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 Post subject: Boat Movment
PostPosted: Tue Mar 21, 2006 1:04 pm 
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POL Core Developer

Joined: Sun Feb 05, 2006 4:45 am
Posts: 50
When you travel with a boat with more then one character on the boat the name of the characters apears over the head every single move of the boat.

I know that in runuo this is not happening.
Is there a way to fix this without changing the client options?


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 Post subject:
PostPosted: Tue Mar 21, 2006 1:14 pm 
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there may be some sort of delay between moving the multi and the items/characters which are on deck, MuadDib or some other Pol dev should look for that.


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 Post subject:
PostPosted: Tue Mar 21, 2006 3:27 pm 
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Location: Indiana, USA
That is due to the movement yes. On OSI I know the crap still happens also (and speech is impossible to read!).

If I get time, I will look into how the core is moving the mobs, and see if there is an alternate method to keep names/speech more readable and less spam on them.


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 Post subject:
PostPosted: Wed Mar 22, 2006 1:14 am 
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On OSI also?! Damn!
Maybe the Core of RunUO can tell you why this is not happening, my C knowledge isnt that high.


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 Post subject:
PostPosted: Wed Mar 22, 2006 5:37 am 
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It is due to the packets used is all. 10 seconds of packet logging and I'll know the difference :wink:


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 Post subject:
PostPosted: Thu Jun 08, 2006 3:19 pm 
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MuadDib will you fi it for 096 or do we have to wait until 097 for this ?


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 Post subject:
PostPosted: Thu Jun 08, 2006 3:38 pm 
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On our POL this don't happen... don't know why... :lol:

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 Post subject:
PostPosted: Fri Jun 09, 2006 1:30 am 
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It will be on 097 at the earliest.

096 Will be final in *checks watch* a matter of time "today".

We will be releasing subversions of released cores from here on out also too for bugfixes (YAY) while we work on new features and such in betas. But this is more of a feature request, than bug fix, so will probably keep it limited to the next beta core ;)


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 Post subject:
PostPosted: Mon Jun 12, 2006 8:37 pm 
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Location: Southern Central USA
Maud is there some way a hook might work as an interim until 97 is released with the fix?

I know this has been an irritant for me from when I used to actually have more time to play UO.

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I know you think you understand what you thought I said but what you heard is not exactly what I meant.

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 Post subject:
PostPosted: Mon Jun 12, 2006 10:53 pm 
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Who knows. RIght now I won't have time to look into it, but it may be a simple script issue even. Or client version issue. If I don't get the time soon, maybe someone else can step up to the plate to help figure why some have the problem, and other's don't.

Last time I used a boat on OSI (recently), the moving was ugly (chars looked like they walked), but names didn't spam. So may just be a simple issue with scripts. Maybe those without the prob, can share? :)


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 Post subject:
PostPosted: Mon Jun 12, 2006 11:12 pm 
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We do nothing strange... Simply when the ship is moving the script is in loop waiting for other events and doing
MoveBoatRelative( boat, relative_direction );
That's all, and we don't have flashing names :?

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 Post subject:
PostPosted: Mon Jun 12, 2006 11:17 pm 
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There is or was a setting in the client options menu that allowed you to select whether to show names of approaching characters. Turning that off accomplishes the desired effect on a boat but if you want to see names later when not sailing you have to go back and turn it back on.

Not my favourite choice.

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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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 Post subject:
PostPosted: Tue Jun 13, 2006 5:22 am 
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Joined: Fri May 26, 2006 12:53 am
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But with that options you can neither see sea monsters or players on another boat approaching.
Maybe it's because we use one of the latest client...

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 Post subject:
PostPosted: Tue Jun 13, 2006 7:35 pm 
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Yep. That's why I don't like that option.
*smiles*

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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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