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Shinigami
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Post subject: 2007-04-15 POL 097 Win32, Linux and FreeBSD RC3 - Coregina Posted: Sun Apr 15, 2007 12:43 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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RC = Release Candidate
Code: 4-12 Austin Added: Projectile support for NPC intrinsic weapons. Property keys are AttackProjectile, AttackProjectileAnim, AttackProjectileType and AttackProjectileSound
4-8 MuadDib Fixed : Crash involving Realms() and passing non-string param or empty param to it. Changed : Sending of worn items to inrange pcs has been optimized. Should help reduce load a little bit for fully dressed mobs and full packs. Maybe reduce server load during bashes? Would require testing of course to make that statement :) Removed : CreateNPCFromTemplate() will now only accept Struct for override props. Arrays was removed due to core changes in array handling since this function was updated to use arrays.
4-4 MuadDib Added : WornItms Container checks that look for and handle container class objects like Quivers, etc, will ignore the following layers for the obvious and specific reasons: 11 (hair), 15 (shhhh), 16 (beard), 21 (pack), 25 (mount) Changed : WornItems container checks when looking for accessible items. If an item inside the WornItems container is a container itself, it will now check inside that. This affects for example, quivers added in the ML Expansion. Lets you make new equippable containers to hand layers, etc, and be usable fully for adding items into it and removing while equipped. This is in effect for layers 1-25 so be very carefull when creating these items! Changed : WornItems container is now checked for legal containers when drag-n-drop attempts to drop an item onto the equipped container class object (quiver). THe above layer ignoring is in place here also. Added : Projectile weapons will now check equipped containers for ammo if it cannot find any in the backpack first. NOTE : I very strongly recommend making equip scripts and all for these items. Since it IS a container, you need to make sure the layer the client is putting it on, is the correct layer. So just have the equip script make sure the correct layer is empty on the character equipping this. Remember, these are CONTAINERS, not armor/weapons. The client will allow equipping only if the item is set as armor or weapon, and uses layers client side. Never trust the client, thus the need for an equipscript for containers when they can possibly be equipped.
3-28 Shinigami Changed: Adjustment to increasing the revision state for Equipment loosing HPs while fighting.
1-15 MuadDib Fixed : PrintTextAboveCL() now checks for object instead of mobile class being passed to it. Changed : Default of uc_text in cliloc.em. Just smack me.
1-3 MuadDib Added : Packets that are pre-character selection will now report a struct to a packethook with the member "ip". So far this is the only member in the struct. Future members might be added, but don't hold me to it. Account references at this time, cannot be added. and core-changes from Pol096.6: Code: 3-30 MuadDib Notes : Due to questions involving this, here is a partial list of things passable through the override of CreateNPCFromTemplate that use different names: Common Properties: TRUEOBJTYPE TRUECOLOR TITLEPREFIX TITLESUFFIX TITLEGUILD TITLERACE These should work also from the override you usually use. Noting these due to being named differently than what you usually use and see.
3-29 MuadDib Added : 0x3e98 (Swamp Dragon) added to uoconvert.cfg.
1-9 MuadDib Fixed : Status Flag checks totally rewritten. PLEASE PAY ATTENTION! They are now dependant on the UOExpansion Setting for accounts! Older (2.x) clients did not use the CanAlterPaperdoll flag, and used 0x40 for the warmode, and so on. LBR era, introduced the CanAlterPaperdoll (or around there). AOS+ clients use even more different, using 0x1 for warmode! Paperdolls seem to only use the warmode, unlike all other resources say.
1-6 MuadDib Fixed : Height checks when walking down items with gradual flag (such as ladders ands steps).
1-4 MuadDib Fixed : Status flag in paperdoll packet.
Win download : http://releases.polserver.com/index.php ... indows/097
Linux download : http://releases.polserver.com/index.php ... /Linux/097
FreeBSD download : http://releases.polserver.com/index.php ... reeBSD/097
feel free to test it...
Last edited by Shinigami on Sun Jul 15, 2007 2:11 pm, edited 1 time in total.
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Yukiko
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Post subject: Posted: Sun Apr 15, 2007 9:59 pm |
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Joined: Thu Feb 02, 2006 1:41 pm Posts: 1154 Location: Southern Central USA
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Thanks gentlemen.
*smiles*
_________________ 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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OldnGrey
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Post subject: Posted: Sun Apr 15, 2007 11:23 pm |
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Joined: Sat Feb 04, 2006 6:26 pm Posts: 560
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As a matter of interest, do I have to re-create my REALMs files for this?
It's a pretty large set of files to upload if I don't have to.
*edited* did a test. Redid the realms directory and they were identical byte for byte. Seems that for rc2.1 to rc3 at least, there's no need to generate the realms again.
Last edited by OldnGrey on Mon Apr 16, 2007 5:17 am, edited 1 time in total.
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Xandros
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Post subject: Posted: Mon Apr 16, 2007 4:15 am |
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Joined: Fri Feb 17, 2006 12:25 pm Posts: 76
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Thanks, some good changes there. Some questions though:
- I have no clue what this paperdoll flag thing is about, and I may
need to understand that, since we are using new clients, but leave
UOExpansion settings to T2A for some reasons.
Can somebody explain what these paperdoll flags are about, or point
me to the thread where that problem was discussed?
- Why will "WornItems Container checks that look for and handle container
class objects" ignore Layer 21 (Pack) "for obvious reasons"? Are you saying that because there is already code for handling the pack, and
it's just seperated from the code that handles the other layers?
- I don't understand what ".. you need to make sure the layer the client
is putting it on, is the correct layer. [...] The client will allow equipping
only if the item is set as armor or weapon, and uses layers client side ..."
is all about. Items like fishing rods or spellbooks existed all the time,
they're neither weapons nor amor, and we never had any problems with
them - did I miss any potential problem, do I have to change anything
for those items too?
Xandros
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CWO
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Post subject: Posted: Mon Apr 16, 2007 6:26 am |
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Joined: Sat Feb 04, 2006 5:49 pm Posts: 772 Location: Chicago, IL USA
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Xandros, MuadDib explained that no changes on your end are needed for the paperdoll flag. It will just work as intended now.
What he is saying about the worn items container, pack is ignored in the code that will check for other containers equipped because its all hardcoded to check the pack first anyway.
What he is saying about the client equipping is just that you should make sure you check what layer its being equipped to by the client. Never just trust what the client says since anyone can modify it.
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MuadDib
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Post subject: Posted: Mon Apr 16, 2007 8:23 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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Yes, the core usually checks the right things. However, if you have an item that goes for example, over several Coverage layers (like a Robe for example), but it's a container, you need to check in it's equipscript, that ALL of those layers are available to the player before allowing to equip the container.
_________________ POL Developer - The Penguin Scripter
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Xandros
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Post subject: Posted: Mon Apr 16, 2007 10:56 am |
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Joined: Fri Feb 17, 2006 12:25 pm Posts: 76
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MuadDib wrote: Yes, the core usually checks the right things. However, if you have an item that goes for example, over several Coverage layers (like a Robe for example), but it's a container, you need to check in it's equipscript, that ALL of those layers are available to the player before allowing to equip the container.
I'm still not sure if I understand that. From what you say, it seems that
there is something about an equippable container that is different than an
equippable armor, but I don't exactly understand what it is.
And apart from layers 1 and 2, I have never seen any item that uses more
than one layer (a robe definitely does not block more than one layer, nor
does a quiver).
Is all of this just a theoretical warning "if you create new items, and you
want them to block more than one layer, you'll have to check that for
yourself in equiptest"?
Xandros
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Shinigami
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Post subject: Posted: Thu Apr 19, 2007 2:51 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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Please [re]load the Linux"rebuild" core and exchange it with the older release!
There was a problem with a library. Easiest way to identify the problematic build: call "./uoconvert" - it will crash or it will not crash.
Shinigami
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FreeSoul
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Post subject: Posted: Fri Apr 20, 2007 4:12 am |
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Joined: Sat Feb 04, 2006 9:14 am Posts: 90 Location: Aman
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Code: Removed : CreateNPCFromTemplate() will now only accept Struct for override props. Arrays was removed due to core changes in array handling since this function was updated to use arrays.
Removed?
_________________ Ash nazg durbatuluk, ash nazg gimbatul, ash nazg thrakatuluk agh burzum-ishi krimpatul
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