[ARCHIVED] Archived UOX3 Version (0.98-4.0 - Updated Jan 17th, 2009)

Where we archive the version changelog threads
Grimson
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[color=orange]2/11/2007 - grimson[/color]
	Small rewrite of the weather system. Calculate snow, rain and storm intensitys only every
	server hour and use their values for the amount of weather effects on the screen.
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[color=orange]2/21/2007 - giwo[/color]
	Committed some linux build error fixes on behalf of Cavalier.
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[color=orange]3/3/2007 - giwo (0.98-3.7l)[/color]
	Allowed customization of supported client features via uox.ini
		CLIENTFEATURES
		SERVERFEATURES
		Note that these are bit-settings similar to the way STARTPRIV works.
		One will need knowledge of how to set individual bits in a value,
		or an editor to customize these features.
	Removed CLIENTSUPPORT from the uox.ini

Note I will be adding in support for the two new tags to the UOX3 INI Editor soon.
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Xuri
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Post by Xuri »

Nice update :)
-= Ho Eyo He Hum =-
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[color=orange]3/24/2007 - grimson[/color]
	Fix the onCreate JS script functions, they used the same event id. So if one didn't
	exist the other was also marked as not existing.
	Changed CPICreateCharacter::Handle(), if the start location for the new PC isn't send
	by the client it now uses the first start location from the uox.ini instead of the fixed
	location in britain.
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[color=orange]3/26/2007 - grimson[/color]
	Use an enum for the states of the skill locks, makes reading the code a bit easier.
	Fixed cSkills::HandleSkillChange(), the re-ordering of the atrophy created doubles
	and dropped entrys.
	Rewrote cSkills::AdvanceStats() so that the statlocks are actually used.
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Post by stranf »

Grimson, could you let me know when you post an expiremental build that includes your atrophy fix?

Thanks.
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Post by Grimson »

stranf wrote:Grimson, could you let me know when you post an expiremental build that includes your atrophy fix?

Thanks.
0.98-3.7l-experimental3 contains the fix already. Have a look at this post:
http://www.uox3.org/forum/viewtopic.php?p=8000#8000, you'll need to fix some worldfile entrys.
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Post by stranf »

Does the program you sent me in the link do a folder search and replace?

(I haven't had a time to download it yet)

Thanks!
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[color=orange]3/30/2007 - grimson[/color]
	Fixed cMagic::CheckBook(), it was calculating wrong numbers for the spells.
	Let chars randomly fall forward or backward when they die.
	The DISPLAYHITMSG setting from the uox.ini now also controls the damage display.
0.98-3.7l-experimental4 contains those changes.
stranf wrote:Does the program you sent me in the link do a folder search and replace?
I don't think so. I personally use JCreator for those things, as it also supports the use of regular expressions.
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[color=orange]3/30/2007 - grimson[/color]
	Fixed the position of the coprse item when the char died falling forward.
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[color=orange]3/30/2007 - grimson[/color]
	Corpses should now display the hair and beard of the char they where created from.
	Modified CItem::SetCont() so that it checks against the item layer instead of fixed
	IDs to see if an item is hair or a beard.

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[color=orange]3/31/2007 - grimson[/color]
	Added elven hair styles to the dfns.
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[color=orange]4/08/2007 - grimson[/color]
	Fixed a bug where we dropped the hair and beard items, from corpses, on the ground.
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[color=orange]4/09/2007 - grimson (0.98-3.7m)[/color]
	Added a new setting to the uox.ini, LOOTINGISCRIME. If you set it to 0 looting
	corpses	of innocent chars is not taken as a crime.
	Fixed and changed parts of the walking code. If NPCs have the RUNS tag set they
	will really run when they attack, instead of just showing the running animation.
	Tamed chars will now run, if the char they follow is running, this should reduce
	the warping effect of them a bit.
Note:
Attacking NPCs with the RUNS tag (for example guards) can now keep up with running PCs, so it's quite a bit harder to run away from them. So think twice before you use that tag ;). And remember you can adjust the speed of NPCs with the NPCMOVEMENTSPEED ini setting.

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[color=orange]4/09/2007 - grimson[/color]
	Remove some not needed code and slow fleeing NPCs a bit down, so that other chars
	can still catch up with them.
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[color=orange]5/18/2007 - grimson[/color]
	Make sure we check for scripts envoked by type or id before we use the global script.
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[color=orange]5/19/2007 - Xuri[/color]
	Items with wipable status set to 0 should no longer be removed when using the 'WIPE command
	Added support in doors.js for linked double-doors that will both open at the same time
	Added new command - 'LINKDOORS - used to link doubledoors together, and 'UNLINKDOORS to unlink them
	Added new script (bankers.js) that replaces hardcoded banker-AI and adds CHECK and DEPOSIT # / <target> commands
	Added new script (bankcheck.js) that handles the functionality of bank-checks
	Assigned script 3201 to bankers, and removed NPCAI=8
	Changed mapdefinitions (maps.dfn) for Trammel to map1.mul, statics1.mul and staidx1.mul
-= Ho Eyo He Hum =-
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[color=orange]5/20/2007 - Xuri[/color]
	Added teleport locations for Malas and Tokuno to moongate.js, and added configuration values at top of script
-= Ho Eyo He Hum =-
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[color=orange]5/25/2007 giwo (0.98-3.7n)[/color]
	Added JavaScript function "Moon( moonNum, newVal )" which will get and set the server moon values.
	Modified JavaScript Item.decaytime and Item.tempTimer to calculate the new value as a future time in seconds (unless a 0 is passed).
	Fixed door.js allowing a locked door without an associated key to always be openable.
Scott
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[color=orange]5/26/2007 - giwo (0.98-3.7o)[/color]
	Fixed a couple crashes caused by targeting non-PC's in the PartySystem.
Scott
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Post by Xuri »

Grimson wrote:

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[color=orange]4/09/2007 - grimson[/color]
	Remove some not needed code and slow fleeing NPCs a bit down, so that other chars
	can still catch up with them.
Seems they need to be slowed down a bit more, or allow NPCs instant attacks the moment they get within range... I just witnessed a fighter NPC chasing a wounded ORC through miles of forest (in a straight line) without ever managing to land a blow on it, despite catching up to it momentarily all the time.
-= Ho Eyo He Hum =-
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