Search found 27 matches
- Mon Dec 08, 2014 11:04 am
- Forum: Bug Reports & Feature Requests
- Topic: SaveWorldState() Elapsed Seconds Problem.
- Replies: 4
- Views: 3656
Re: SaveWorldState() Elapsed Seconds Problem.
Mmm what about item count? Maybe some recent script update modified some package or had some item generation loop in it. If you do not have changed anything else, that's the only possibile reason. Or, your disks are almost broken, and you should change them as soon as possible!! Check out your syst...
- Mon Dec 08, 2014 6:20 am
- Forum: Bug Reports & Feature Requests
- Topic: SaveWorldState() Elapsed Seconds Problem.
- Replies: 4
- Views: 3656
Re: SaveWorldState() Elapsed Seconds Problem.
Thanks for the hint Xeon, but it seems not enoughxeon wrote:Try to free up space on the server and to defragment the disk
- Fri Dec 05, 2014 5:11 am
- Forum: Bug Reports & Feature Requests
- Topic: SaveWorldState() Elapsed Seconds Problem.
- Replies: 4
- Views: 3656
SaveWorldState() Elapsed Seconds Problem.
Hi all! Elapsed seconds during SaveWorldState() in my server ( running POLCore 099 with latest commits ) were normally 4-6 seconds but from some time the delay is 80-120 seconds :( No machine changes have been done ( connection, hardware ecc. ). When I restart the server only the first or first two ...
- Fri Sep 19, 2014 7:52 am
- Forum: Old distros
- Topic: Characters&NPC Animations Core Bug?
- Replies: 8
- Views: 7767
Re: Characters&NPC Animations Core Bug?
Your client version is too new for the 0xe6 animation packet. With the latest changes it would receive the new animation packet 0xe2. But for this you need to fill the animxlate.cfg with new entries. Gives you also several other advantages. But I haven't yet documented it. You can read the code and...
- Thu Sep 18, 2014 7:48 am
- Forum: Old distros
- Topic: Characters&NPC Animations Core Bug?
- Replies: 8
- Views: 7767
Re: Characters&NPC Animations Core Bug?
My client version is 7.0.10.3. Sorry for my little help but I'm quite noob about packets. @Kevin: my MUL files are ok, I hadn't any problem with the previous core-rev of 2 weeks ago. This is log file with an example of magic cast performed by character without visible animation. Packet 0x6E isn't lo...
- Thu Sep 18, 2014 5:26 am
- Forum: Old distros
- Topic: Characters&NPC Animations Core Bug?
- Replies: 8
- Views: 7767
Re: Characters&NPC Animations Core Bug?
Client -> Server: 0xAD, 32 bytes 0000ad 00 20 00 00 34 00 03 49 54 41 00 00 2e 00 61 .. ..4.. ITA....a 001000 63 00 74 00 69 00 6f 00 6e 00 20 00 31 00 00 .c.t.i.o .n. .1.. Server -> Client: 0x1C, 84 bytes 00001c 00 54 01 01 01 01 01 01 00 03 e8 00 03 53 79 ..T..... ......Sy 001073 74 65 6d 00 00 0...
- Thu Sep 18, 2014 2:02 am
- Forum: Old distros
- Topic: Characters&NPC Animations Core Bug?
- Replies: 8
- Views: 7767
Re: Characters&NPC Animations Core Bug?
Can you provide a use case? My actions are performing fine. Have you modified your mul files at all? use uo; include "include/client"; program prg(who) PerformAction(who,ANIM_CAST_AREA); endprogram This does the proper action in the client. Can also see the packet sent if you turn on pack...
- Wed Sep 17, 2014 5:54 am
- Forum: Current stable release (099)
- Topic: Log lines with stderr
- Replies: 2
- Views: 3378
- Wed Sep 17, 2014 5:21 am
- Forum: Old distros
- Topic: Characters&NPC Animations Core Bug?
- Replies: 8
- Views: 7767
Characters&NPC Animations Core Bug?
I think there's something wrong with the last core revision, it seems that the character's and npc's animations are not visible anymore ( PerformAction function ).
- Fri Jun 27, 2014 7:52 am
- Forum: Old distros
- Topic: Error Compiling from SVN
- Replies: 3
- Views: 4776
Re: Error Compiling from SVN
I was banging my head from 4 days Core-x86 builded without any problem now, thanks a lot TurleyTurley wrote:Mmmh please test the latest revision, just committed a fix.
- Fri Jun 27, 2014 5:00 am
- Forum: Old distros
- Topic: Error Compiling from SVN
- Replies: 3
- Views: 4776
Error Compiling from SVN
Hi all! I'm using VS2013 Ultimate running on Win7 Ultimate SP1, but atm I can build the core only with config 'Release|x64'. Using the Win32 platform compilation gives me this error: Error 93 error LNK2019: unresolved external symbol _GetProcessMemoryInfo@12 referenced in function "unsigned int...
- Wed Jun 25, 2014 5:45 am
- Forum: Bug Reports & Feature Requests
- Topic: HSA Boats & Custom Mounts Problem
- Replies: 3
- Views: 5221
Re: HSA Boats & Custom Mounts Problem
For the frist issue, can you paste here your boats.cfg aswell as your itemdescs for boats About the speech listeners, Galleons dont have tillermans, they have to be added as npcs For the second issue, I have been looking for an answer for this for a long time aswell, and it seems it has something t...
- Tue Jun 24, 2014 2:15 pm
- Forum: Bug Reports & Feature Requests
- Topic: Member "locked" isn't working on POL099-2013-09-03 x64
- Replies: 7
- Views: 5943
Re: Member "locked" isn't working on POL099-2013-09-03 x64
download sources from svn and build new version of pol binary I understand, that its very easy for people, who engage programming, but i'm not, and don't know how to create it. If it's not hard, can u upload last version of core? I will be very grateful to you compiling under linux compiling under ...
- Sun Jun 22, 2014 2:30 pm
- Forum: Bug Reports & Feature Requests
- Topic: HSA Boats & Custom Mounts Problem
- Replies: 3
- Views: 5221
HSA Boats & Custom Mounts Problem
First Issue: Hi all, I've a strange problem with Orc and Gargoyle boats, when I try to turn one of these two boats all it's ok except these facings: - West and South facing for Orc Boat - Only South facing for Gargoyle Boat It seems that the multi is corrupted and speech commands are not available ...
- Fri Apr 11, 2014 11:45 am
- Forum: UOFiddler
- Topic: [Future Request] Animation .uop
- Replies: 0
- Views: 4457
[Future Request] Animation .uop
Hi all. I want to ask if someone have the idea to add the possibility of read and extract the animation.uop file from 2d classic client.
I need this feature to extract gargoyle animation and avoid the problem of equips (normal plate, weapons and dress doesn't work on gargoyle animation)
Thanks all
I need this feature to extract gargoyle animation and avoid the problem of equips (normal plate, weapons and dress doesn't work on gargoyle animation)
Thanks all
- Fri Dec 27, 2013 11:45 am
- Forum: Current stable release (099)
- Topic: Problem with lights
- Replies: 10
- Views: 55408
Re: Problem with lights
there's a way to resolve this light/facing problem without upgrade core to svn ?
because we can't upgrade (too much work) and the light problem is the only bug we have.
because we can't upgrade (too much work) and the light problem is the only bug we have.
- Sat Dec 14, 2013 12:02 am
- Forum: Bug Reports & Feature Requests
- Topic: [help]stamina check on felucca
- Replies: 0
- Views: 2870
[help]stamina check on felucca
Hi all i need help.
I want to remove stamina check on felucca with client 7.0.3 and higher. I've tried uoch, sump and assistuo but no one of this program works.
With Ml clients 6.0.0 and higher works but with 7.0.0 and higher no. Please help because it's very annoing bug
I want to remove stamina check on felucca with client 7.0.3 and higher. I've tried uoch, sump and assistuo but no one of this program works.
With Ml clients 6.0.0 and higher works but with 7.0.0 and higher no. Please help because it's very annoing bug
- Sat Oct 19, 2013 6:28 am
- Forum: Bug Reports & Feature Requests
- Topic: Gargoyle Race Answer
- Replies: 2
- Views: 2924
Re: Gargoyle Race Answer
body.def don't work like equipconv.def don't work. It's all client side blocked damn EA and damn Mythic !!
i don't know what i can do
i don't know what i can do
- Thu Oct 17, 2013 2:15 pm
- Forum: Bug Reports & Feature Requests
- Topic: Bug with graphic art client 7 Stygian Abyss
- Replies: 20
- Views: 12674
Re: Bug with graphic art client 7 Stygian Abyss
Lightsources are the only items that "should be" affected by that facing, can you show the code/cfg you found... I will take a look if I see a reason why that happened ? Removing the facing all is ok with client version > 7.0.x ^^ Never gave me any problem before. It seems for the moment ...
- Thu Oct 17, 2013 10:22 am
- Forum: Bug Reports & Feature Requests
- Topic: Bug with graphic art client 7 Stygian Abyss
- Replies: 20
- Views: 12674
Re: Bug with graphic art client 7 Stygian Abyss
Thanks a lot for your help, finally I found the problem! It was the obj.facing setted in my cfg, why it happened with client version >= 7.0.x? I've always used client versions >= 6.0.x and never had any problem...
However thanks again!!! You have been very kind
However thanks again!!! You have been very kind
- Thu Oct 17, 2013 8:43 am
- Forum: Bug Reports & Feature Requests
- Topic: Bug with graphic art client 7 Stygian Abyss
- Replies: 20
- Views: 12674
Re: Bug with graphic art client 7 Stygian Abyss
Okay about that packet Distro has no support in packethooks for clients > 6.0.0.0 or such if I remember correctly This is the real strange thing!!! :o There aren't problems with graphics logging with a client > 7.0.x with that Distro. But anyway back to the problem, so what you really explained is,...
- Wed Oct 16, 2013 10:02 am
- Forum: Bug Reports & Feature Requests
- Topic: Bug with graphic art client 7 Stygian Abyss
- Replies: 20
- Views: 12674
Re: Bug with graphic art client 7 Stygian Abyss
Very strange cause I logged with the official Distro that has uopacket 0x08 Length 14 bytes and dropserial offset 10 and I've no graphics problems logging with clients >= 7.0.x
However, I tried your hint, but the problem is always here >_<
However, I tried your hint, but the problem is always here >_<
- Wed Oct 16, 2013 5:40 am
- Forum: Bug Reports & Feature Requests
- Topic: Gargoyle Race Answer
- Replies: 2
- Views: 2924
Gargoyle Race Answer
Hello again! :D I need a little hint about the Gargoyle Race. I tested it a lot in these years and I wanted know if could be possible show the basic wearable armor/weapons/clothes animations of AOS/ML equipped on anim 666-667. Tried also equipconv but nothing. I think the only solution is to move th...
- Tue Oct 15, 2013 1:54 pm
- Forum: Bug Reports & Feature Requests
- Topic: Bug with graphic art client 7 Stygian Abyss
- Replies: 20
- Views: 12674
Re: Bug with graphic art client 7 Stygian Abyss
I did my tests only with client versions <= 7.0.9.0. I've converted my tiles.cfg using HSAFormat Flag 1/0 but nothing, same problem. Then the graphics issue isn't only about lightsources but also alchemical symbols for example or resurrection gate. Tried with core version 2010 release and last rev. ...
- Tue Oct 15, 2013 5:58 am
- Forum: Bug Reports & Feature Requests
- Topic: Bug with graphic art client 7 Stygian Abyss
- Replies: 20
- Views: 12674
Re: Bug with graphic art client 7 Stygian Abyss
Ok tomi i write you some graphics that change. and yes maxtile it's 0x7fff Client used : 7.0.3, 7.0.4, 7.0.6, 7.0.8, 7.0.13 Example of art changes : 0x1fe7 (one frame of white gate that we use for ressgate) appear graphic 0x2004 0x1f2b brazier when create in game appear 0x1f2c 0xa18 one type of lant...