Search found 14 matches

by tiko
Tue May 17, 2011 6:07 am
Forum: General Discussion
Topic: Archive corruption
Replies: 0
Views: 3509

Archive corruption

I've been recently poking around the forum and I've noticed that several archives are corrupt after download. Some I have tried include the World of Dreams rewrites, Asgard and Neverlands. All of these report "unexpected end of archive" errors.
by tiko
Tue May 17, 2011 5:05 am
Forum: Complete Worlds
Topic: Pol 098 World of Dreams Scripts!
Replies: 22
Views: 57062

Re: Pol 098 World of Dreams Scripts!

this archive, as well as the wod 097 archive, is corrupt.
by tiko
Fri Jan 15, 2010 1:15 pm
Forum: Current stable release (099)
Topic: UOSA Wearables
Replies: 3
Views: 4173

Re: UOSA Wearables

That's craptastic. I'm beginning to see why some people are disliking UOSA. I'm assuming that the only way to make this work is by adding the animations.. which I won't be doing.
by tiko
Thu Jan 14, 2010 7:22 pm
Forum: Current stable release (099)
Topic: UOSA Wearables
Replies: 3
Views: 4173

UOSA Wearables

Just doing some testing and I'm seeing that the UOSA wearables (particularly the weapons, i haven't tested anything else) animations are not functioning on human characters. As well, wearable animations from previous expansions are not showing when equipped on a gargoyle character. This may be a ...
by tiko
Fri Jan 08, 2010 1:05 pm
Forum: Scripting Help
Topic: NPC Movementation
Replies: 3
Views: 3442

Re: NPC Movementation

<tiko> phao: your idea about the traps.. why not have your trap script (the walkon) check if the approaching character is an npc and disable the trap if so?
<tiko> simply check for whether or not the character that stepped on it is a player, then set it off
<phao> hmm
<phao> that's WAYYYYY BETTERRRR ...
by tiko
Wed Jan 06, 2010 7:14 am
Forum: UOFiddler
Topic: Crash after sorting animations alphabetically
Replies: 1
Views: 3126

Crash after sorting animations alphabetically

I compiled UOFiddler from SVN, revision 1693. See this thread: http://forums.polserver.com/viewtopic.php?f=32&t=3093&start=0

Crash happens when sorting animations alphabetically using the settings menu on the animations tab.

************** Exception Text **************
System.InvalidCastException ...
by tiko
Tue Jan 05, 2010 8:22 pm
Forum: UOFiddler
Topic: Bug with Animations (Uofiddler v 4.3)
Replies: 3
Views: 5102

Re: Bug with Animations (Uofiddler v 4.3)

Compiled the SVN, 32-bit only. Here it is and hope I'm not stepping on any toes.
by tiko
Sun Jan 03, 2010 3:04 pm
Forum: Complete Worlds
Topic: Pol 098 World of Dreams Scripts!
Replies: 22
Views: 57062

Re: Pol 098 World of Dreams Scripts!

Fine job. I vividly remember playing on WoD as a newb. The ideology behind how WoD was played is still an inspiration for me when I do anything new or custom. Having this set again will make it a lot easier to remember. ;) (drocket took the original scripts off his site, or, I just can't find them.)
by tiko
Sun Jan 03, 2010 12:49 pm
Forum: Current stable release (099)
Topic: boats.cfg entries do not match those in multis.cfg
Replies: 2
Views: 3698

Re: boats.cfg entries do not match those in multis.cfg

Hi Tomi,

That did the trick.. it didn't occur to me that the boats were now inside the MaxTileID range. Thanks.
by tiko
Sat Jan 02, 2010 5:48 pm
Forum: UOFiddler
Topic: Bug with Animations (Uofiddler v 4.3)
Replies: 3
Views: 5102

Re: Bug with Animations (Uofiddler v 4.3)

I have the same issue here. Win7x64, if it matters.
by tiko
Sat Jan 02, 2010 5:43 pm
Forum: Current stable release (099)
Topic: boats.cfg entries do not match those in multis.cfg
Replies: 2
Views: 3698

boats.cfg entries do not match those in multis.cfg

Hi,

I generally always try to setup a basic server, without an unnecessary scripts when a new build is released. Been a while since I've needed to post, but I've come across an issue with the newest 099 build (01/02/10). My client's stuff is updated to 7.0.3.4, including the SA addon.

After ...
by tiko
Wed Aug 20, 2008 9:48 pm
Forum: Scripting Help
Topic: Reloadable constants?
Replies: 5
Views: 4185

Reloadable constants?

Umm, I want to have a set of global variables that are re-loadable. Is this a poor way to do that?


use cfgfile;

include "include/utils"

program dotcmd_reloadconst(who, text)

if (who.cmdlevel < 5)
send_to_gm("Idiots have tried to use .reloadconst!");
SendSysMessage(who, "GO DIE ...
by tiko
Wed Aug 30, 2006 1:41 am
Forum: General Discussion
Topic: All new UO client in 2007
Replies: 6
Views: 6657

I for one will definately be looking into this new client when it's released! The improved textures alone are well worth the switch, IMO.

As for compatibility with POL and it's development, one can only hope.
by tiko
Sat Apr 29, 2006 2:49 pm
Forum: General Help (096)
Topic: Necromancy spell ID
Replies: 1
Views: 3440

Necromancy spell ID

Ok, I'm stumped. I'm working on a magic system for 096 and have the normal spellbook setup and operational.

My question is, when a spell is double clicked from the necromancer's spellbook, what happens? When I use the magery spellbook, it seems to know which spell id to get it's information from in ...