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House Placement and Walking up Hills

Posted: Tue May 02, 2006 1:57 am
by Jhobin
Using latest client version as of May 1st
latest uox3 build
uog 1.9.1265 beta

Issue #1

used 'add to create a house deed (many different kinds and sizes) and proceeded to try and place a house. After each attempt I was given the error telling me that I could not place there. I tried placing in about 100 different legitmate places (outside of guard zones with no obstructions).

I then thought that maybe it was the character that was bugged and then handed the deed to a new character and let him try. Same problem.

I then thought I had an error in the install so I wiped and reinstalled the uox3 server software. Same problem.

I then switched to a different machine hosting the server. Same problem.

I mentioned to Xuri and he tried and let me know he was able to place in Green Acres but no where else. I transported my character there and was indeed able to place there but no where else in the realm.

Issue #2

Went to Papua through Moonglow. As soon as I went down an incline near a shop I was unable to go back up. I was in effect trapped. To get out I had to log in a gm char and 'xteleport to higher ground. I tried several locations around Papua with several characters all to the same result. Go down slope, can not get up again.

This also happened to me when I was walking around Occlo on the west side of the inner pond.

Jhobin

Posted: Tue May 02, 2006 3:46 am
by stranf
--I can't verify the house bug, since I haven't tried in awhile.

--I can; however, verify the walking bug. In the forest North of Britain and west of the cemetary there are some "hilly" areas where the character can neither walk down nor up.

My belief is that this "bug" was introduced when the walking code was edited to prevent characters from falling into the caves below Bucs Den. As I recall, at one time, Giwo or Grimson placed a limit on the z-coordinate that prevented a PC from falling or climbing certain altitude restrictions. The PCs were able to walk up and down normal stairs and stuff, but some hills in the wilderness as well as T2A areas are prohibited.

Hopefully the walking code can be easilly "fine-tuned"

House Placement

Posted: Thu May 18, 2006 11:49 am
by McKai
I am having the same house placement problem. I can only place a house in Green Acres. Also, is it possible to clear an area of trees etc so it looks like Green Acres?

Cheers and good work fellas!

David McKai

Posted: Thu May 18, 2006 3:08 pm
by stranf
Ealier in UOx3 we had a problem with people "falling through the floor" of their houses, due to uneven terrain. This house bug "may" have been introduced when we were trying to fix that issue.

As mentioned before, the walking bug is most likely introduced when we were fixing the "falling through bucs-den" issue. I heard that the walking code was changed to increase the tolerance on how steep of a hill a PC can incline.

There have been some issues with CVS which is why you guys haven't heard from the DEV crew in a while, but I'm sure they'll get to fixing it soon.

Posted: Wed Jun 21, 2006 3:14 pm
by Fresshness
Yes, I can confirm this bug.

Only in green acres can you place a house flawlessly.

I have found one spot where I can place a small tower in Britannia itself.

Image

Posted: Wed Jun 21, 2006 6:10 pm
by giwo
As for placing in guardzones, I can add a check that prevents one from placing houses inside a guarded zone, if that is what is desired....

I noticed small houses had a much too large SPACEX and SPACEY setting in house.dfn, so I tweaked that down from 7 to 4 (which means it checks a total space of 9 steps from the center of the house).

I will continue to look into how to improve house placement.

Posted: Wed Jun 21, 2006 7:49 pm
by giwo
I believe I have fixed house placement.

The problem was, basically, that when placing a house we used a generic function to ensure all tiles around it were walkable (so you couldn't place it on a tree, for instance). However that function also checks if tiles are considered a "surface". While this works fine in some areas, some tiles, such as tall grass, are not a surface, and thus the check would fail.

I've updated house placement to use its own specialized function to avoid this type of error, which should take care of the problem.


As for walking, still a known issue, and still looking into how to best resolve all of the related problems.

Posted: Wed Jun 21, 2006 9:25 pm
by Fresshness
those locked items do not block other house placement.

I could re-place my small tower, and my previously locked down bandages were still on the top floor.

on the other note; I wasn't aware that houses could be placed with guarded zones. I don't think that's really necessary.

Posted: Wed Jun 21, 2006 11:46 pm
by giwo
Yeah, bandages aren't considered a blocking item.

Try creating a house, adding a chest, locking it down, deeding the house, then re-placing the house. My bet is that you wouldn't be able to place it due to the chest (which is considered a blocker).

House placement fixed?

Posted: Tue Jun 27, 2006 2:44 pm
by McKai
Good work Giwo! Will this be in the next release now then?

Cheers

Posted: Tue Jun 27, 2006 4:38 pm
by giwo
The house placement fix will be in the next release (0.98-3.7) yes. Walking has not (and most likely will not) change by that time, but hopefully by 3.8 I should have the time to create a fix that handles all of the issues.