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 Post subject: Madman's Features list
PostPosted: Mon Apr 07, 2008 2:28 am 
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Joined: Sun Feb 05, 2006 11:20 pm
Posts: 42
Not really sure why this is on the front page, but hi! ;)

Ok, I've gone through... not this whole forum, but the last 2 pages. I have skimmed through stuff- yes, I might have missed something.

I don't have a lot of time for coding right now, but what I can do is try to make things easier and more efficient for the ones who are.

I am assigning a personal "priority" to each - you may disagree, and so might the other devs, but it's where I feel they go. Not on a huge amount of reflection, mind you. Green low, Blue medium, Red high.

UO.em:
GetGlobalPropertyNames() - just return a list of names. It's medium because it's probably pretty easy.
CheckLosAt accept char or item; or, CheckLosBetween(x1,y1,z1,x2,y2,z2,realm) - pretty straightforward

Book methodscripts:
Add character as a param- allows locking books to specific people, char-centered sounds, animations

cfgfile.em:
** GetConfigPropertyNames(cfgelemref)
GetConfigElemType(cfgElemRef)

General:
Speed normalization- anti-speedhack
Update login for new clients - see below
Use IDs > 1023 in MULs - this shouldn't be too difficult

Combat:
* ApplyDamage returning real damage done
way to return the wait time until player's next swing

Items:
Destroyscript should call Unequipscript - unless there's a compelling reason why not?
Give dragged items an item.GetGottenBy() method - (which would return a charref), to parallel the char.GetGottenItem() method (which returns an itemref)

NPCs
Move purchasing of items out of core - see http://forums.polserver.com/ftopic1965.php - seems like a good idea, probably hard though
Methodscripts - see http://forums.polserver.com/ftopic27.php
Verbose errors if they fail to move - tell us what stopped them, possibly add a forcemove option

boats.cfg:
Allow non-default z

Gumps:
CloseGump( character, gump_id ) - close the gump and return something to the waiting script

Methodscripts:
Clean them up some - http://forums.polserver.com/ftopic2043.php - currently if a method is called any previously running methods on that Object die

Escript:
Allow counter declaration in for loops - such as: for (var i := 5; i > 0; i -= 1)

Systems
Expand regen bounds - for those who would like more than 300 hp/min

Datafiles
Create a "don't save me" property/flag, similar to GProps "#" - Not sure this is possible but if can be done at all it should be relatively simple.
Allow Integers as propnames - Not a big deal with CStr and CInt, but I don't see why they need to be forbidden. (Another dev may well tell me, though. ;)
elemref.Delete() - allow deletion of an element without going through datafile.em.

--

New client login info:
Quote:
With client 2.48.0.3+ (KR) and 6.0.5.0+ (2D) there comes a change in handling the login packets. It would be nice if the pol core could handle that in the future.

Quote:
Some information, if needed:
Quote:
OK, my dear ladies and gentlemen, i want to say that NO NEW encryption was implemented in 6.0.5.0 patch. NO NEW packets were added in this patch. It was just a game for children and you're faked Smile
How UO works before this patch: client sends seed (4 bytes, really local IP-address) and then sends packets for login server stage authorization.
How UO works after this patch: client sends seed (same 4 bytes), THEN SENDS 17 NEW BYTES, after this sends packets for login server state authorization. That's all! It's very simple, really? OK, now for these 17 cursed bytes
First byte is random value, usually it's last byte of seed, because first byte of seed is really new byte and our IP begins from second byte.
Next 16 bytes is client version - 00 00 00 06 00 00 00 00 00 00 00 05 00 00 00 00
So, all we need is to expand seed buffer for new clients.


I will add to this post as people continue to post in this forum. Feel free to use this thread to discuss the merits of the suggested features.


Edit:

* Done and checked into core
** Redundant with existing systems


Last edited by Madman on Sat Aug 16, 2008 2:59 am, edited 2 times in total.

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 Post subject:
PostPosted: Mon Apr 07, 2008 10:37 pm 
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Nice idea, thanks for the effort you (will) put into this.

--

Noticed this:
GetConfigPropertyNames(cfgelemref)

Couldn't find a thread about it, so, how exactly is it going to differ from ListConfigElemProps( element ) (http://docs.polserver.com/pol097/fullfunc.php?xmlfile=cfgfileem#ListConfigElemProps)?

Have to say I like the proposed name better, but is there something else, too, that I did not realize?


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 Post subject:
PostPosted: Tue Apr 08, 2008 1:15 am 
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Here is the thread which proposed it:
http://forums.polserver.com/ftopic1339.php

If that is how things already work, then I can check it off the list. ;)


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 Post subject:
PostPosted: Tue Apr 08, 2008 1:43 am 
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Boy, is my search ability weak or is it just the engine... But yeah, that's what it does.

Code:
#config.cfg

elem Test
{
    A    1
    B    1
    C    1
    C    2
}


Code:
var cfg := ReadConfigFile("config");
var elem := cfg["Test"];
var props := ListConfigElemProps(elem);
print(props);

// Will print
// { "A", "B", "C" }


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 Post subject:
PostPosted: Tue Jun 10, 2008 8:18 am 
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Waiting for an update I am.

Any time now, right?

(Who told you this was a good idea)


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 Post subject:
PostPosted: Sat Aug 16, 2008 3:00 am 
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Posts: 42
Initial post updated, as part of my quest to catch up around here again.


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 Post subject: Re: Madman's Features list
PostPosted: Sun Aug 17, 2008 4:07 pm 
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Joined: Fri Feb 10, 2006 12:08 pm
Posts: 305
Location: Myrtle Beach, South Carolina
Zomg weapon speed calculation hook?

;)


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 Post subject: Re: Madman's Features list
PostPosted: Mon Aug 18, 2008 3:08 am 
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POL Developer
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Joined: Sun Feb 05, 2006 11:20 pm
Posts: 42
I'm slow today- what do you mean exactly? :)


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 Post subject: Re: Madman's Features list
PostPosted: Mon Aug 18, 2008 5:28 am 
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Joined: Fri Feb 10, 2006 12:08 pm
Posts: 305
Location: Myrtle Beach, South Carolina
A script hook like attackhook that would be used to return the wait time in miliseconds for player's next swing. So we can factor our own ways to make players swing faster/slower based on different stats than the core uses.

As discussed/locked here(among other posts...);
http://forums.polserver.com/viewtopic.php?f=4&t=2039


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