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Demostenes
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Post subject: cavebug Posted: Tue Feb 19, 2008 11:01 am |
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Joined: Wed Aug 29, 2007 2:44 pm Posts: 24
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I am sure, was cabug repaired for newer cores?
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CWO
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Post subject: Posted: Tue Feb 19, 2008 5:33 pm |
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Joined: Sat Feb 04, 2006 5:49 pm Posts: 772 Location: Chicago, IL USA
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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
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Post subject: Posted: Wed Feb 20, 2008 3:42 pm |
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Joined: Wed Aug 29, 2007 2:44 pm Posts: 24
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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
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Post subject: Posted: Wed Feb 20, 2008 5:53 pm |
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Joined: Sat Feb 04, 2006 5:49 pm Posts: 772 Location: Chicago, IL USA
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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
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Post subject: Posted: Thu Feb 21, 2008 3:36 pm |
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Joined: Fri Dec 28, 2007 11:19 pm Posts: 103 Location: Montreal, Canada
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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
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Post subject: Posted: Thu Feb 21, 2008 5:27 pm |
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Joined: Sat Feb 04, 2006 6:26 pm Posts: 560
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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
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Post subject: Posted: Sun Feb 24, 2008 6:08 am |
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Joined: Wed Aug 29, 2007 2:44 pm Posts: 24
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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.
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OldnGrey
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Post subject: Posted: Sun Feb 24, 2008 5:32 pm |
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Joined: Sat Feb 04, 2006 6:26 pm Posts: 560
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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
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Post subject: Posted: Tue Feb 26, 2008 3:21 pm |
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| Packet Maintainer |
Joined: Thu Feb 02, 2006 8:33 am Posts: 300
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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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