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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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Old 03-13-2008, 08:47 PM   #126 (permalink)
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I simply do not know who is using it. Take Random Encounters. That's used pretty often. And yet I still don't know who. These folks don't communicate with me generally, or if they do we don't talk about their shards.

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and i guess you dont have shard running? pretty obvious but asking anyway.
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Old 03-14-2008, 01:09 AM   #127 (permalink)
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and i guess you dont have shard running? pretty obvious but asking anyway.
I've been known to start one up in the past with just my systems on it, but I've just been so terribly busy lately. I told someone recently it was like 60 hours a week. Thinking on it, it's maybe a lot more.

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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Old 03-24-2008, 07:17 PM   #128 (permalink)
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I have the system implimented on my shard, unfortunately it isnt open to public yet but the internal testing has extremely positive results so far.
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Old 03-25-2008, 12:58 AM   #129 (permalink)
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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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Old 03-25-2008, 02:03 AM   #130 (permalink)
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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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Old 04-23-2008, 02:09 AM   #131 (permalink)
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What a cool concept Courageous, and definitely adds a lot of realism.
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Old 05-08-2008, 03:46 AM   #132 (permalink)
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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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Old 05-08-2008, 09:20 PM   #133 (permalink)
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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).

Last edited by Tru; 05-08-2008 at 11:04 PM.
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Old 07-08-2008, 10:50 PM   #134 (permalink)
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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))
Attached Files
File Type: zip LoS-r300.zip (98.7 KB, 6 views)
File Type: zip LoS-ML-r300.zip (99.1 KB, 7 views)
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Last edited by Tylius; 07-08-2008 at 11:07 PM.
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Old 08-05-2008, 11:02 AM   #135 (permalink)
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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.
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Old 08-05-2008, 11:26 PM   #136 (permalink)
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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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Old 08-08-2008, 02:40 PM   #137 (permalink)
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Sorry wrong topic.
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Old 08-13-2008, 02:28 PM   #138 (permalink)
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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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Old 08-16-2008, 09:25 PM   #139 (permalink)
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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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Old 08-17-2008, 11:03 AM   #140 (permalink)
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Hey Courageous. good to see you are still around. still love this system. have not had a chance to upgrade. been busy with work and life in general.
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Old 08-18-2008, 06:53 AM   #141 (permalink)
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Quote:
Originally Posted by Courageous View Post
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.
I stripped down the LOS code from the core and it worked fine without DC's. So, whatever it is, its somewhere in the LOS code but its gonna be hard to detect as there is no error message...
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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Old 08-18-2008, 09:59 AM   #142 (permalink)
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I stripped down the LOS code from the core and it worked fine without DC's. So, whatever it is, its somewhere in the LOS code but its gonna be hard to detect as there is no error message...
Also I noticed that if the number of items is really high, I get DC on connect.
Thanks
I'm confused, in your previous post you had stated: "Edit2: Disconnects even if LOS is off.", which is it?
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Old 08-18-2008, 10:05 AM   #143 (permalink)
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I'm confused, in your previous post you had stated: "Edit2: Disconnects even if LOS is off.", which is it?
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.
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Old 08-18-2008, 03:28 PM   #144 (permalink)
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I'm confused, in your previous post you had stated: "Edit2: Disconnects even if LOS is off.", which is it?
The system can be disabled or enabled. The client gets DC either way. The core built without the LOS code works fine. so the problem is somewhere within the LOS code.

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Quote:
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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.
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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Old 08-22-2008, 08:09 PM   #145 (permalink)
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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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Old 08-23-2008, 12:35 AM   #146 (permalink)
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Quote:
Originally Posted by Myth`` View Post
The system can be disabled or enabled. The client gets DC either way. The core built without the LOS code works fine. so the problem is somewhere within the LOS code.

Edit:


I don't think thats the case, otherwise it would DC anyway, with or without the LOS System.
Ahhh sorry, I assumed that you meant with the code removed, my misunderstanding!

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)
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Last edited by Tylius; 08-23-2008 at 12:47 AM.
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