Oh the questions I have

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Lord tano
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Oh the questions I have

Post by Lord tano »

1) I used the default world files from the download page and it worked fine untill I went to Fel, It seems that only Tram got doors and the like. How do I make Fel get the same doors and signs that Tram got?
2)How do I make Fel look like Fel right now I can't tell the difference
(how do I defoliate the trees in Fel and add the bones and stuff so it looks like Fel? :lol:
3)I noticed that when I use the gm travel menu while I'm in Ilsh that it doesn't move you back to the tram map. So you end up off the map and not able to move. I had to make a gate where I was stuck and use the setscptrig 5011 command to get back to tram.
4)none of the cave entrances in Ilsh are working is there a script that I can download that would have these teleport spots?(I guess I would need it for malas and tokuno also) :?
5) when I was wandering around in the lost lands (T2A) I noticed that some on the hills that you should be able to walk over won't let you. Mostly around swamp areas, I believe I read something here on the boards about swamp tiles and grass tiles and not meshing correctly is there and easy fix for this or just something I will need to live with?( it seems like there is a cliff where the swamp meets the grass) this was around Papua. Also the teleporter from Trinsic to Delucia was not working


thanks guys
I'm sure that there wil be more questions to come
Why is there air?
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Xuri
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Post by Xuri »

1. Actually, the worldfiles and spawnfiles are all for Felucca :) The moongate script has the names reversed - the world with yellow mouse cursor is Trammel, the one you start out in is Felucca.

2. We control facet appearance through REGIONS.DFN, where each region can have an attribute APPEARANCE=Spring/Summer/Autumn/Winter/Desolation. Desolation is the Felucca apperance, Spring is the Trammel appearance and Summer is the one they used prior to the world-split when there was just one facet. I think.

3. Sounds like a bug. Please report it in the Bug-forum :)

4. The cave teleporters would have to be added to the teleport.scp file, and for that, we need the proper coordinates to add :)

5. Bug :/ Post in Bug-forum please, with all the details you can provide (coordinates for testing the bug, for instance).
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stranf
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Post by stranf »

Sorry to bring this thread back from the grave, but I have a quick question.

Does the client control the "appearance", or is it an algorithim in the C++?

Using the default Region 3 (britain),

I have found that Spring (flowers), summer (green plants), Autumn (red trees and green plants), and desolation (tombstones, funky noise and bones), all work. Nice touch.

But winter is NASTY. transitions are horrible (unless you believe that snow falls in square patches on bright green grass!!).

Are there region areas where "winter" is designed to work?

Thanks.
Grimson
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Post by Grimson »

stranf wrote:Does the client control the "appearance", or is it an algorithim in the C++?

Using the default Region 3 (britain),

I have found that Spring (flowers), summer (green plants), Autumn (red trees and green plants), and desolation (tombstones, funky noise and bones), all work. Nice touch.

But winter is NASTY. transitions are horrible (unless you believe that snow falls in square patches on bright green grass!!).
The server only tells the client which appearance to use, the rest is up to the client. And yes, winter looks ugly because they never bothered to finish it in the client.
stranf
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Post by stranf »

That is too bad. Because honestly the winter tileset has the most potential of all the others. Spring and summer looks the same, and winter has such a huge effect.

Oh well. It's good to know.
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