Search found 51 matches
- Mon Sep 10, 2012 7:44 am
- Forum: Current stable release (099)
- Topic: High Seas and Boat smooth movement
- Replies: 13
- Views: 10420
Re: High Seas and Boat smooth movement
Just a question, are these changes you mentioned all core-changes?
- Thu Sep 06, 2012 2:29 pm
- Forum: General Discussion
- Topic: Texture packs
- Replies: 6
- Views: 6018
Re: Texture packs
I think Asylum covered all the links I was going to share! Hahah.
- Sun Sep 02, 2012 1:05 pm
- Forum: General Discussion
- Topic: Texture packs
- Replies: 6
- Views: 6018
Re: Texture packs
Great work, man! I have some UO art websites saved somewhere around here, I'll try to post them when I get some time. Do you plan on making those available?
- Fri Feb 17, 2012 9:36 am
- Forum: Current stable release (099)
- Topic: High Seas and Boat smooth movement
- Replies: 13
- Views: 10420
Re: High Seas and Boat smooth movement
So, did anyone take a look at this? I'm really curious about the implementation of smooth movement.
- Wed Feb 15, 2012 2:39 pm
- Forum: General Discussion
- Topic: UOFiddler basic help
- Replies: 8
- Views: 10299
Re: UOFiddler basic help
Oh, gotcha. You want a small file that contains only modifications, not the whole set of items. Sorry for the misunderstand! And I don't really know if there's anything that do this :/
- Wed Feb 15, 2012 1:20 pm
- Forum: General Discussion
- Topic: UOFiddler basic help
- Replies: 8
- Views: 10299
Re: UOFiddler basic help
So, let me explain it to you:
First, verdata.mul isn't used in newer clients, and I don't think UOFiddler supprt it.
Also, UOFiddler wont save the file over your original one. It will save it somewhere else, so you can still have it as something optional.
Good luck!
First, verdata.mul isn't used in newer clients, and I don't think UOFiddler supprt it.
Also, UOFiddler wont save the file over your original one. It will save it somewhere else, so you can still have it as something optional.
Good luck!
- Wed Feb 15, 2012 1:16 pm
- Forum: UOFiddler
- Topic: UOFiddler and creating wearable and rideable animations
- Replies: 2
- Views: 4742
Re: UOFiddler and creating wearable and rideable animations
Take a look at the RunUO forums. There are some pretty good guides about this over there.
- Wed Feb 15, 2012 9:37 am
- Forum: General Discussion
- Topic: UOFiddler basic help
- Replies: 8
- Views: 10299
Re: UOFiddler basic help
UOFiddler IS the right software.
Just right click the item you're going to change the graphic and click Replace. After that, right click on any item and click on Save. UOFiddler will probably ask for an output directory (if not, there should be an option for it on the preferences).
Good luck!
Just right click the item you're going to change the graphic and click Replace. After that, right click on any item and click on Save. UOFiddler will probably ask for an output directory (if not, there should be an option for it on the preferences).
Good luck!
- Sun Feb 12, 2012 9:29 pm
- Forum: Current stable release (099)
- Topic: High Seas and Boat smooth movement
- Replies: 13
- Views: 10420
Re: High Seas and Boat smooth movement
If I record correctly, IPY has the smooth boat movement working. Maybe you could try do some packet logging over there?
There's a video on it, but I've never played over there myself. http://www.youtube.com/watch?v=8DVUUEeu0oU
http://inporylem.com/
There's a video on it, but I've never played over there myself. http://www.youtube.com/watch?v=8DVUUEeu0oU
http://inporylem.com/
- Sun Dec 04, 2011 10:59 am
- Forum: Scripting Help
- Topic: Real world equivalencies in UO
- Replies: 4
- Views: 3545
Re: Real world equivalencies in UO
True, true, now I see it would be really annoying. Maybe if you could do more stuff with a single log, the player would need to carry less of them, making things more realistic. At the moment, a single chair take more than one log to be made, I don't think that much wood would be needed. 

- Sun Dec 04, 2011 3:09 am
- Forum: Scripting Help
- Topic: Real world equivalencies in UO
- Replies: 4
- Views: 3545
Re: Real world equivalencies in UO
That is really nice. I remember trying to do something similar, but not really concerning quantities. Something that really bothered me in UO was the weight of the objects. In UO players can carry dozens of katanas n their bags, what felt really unrealistic to me. In my old shard I always tried to a...
- Fri Nov 04, 2011 6:18 am
- Forum: Rants
- Topic: learning curve must be lowered
- Replies: 14
- Views: 12003
Re: learning curve must be lowered
Don't worry about it, the english version is just fine, thanks!
I'd love to help making the POL community increase, is there anything I could do at the moment? I'm not really experienced, but I can do some basic stuff...

I'd love to help making the POL community increase, is there anything I could do at the moment? I'm not really experienced, but I can do some basic stuff...
- Thu Nov 03, 2011 6:01 am
- Forum: General Help (097)
- Topic: Text entry
- Replies: 5
- Views: 7092
Text Entry
Sorry for the thread resurrection...CWO wrote:yep it'll allow up to 249 characters to be typed on a wordwrapped area.
Is there any way I could get a text entry capable of supporting more than 249 characters?
- Tue Nov 01, 2011 5:43 pm
- Forum: Rants
- Topic: learning curve must be lowered
- Replies: 14
- Views: 12003
Re: learning curve must be lowered
I would LOVE to see all this material, Austin.
I really hope this could be done some day. I'm just a complete newbie at POL, I can barely make simple scripts, something like this would help A LOT.
I really hope this could be done some day. I'm just a complete newbie at POL, I can barely make simple scripts, something like this would help A LOT.
- Tue Nov 01, 2011 9:12 am
- Forum: General Help (096)
- Topic: Boat Movment
- Replies: 15
- Views: 12945
Re: Boat Movment
*An Corp*
I know this thread is insanely old, but is there any chance we can adapt the new High Seas smooth boat movement to POL? If yes, does it need heavy core editing?
Again, sorry for the huge thread resurrection.
I know this thread is insanely old, but is there any chance we can adapt the new High Seas smooth boat movement to POL? If yes, does it need heavy core editing?
Again, sorry for the huge thread resurrection.
- Tue Nov 01, 2011 9:00 am
- Forum: Rants
- Topic: learning curve must be lowered
- Replies: 14
- Views: 12003
Re: learning curve must be lowered
Hey Polytropon, would you care to share your guide? I'm brazillian, but I can speak a good amount of spanish, and maybe I could spare your work of translating it!
I will understand if you want to do it yourself though
I will understand if you want to do it yourself though

- Wed Sep 21, 2011 9:57 am
- Forum: POL Tools
- Topic: ScriptEditor
- Replies: 11
- Views: 11857
Re: ScriptEditor
Are there any built in compiling tools? Maybe you could consider doing something like that!
The program looks great right now, I'll give it a try as soon as I have time, thanks for all your work on this!

The program looks great right now, I'll give it a try as soon as I have time, thanks for all your work on this!
- Sun Mar 21, 2010 6:36 am
- Forum: Scripting Help
- Topic: Gump Question
- Replies: 5
- Views: 4101
Re: Gump Question
So, lets recycle the topic and make another question.
Can I force a gump to close, or know if it is closed or not? And could I do the same with container gumps?
Can I force a gump to close, or know if it is closed or not? And could I do the same with container gumps?
- Wed Mar 17, 2010 11:09 am
- Forum: Scripting Help
- Topic: Gump Question
- Replies: 5
- Views: 4101
Gump Question
Is there any way for me to track a gumps position in the screen? I mean, I have a custom cartography sistem, and there's a gump for the map. When you click in a marked position of the map, a button in the gump, another gump, a king of tooltip appears right over the marked position, bringing informat...
- Fri Feb 19, 2010 9:26 am
- Forum: POL Tools
- Topic: Looking for POLmanager for winxp?
- Replies: 2
- Views: 5965
Re: Looking for POLmanager for winxp?
I tried to use this centred but got some problems... something about a maximum install, about de HD and blablabla... anybody got any type of errors like this? thanks =P
- Sun Feb 07, 2010 5:26 am
- Forum: Packet World
- Topic: 0x98 All Names with 2D
- Replies: 11
- Views: 9170
Re: 0x98 All Names with 2D
The idea isnt disconnecting in the first time. If someone press it, a warning will appear and nothing will happen. If the player keep using it, he'll be disconnected. Got it? This was the only solution I got to prevent players from using allnames...
- Sat Feb 06, 2010 5:00 am
- Forum: Packet World
- Topic: 0x98 All Names with 2D
- Replies: 11
- Views: 9170
Re: 0x98 All Names with 2D
But turley, would this mess with the tooltips? Or the graphics of the new mobiles?
- Fri Feb 05, 2010 8:28 am
- Forum: Packet World
- Topic: 0x98 All Names with 2D
- Replies: 11
- Views: 9170
Re: 0x98 All Names with 2D
What I got with this was that the boxes keep being displayed, but the names dont appear...
I would like the boxes not to show up, but its in the core right?
My solution was disconecting players which used this allnames =P
I would like the boxes not to show up, but its in the core right?
My solution was disconecting players which used this allnames =P
- Thu Feb 04, 2010 9:39 am
- Forum: Scripting Help
- Topic: Blocking Razor
- Replies: 11
- Views: 9754
Re: Blocking Razor
Nobody tried anything with this?
I would try, but I need to admit im a packet newbie =p
I would try, but I need to admit im a packet newbie =p
- Fri Jan 29, 2010 10:44 am
- Forum: Scripting Help
- Topic: Some troubles
- Replies: 11
- Views: 6294
Re: Some troubles
Sorry for the tons of questions =/
The Tooltips are working for items, but not for mobiles, any idea?
In the mobiles case, it just appears a blank tooltip.
The Tooltips are working for items, but not for mobiles, any idea?
In the mobiles case, it just appears a blank tooltip.