You just save it as .tif and rename the extension to .tiff
Same files different naming of extensions
Search found 441 matches
- Wed Sep 30, 2015 2:08 am
- Forum: UOFiddler
- Topic: Art is getting messed up
- Replies: 5
- Views: 5310
- Tue Sep 29, 2015 12:56 am
- Forum: UOFiddler
- Topic: Art is getting messed up
- Replies: 5
- Views: 5310
Re: Art is getting messed up
Remove the "truwhite" color from the pic if you are using .bmp format iirc you need to convert it from 0 0 0 to 3 3 3 for it to not show trasnparency but I think Turley can give you a more specific answer on that. But the problem occurs when Fiddler is using "truewhite and trueblack&q...
- Thu Sep 24, 2015 8:45 am
- Forum: Scripting Help
- Topic: Pupup/Context menu?
- Replies: 2
- Views: 2635
- Thu Sep 24, 2015 8:43 am
- Forum: General Discussion
- Topic: clients issue
- Replies: 28
- Views: 14223
Re: clients issue
The thing I know for sure I got the latest 2D client work with those settings ( have to admit I havent played around with the enchanted one that much ) The problem is now either something with packet changes for enchanted clients or something about those map files really got changed. Try setting Dis...
- Sun Sep 20, 2015 8:24 am
- Forum: Scripting Help
- Topic: item on finger
- Replies: 2
- Views: 2644
Re: item on finger
character.getgottenitem()
is that method what you are looking for ?
is that method what you are looking for ?
- Sun Sep 20, 2015 8:21 am
- Forum: General Discussion
- Topic: clients issue
- Replies: 28
- Views: 14223
Re: clients issue
Dont use UOFeatureEnable 0xFFFF because it enabled everything the client has to offer, also the movement system packets 0xf0, f1 and f2 as you already found out and could not move because Pol doesnt support that feature. Either check the flags from packetguide and sort it out what you need or use 0x...
- Fri Jun 05, 2015 12:22 am
- Forum: Current stable release (099)
- Topic: Which client?
- Replies: 4
- Views: 3478
Re: Which client?
Hi, Just a small correction, the latest clients support felucca/trammel with one map aslong as you use the old .mul files and make sure you enable .diff usage on serverside. For the question about clients what to choose, my options would have been something < 4.0.3 or then some of the latest HSA cli...
- Tue May 05, 2015 11:23 am
- Forum: Current stable release (099)
- Topic: Bug in Pushthrough hook?
- Replies: 12
- Views: 8450
Re: Bug in Pushthrough hook?
The problem with pushthrough hook is that is mostly unusable outside the trammel facet due to the current stamina >= max stamina check you found ( its in the client thats why Turley didnt find it in the core ) UOCH is capable to remove the stamina check from the client up to clients 7.0.0.0 iirc Wit...
- Thu Jan 08, 2015 6:16 am
- Forum: General Discussion
- Topic: My fail fated project
- Replies: 2
- Views: 2826
Re: My fail fated project
1: There are alot world building tools For the map itself check here http://www.ryandor.com/forum/ For statics and stuff like that look here http://redmine.aksdb.de/projects/centred For all other clientside editing look at Fiddler you can find it here on polserver.com forums and this answers your qu...
- Tue Nov 11, 2014 9:22 pm
- Forum: General Discussion
- Topic: Beginning. From start the POL to modify scripts
- Replies: 13
- Views: 10787
Re: Beginning. From start the POL to modify scripts
Use the boats.cfg that comes with the core
https://github.com/polserver/polserver/ ... /boats.cfg
If you are using the latest core you also need to add MultiID entry to all multis you have defined in itemdescs
https://github.com/polserver/polserver/ ... /boats.cfg
If you are using the latest core you also need to add MultiID entry to all multis you have defined in itemdescs
- Fri Oct 17, 2014 8:02 am
- Forum: General Discussion
- Topic: Beginning. From start the POL to modify scripts
- Replies: 13
- Views: 10787
Re: Beginning. From start the POL to modify scripts
Nice guide for people new to Pol A few points anyway, could be worth to mention about other map/static files that just felucca while copying to the MUL dir incase someone wants to use other maps aswell. About UODataFileRoot just make it point to your MUL dir and everything is fine and you wont have ...
- Sun Aug 10, 2014 3:28 am
- Forum: Scripting Help
- Topic: Visibility
- Replies: 2
- Views: 2789
Re: Visibility
By hooking packet 0xF3 ( 7.x.x clients ) or 0x1A packet ( older clients ) you can determine what you show to the players.
- Wed Jun 25, 2014 4:26 am
- Forum: General Discussion
- Topic: Error when trying to start
- Replies: 14
- Views: 8202
Re: Error when trying to start
did you use the boats.cfg that came with core or some other one ?
- Wed Jun 25, 2014 4:24 am
- Forum: Bug Reports & Feature Requests
- Topic: HSA Boats & Custom Mounts Problem
- Replies: 3
- Views: 4884
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 to...
- Tue Jun 17, 2014 5:01 am
- Forum: Scripting Help
- Topic: Switching to queued data mode
- Replies: 8
- Views: 5852
Re: Switching to queued data mode
Queued mode is when Pol cant handle the data sent by a client fast enough.
That means the client/player is spamming something with delays from zero to none, or that something else is bringing up so much load on the server that it cant anymore handle all the data directly
That means the client/player is spamming something with delays from zero to none, or that something else is bringing up so much load on the server that it cant anymore handle all the data directly
- Wed Jun 11, 2014 7:32 am
- Forum: Bug Reports & Feature Requests
- Topic: SplitStackAt Bug
- Replies: 3
- Views: 3087
Re: SplitStackAt Bug
I did not get this problem reproduced.
Yes it does clone the stack but it also destroyed the old one correctly
Yes it does clone the stack but it also destroyed the old one correctly
- Fri Jun 06, 2014 7:05 am
- Forum: Scripting Help
- Topic: Gargoyle Flying..
- Replies: 6
- Views: 4738
Re: Gargoyle Flying..
It does not require any packethooks, just use the client built in macro to activate gargoyle flying.
- Sat May 17, 2014 2:04 am
- Forum: Scripting Help
- Topic: Does some have?
- Replies: 2
- Views: 2662
- Tue May 13, 2014 9:51 am
- Forum: Bug Reports & Feature Requests
- Topic: SplitStackAt Bug
- Replies: 3
- Views: 3087
Re: SplitStackAt Bug
oh damn, so you mean on non stackable using the amount of the stack ?
- Tue May 06, 2014 11:09 pm
- Forum: Current stable release (099)
- Topic: Smooth movement on land
- Replies: 3
- Views: 3377
Re: Smooth movement on land
I have been thinking about multis moving on land a long time myself too. It is possible because its the server that checks where the multi can move, but would require quite big changes. To have multis moving smoothly in the air is not possible ( atleast so it should look smooth and nice ), because o...
- Tue May 06, 2014 11:06 pm
- Forum: Scripting Help
- Topic: Anti Injection packet hook
- Replies: 2
- Views: 2891
Re: Anti Injection packet hook
There is no way to completely block injection ( not even custom encryptions if the person who want to use it knows what he/she is doing ) Sadly those ,grab and ,massmove are easily done by all other macroing softwares in uo aswell ( EasyUO, Razor, SteamUO ...... ) The only things possible to do for ...
- Tue May 06, 2014 11:00 pm
- Forum: Scripting Help
- Topic: Trying to color an effect
- Replies: 1
- Views: 2265
Re: Trying to color an effect
okay first thing program textcmd_devcome( staff ) var base_colour := color; color := ( 2037 ); You have not defined color anywhere, and you assign to your variable base_colour a non existant variable color. either do simply var color := 2037; or if you want the color to be chosen by command usage do...
- Tue May 06, 2014 5:38 am
- Forum: Bug Reports & Feature Requests
- Topic: SplitStackInto
- Replies: 11
- Views: 8141
Re: SplitStackInto
I added some missing updaters to SplitStackAt method in the last revision I tested this with a simple cmd var stack_i := CreateItemInInventory( character.backpack, 0x1f14, 100 ); stack_i.SplitStackAt( character.x, character.y, character.z, character.realm, 10 ); Working correctly for me ( did not gi...
- Sun Mar 23, 2014 8:16 am
- Forum: General Discussion
- Topic: PaperDoll problems
- Replies: 6
- Views: 4604
Re: PaperDoll problems
Just a small note, most scriptbases have 2 commands to control the gm graphic
.gm and .myform
.gm and .myform
- Sun Mar 23, 2014 8:12 am
- Forum: General Discussion
- Topic: Warning: local variable not used
- Replies: 4
- Views: 3555
Re: Warning: local variable not used
sounds like your code is something like program scissors( who, tool ) and in that case if you remove that tool it wont work because an item use script need 2 parameters If thats the case just add somewhere in your code tool := tool; and the warning is gone, or let it be if you dont care because it d...