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cavebug

 
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Demostenes



Joined: 29 Aug 2007
Posts: 24

PostPosted: Tue Feb 19, 2008 3:01 pm    Post subject: cavebug Reply with quote

I am sure, was cabug repaired for newer cores?

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CWO



Joined: 04 Feb 2006
Posts: 699
Location: Chicago, IL USA

PostPosted: Tue Feb 19, 2008 9:33 pm    Post subject: Reply with quote

what cave bug are you talking about? More info on what the bug was would be useful to check and see if its fixed.

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Demostenes



Joined: 29 Aug 2007
Posts: 24

PostPosted: Wed Feb 20, 2008 7:42 pm    Post subject: Reply with quote

Well, cave bug is bug, when you are in cave and trying to put something on the floor. Server thinks, that floor is not that floor made from statics, but ceeling (map0) of that cave and it caused troubles. Solution was to have special server side map, where were caves without ceelings, only statics floors. It was neccesary for POL 094-0.95, but i dont know, if this was repaired for newer cores.

Is very bothering to maintain two versions of map0.mul

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CWO



Joined: 04 Feb 2006
Posts: 699
Location: Chicago, IL USA

PostPosted: Wed Feb 20, 2008 9:53 pm    Post subject: Reply with quote

As far as I've seen it is fixed. I can pretty much confirm it since POL doesn't use the mul files on startup anymore as of 096. And my install of POL used a completely unchanged UO install to convert to the files needed for it.

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*Edwards



Joined: 29 Dec 2007
Posts: 85
Location: Montreal, Canada

PostPosted: Thu Feb 21, 2008 7:36 pm    Post subject: Reply with quote

Code:
#############################################################################
## Experimental Options - Modify at your own risk
#############################################################################

#
# ExpLosChecksMap - prevents stuff like arrows from going through the 'black'
#                   areas in dungeons.
#
ExpLosChecksMap=1


Found in pol.cfg has been created since pol093. That's not a bug but an option.

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OldnGrey



Joined: 04 Feb 2006
Posts: 523

PostPosted: Thu Feb 21, 2008 9:27 pm    Post subject: Reply with quote

There was a cave *bug* for a long time up until pol096.

If a cave made out of statics was under a mountain, you could not drop an item on the statics floor, it would go onto the top of the mountain way above you.

There was also a line of sight problem in dungeons that allowed archers to shoot through cave walls, but I don't think you meant that one.

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Demostenes



Joined: 29 Aug 2007
Posts: 24

PostPosted: Sun Feb 24, 2008 10:08 am    Post subject: Reply with quote

OldnGrey wrote:
If a cave made out of statics was under a mountain, you could not drop an item on the statics floor, it would go onto the top of the mountain way above you.



Yes i meant this one. In core-chanes is no note of reparing this.

Author Message
OldnGrey



Joined: 04 Feb 2006
Posts: 523

PostPosted: Sun Feb 24, 2008 9:32 pm    Post subject: Reply with quote

Heh, easily checked - go into a cave and drop an item - does it go to the floor or the cave top? You don't need a corechange note to know the answer.

In case you don't have a cave handy, it does drop to the floor without any console messages either! So it's been fixed, as has the shooting through walls thing.

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Pierce



Joined: 02 Feb 2006
Posts: 259

PostPosted: Tue Feb 26, 2008 7:21 pm    Post subject: Reply with quote

As OldnGrey said, but i can proof it. It's solved since uoconvert exists.
You can drop items in caves since core 96.

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