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  1. The_Real_Jeff

    Resharper and 'var' types.

    I banged my head on my desk as I read this thread ;( Glad it all got resolved the further scrolled.
  2. The_Real_Jeff

    How can i move playerbase with all belonings to a new server?

    Manually i suppose, write some code that would deserialize the Mobile backup, look for players, and only copy those in, but you run into the same problem that the serialization versions and values would have to match exactly.
  3. The_Real_Jeff

    problem graphics

    Not remembering and showing proof are 2 different things. I'm betting it occurs in POL and Sphere, today. Maybe it's something in the later clients, and not the older ones, not sure, but I personally fail to see this as a ServUO/RunUO/PlayUO issue, I'm personally unaware of anything that the...
  4. The_Real_Jeff

    problem graphics

    Can you clarify if this EXACT same behavior happens in Sphere or POL, better yet, on the official servers?
  5. The_Real_Jeff

    How can i move playerbase with all belonings to a new server?

    Moving the save will only work if the new server has the same scripts, and any edits to the distro that required serialization edits must be exactly the same.
  6. The_Real_Jeff

    .Net Native

    I can also confirm its for the store applications right now. But thats because they target .Net Core Native (https://github.com/dotnet/core). There is a lot of missing functionality, so so its going to be some time before something like ServUO can use it. A lot of things are changed, mainly...
  7. The_Real_Jeff

    problem graphics

    I dont think there is a problem to solve. The shadow artifacts from mounts are usually caused by the rain or snow effects on the 2d client. If you do not see this in Sphere or POL its probably because you are attempting to reproduce it when the snow and rain are not present. As for the...
  8. The_Real_Jeff

    problem graphics

    I'm confused by your pictures. One has mount's the other doesn't. The one with mounts has the issue, and mounts cause the issue, then you have a 2nd picture without mounts and no issue present.. which I would expect.
  9. The_Real_Jeff

    problem graphics

    It's usually caused by the snow and rain effects, when you tested on POL and Sphere, are those effects working?
  10. The_Real_Jeff

    problem graphics

    The classic client doesnt use DX or any other kind of hardware acceleration to draw UO. It uses GDI+, the same thing that draws standard Windows Applications (Explorer, Chrome, IE, Firefox, etc). Normal hardware accelerated graphics clear the entire frame before drawing, UO only draws what...
  11. The_Real_Jeff

    Packet List?

    This is the most up to date list I know of. Since the emulator community has fallen a part, not a lot of people doing packet reversing anymore.
  12. The_Real_Jeff

    [C++] Decompiling a .mul to a .bmp file

    Does the result look different though? If so, post it. The image really helps me figure these things out, there are patterns to look for (I do a lot of image manipulation with pointers at work, so I see common things in the images, that help me understand what the problem is)
  13. The_Real_Jeff

    [C++] Decompiling a .mul to a .bmp file

    Not having done much C++ lately, and not having to look anything up, Here is what I gathered from about 2 mins of looking at this code and your picture. Seems like the offset you are jumping or writing per pixel is wrong (hence the diagnol looking striations in the image). sizeof(Color) * 8...
  14. The_Real_Jeff

    [C++] Decompiling a .mul to a .bmp file

    Why not just post the code here?
  15. The_Real_Jeff

    Hi web client?

    I would like to point out that UltimaXNA is coming along quite well ;) about 90% complete on the latest milestone, almost time to start another!
  16. The_Real_Jeff

    Use delay issue

    Just declaring UseDelay does nothing, you actually need to write code to use that field. tass32's example should help you understand how to do that. If not, more explanation of what you are trying to do would be helpful to us ;)
  17. The_Real_Jeff

    When i mess with UO

    I was more interested if you are treating 0 as sea level, or somewhere in between. Each pixel on a heightmap is 0-255 in value, so you can start at 0 and anything above that is higher, or make a baseline of like 64, giving you 63 levels that can go below sear level, and 191 above. Being able...
  18. The_Real_Jeff

    When i mess with UO

    What is the sea level value of your heightmap?
  19. The_Real_Jeff

    OnThink method

    Seems more like you need to modify the monster script itself. I would look at maybe Damage, see if he has an add, and make basically negate the damage there.
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