All-In-One (7/08/2006) - Contains all files needed to run UOX3.
Seperate packages
Exe Only (7/08/2006) - UOX3.EXE ver 0.98-3.7
Basic UOX3 files (7/08/2006) - Only the basic UOX3 scriptfiles, docs, etc. v0.98-3.7
DFNs Only (7/08/2006) - Only the DFN-files, v0.98-3.7
JScripts Only (7/08/2006) - Only the Javascript-files, v0.98-3.7
UOX3 Source (7/08/2006) - The UOX3 source-code, ver 0.98-3.7
NOTE! If you download uox3.exe only, remember to check for updated DFNs/JScripts from above as well, or you might not be able to run the latest version without problems! Also, these files are all available from the CVS at http://www.sf.net/projects/openuo, though the anonymous CVS might be lagging behind the proper one with up to 24 hours.
Changelog for Latest Released UOX3 Version: UOX3 Changelog (7/08/2006)
CVS Changelog for Next UOX3 Version:
Code: Select all
[color=yellow]7/08/2006 - giwo (0.98-3.7)[/color]
Updated version to 0.98-3.7
[color=yellow]7/07/2006 - Xuri[/color]
Modified damage output of summoned creatures in magicsummon.dfn, as they were too powerful
The owner of two pets/summoned creatures will no longer become a criminal if the two pets/creatures fight
Summoned creatures (and normal ones) will no longer cast Blade Spirit/Energy Vortex, as they caused flagging errors
[color=yellow]7/07/2006 - Xuri (0.98-3.6j) [3.7 RC2][/color]
Added scripted version of keys (now used instead of hardcoded ones), plus working keyrings
Updated doors-script to make use of new scripted keys/keyrings as well as the new TextMessage arguments
Added script=5013 (key.js) to [base_key] in dfndata\items\misc\keys.dfn
Ghosts will no longer re-enter combat-mode if they speak while already in combat-mode
Removed CombatWalk flag sent to ghosts when they talk, as player ghosts have no combat animations
PLAYERPERSECUTION in uox.ini (allows ghosts to drain mana from other players) set to 0 by default
(Must be updated manually if using old uox.ini)
[color=yellow]7/06/2006 - giwo (0.98-3.6i) [3.7 RC][/color]
Combined CChar:: emote(), emoteAll(), talk(), and talkAll() into a single function TextMessage().
Renamed CItem itemTalk() to TextMessage() and modified it so passing a NULL socket sends the message to nearby players.
Added two new optional parameters to JS method TextMessage(). allHear (defaulting to true) and txtHue.
[color=yellow]7/05/2006 - grimson[/color]
NPCs can now walk through player ghosts.
Player ghosts are only visible when they are in war mode and they will enter war mode
when they speak.
[color=yellow]7/02/2006 - giwo[/color]
Fixed an issue causing several item values not to be saved.
Updated doors.js to not display the "blocked" message if the door ID isn't recognized.
[color=yellow]7/02/2006 - giwo (0.98-3.6h) [3.7 RC][/color]
Removed door.cpp from the project.
Modified the JS UseDoor() function to call the JS Event onUse() based upon the type of the item passed in.
Fixed an issue causing AreaCharacterFunction and AreaItemFunction to return the number of objects they encountered
rather than the number of times the function returns a "true" value.
Modified TriggerEvent() to return true or false based upon the return value of the function.
Moved doors out to JS.
[color=yellow]7/01/2006 - Xuri[/color]
New "AI"-Script: Cows may now (randomly) defend themselves from doubleclicks by falling over.
Corrected various errors with liquid-containers (pitchers, bottles, goblets, etc.)
[color=yellow]7/01/2006 - grimson[/color]
Added new tag "MOUNTID" to creatures DFN, if this is set to the ID of a mount item the creature will
be mountable.
Updated creatures.dfn to make use of the MOUNTID tag.
Removed CChar::IsValidMount( void ) as it is no longer of any use.
[color=yellow]6/30/2006 - grimson[/color]
Fixed a bug that caused the offline HTML files not to be written in some cases.
Catch Serverlist entrys with less than 3 sections, these caused a crash when parsing the ini.
Added %24time and %tstamp to HTML templates, %24time return the current time in the 24 hour
format, %tstamp returns a unix timestamp.
[color=yellow]6/29/2006 - grimson[/color]
Let chars run if they follow a running char.
[color=yellow]6/27/2006 - grimson[/color]
Allow the body id to reach 0x3E2, so that the "dupre" body can be used without a problem.
[color=yellow]6/27/2006 - grimson[/color]
Changed cMagic::SummonMonster() so that it creates summoned from DFN entrys to make it easier to
customize them.
Added magicsummon.dfn to the npc section, it contains the dfn entrys for the creatures that can
be summoned.
[color=yellow]6/26/2006 - grimson[/color]
Added an entry to jse_fileassociations.scp for the new oilcloth.js script.
[color=yellow]6/26/2006 - giwo (0.98-3.6g) [3.7 RC][/color]
Fixed an issue causing not every instance of skill gain to use the amountToGain specified in skills.dfn.
Changed MAX_NAME back to a 60 byte limit (note some Character packets only support 30 bytes).
Moved CChar::lockstate and atrophy into PlayerValues_st
Cleaned up CSkills::Atrophy and renamed it to HandleSkillChange() to better reflect it's functionality.
[color=yellow]6/25/2006 - Xuri[/color]
Updated fishinglist.dfn with generic loot (paintins, weapons, gems, various flotsam)
Updated create/tailoring.dfn, items/gear/provisions.dfn and items/itemmenu.bulk.dfn with new oil cloth
Fixed the 'STAMINA command in stats.js. Had ".isChar" misspelled as ".isCHar"
Added new JS-script: oilcloth.js - Functional oil cloths, used for cleaning poison off of weapons
Character can no longer use locked down potions or food
[color=yellow]6/25/2006 - grimson[/color]
Fixed loading of tempeffects when there is more than one effect saved.
Increased the damage values of summoned creatures a bit.
Fixed magic field effects.
[color=yellow]6/25/2006 - Xuri[/color]
Characters no longer turn criminal from attacking their own pets/summoned creatures
DFN: Updated spells.dfn with correct reagent requirements
Fixed several bugs with the JS-scripted clumsy, heal, feeblemind and magic-arrow spells:
Could cast while having weapons equipped
Could cast while jailed
Could cast without consuming any reagents
SoundEffects weren't working properly
Healing would (by design) subtract health from the caster
Debugmessages weren't commented out
[color=yellow]6/24/2006 - grimson[/color]
Fixed two bugs in doLight() where we were sending the wrong light level to players.
[color=yellow]6/23/2006 - grimson[/color]
Changed the way the owner of an object is stored to use the serial of the owner.
[color=yellow]6/23/2006 - grimson[/color]
Changed checkPetOfflineTimeout() to ignore player vendors.
Remove tempeffect number 44 as it is no longer used.
[color=yellow]6/23/2006 - grimson[/color]
Don't let normal players put items into the backpack of a player vendor they don't own.
[color=yellow]6/22/2006 - giwo (0.98-3.6f)[/color]
Fixed an issue causing a crash if a null socket was passed to JS CreateBlankItem() or CreateDFNItem().
Fixed an issue causing houses not to be able to be placed in many valid locations.
Reduced the checking area when placing a house around small houses in house.dfn
Fixed an issue causing boats to always be placed at z -5 regardless of the water level.
[color=yellow]6/22/2006 - grimson[/color]
Don't add the weight entry to the tooltip of items that weight nothing.
The "collect" command now also works when using the name of the vendor.
[color=yellow]6/22/2006 - grimson[/color]
Added the "view", "status" and "dismiss" commands for player vendors (updated dictionaries).
Allow pet friends to mount the pet.
[color=yellow]6/22/2006 - grimson[/color]
Fixed a few places where looking into a pack from a player vendor would have been snooping.
Added price and description information to the item tooltips of player vendors.
DFN changes:
Added a player vendor deed to misc_deeds.dfn.
Put the player vendor deed into the add menu.
Changed the player vendor entry in the malevendors.dfn so that they are no longer
flagged as normal shoopkeepers.
[color=yellow]6/20/2006 - giwo (0.98-3.6e)[/color]
Updated the Makefile.am.
Fixed an issue causing items to duplicate when moving around stacks larger than 32,767.
Fixed an issue causing timers not to be properly reset by the JS engine.
Fixed a DFN issue causing one to be able to create a board from a board.
Fixed a DFN issue causing item values to be loaded improperly.
[color=yellow]6/15/2006 - giwo (0.98-3.6d)[/color]
Modified names in the AITypes enum to fit naming conventions.
Minor optimizations in ai.cpp.
Removed an unused worldsave tag handler from CBaseObject.
Modified names in the CommandLevels enum to fit naming conventions.
Modified FLAGS and SOUNDFX DFN tags in spells.dfn to allow for a full integer as well as the current split format.
Simplified some functions in CPacketStream.
Changed MAX_NAME back down to 30 characters as all character name packets sent to the client max out at 30 bytes.
Made more use of IsWeightedContainer() in weight.cpp to streamline layer handling.
[color=yellow]5/22/2006 - Xuri[/color]
Added weapon type classifications for all weapons from the mondain's legacy expansion
[color=yellow]5/14/2006 - grimson[/color]
Fixed the "Large Dragon Boat" deed.
[color=yellow]5/07/2006 - giwo (0.98-3.6c)[/color]
Forced CItem::DecayTime to reset when decayable was set to true.
Fixed an issue causing keys not to function on planks.
Added JS socket methods GetSByte(), GetSWord(), GetSDWord(), to allow pulling negative numbers
from the socket buffer.
[color=yellow]5/02/2006 - Xuri[/color]
Fixed the ever-swinging training dummies
Fixed wrong item being added when crafting fishing poles
[color=yellow]4/22/2006 - Xuri[/color]
Fixed the guardzone for Delucia, was previously set to the graveyard north of the town
[color=yellow]4/18/2006 - Xuri[/color]
Items added using the RADD command in repeatingcmds.js will no longer decay by default
Fixed the guardzone for Ocllo, X2 and Y2 were mixed up
[color=yellow]4/07/2006 - grimson[/color]
Removed the last change that should prevent items from decaying inside multis, as
this is already done in a different part of the code.
[color=yellow]4/07/2006 - grimson[/color]
Don't add the amount of items to the item name in buy/sell gumps, as it is already
shown in the gump.
Don't let items decay when they are inside a multi, so if a player places decorations
or furniture in his house it stays there.
DFN Changes:
Added GOOD tags to buyable items, so it's easier for an admin to use the
advanced trade system.
[color=yellow]4/06/2006 - grimson[/color]
Fixed saving of the last used IP in the account files, and corrected the naming
for the contact field when saving the account files.
