Finally updating.....None of the containers work.

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stranf
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Finally updating.....None of the containers work.

Post by stranf »

It's crazy to think I was getting into this when I'm single, and now when I finally get back to questing by 3 kids are playing with me. And it's been a blast. That said, I'm trying to upgrade my old server, so I'm starting with a fresh install of 99.h or whatever version is uploaded right now.

Everything is going well and things are a lot more stable.

Except for containers

I try to put a single gold coin into a container and it says "THIS CONTAINER CANNOT CARRY ANYMORE WEIGHT"

I thought containers not on a person can carry unlimited items? In the DFN entry it says 40000, surely that is less than a gold ocin. Where is this check being made? How does one fix it?

Thanks again for a decade+ of awesome adventures.
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Post by stranf »

Okay, I found it. Apparently, when using Xuri's WorldBuilder, it doesn't grab the weightmax parameter. I found the new fixcontainerweight.js script which iterates through old containers and fix them. NICE! I was not looking forward to fixing all my containers.


So the question I now have, is which JS script houses the TWEAK command? I want to make some changes, but I can't find it.
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Post by Xuri »

Heya Stranf! If you want containers added with WB to automatically be setup correctly, you could try copying the relevant DFN tags over from the container DFNs to the dfndata/harditems/harditems.dfn file. Any tag setup in there will be automatically applied to any "non-script" items you add to your world.

For the TWEAK command... I think it's hardcoded still :/ What changes did you want to make?
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Post by stranf »

Thanks Xuri! I'll try that with the hard coded items. I was able to get tweak and stuff edited via commands.dfn. I was wanting to give global support to a few functions to all players. Took forever to find where that was at. Then paperdolls quit working. I have no clue how that happened, it was something with the DFNs, so I had to re-store the CVS DFNs and then re-add my custom entries. So far it's worked.


But we have a new issue: What's up with the global economy and how the heck do I shut it down? It's totally broken the game. Vendors start with 1 item and the prices are correct. Once you hit a "restock" so that mages can have reagents to sell, after a few minutes everyone sells everything for 1gp.

I can't find a DFN, JS, or *.ini setting to disable the global economy. It would be nice if vendors sold everything at max price and bought them back at the lowest price.

In fact there was one point before the vendors all went to 1gp that I could buy a sword for 55gp and sell it back for 110. Talk about a stupid vendor. Lol.

Any idea on this one?

And a smaller issue that isn't game breaking: Anyway to make lanterns just the large 360 light, light the stop lamps? They are useless as they only shine to the west. This has been an issue for a long time, so I bet it's client-side. No biggy, it's not a game breaker like the economy.

I just did a test, went and bought all 77 diamonds from the vendor for 0gp, and then turned around and sold them back for 77gp. Rinse and repeat, buy a tower. :D.

Other than that, I'm loving the updates.
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Post by Xuri »

Is TRADESYSTEM enabled in your uox.ini, by any chance? If enabled, it's supposed to enable fluctuation of prices etc based on a number of factors described in this ancient document that I can barely keep up with myself ^^ https://www.uox3.org/docs/advancedtrade.html

However, if it's already disabled in uox.ini, that sounds like there's something else going on.
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Post by stranf »

So I've had some more time to test. I've tried it with both TRADESYSTEM=1 or TRADESYSTEM=0 in the *.ini. Everything works great until a shutdown. When you reboot the server all existing vendors and their goods are at 1gp. You can add new vendors and restock them and they work until the next world restart.

I went into the DFN and set BASE_ITEM's "good" value to 23, so all items should have a modifier if TRADESYSTEM is active (this was in the event that it multiplied by 0.

But alas, everyone in my realm wants to give their wares away for free (or 1gp total) and then let you sell them back for 1gp per item. My kid thinks it' the coolest ever, but it's definitely game breaking.

Any other ideas?
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Post by stranf »

Another test, I should have done this first.

I did a clean extraction of the current build and created a GM and a vendor (weaponsmith). The problem is repeatable no matter what TRADESYSTEM is set to. It works until you do a 'shutdown and then when you restart the server, values are 1gp.

I love all the new updates, so I'm going to go and try a previous version of UOx3 an see if we can't narrow down where the issue is.
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Post by stranf »

Ok, I went back through the CVS experimentals and had to go all the way back to 98.4h before the vendors starting working again. I believe the error is in the EXE so I am no help troubleshooting. :(. And because of the change to WEIGHTMAX, my worldfile is incompatible with 98.4h. Is there a function other than 'restock which totally re-initializes vendors?
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Post by Xuri »

Wow that is messed up. Lemme try to have a closer look at what's going on :X Btw, I idle on Discord all day long if you want to reach me faster for some reason. I only check the forums every now and then, so might take a while before I respond here ^^;
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Post by Xuri »

Still looking at this :/ A workaround for now could be to spawn all vendors through spawn.dfn... they get respawned on every server startup. It does mean, though, that they are not persistent, and any items they buy from players will be gone upon server restart, and all their items will be restocked on server restart as well.
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Post by Xuri »

Might have found a fix! Unfortunately I had to rush off to work before I could test it properly, but at first glance it seemed to work. I'll make a build for you later tonight if it works as intended! :)
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Post by Xuri »

-= Ho Eyo He Hum =-
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Post by stranf »

Thanks xuri, I'll try it this weekend. We've been having fun on 98.h, but it'd be great to test the new features on 99.
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Post by stranf »

Eureka!

The vendors are now fixed and I'm porting everything over to 99.x. I'm excited. A couple of questions:

1)Where is the list off effects we can use with ammofx? I'm assuming I have to go into InsideUO for this?

2) [edit: fixed. The issue was somewhere embedded in Creatures/Locations/Harditems/HTML/or House DFN folder. I don't know where yet] How do I make paperdolls work? In a blank v99.x server everything works fine. As soon as I port over my custom worldfile and DFNs, the ability to open another NPC's paperdoll is gone. (Your own PC can still access his/her paperdoll). Admins can't open other NPCs paperdolls either. I've been all over the JS/DFN data and all the fields seem the same. Any thoughts?
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Post by Xuri »

1) Ah you can use anything I suppose. For now it has primarily been used to fire arrows and crossbolts for bows and crossbows respectively, but in theory you could probably throw any item ID there and have it shoot whatever you want. Some items will probably look better than others though. Some spell effects will probably look good, like fireballs!

The full tag syntax is AMMOFX=id (color rendermode), where id is the ammo item ID and color sets the color of the item/effect (duh), while rendermode probably uses same setup as other moving effects... hmm.. list here from JS docs:
0 - normal, 1 - transparent, 2 - additive, 3 - dark colors transparent, 4 - bright colors transparent, 5 - semi transparent, 6 - subtractive/negative colors, 7 - inverted colors?
2) Ooh haven't encountered that one before. Would be nice to know what caused it hm. I suggest using a tool like WinMerge to compare your current UOX3 folder to the 0.99.x one, to see the differences between each file and make it easier to bring stuff over.

What UOX3 version are you upgrading from, btw? :)
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Post by stranf »

I'm upgrading from the latest version of 98. I've been running an older version for 10 years, I can't remember exactly which, but the latest 98 version on the site works well.

My biggest gripe with 98 is the fact Global.js is broken (can't use paralyze/flame weapons), and the new ammo effects of 99 are very intriguing as I have monster equipped with "bows" for classic ranged weapons like the Reapers, Dragons, Balrogs had in Ultima III and IV, it would look much better if it was actually Fire effects instead of arrows!

My 99 build is a custom quest using the Ilshenar map, so none of my old world file is necessary, BUT I like to use my old weapons/armors as they have all been tweaked and balanced. I think I've fixed all of the compatibility issues between 98 and 99.

But now I have one game-breaking bug, I'm going to make a blank server and see if it's an issue with my upgrade or an issue with 99 itself:

Resurrection is broken. The spell doesn't work, and if a JS script resurrects you (wandering healer) your skin is pale and you lose your facial hair. Once this bug gets fixed, I think my server is playable again. But I don't know where to start to troubleshoot this one. I think it's in the executable.
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Post by Xuri »

Hm I was unable to reproduce this resurrection issue with the following scenarios
- Client 1, GM
- Client 2, Normal player


Scenario 1
- GM added healer NPC using 'add NPC m_healer
- GM used 'kill char on normal player while out of range from the healer
- Normal player walked over to healer NPC and got resurrected with facial hair and skin color intact

Scenario 2 (after fixing an issue in code where onSpeech JS event never triggered based on speech by dead characters! oops!)
- GM added basic male NPC and turned him into a wandering healer using 'set scptrig 3202 (script ID I assigned wandering healer script in jse_fileassociations.scp)
- GM used 'kill char on normal player while out of range from the healer
- Normal player walked over to the healer NPC and typed "heal" in the chat, and got resurrected with facial hair and skin color intact

Scenario 3
- GM used 'kill char on normal player
- GM cast resurrect spell on dead normal player
- Normal player got resurrected with facial hair and skin color intact

If you have a different way to reproduce the issue, please let me know. Also feel free to forward me a zip of your UOX3 setup (minus accounts, if you don't want me to see those) and I'll try to take a closer look.
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Post by stranf »

Sweet.

Do you have an email account posted somewhere (or message me one?) I can zip up the accounts and let you have a look.

I'll also try it again. It may be something corrupted with the players during the endless testing I did to get everything stable. (well almost stable).

Thanks Xuri.
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Post by Xuri »

You can ship 'em off to xuri at xoduz dot org :)
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Post by stranf »

Email sent. The server is 15MB, so look for it.

In the meantime, I noticed that if you create a PC, set his HP to 0, have the wandering healer resurrect him, he will appear normal until you log out, then back in. Then he is bald.

Also, it seems that if Players (not GM) cast the resurrect spell, mana is subtracted, but the PC is not resurrected.
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