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Shinigami
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Post subject: 2006-09-16 POL 097 Win32 and Linux beta - Coregina Posted: Sat Sep 16, 2006 5:07 am |
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| POL Core Developer |
Joined: Mon Jan 30, 2006 9:28 am Posts: 292 Location: Germany, Bavaria
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Code: 09-15 Austin Added: ENUMERATE_ROOT_ONLY for EnumerateItemsInContainer(container, flags) Will cause it to only list the contents in the container passed and not the contents of any sub-containers. 09-05 MuadDib Added: UOConvert now adds "season 1" to the realm.cfg file for each realm during conversion. Season will default to 1, if no season entry is given (aka you was to lazy to run the newest uoconvert for your maps!). Seasons are listed as follows: 0 = Spring 1 = Summer 2 = Fall 3 = Winter 4 = Desolation (Felucca) Added: Realms() will now also return .season for each realm. Fixed: Core not sending season information correctly when logging in or changing realms if non-encrypted clients was set up in pol.cfg. 09-03 MuadDib Added: character.shield member. Returns an ObjRef of shield equipped. 09-02 MuadDib Added: Polsys::IncRevision(object). Used to increase the Revision number of an object (mobile or item). It then also runs a check for resending the tooltip data to client. This can be used in scripts when you change CProps or other items that normaly do not update the tooltips for custom tooltip hooks. Changed: Internal handling of UO.EM Function execution. Should not affect scripts. As always, be sure to recompile your scripts when you upgrade to a new core release.
09-01 MuadDib Fixed: Bug causing Pre-AOS status bars to freeze clients and/or generate core crashes. Changed: Adjustments to increasing the revision state for stacks, items, and mobiles. Rule of thumb, if you change a member like newbie, title_race, and so on via script, this is not automatically updated. Names, amounts, and so on that are more critical ARE increased. This is pre to a an upcoming ability to increase via scripts and force tooltips to be resynced with the client for custom tooltip hooks to be fired.
08-31 MuadDib Removed: All instances, calls, used and unused, code for the permitems.txt data file. This was never fully implemented, and as such, has been removed by decision of several developers. and core-changes from Pol096.3: Code: 09-07 MuadDib Fixed: Validation issues with xyz of realm coordinates within boat movement commands. 09-05 MuadDib Changed: PerformAction() value restriction removed to support new animation ids. Be warned. Know what ID you are sending to clients, as an Incorrect id could cause the client to have "issues"
09-02 MuadDib Fixed: Core now checks for changes in light level for a character whenever the MoveObjectToLocation() is used on a player. Fixed: Core now sends the remove object packet correctly for items within containers or equipped, when moved out of view/realm. Fixed: Bug where the coordinates for a realm would be checked on an item's current realm, instead of the realm it was being sent to. 09-01 MuadDib Added: Reduncancy check for node parents in FindPath().
Win download : http://releases.polserver.com/win32/beta
Linux download : http://releases.polserver.com/linux/beta
or same files @ old place
Win download : http://games.groups.yahoo.com/group/pol ... t%20Cores/
Linux download : http://games.groups.yahoo.com/group/pol ... nux/files/
feel free to test it...
Last edited by Shinigami on Thu Oct 19, 2006 6:17 am, edited 1 time in total.
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Shinigami
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Post subject: Posted: Sat Sep 16, 2006 12:38 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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to avoid problems... don't forget to recompile all your scripts (worst case: just remove all *.ecl files and compile...)
we've found some side effects with operators if u don't do it
Shinigami
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MuadDib
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Post subject: Posted: Sat Sep 16, 2006 1:10 pm |
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| POL Developer |
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Joined: Sun Feb 12, 2006 9:50 pm Posts: 836 Location: Indiana, USA
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Blame me, shini will
IMO, I always recommend recompiling if you change cores, just in case. It never hurts to do so, and usually doesn't take to long to do so (unlike uoconvert, hehe).
*takes a hit from a shovel in the head*
_________________ POL Developer - The Penguin Scripter
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Yukiko
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Post subject: Posted: Sun Sep 17, 2006 12:14 pm |
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| Certified POL Expert |
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Joined: Thu Feb 02, 2006 1:41 pm Posts: 1207 Location: Southern Central USA
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Shini's suggestion to remove all *.ecl files is very important too because sometimes eCompile doesn't recognize that you've changed cores. I've seen eCompile report "script is up to date" messages when attempting to compile under POL 96 when there is a POL 95 ecl file present.
_________________ Sincerely,
Yukiko
I know you think you understand what you thought I said but what you heard is not exactly what I meant.
Titus 2:13
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MuadDib
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Post subject: Posted: Sun Sep 17, 2006 12:55 pm |
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| POL Developer |
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Joined: Sun Feb 12, 2006 9:50 pm Posts: 836 Location: Indiana, USA
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Hence why, for Windows based OS, I highly recommend Austin's starthere.bat setup from Distro.
Would be nice if someone designed the same setup for linux and submitted it 
_________________ POL Developer - The Penguin Scripter
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Xandros
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Post subject: Posted: Fri Sep 22, 2006 1:09 am |
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Joined: Fri Feb 17, 2006 12:25 pm Posts: 76
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We tested this core for several hours yesterday with about 30 players,
and didn't find any problems. (We didn't use any of the new POL97
features in our scripts though, we just made the minimum of changes
to make it run with 97.) Looks good, I think we'll switch to that core
and start having a look at the new features.
Xandros
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MuadDib
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Post subject: Posted: Fri Sep 22, 2006 6:09 am |
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| POL Developer |
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Joined: Sun Feb 12, 2006 9:50 pm Posts: 836 Location: Indiana, USA
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Nice to hear, and definately give us feedback 
_________________ POL Developer - The Penguin Scripter
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Developer Silver
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Post subject: Posted: Fri Sep 22, 2006 8:46 am |
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Joined: Sun Feb 05, 2006 1:34 pm Posts: 58 Location: Italy
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MuadDib wrote: Nice to hear, and definately give us feedback 
If you need updated feedback: we always use latest core (2006-09-16 core is on live shard from 5 days), and all it's ok... and we also use new features
Online for 100+ hours without restart, max 50+ player, no lag, no crash
Good work guys! 
_________________ Developer Silver Faerun's Legends scripter http://www.faerunslegends.it/
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