[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]8/26/2007 - grimson[/color]
	Added new JS property for items: "speed" this can be used to get and set the speed
	of weapons.
	Added new setting to spawn.dfn: "ONLYOUTSIDE" set this to one so that items and chars
	will only spawn outside of buildings in that area.
	Modified the spawn code for spawnregions so that NPCs with wandermode 3 (box) and 4 (circle)
	keep within the spawnarea boundaries.
	Send NPCs, that left their wander area for some reasons, back there.
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[color=orange]9/07/2007 - grimson[/color]
	Force the wandermode of NPCs spawned by spawnregions to 3 (box), so they can travel
	the whole spawnregion.
	Properly initialize the wander area when the location of an NPC changes.
	Use the old OSI way of calculating hit chances.
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Xuri
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Post by Xuri »

Grimson wrote: Force the wandermode of NPCs spawned by spawnregions to 3 (box), so they can travel
How does this affect NPCs in general? Just curious.
-= Ho Eyo He Hum =-
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[color=orange]9/08/2007 - grimson[/color]
	Properly initialize the wander area when the wandermode of an NPC changes.
	Use stamina instead of dexterity when calculating the attack delay to match
	up with the old OSI combat calculations.
Xuri wrote:How does this affect NPCs in general? Just curious.
It only affects NPCs spawned by spawnregions. Now they can walk to every (walkable) location within their spawnregion.
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Post by Xuri »

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[color=orange]10/09/2007 - Xuri[/color]
	Fixed some errors in jail.js that could mess up jailing/releasing characters
	Added new function (getCombatSkill) to weapontypes.js for returning skill used by equipped weapon as a string
-= Ho Eyo He Hum =-
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[color=orange]10/27/2007 - grimson[/color]
	Split onUse into onUseChecked and onUseUnChecked.
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[color=orange]02/16/2008 - Xuri[/color]
	Made magical shortbows and elven composite bows fire arrows instead of crossbolts
-= Ho Eyo He Hum =-
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[color=orange]6/20/2008 - giwo (0.98-3.7r)[/color]
	Added support for Visual Studio 2008
	Fixed an issue causing a player to be poisoned when a JS call to SetPoisoned(0,0) was made.
Last edited by giwo on Sat Jun 21, 2008 8:33 am, edited 1 time in total.
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[color=orange]6/21/2008 - giwo[/color]
	Fixed several issues with tracking.
	Fixed a crash caused by passing an invalid object to the JS Method TurnToward
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[color=orange]6/21/2008 - giwo (0.98-3.7s)[/color]
	Modified UString to function without crashing under VS2008
	Fixed a bug in CItem::RemoveFromSight() causing items inside containers on the ground not to properly notify nearby players when removed.
	Fixed a bug in CPIDropItem() when the compiler does not automatically instantiate booleans to false
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[color=orange]6/21/2008 - giwo[/color]
	Fixed an infinite loop crash caused by a DFN entry calling itself with GET
	Added JS Character Propery "poisonStrength" to set the strength of the poison a character will inflict on his foe during combat.
	Implemented supermoleet's fix for the black screen after logging in to a different world
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Xuri
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[color=orange]6/22/2008 - Xuri[/color]
	Fixed hex-id of turnips in foods2.dfn, these turnips should now be stackable
	Fixed hex-id of studded sleeves in studded_leather.dfn, previously used hex-id for gloves
	Tweaked the region surrounding Buccaneer's Den so it extends around all buildings in the town
	Removed entry 104 (rawfish.js) from jse_fileassociations.scp as it was no longer in use
	Archerybuttes work again, and should have a "machine-gun"-issue fixed
	Scripts that used onUse() now use onUseChecked()
	Updated UOX3_changelog.txt in the Docs-folder to include updates up to 0.98.3-7
-= Ho Eyo He Hum =-
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[color=orange]6/22/2008 - giwo (0.98-3.7t)[/color]
	Added error handling to prevent a crash if GetByte/GetWord/GetDWord were passed an invalid offset
	Changed the tweakItem and tweakChar handlers to use command level rather than the "IsGM" flag.
	Defaulted the starting serial to 0x1 rather than 0x0, as some UO packets don't recognize 0x0 as a valid serial.
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[color=orange]6/23/2008 - giwo[/color]
	Modified books.dfn to use the standard TAG=DATA format. Each line in a PAGE section is now preceded with LINE=
	Modified motdtips.dfn to use the standard TAG=DATA format. Each line in a TIP or MOTD section is now preceded with LINE=
	Modified the JSMethod CBase_GetTag to avoid a possible crash.
	Removed the following variables from CWorldMain cmem, imem, nextCharSerial, nextItemSerial as this functionality is handled by the ObjectFactory
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[color=orange]7/02/2008 - Xuri[/color]
	Changed the system message being displayed when fatigued due to being overloaded
	Added system message for when character becomes overloaded after picking up item
	The math for calculating max carrying capactity for players matches OSI values more closely
	Default WeightPerStr changed from 5 to 3.5, to closer match the values used by OSI
	Updated dictionary files with two new system messages
	Added a check to the 'POLY command to prevent characters from polymorphing into an invalid, client-crashing id (0x20)
Someone needs to modify the way UOX3 reads and uses the WeightPerStr-value so it supports decimal value. I'd do it myself but I'm not entirely sure how. :P
-= Ho Eyo He Hum =-
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Post by Maarc »

CSERVERDATA.CPP

LINE 1584

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		ofsOutput << "WEIGHTPERSTR=" << static_cast<R32>(WeightPerStr()) << std::endl;
LINE 2327

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	case 0x070E:	 // WEIGHTPERSTR[0132]
		WeightPerStr( value.toUFloat() );
		break;
MODIFY

WeightPerStr func from UI08 to R32

and cserverdata.h

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	R32		weightPerSTR;					//	How much weight per point of STR a character can hold.
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Xuri
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Post by Xuri »

Did all that, plus

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	void		WeightPerStr( R32 newVal );
	R32			WeightPerStr( void ) const;
Also, I used value.toFloat() instead of value.toUFloat(), since that apparently wasn't supported or some such.

Seems to be working :)
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Xuri
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Post by Xuri »

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[color=orange]7/03/2008 - Xuri[/color]
	Animal taming no longer checks for the "ANIMAL"-tag in creatures.dfn
	Converted WeightPerStr from UI08 to R32, so it can support decimal values
	The onFall JS event will now work if characters fall further than 20 Z tiles (CChar.cpp)
	Updated onFall JS Event in Javascript Documentation
-= Ho Eyo He Hum =-
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Post by giwo »

Nice work :)
Xuri wrote:Also, I used value.toFloat() instead of value.toUFloat(), since that apparently wasn't supported or some such.
Yeah, no such thing as an unsigned float, I'm afraid.
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Xuri
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Post by Xuri »

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[color=orange]7/16/2008 - Xuri[/color]
	TWEAK now works for any admin character, no matter their commandlevel (gumps.cpp)
	The onPickup JS-event should now work
	Updated onPickup JS Event in Javascript Documentation
-= Ho Eyo He Hum =-
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