[ARCHIVED] Archived UOX3 Version (0.98-3.7 - Updated July 8th, 2006)

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Archived UOX3 Version (0.98-3.7 - Updated July 8th, 2006)

Post by Xuri »

Full UOX3 Package ( UOX3 0.98-3.7 )
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.
Last edited by Xuri on Sat Jul 08, 2006 7:33 pm, edited 8 times in total.
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Post by Grimson »

Code: Select all

[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.
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Post by Grimson »

Code: Select all

[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.
The GOOD tags have the following item associations:

Code: Select all

1=Furniture-Chairs
2=Furniture-Tables
3=Plants
4=Decorations
5=Container-Leather
6=Container-Metal
7=Container-Misc
8=Container-Wood
9=Deeds
10=Armor-Ring
11=Armor-Chain
12=Armor-Plate
13=Armor-Leather
14=Armor-Bone
15=Armor-Helmets
16=Armor-Shields
18=Clothing
19=Footwear
20=Headwear
21=Weapon-Sword
22=Weapon-Staff
23=Weapon-Archery
24=Weapon-Axe
25=Weapon-Knive
26=Weapon-Hammer
27=Weapon-Wand
28=Magic-Misc
29=Magic-Potions
30=Magic-Reagents
31=Magic-Scrolls
32=Books
33=Drinks
34=Food
35=Games
36=Gems
37=Jewelry
38=Keys
39=Mount-Statues
40=Raw-Food
41=Music Instruments
42=Resource-Carpentry
43=Resource-Fletching
44=Resource-Leatherworking
45=Resource-Lumberjacking
46=Resource-Mining
47=Resource-Misc
48=Resource-Smithing
49=Resource-Tailoring
50=Resource-Tinkering
51=Tools-Alchemy
52=Tools-Blacksmithy
53=Tools-Carpentry
54=Tools-Fishing
55=Tools-Healing
56=Tools-Inscription
57=Tools-Mining
58=Tools-Tailoring
59=Tools-Thieving
60=Tools-Tinkering
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Post by Grimson »

Code: Select all

[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.
Doh, this is already handled in DecayItem(). But for some strange reason a chair I put into a Multi decayed. I will see if I can reproduce this.
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Post by giwo »

Sounds like for some reason the chair isn't getting added to the multi.

Needless to say our findMulti() code is finicky at best. :P
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Post by Xuri »

Code: Select all

[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
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Post by Xuri »

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[color=yellow]4/22/2006 - Xuri[/color]
Fixed the guardzone for Delucia, was previously set to the graveyard north of the town
:P
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[color=yellow]5/02/2006 - Xuri[/color]
Fixed the ever-swinging training dummies
Fixed wrong item being added when crafting fishing poles
-= Ho Eyo He Hum =-
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Post by giwo »

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[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.
Note this commit was made a few days late due to the CVS outage.
Scott
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Post by Grimson »

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[color=yellow]5/14/2006 - grimson[/color]
	Fixed the "Large Dragon Boat" deed.
Just a small change, but it has been sitting to long on my harddrive ;).
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Post by Xuri »

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[color=yellow]5/22/2006 - Xuri[/color]
	Added weapon type classifications for all weapons from the mondain's legacy expansion
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Post by giwo »

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[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.
Scott
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Post by giwo »

Code: Select all

[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.
Scott
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Post by Xuri »

giwo wrote:

Code: Select all

[color=yellow]6/15/2006 - giwo (0.98-3.6d)[/color]
	Changed MAX_NAME back down to 30 characters as all character name packets sent to the client max out at 30 bytes.
Is that something changed in recent client updates? I just tested with UOX3 0.98-3.6c and UO client v5.0.2b, and names longer than 30 characters got sent to both my connected clients (although on a LAN, if that matters), as seen in this image:

Image
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Post by giwo »

Actually it's quite the opposite.

Longer names displaying properly ANYWHERE is something new with newer clients. However it only happens on packets which simply accept a string rather than a certain number of characters.

For instance, you see the name display properly in the tooltip because the tooltip packets use a null terminated string. You see it on the paperdoll because we build all text displayed on the paperdoll, I could have it say gobbledygook if I like.

However, speech packets, the statwindow packet, the cliloc messages, and the login packets (though CPCharAndStartLoc uses 60 since we have an unused 30 characters for passwords) all have a byte limit of 30.
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Post by Xuri »

Btw, updated base_armor.dfn with new item values format as well.
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Post by Grimson »

Code: Select all

[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.
Note, to make an item "not for sale" set it's price to 0.
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Post by Grimson »

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[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.
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Post by Grimson »

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[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.
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Post by giwo »

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[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.
Scott
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