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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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#126 (permalink) | |
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Newbie
Join Date: Mar 2006
Posts: 30
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Quote:
pretty obvious but asking anyway. |
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#127 (permalink) | |
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Forum Expert
Join Date: Nov 2005
Location: San Diego, CA
Posts: 1,824
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Quote:
I run a systems technology research group for a top 10 defense company. I also operate a data center test facility, as well as engineering oversight for a several million dollar capital investment budget. When I can come up for air, I will forward port LOS to RC2. When that happens I'll advertise the shard (which really isn't much of a shard), and let interested parties come in and play GM to see what the system does. That's what I did when I first created it. I'm hopeful I will have more time soon, as I have new hires finally coming on board... C// |
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#129 (permalink) |
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Forum Expert
Join Date: Nov 2005
Location: San Diego, CA
Posts: 1,824
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Well you are a first. Someone who is willing to work a little. PM me if there is any issue at all. I will personally log into your shard to check things out and make code fixes for you if need be.
I think the notes say, but there are a couple of known quirks. I've seen it misbehave with Razor (fixed... I think) and because of the optimization algorithm there are chances of seeing what you are not supposed to see when you are standing in a corner. I.e., if you are inside a house, in the corner, you may sometimes see "thru" the corner and outside of the house, in a few funny places. There is no fix for this that offers performance, so there will be no fix. C// |
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#130 (permalink) |
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Forum Expert
Join Date: Jan 2003
Location: California
Age: 39
Posts: 3,260
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I actually have it compiled into 285 (with the crash tracker) but I havent had time to update. I'd be willing to share. PM Me.
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My Scripts: HoodableRobe CellarAddon SeigeUpdates Refresh/CloneMe Commands VooDoo Dolls Lost Alchemy SVN 187 Updates: Bard System + Upgrade Ultima VII |
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#132 (permalink) |
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Lurker
Join Date: Feb 2005
Age: 24
Posts: 15
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Would anybody who has a running version for RunUO 2.0 RC2 or later, pleas be so kind to make it possible to download the scripts.
I already send a pm to Tru nearly a month ago but untill now i didn't get any responce from him.
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RunUO rocks |
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#133 (permalink) |
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Forum Expert
Join Date: Jan 2003
Location: California
Age: 39
Posts: 3,260
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Ok sorry I'm so very busy nowadays.
http://www.atrugod.com/RunUO285wLOS.rar This is 285 with LOS (uncompiled core).
__________________
My Scripts: HoodableRobe CellarAddon SeigeUpdates Refresh/CloneMe Commands VooDoo Dolls Lost Alchemy SVN 187 Updates: Bard System + Upgrade Ultima VII Last edited by Tru; 05-08-2008 at 11:04 PM. |
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#134 (permalink) |
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Forum Novice
Join Date: Mar 2003
Location: Canada, eh?
Age: 23
Posts: 466
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Here are the changes from Tru merged with the latest rev (300)
There weren't many differences I believe so I'm fairly sure I merged them correctly, compiles fine (will test later) Edit: Also attached a version that was merged with the source from Lokai's ML release thread ([RunUO 2.0 SVN] Mondain's Legacy Simple Installs (with Nerun's Distro))
__________________
Tylius Dragon --==(UDIC)==-- Last edited by Tylius; 07-08-2008 at 11:07 PM. |
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#135 (permalink) |
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Newbie
Join Date: Jul 2008
Age: 18
Posts: 72
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Can anyone post a few screenshots of how this looks please? Also some benchmarking before and after these scripts were installed would be nice.
__________________
"I remember the time i was kidnapped and they sent a piece of my finger to my father, He said he wanted more proof." |
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#136 (permalink) |
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Forum Expert
Join Date: Nov 2005
Location: San Diego, CA
Posts: 1,824
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I did some benching at some time, largely to make sure that it was tractable. It's tractable. The main thing is to make sure you allocate it memory. It can use everything you can give it... make sure to give it plenty. Many 10's of megabytes, I would say, as a first offer. :-)
If this won't work, all I can say is that: nothing will. I believe (and have some reason to believe) that this is the world's most highly optimized 2d line of site algorithm. If this won't work: no line of site for you. As for how it looks, it looks like you're not seeing anyone. :-) C// |
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#138 (permalink) |
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Newbie
Join Date: Jun 2006
Posts: 29
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Howdy.
First of all, i wanna congratulate you on the great system. I've been using it for sometime now and I've came across with a problem, but other than that it works fine. If an area has many items (static or not movable) the client disconnects, like walking through a non frozen big building. I have no idea why this happens tho, but on the server side it just shows player disconnected. Any idea what might it be? Edit: Also, if I use the move command on an npc, it looks as if he wasn't moved at all until he finally walks. Edit2: Disconnects even if LOS is off. Thanks Last edited by Myth``; 08-14-2008 at 01:40 PM. |
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#139 (permalink) |
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Forum Expert
Join Date: Nov 2005
Location: San Diego, CA
Posts: 1,824
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If it disconnects if LOS is off, LOS is probably not the problem, unless there is an error somewhere where LOS is not properly checking the los is on variable.
As for the move command, you'll see in the code that there are these invalidations that have to occur in order to force the disappearance to the various players. I'll see about taking a look at this later to give you better hints of where to put the code, but I've been pretty saturated lately. C// |
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#141 (permalink) | |
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Newbie
Join Date: Jun 2006
Posts: 29
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Quote:
Also I noticed that if the number of items is really high, I get DC on connect. Thanks ![]() Last edited by Myth``; 08-18-2008 at 07:01 AM. |
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#142 (permalink) | |
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Forum Novice
Join Date: Mar 2003
Location: Canada, eh?
Age: 23
Posts: 466
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Quote:
__________________
Tylius Dragon --==(UDIC)==-- |
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#143 (permalink) |
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Forum Novice
Join Date: Dec 2005
Posts: 608
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It disconnects with and without the LOS system, probably the client can't handle that many item packets or can't render it fast enough.
__________________
Add your scripts! Script Library for custom RunUO scripts >> sunny-productions.eu |
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#144 (permalink) | |
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Newbie
Join Date: Jun 2006
Posts: 29
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Quote:
Edit: I don't think thats the case, otherwise it would DC anyway, with or without the LOS System. Last edited by Myth``; 08-18-2008 at 03:31 PM. |
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#145 (permalink) |
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Forum Expert
Join Date: Nov 2005
Location: San Diego, CA
Posts: 1,824
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Looking at the code in Mobile.cs, it would appear that turning LOS off does not fully protect Mobile.cs from the code changes in the system. Looking at what's present in Mobile, and the indefinite nature of the problem, I can see that I won't be able to support fixing this any time soon. Perhaps if someone could figure out what, exactly, is disconnecting the client...
C// |
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#146 (permalink) | |
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Forum Novice
Join Date: Mar 2003
Location: Canada, eh?
Age: 23
Posts: 466
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Quote:
Edit: Also, in my merged files @ (([RunUO 2.0 RC1] Courageous True Line of Sight)) I believe I put in proper #if LOS etc, so that if it's turned off in the source then it won't affect anything. (I believe, it's been a while since I merged them though)
__________________
Tylius Dragon --==(UDIC)==-- Last edited by Tylius; 08-23-2008 at 12:47 AM. |
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