I'm trying to understand the differences in the movement implementations between RunUO and ServUO. One thing I have noticed, is that ServUO replaced the Mobile object which was passed to CheckMovement() by a IPoint3D. It is then checked in a lot of places whether this can be casted back to...
I was trying to write a script that uses generic local functions, which is a C# 7.3 feature. I also tried to use Math.Clamp() at some point. Neither seems to be possible out of the box in RunUO (might also apply to ServUO)?
Is there a simple fix for this?
Edit: Editing the .cproj file in the...
(what I write here is based off of the RunUO 2.5 source code, but I suspect everything works essentially the same in ServUO).
I have been trying to understand how Item fetches are done, and encountered the various incarnations of the "GetItemsInBounds" / "GetItemsInRange" methods (in Map.cs and...
How would you go about changing the sector size?
Yes, I was intending to make sectors smaller to boost performance. I should have expressed it more clearly above. "SectorShift" encodes a divisor, so making this value larger means making the sectors smaller.
The important value apparently is "SectorShift" not "SectorSize". It is set to 4 by default, which leads to a divisor of 16 for each of the grid dimensions. For Trammel and Felluca, this leads to pretty large sectors. Raising "SectorShift" to 5 (divisor = 32) might reduce item search times...
I've been looking into the file Movement.cs (RunUO 2.6 but the changes to ServUO are superficial it seems) with the aim of making CheckMovement() faster and I suspect that the number of items per sector plays a role. I found out that there is a variable "SectorSize" which is hardcoded to "16" in...
Well, my knowledge doesn't reach that level of detail yet :) I was mainly wondering about "Transparent" vs. "Translucent".
What I think of as "Transparent" is actually called "Translucent" in UO. I'm not sure what the "Transparent" setting does, but it is not what I want.
Can someone please point me to a page with a comprehensive summary of what all of the seetings in tiledata.mul do?
I mean some of them are obvious, like "impassable", but others like "foliage" or "liquid" are less clear. And even for the ones with a rather clear intuitive meaning, it would be...
Oh, I stand corrected then.
Oh well, I suppose they consider cracking down on modder communities to be bad politics, or they would have done it by now.
Arguably, when a game reaches a certain age, modders are what keeps interest in it alive.
How are the servers breaking TOS? ServUO and RunUO are original software, that don't contain any source code that is owned by EA. The way I see it, they are projects that happen to be compatible with some software owned by EA (the clients) but are otherwise completely distinct.
EA in that...
The solution I ended up going for was super simple, and could be accomodated in my building without any aesthetic sacrifices: I just adjusted the floor by one z-position in various places. Duh...