POL 098 Win32, Linux and FreeBSD beta

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Shinigami
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POL 098 Win32, Linux and FreeBSD beta

Post by Shinigami » Mon Dec 08, 2008 3:51 pm

Hello everybody,

Here you can find something to test:

Code: Select all

-- POL098 --
09-23 Turley:
        Added:   uo::PlaySoundEffectXYZ( x, y, z, effect, realm := _DEFAULT_REALM );

09-17 Turley:
        Added:   uo::CreateNPCFromTemplate param override_properties can now
                 contain .CProps Dictionary (key=cpropname value=cpropvalue)

09-08 Turley:
        Added:   uo::UpdateMobile(mob)
                 Sends to mobiles in visual range UpdatePlayer packet of mob, for example to
                 inform of notority changes
        Added:   Packet 0xC7 Functions:
                 uo::PlayMovingEffectEx( source, target, effect, speed, duration := 0, 
                                         hue := 0, render := 0, fixeddirection := 0, explode := 0, 
                                         effect3d := 0, effect3dexplode := 0, effect3dsound := 0 );
                 uo::PlayMovingEffectXYZEx( srcx, srcy, srcz, dstx, dsty, dstz, realm := _DEFAULT_REALM, 
                                            effect, speed, duration := 0, hue := 0, render := 0, 
                                            fixeddirection := 0, explode := 0, 
                                            effect3d := 0, effect3dexplode := 0, effect3dsound := 0 );
                 uo::PlayObjectCenteredEffectEx( center, effect, speed, duration := 0, hue := 0, 
                                                 render := 0, layer := 0, effect3d := 0 );
                 uo::PlayStationaryEffectEx( x, y, z, realm := _DEFAULT_REALM, effect, speed, 
                                             duration := 0, hue := 0, render := 0, 
                                             layer := 0, effect3d := 0 );
                 layer,effect3d,effect3dexplode,effect3dsound are only interpreted by the 3D client
                 (current known) render values are:
                 0 no change
                 1 It becomes dark
                 2 It becomes bright
                 3 Bright color is emphasized and dark color is converted transparently
                 4 The translucency (transparency is high)
                 5 The translucency (it is close to primary color)
                 6 Negative positive reversal
                 7 The background which is transparent negative positive reversal
                 layer values are:
                 0 Head
                 1 RightHand
                 2 LeftHand
                 3 Waist
                 4 LeftFoot
                 5 RightFoot
                 7 CenterFeet
                 effect3dexplode and effect3dsound are only interpreted if explode is set
                 effect3d and effect3dexplode values can be found in client/particles dir
                 Examples:
                 CastAnimation only seen by 3D clients:
                 PlayObjectCenteredEffectEx( chr, 0, 10, 5, 0, 0, 1, 9041 ); //firesparkle on right hand
                 PerformAction(chr,0xCB);  // moves with char
                 Fireball with explosion and sound:
                 PlayMovingEffectEx( chr,tar,0x36d4,7,0,0,0,0,1,9502,4019,0x160);
        Changed: StatRequest 0x34 checks if target is visible to char (e.g. Injection exploit)

08-29 Turley:
        Added:   uo::GetGlobalPropertyNames()
        Changed: uo::FindSubstance( container, objtype, amount, makeinuse := 0 );
                 to FindSubstance( container, objtype, amount, makeinuse := 0, flags := 0 );
                 flags are:
                 FINDSUBSTANCE_IGNORE_LOCKED : Find matches in locked containers
                 FINDSUBSTANCE_ROOT_ONLY     : Do not find matches in sub-containers
                 FINDSUBSTANCE_FIND_ALL      : Find all matches ignoring given amount
        Added:   new Char methods:
                 .attack_once([opp])
                 attacks once without modifing the swingtimer
                 if no opp is given attacks current attackable opponent, else attacks given opponent (and
                 but checks if opponent is attackable
                 .setswingtimer(time)
                 if opponent is set sets swingtimer to given ms time
                 .kill([killer])
                 kills character ignoring invul, if killer is set repsys:OnDamage is called
        Added:   new Char members:
                 .hitchance_mod +-int in thousandth
                 additive modificator of the hitchance from the attacker
                 .evasionchance_mod +-int in thousandth
                 subtractive modificator of the hitchance from the defender
        Added:   new privilages:
                 "firewhilemoving" : swingtimer will not be reset if char is moving with projectile weapon
                 "attackhidden"    : char can attack hidden opponents
                 "hiddenattack"    : char can attack while hidden
        Added:   new systemhook script 'HitMiss'
                 function HitMiss(attacker, defender)
                 is called if hitchance check fails no overriding of corefunctions or resultcheck
                 
-- POL097 --
09-17 Turley:
        Changed : To simplify usage util::RandonIntMinMax() now accepts
                  negative Integers and if parameters in wrong order swaps them

09-12 Turley:
        Fixed : Memoryleak in PathFind
        Fixed : If only PacketHook SendFunction is defined on receive default handler is called if exists

09-09-2008 Austin: 
        Fixed : Usernames and passwords will accept all characters except control characters
        '\t','\f','\v','\n','\r' the characters '{' '}' and spaces.
Win download : http://downloads.polserver.com/browser. ... indows/098
Linux download : http://downloads.polserver.com/browser. ... /Linux/098
FreeBSD download : http://downloads.polserver.com/browser. ... reeBSD/098

feel free to use it...
Last edited by Shinigami on Tue Jan 13, 2009 2:35 pm, edited 2 times in total.
Reason: Corrected win download link

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ncrsn
Grandmaster Poster
Posts: 255
Joined: Fri Feb 10, 2006 12:15 am

Re: POL 098 Win32, Linux and FreeBSD beta

Post by ncrsn » Tue Dec 09, 2008 3:25 am

Thank you again!

Now the race for the first public POL shard on 098 core may begin.

--

Keep it up.

Shinigami
Former Developer
Posts: 308
Joined: Mon Jan 30, 2006 9:28 am
Location: Germany, Bavaria
Contact:

Re: POL 098 Win32, Linux and FreeBSD beta

Post by Shinigami » Tue Dec 09, 2008 4:02 am

I would say... you have already lost: http://www.polserver.com/shards.php

Shinigami

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ncrsn
Grandmaster Poster
Posts: 255
Joined: Fri Feb 10, 2006 12:15 am

Re: POL 098 Win32, Linux and FreeBSD beta

Post by ncrsn » Tue Dec 09, 2008 4:18 am

Shinigami wrote:I would say... you have already lost: http://www.polserver.com/shards.php

Shinigami
So... When will the 099 be released, again?

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ELSoft
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Posts: 61
Joined: Sun Jun 18, 2006 7:45 pm

Re: POL 098 Win32, Linux and FreeBSD beta

Post by ELSoft » Tue Dec 09, 2008 5:56 am

Good Job!! ;)

nika
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Posts: 8
Joined: Thu Oct 09, 2008 1:59 pm

Re: POL 098 Win32, Linux and FreeBSD beta

Post by nika » Tue Dec 09, 2008 7:34 am

nice :D

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