UO client, but it is probably the most complete custom client I have ever seen. More complete than Krioss', who stopped development work on it long ago.
About the robe : Maybe that is so, though I dont' see why the server is handling creation of & equipping a robe to begin with. That seems like something the client should do in it's resurrect scripts anyway, so it is an added task it doesn't have to do and one which crashes people who have customized the use of those layers to not include the death robe.
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Shinigami
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Post subject: Posted: Sat Dec 16, 2006 6:05 pm |
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| POL Core Developer |
Joined: Mon Jan 30, 2006 9:28 am Posts: 292 Location: Germany, Bavaria
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neizarr wrote: About the layer needing to be 22 I mean? Can a dev confirm this?
confirm
it will not work if it isn't set as layer 22.
anyway, it is a bad idea to switch layers... there are ton's of cases hardcoded now - sure, maybe it is possible in feature to do it via config, but for the moment (e.g. u should never touch hair, beard, backpack, 22, hand1 and hand2 layers. u'll get in trouble if u try to dye something. and maybe more cases I didn't forgot.
Shinigami
p.s.: @devs: check create_death_robe() and equippable()
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neizarr
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Post subject: Posted: Wed Dec 20, 2006 1:26 am |
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Joined: Thu Dec 07, 2006 11:33 pm Posts: 30
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Well, layer 22 for death robe is not something that was the case before, this is new to 097 or more recent versions of 096 than what I was using(and still use primarily because of this issue alone now).
So I don't really see why this is a layer that POL would worry about, I don't see why POL even handles death robe equipping, much less validation, and I hope that a future death hook or means of handling this will stop it in the future. That said, if it doesn't, I guess I can stick with the 096 test core I have indefinately.
You missed a layer by the way, 25, the mount layer, plus the various merchant layers should all probably not be shuffled. But clothing layers and the undefined ones I think should be free game, including shuffling layer 22 to other non-deathrobe uses and the deathrobe to another layer.
I'm probably the only person in the world that shuffles layers like this, so good or bad design, the inertia is tremendously against fixing it just for me I'm sure. Of course, I feel it is a bad design decision and was the day it was introduced to POL. POL has many good design decisions, this one flies in the face of the basic concepts IMO. It is forcing a specification of layers when it has no serious reason to.
Hands : Sure, need to know where those weapons and shields are so combat works.
Hair/Beard : Sure, it is a bit special because it can't be equipped/unequipped via paperdoll.
Mount : Sure, need to know where the mount tile is to determine how to deal with mounts.
Backpack : Sure, need to know where the backpack is so you can put things in it regularly.
But death robe? Why are you even equipping one? Much less why are you now validating for it being on a specific layer? And why even then are you crashing someone's shard over this silly thing not checking out to be true? Is it really a thing worth crashing a shard over that the death robe didn't get equipped? Is this worth shutting down the shard suddenly with no save? I just don't see the overwhelming importance of this check. Is it that POL is just super-modest and will freak out if someone is resurrected without wearing a deathrobe? Oh! Heavens be! Someone resurrected, and they aren't wearing a death robe! Someone might call out the ESRB! Shut down the shard before someone sees!!
Sounds silly ...doesn't it?
Last edited by neizarr on Wed Dec 20, 2006 5:56 pm, edited 1 time in total.
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Marilla
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Post subject: Posted: Wed Dec 20, 2006 5:20 am |
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Now that's a fine example of a #1 rant if I ever saw one! 
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neizarr
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Post subject: Posted: Wed Dec 20, 2006 5:53 pm |
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Joined: Thu Dec 07, 2006 11:33 pm Posts: 30
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Sue me for having some fun.
I thought the ESRB comment was funny at least!
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