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Old 07-19-2004, 06:55 AM   #1 (permalink)
 
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Default ShowAllNames

It would be very usefull for all Fully-RPG shard, to have a boolean flag, under RunUO server config parameters, that if set to false, that tell to runuo to never send to clients the name of the approacing player/npc.

(like to have ShowAllNames set to off in all of the clients)

There's any chance to have this little add-on into the next release of RunUo?
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Old 07-19-2004, 11:10 AM   #2 (permalink)
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Quote:
Originally Posted by -=Magic=-
It would be very usefull for all Fully-RPG shard, to have a boolean flag, under RunUO server config parameters, that if set to false, that tell to runuo to never send to clients the name of the approacing player/npc.

(like to have ShowAllNames set to off in all of the clients)

There's any chance to have this little add-on into the next release of RunUo?
This is a client-side thing...
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Old 07-19-2004, 11:22 AM   #3 (permalink)
 
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Quote:
Originally Posted by Phantom
This is a client-side thing...
i know it ^_^


i mean, that if i set this flag to false, the server (RUNUO), never sends to the clients, the name of players/npcs that approaching its.


if the server never sends this info, the client never show it
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Old 07-19-2004, 11:55 AM   #4 (permalink)
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I dunno if its just me but with aos and fully updated pressing control+shift does exactly that. Anyone familiar with diablo it basically does what pressing alt does.
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Old 07-19-2004, 12:42 PM   #5 (permalink)
 
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Originally Posted by DontdroptheSOAD
I dunno if its just me but with aos and fully updated pressing control+shift does exactly that. Anyone familiar with diablo it basically does what pressing alt does.
Magic doesn't want it to show the names
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Old 07-19-2004, 01:28 PM   #6 (permalink)
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o wooppsy ^_^
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Old 07-19-2004, 08:18 PM   #7 (permalink)
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The problem is, as Phantom said, this is a client-side thing. I don't think (could be wrong) that there is a way to get ALL clients to not show names via the server.
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Old 07-19-2004, 08:30 PM   #8 (permalink)
 
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If you think about it, this is something that's probably so hardwired into RunUO that it's not even feasible to turn it off. It wouldn't be as easy as coding the "don't show the names of approaching players to other players" switch. My guess is that all item and mobile names, itemid's, bodyvalues, etc. are automatically transmitted to the client for proper display, not just esthetic value.

Phantom, would this be something that's in the core?

Peace,
Mark
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Old 07-19-2004, 08:44 PM   #9 (permalink)
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Quote:
Originally Posted by Phantom
This is a client-side thing...
Quote:
Originally Posted by psz
this is a client-side thing
Meaning it's NOT controlled by RunUO at all...
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Old 07-19-2004, 08:55 PM   #10 (permalink)
 
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Quote:
Originally Posted by psz
Meaning it's NOT controlled by RunUO at all...

???


wait


first of all, i've already done a thing such this, by writing a "proxy" in such way:

ServerMachine with:
-RunUO listening on 9000
-Proxy listening on 2593


Clients connects to my proxy at 2593, then the connection is forwarded to RunUo at 9000.


What the proxy does?

simply, watch the packets sent from RunUO to the clients, and "REMOVE" the packests that contains the info about the approacing players.

this is the idea, and this works.



but to have "showallnames" features (read: to is certain that EVERY player, never show the approacing mobile), i've wrote a proxy, and i've introduced an external element.



it would be very useful, if with a flag set to false, runuo does the same thing that i've done with my proxy.

Note:
this is very easy to do. i assume that it would require not more of 5 or 6 lines of code.
RunUO always know which packet is sending to a client, and which info contains.



Suggestion:
The easiest way to do this, is to set the buffer (inside the packet) that contains the name of the mobile, to 0x00.
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