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Old 08-03-2007, 10:04 AM   #151 (permalink)
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Quote:
Originally Posted by Tintamar View Post
I have a big bug that I dont think has been mentioned. It involves the contacts you can make and rent out sections of a house.

Basicly when a player says "create rental contract" they get the deed that allows them to set up a section of the house they can rent out.

Player A (house owner) rents a section out to Player B

Player A demolishes house.

Player B demolishes his house sign.

Server crashes with a .NET framwork error and does not create a crash log.

What it looks like its doing is giving Player B his money back over and over a million times untill server freezes and throws exception.



Edit: Im using RunUO 1.0 Final with Townhouse version 2.01
Does the lockup happen immediately? What makes you suspect returning gold until crashing? Is a player flooded by messages at all?
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Old 08-04-2007, 02:56 AM   #152 (permalink)
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The lock up isn't immediate but after it spams up both the renters screen and the rentee's the .NET crash happens. For example just to try it I rented out a section of the house for 1 gold. It spamed up the screen over and over saying 1 gold returned to bank and something about ending of contract of the renters screen.

If you need exact messages it spams the screen with right before the crash I can redo it and get what they say exactly.
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Old 08-05-2007, 02:14 PM   #153 (permalink)
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Quote:
Originally Posted by Tintamar View Post
The lock up isn't immediate but after it spams up both the renters screen and the rentee's the .NET crash happens. For example just to try it I rented out a section of the house for 1 gold. It spamed up the screen over and over saying 1 gold returned to bank and something about ending of contract of the renters screen.

If you need exact messages it spams the screen with right before the crash I can redo it and get what they say exactly.
If you can =) This helps me narrow down the area. I figured you might have a reason for suspecting the gold.
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Old 08-06-2007, 02:04 PM   #154 (permalink)
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Screenshots
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Old 08-06-2007, 02:20 PM   #155 (permalink)
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Figures I post screenshots and my host just went down lmao

On the renters screen it spams..
<Players name> has ended your rental agreement.
Since they broke the contract, your are
refunded the last payment.
You have received a 1 gold deposit from your
town house.

On the house owner screen it spams..
You have ended your rental agreement with
<Players name>. They will be refunded their last
payment.



*spelling error
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Old 08-14-2007, 09:15 PM   #156 (permalink)
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Temporary Solution if anyone is having people abuse this.


Open your RentalContract.cs file found in the items folder within your Townhouse folder.

Find the OnDoubleClick section. And block off the section of the script and add this.Delete(); at the end. All mods marked in color.

Code:
		public override void OnDoubleClick( Mobile m )
		{
			//ValidateOwnership();

			/*if ( Deleted )
				return;

			if ( c_RentalMaster == null )
				c_RentalMaster = m;

			BaseHouse house = BaseHouse.FindHouseAt( m );

			if ( c_ParentHouse == null )
				c_ParentHouse = house;

			if ( house == null || ( house != c_ParentHouse && house != House ) )
			{
				m.SendMessage( "You must be in the home to view this contract." );
				return;
			}

			if ( m == c_RentalMaster
			 && !c_Completed
			 && house is TownHouse
			 && ((TownHouse)house).ForSaleSign.PriceType != "Sale" )
			{
				c_ParentHouse = null;
				m.SendMessage( "You can only rent property you own." );
				return;
			}

			if ( m == c_RentalMaster && !c_Completed && General.EntireHouseContracted( c_ParentHouse ) )
			{
				m.SendMessage( "This entire house already has a rental contract." );
				return;
			}

			if ( c_Completed )
				new ContractConfirmGump( m, this );
			else if ( m == c_RentalMaster )
				new ContractSetupGump( m, this );
			else
				m.SendMessage( "This rental contract has not yet been completed." );*/

			this.Delete();
		}

This is just a temp solution untill Kmwill gets it fixed..
This is just cause the deed to get deleted when double clicked. (if it wasn't obvious)
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Old 08-22-2007, 04:32 PM   #157 (permalink)
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I used your system a while ago, i had no prob, but i redownloaded it recently and when you put the townhouse public, buy a vendor contract at the banker, and place it in the house its fine, then u take it off and all the stuff and click Demolish House, my server crash :S

Oh and how you put so someone can own more than 1 townhouse ?

Last edited by Kyler; 08-22-2007 at 04:36 PM.
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Old 08-22-2007, 04:39 PM   #158 (permalink)
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Are you running the patch?

I had a lot of problems with houses crashing when I went to demo them. I noticed once I upgraded to the SVN, that the problem went away (except for one... which the patch addressed.)

I haven't had any town house crashes since then.

What version of RunUO are you using?
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Old 08-22-2007, 04:47 PM   #159 (permalink)
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using 2.0 RC1, this only happen when i try to delete a townhouse where someone put a vendor in, and what patch are you talking about ?
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Old 08-22-2007, 04:48 PM   #160 (permalink)
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Quote:
Originally Posted by Kyler View Post
using 2.0 RC1, this only happen when i try to delete a townhouse where someone put a vendor in, and what patch are you talking about ?
In the first post on this topic there is a patch with updated scripts which you should use to overwrite the ones in the main download.
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Old 08-22-2007, 05:03 PM   #161 (permalink)
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If i put the patch will it delete all the townhouses actually made ?
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Old 08-22-2007, 05:26 PM   #162 (permalink)
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The patch still don't work, when its a house that had a vendor in, it just crash the server
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Old 08-23-2007, 01:44 AM   #163 (permalink)
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Well, according to this thread... (and I'm not sure about your 'vendor' issue you are talking about... just going on what I have read) there is apparently a bug with demo'n townhouses in RC1. To my knowledge, it was never fixed, because the bug was part of the RC1 sever, not so much in townhouses itself.

But... someone PLEASE correct me if I'm wrong here.
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Old 10-10-2007, 12:56 PM   #164 (permalink)
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This Script creates the problem for RunUo 2.o SVN 259

Script: GumpRespose.cs

Line 28
Code:
List<Gump> gumps = state.Gumps;
recange
Code:
List<Gump> gumps = (List<Gump>)(state.Gumps);
^^
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Old 10-19-2007, 07:52 PM   #165 (permalink)
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Wanted to ask a question. I've made a Custom File for the Townhouses and put it all over the place in RunUO but i go to type the command it says unknown command. My question where exactly does the Custom file go to run this?

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Old 10-19-2007, 11:48 PM   #166 (permalink)
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any custom scripts go inside the script folder somewhere make a new folder in there called custom or sumthin and put it inside of that then restart server for custom scripts to be loaded
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Old 10-22-2007, 06:52 PM   #167 (permalink)
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RunUO - [www.runuo.com] Version 2.0, Build 2832.30691
Core: Running on .NET Framework Version 2.0.50727 + Misc/Town Houses v2.01/Misc/GumpResponse.cs:
CS0266: Line 28: Cannot implicitly convert type 'System.Collections.Generic.
IEnumerable<Server.Gumps.Gump>' to 'System.Collections.Generic.List<Server.Gumps
.Gump>'. An explicit conversion exists (are you missing a cast?)
Im getting this error anyone know what to fix?
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Old 10-22-2007, 09:54 PM   #168 (permalink)
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Just wanted to say Great Script!
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Last edited by Fokus; 10-22-2007 at 10:07 PM.
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Old 10-23-2007, 02:37 PM   #169 (permalink)
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nm got it thx anyway
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Old 11-01-2007, 04:43 PM   #170 (permalink)
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Errors It doesnt matter which version I run of your script its giving me errors, and I do not know how to fix this issue.

with 1.0 I get
Exception:
System.NullReferenceException: Object reference not set to an instance of an object.
at Knives.TownHouses.TownHouse.InitSectorDefinition()
at Server.Timer.DelayCallTimer.OnTick()
at Server.Timer.Slice()
at Server.Core.Main(String[] args)


with the latest I get simular cept its basemap issue.

never mind I fixed the problem by removing the script, restarting server, removing all signs, installing the latest version and putting the save files back. thanks anyways

Last edited by Rhionnan; 11-02-2007 at 01:52 AM. Reason: fixed it myself :)
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Old 11-04-2007, 08:40 AM   #171 (permalink)
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Quote:
Originally Posted by ElSagundo View Post
RunUO - [www.runuo.com] Version 2.0, Build 2832.30691
Core: Running on .NET Framework Version 2.0.50727 + Misc/Town Houses v2.01/Misc/GumpResponse.cs:
CS0266: Line 28: Cannot implicitly convert type 'System.Collections.Generic.
IEnumerable<Server.Gumps.Gump>' to 'System.Collections.Generic.List<Server.Gumps
.Gump>'. An explicit conversion exists (are you missing a cast?)
Im getting this error anyone know what to fix?
[2.0 RC1, 1.0 Final] Knives' TownHouses 2.0
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Old 11-05-2007, 12:07 AM   #172 (permalink)
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I installed this on my RunUO 2.0 SVN 264 shard. I installed the "Town Houses v2.0.1.zip" and "Patch1 Round3.zip" files, and I made the according modifications in the "Optional Patches" folder. Here are the compile errors I came across:
Quote:
Warnings:
+ Custom/Town Houses v2.01/Gumps/Gumps Plus Light/GumpPlusLight.cs:
CS0114: Line 43: 'Knives.TownHouses.GumpPlusLight.Clear()' hides inherited member 'Server.Gumps.Gump.Clear()'. To make the current member override that implementation, add the override keyword. Otherwise add the new keyword.
Errors:
+ Custom/Town Houses v2.01/Misc/GumpResponse.cs:
CS0266: Line 28: Cannot implicitly convert type 'System.Collections.Generic.IEnumerable<Server.Gum ps.Gump>' to 'System.Collections.Generic.List<Server.Gumps.Gump >'. An explicit conversion exists (are you missing a cast?)
Here's what I did to fix them:
1. Changed "Town Houses v2.0.1\Gumps\Gumps Plus Light\GumpPlusLight.cs"
Code:
/*public void Clear()
{
	Entries.Clear();
	c_Buttons.Clear();
	c_Fields.Clear();
}*/
public override void Clear()
{
	Entries.Clear();
	c_Buttons.Clear();
	c_Fields.Clear();

	base.Clear();
}
2. Comparing (Core) RunUO 2.0 RC1 NetState.cs and RunUO 2.0 SVN 264:
Code:
private List<Gump> m_Gumps;

...

public List<Gump> Gumps{ get{ return m_Gumps; } }
Code:
private List<Gump> m_Gumps;

...

public IEnumerable<Gump> Gumps {
	get {
		return m_Gumps;
	}
}
Changed "Town Houses v2.0.1\Misc\GumpResponse.cs"
Code:
public static void DisplayGumpResponse(NetState state, PacketReader pvSrc)
{
	int serial = pvSrc.ReadInt32();
	int typeID = pvSrc.ReadInt32();
	int buttonID = pvSrc.ReadInt32();

	// List<Gump> gumps = state.Gumps;
	List<Gump> gumps = ((List<Gump>)state.Gumps);
Everything seems to be working fine now.
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Old 11-08-2007, 11:50 AM   #173 (permalink)
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seem to have a problem here. i can't rent outhte houses. i created a townhouse, changed to player to buy it and nothing says i aint allowed to buy am i missing something here?

i even tried setting it to free and still nothing.

is there a step i missed?
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Old 11-08-2007, 10:40 PM   #174 (permalink)
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ok i love the script it LOOKS great. but i seem to be having one problem. it wont let me finish the setup. i get everything setup. but no button to finish it so i right click it out. change to player and try to buy the house. nothing it tells me the setup aint finished what am i missing here?

i set the price, set the area, set the lockable and stuff, is there something else ? i never really used this script before so....

ok i feel stupid now i forgot to do the select bottom floor! it is working great now.
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Last edited by drgsldr69; 11-08-2007 at 10:52 PM. Reason: ok i feel stupid
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Old 01-27-2008, 03:05 PM   #175 (permalink)
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This update is amazing needless to say, but I am having one issue with it....

When you restart your server....the Rent Time does not appear to persist over the restart.

Essentially if I have a week rent time...the player can snag a house....but if I restart the server to add content or update something...(or the dreaded black outs that sometimes happen) then the rent timer appears to restart back at it's original point.

Is there a way to easily implement something so that if a player rents a house and it's a week rental fee.....the end time is set? Perhaps through the use of a DateTime for when they rent...and the generation of a DateTime for when the rent is due....?

Anyways great system!
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