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| Custom Script Releases This forum is where you can release your custom scripts for other users to use. Please note: By releasing your scripts here you are submitting them to the public and as such agree to make them public domain. The RunUO Team has made its software GPL for you to use and enjoy you should do the same for anything based off of RunUO. |
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#52 (permalink) |
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Forum Novice
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yeah I did the debug after the crash and it wouldn't start back up. reverted the save and all good. think it was a bad spawner imported from my 1.0. I dont have all the systems in place yet with this current 2.0 build I am working on. Not happy with my old one and some things needed updating anyway. but got it going thanks for the help
On another note. I have noticed with the tLoS system that it blocks vision with any item in the los. even things you would think you could see over without a problem. not sure if this is encluded in what you were saying about the hedges. Another side note. Could the cache system you are using for this also be used for a lagfree poisonous swamp system? All the PS systems I have seem seem to cause alot of lag.
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Death comes for us ALL Last edited by Gembone; 09-12-2006 at 10:02 AM. |
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#53 (permalink) |
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Forum Expert
Join Date: Nov 2005
Location: San Diego, CA
Posts: 1,824
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Not sure what you're saying about blocking vision with any item in the LOS. That really shouldn't be. What kind of items are actually causing a LOL block? Did you validate this with [los effect ?
C// |
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#54 (permalink) |
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Forum Novice
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sorry to have put it as "item" sleep deprevation causes strange things. was talking about creatures and mobs in general. they disapear when behind small rock or bushes that you would think you should be able to see over. hope this is a little clearer
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Death comes for us ALL |
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#55 (permalink) |
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Forum Expert
Join Date: Nov 2005
Location: San Diego, CA
Posts: 1,824
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Hmmmm. That shouldn't be, either. Can you post a screen snap somewhere of a "[los effect" showing the case? The LOS system uses the NoShoot flag to determine a LOS block from a tile. You might click [props on the tile to fetch the flags. or "[get flags" on the tile. Also tell me the tileid/itemid.
(In the evenings ... GMT-8/Pacific Time ... and weekends, I'm often on the #runuo IRC channel, and will happily log into your server to check things out if you need a hands on diagnosis; I really want LOS to work right for everyone). BTW, to answer your poisonous swamps question: possibly. If the author is frequently fetching tiledata, that could be causing a significant (and unnecessary) I/O hit that a simple cache could overcome for frequently visited areas. Reference me a system to download and check, and I'll look into it. That might be fun optimization challenge... C// Last edited by Courageous; 09-12-2006 at 02:25 PM. |
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#56 (permalink) |
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Forum Novice
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trying to get a screen shot for you but not doinf it now that I can tell. will keep watching it. as far as the PS system I no longer have it sence a hd crash a while back and the forums have been wiped since I believe. it was an old .36 version I updated for 1.0 but have never seen it posted again. I will look thru some old backups and see what I can find. I would love to have poisonous swamps again but without the lag.
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Death comes for us ALL |
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#57 (permalink) |
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Join Date: Nov 2005
Location: San Diego, CA
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Do keep in mind that land tiles themselves can block viz. If a land tile is higher than the location of the player's eyes, it will block LOS to tiles beyond mentioned tile. If mobs were allowed on mountains, this would create the strange case where you couldn't see a mob on the mountain, but it could see you (fortunately, this isn't allowed in runuo).
Every once in a while, where it's not mountains but slightly raised tiles that are doing th blocking, this can generate a correct but strange LOS result. A longer term solution might be to only do land-base LOS on mountain tile ids. Perhaps I should consider that... C// Last edited by Courageous; 09-12-2006 at 02:36 PM. |
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#58 (permalink) |
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Forum Novice
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I think it may have been the land tiles. was just south of mistas in Ilshenar.
as far as the swamp system I found one. here is a link to it. Poisonous swamps Its from early this year and haven't tried to update for 2.0 but its the first I found.
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Death comes for us ALL |
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#59 (permalink) |
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Forum Novice
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Greetings,
I had time to code this and it appears to be working. I am not sure about the windows, either NPCs are not close enough or I am not close enough. I will play with it a little more. WARNING WISHFUL THINKING BELOW... I would like a little more reality into the LOS system with trees. It seems a little to easy to just run and hide behind a tree when being attacked by a monster. If the monster had a 50% chance of following you around the tree, still unseen, and then jump out at you. That would be a little more realistic. Good job! -Ravon
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#60 (permalink) |
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Forum Novice
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was messing with this last night and noticed this.
player char in house. Lucids lumberyardaddon directly to the side. only bits and pieces of the addon show up until I leave the house. I think this is an addon issue with the LOS.
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Death comes for us ALL |
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#61 (permalink) |
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Forum Expert
Join Date: Nov 2005
Location: San Diego, CA
Posts: 1,824
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Ravon: that's interesting. I admit, I haven't had much of a chance to test out the losForMobs feature yet. You could always turn that feature off if you don't like it until it gets better (losForMobs==npc mobs also do LOS). I do promise to look into it. I didn't know mobs stopped chasing if they lost LOS...
Gembone: haven't played with addons. I could see how the system might do what you describe: multis are the only item type that is immune to LOS on the server side. If I had some knowledge of how to detect an "addon", I could put some exceptions in. You'll both be happy to hear that the "diagonal problem" has been fixed. This is the minor issue that occurs where some a few little squares along the diagonal from the player (UL,UR,LL,LR) sometimes incorrectly fail to exclude LOS. It's been fixed now in my code, and I'm thinking about doors at the moment. There's a current issue with doors. (one easy fix would be to make doors like windows... regardless of whether they are opened or closed, you could only see thru them if you are within the window range parameter). C// Last edited by Courageous; 09-13-2006 at 04:18 PM. |
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#62 (permalink) |
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Forum Novice
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yea wasn't sure if you had messed with any of the large building type addons or not so I wanted to let you know. Glad to hear things are progressing for you. now when you release updates for this do we need to recompile the core again for them to take effect? I would think yes but just wanting to be sure for when you get the next update ready.
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Death comes for us ALL |
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#63 (permalink) |
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Forum Expert
Join Date: Nov 2005
Location: San Diego, CA
Posts: 1,824
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Now when you release updates for this do we need to recompile the core again for them to take effect?
Yes. Deal is, the core doesn't really "know" about scripts. For example, PlayerMobile.cs isn't something the core "knows" about. For example, any changes I make to Mobile.cs and Map.cs, the core needs to resolve the moment I compile. Send me a pm with regards to the addon system you are using. I'll have to play with it. C// Last edited by Courageous; 10-20-2007 at 08:34 PM. |
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#64 (permalink) | |
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Forum Expert
Join Date: Feb 2003
Location: East Coast USA
Posts: 1,364
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Quote:
Edit: To avoid hijacking this thread, please feel free to reply to me via PM or post in the original thread.
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the-retelling.org : scripts and tech demo |
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#65 (permalink) |
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Forum Expert
Join Date: Nov 2005
Location: San Diego, CA
Posts: 1,824
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Updated to 1.2B.
Notice: 1.2A, posted previously today, has a problem and was removed. Please use the 1.2B replacement. Happy testing. Feature requests welcome. C// Last edited by Courageous; 09-22-2006 at 07:03 PM. |
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#66 (permalink) |
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Forum Novice
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hey C mountains still not blocking LOS. they are listed in the config.xml. I didn't see anything to toggle them on or off. so was just wondering if its part of the land tile problem you were having?
EDIT: ok mountains working.
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Death comes for us ALL Last edited by Gembone; 09-23-2006 at 11:09 AM. |
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#67 (permalink) | |
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Forum Newbie
Join Date: Mar 2004
Posts: 13
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When I log onto my shard get this crash..
Quote:
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#69 (permalink) |
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Forum Expert
Join Date: Nov 2005
Location: San Diego, CA
Posts: 1,824
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This crash log doesn't have any LOS code in the stack trace... and so this therefore appears to be quite unlikely to be a LOS problem. Be that as it may, if you can get your server running to where it prints line numbers in the log, I will take a peek at it.
C// |
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#72 (permalink) | |
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Forum Expert
Join Date: Nov 2005
Location: San Diego, CA
Posts: 1,824
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Quote:
Wish you the best. C// |
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#73 (permalink) |
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Forum Expert
Join Date: Nov 2005
Location: San Diego, CA
Posts: 1,824
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Uploaded 1.3B.
Various fixes, tweaks, and changes in the log. Most notable additions involve ambushes from building roofs. Some fixes to undocumented previous problems also added, including a large scale fix for a lurking possible source of stutter. C// |
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