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  1. UltimaLive Lumber Harvesting

    I found an odd bug - when the server crashes, all trees that were cut down at the time of the crash will never grow back. I'll have to look into the code for more details when I have some time, though. The lumber system itself works, it's your UltimaLive that's missing. Ask in UltimaLive thread...
  2. UltimaLive Lumber Harvesting

    Check out his post for a few UltimaLive tips: https://www.servuo.com/threads/server-crashing-going-to-custom-map.3509/page-3#post-32033 Not entirely sure about it, but I heard that RunUO/ServUO must be started with Administrator privileges if starting for the first time on Windows for...
  3. UltimaLive Lumber Harvesting

    It doesn't sound like it's a client issue, sounds like your lumber can't delete original tree statics and create new, fallen ones.
  4. UltimaLive Lumber Harvesting

    Leave it commented, don't change things and 'hope it works' ;) If you leave it as '//#define CUSTOM_TREE_GRAPHICS' (commented) the system should cut down every tree and create a fallen log as per 'SmallFallenTreeEastWest'. It's difficult to troubleshoot - it worked straight away for me (ServUO...
  5. UltimaLive Lumber Harvesting

    Thanks. I'll post the code here instead of the files, though, since my modifications make tree hues redundant, not sure if that's what you intended. I modified the ReapResources() method in \GraphicBasedHarvestSystems\BaseHarvestablePhase.cs to treat the easiest defined resource as...
  6. UltimaLive Lumber Harvesting

    I did, with a few changes for my shard, but I think I got it in the end. If Praxiiz doesn't mind, I'll post my modifications. System works on tree hues - you don't need additional graphics to use this system, but then you need different tree hues for it to work. When you chop down a tree the...
  7. Mobiles running effect issue

    I think I remember SunUO using normal running animations until a mob had to walk. I'll have a look if it disabled WarMode in combat if the enemy was further than a few tiles or something
  8. BulletinBoard and PlayerProfile text hues on dark

    I was wondering if anyone knows how to change the hue of text on Bulletin Boards and in Player Profile. Darker themes are great for reading the journal, but the side effect is that you can't see the black text in Player's Profile and hardly see the dark hue of Bulletin Boards' text.
  9. Mobiles running effect issue

    That must be the reason I couldn't see them running. Do you know if there's a way to force the client to use normal running animation instead of a dedicated, non existent warmode-running animation?
  10. UltimaLive Lumber Harvesting

    Yup, just to confirm: the hue is the hue of the tree. I'm not sure if I get the code right, though - in ReapResource() in BaseHarvestablePhase.cs there seem to be no chance check when chopping wood - if a character has enough skill for defined resource they will always get it?
  11. UltimaLive Lumber Harvesting

    I feel like I'm being daft here :D I thought the hue in PhaseResources.Add(350, new HarvestResource(65.0, 25.0, 105.0, 1072541, typeof(OakLog))); was the hue of the resource. Is it the hue of the tree? Is that why with stock graphics I got only normal wood - because the tree's hue was 0, and for...
  12. Mobiles running effect issue

    Yes, I have a mob with speed ActiveSpeed: 0.150, PassiveSpeed: 0.4 and still it just stays in WarMode and sort of flows towards the enemy in combat position instead of a clear run animation. I was wondering if it's something with my animations, but when I reverse the logic in Voxpire's code...
  13. Mobiles running effect issue

    Did you manage to get it working, Voxpire? For me mobiles are still walking in warmode
  14. m_Mobile.Controlled check in CombatTimer in Mobile.cs - child properties in parent class?

    Just a quick follow-up - works like a charm, thanks :) It does change the behaviour od all mobiles, but it's easier to add a check for weaker ones (birds, dogs, cats, etc.) than editing every hostile, stronger mobile
  15. Best way to use Version Control with a UO Shard?

    For anyone who was looking for it for ages like me ;) A rough guide: On your server: - create an empty svn repository on your server. - set up users' access and add one more user for auto-updating, e.g. user 'AutoShardUpdate' with 'AutoShardUpdatePassword' password On your computer: - checkout...
  16. Best way to use Version Control with a UO Shard?

    Thanks m309, I'll have a look at them, access to the repo via web would have been handy. Normally I'd separate things and have a test branch, too - a change is first tested locally by a person who makes the change. Then Commit and tested on the test branch. If all is fine it's applied to the...
  17. Best way to use Version Control with a UO Shard?

    I think I'm being a bit daft here. Can anyone point to a Version Control System that works best with an UO Shard? I'm basically trying to keep track of changes that multiple people make, but I also want to be able to run the shard from newly commited files. I set up an SVN repo, but with the...
  18. How to disable seasons effects (e.g. shiny flowers, mushrooms)?

    Hi everyone, Is there a way to disable season effects which appear on the map? I mean the sparkly violet and yellow flowers during 'summer', or the mushrooms during fall? I checked the season packet, but it has only an integer. Is adding those extra things done by the client (I'm running...
  19. m_Mobile.Controlled check in CombatTimer in Mobile.cs - child properties in parent class?

    Huge thanks, Voxpire! That's exactly what I had in mind, just wasn't sure how to get about it :) Huge thanks, guys, I was testing it on a GM char before I posted and was wondering why I couldn't see any debug messages or anything... ;) Just tested on a player char and OnActionCombat() works...
  20. m_Mobile.Controlled check in CombatTimer in Mobile.cs - child properties in parent class?

    I was experimenting with AI and test messages earlier, but couldn't find anything that did a check before each swing - that's where I wanted a target change, so the mob would be ready to hit another target straight away. Thanks for the OnActionCombat(), Jack! I'll have a look at that. Thanks...

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