Can anyone recommend me stable version of pol core for windows x64? Preferably the most recent one.
Or should I continue fiddling with latest github polcore?
Search found 41 matches
- Mon Feb 15, 2016 3:40 am
- Forum: Current stable release (099)
- Topic: Error when starting up POL
- Replies: 16
- Views: 19012
- Sun Feb 14, 2016 3:46 pm
- Forum: Current stable release (099)
- Topic: Error when starting up POL
- Replies: 16
- Views: 19012
Re: Error when starting up POL
I belive it's a wrong topic, but still close enough.
I've found a bug in windows x64 compilation of the latest git hub version. If debug server port or any Aux service port is occupied (by another pol sever), pol.exe just stops working.
Can someone also test and confim it?
I've found a bug in windows x64 compilation of the latest git hub version. If debug server port or any Aux service port is occupied (by another pol sever), pol.exe just stops working.
Can someone also test and confim it?
- Fri Feb 05, 2016 7:32 am
- Forum: Scripting Help
- Topic: Season handling
- Replies: 7
- Views: 11317
Re: Season handling
Edit textures, write on them their ids, and you'll find out.
To find season changable tiles it's better to use Centrad, draw a map with all items you are interested in and change seasons (0-4). If they don't change you can replace initial tileart id with winter graphics.
Here is an example of ...
To find season changable tiles it's better to use Centrad, draw a map with all items you are interested in and change seasons (0-4). If they don't change you can replace initial tileart id with winter graphics.
Here is an example of ...
- Fri Feb 05, 2016 4:53 am
- Forum: Scripting Help
- Topic: Season handling
- Replies: 7
- Views: 11317
Re: Season handling
Yes, everything is hardcoded. On our shard we've made custom art.mul for winter, with all winter graphics. If it's winter on server, client uses modified art.mul.
http://i.imgur.com/Dr9majP.jpg
http://i.imgur.com/Dr9majP.jpg
- Thu May 29, 2014 11:35 am
- Forum: Bug Reports & Feature Requests
- Topic: UltimaLive v.0.97
- Replies: 5
- Views: 31547
UltimaLive v.0.97
Ultima Live Map Streamer and Editor
With this mod of RunUO they can dynamically change map:
- send custom maps to the players vie client;
- support of multiple maps;
- destroy static buildings, dig dens, chop static trees...
More info HERE .
It's a powerful tool indeed!
Can devs implement it in ...
With this mod of RunUO they can dynamically change map:
- send custom maps to the players vie client;
- support of multiple maps;
- destroy static buildings, dig dens, chop static trees...
More info HERE .
It's a powerful tool indeed!
Can devs implement it in ...
- Wed May 07, 2014 8:26 am
- Forum: Current stable release (099)
- Topic: Smooth movement on land
- Replies: 3
- Views: 4358
Re: Smooth movement on land
Thank you for reply. I hope some day POL will support this feature 
- Mon May 05, 2014 1:10 am
- Forum: Current stable release (099)
- Topic: Smooth movement on land
- Replies: 3
- Views: 4358
Smooth movement on land
I'd like to make carriages, air baloons or just smoothly move objects. Like SM of boats, but on land, and with support of changing Z coordinate.
Is it possible at this moment? Or at least what is needed to be done to implement it?
Is it possible at this moment? Or at least what is needed to be done to implement it?
- Sat Mar 15, 2014 12:04 pm
- Forum: Scripting Help
- Topic: Inscription 099 POL
- Replies: 19
- Views: 16981
Re: Inscription 099 POL
Use this function, it will help you find the problem.
function MakeAndProcessMenu( who , spellbook )
var all_spells := spellbook.Spells(),
circles := {},
names := {},
spells_cfg := ReadConfigFile("spells");
if (all_spells.size()<1)
SendSysMessage( who, "Spellbook is empty.", 3, 32 );
return 0 ...
function MakeAndProcessMenu( who , spellbook )
var all_spells := spellbook.Spells(),
circles := {},
names := {},
spells_cfg := ReadConfigFile("spells");
if (all_spells.size()<1)
SendSysMessage( who, "Spellbook is empty.", 3, 32 );
return 0 ...
- Fri Mar 14, 2014 7:00 am
- Forum: Scripting Help
- Topic: Inscription 099 POL
- Replies: 19
- Views: 16981
Re: Inscription 099 POL
Please post your current MakeAndProcessMenu function.
- Thu Feb 13, 2014 12:49 am
- Forum: Scripting Help
- Topic: SendSysMessage, Print and other methods... how charset...
- Replies: 3
- Views: 4825
Re: SendSysMessage, Print and other methods... how charset..
This ucod include is for Russian unicode, but you can change it to letters you need, and change langcode to your's:
langcode := "RUS"
In UO.EM comment these lines:
//Broadcast( text, font := _DEFAULT_TEXT_FONT, color := _DEFAULT_TEXT_COLOR );
//PrintTextAbove( above_object, text, font := _DEFAULT ...
langcode := "RUS"
In UO.EM comment these lines:
//Broadcast( text, font := _DEFAULT_TEXT_FONT, color := _DEFAULT_TEXT_COLOR );
//PrintTextAbove( above_object, text, font := _DEFAULT ...
- Sat Feb 08, 2014 3:08 pm
- Forum: Scripting Help
- Topic: Inscription 099 POL
- Replies: 19
- Views: 16981
Re: Inscription 099 POL
You have to check if you already have a circle in array.
Replace that:
foreach spell in all_spells
circles.append(spells_cfg[spell].Circle);
names.append(spells_cfg[spell].Name);
endforeach
with this:
foreach spell in all_spells
var circle := spells_cfg[spell].Circle;
if ( !(circle in ...
Replace that:
foreach spell in all_spells
circles.append(spells_cfg[spell].Circle);
names.append(spells_cfg[spell].Name);
endforeach
with this:
foreach spell in all_spells
var circle := spells_cfg[spell].Circle;
if ( !(circle in ...
- Fri Feb 07, 2014 4:20 pm
- Forum: Scripting Help
- Topic: Inscription 099 POL
- Replies: 19
- Views: 16981
Re: Inscription 099 POL
Hmm, check it out: http://docs.polserver.com/pol099/objref.php#Spellbook
I've made another function for you, but it's vital that lines "Name ..." are the same in both configs - Spells.cfg and your "config_file"(with scrolls' objtypes).
[*] function MakeAndProcessMenu( who , spellbook )
var all ...
I've made another function for you, but it's vital that lines "Name ..." are the same in both configs - Spells.cfg and your "config_file"(with scrolls' objtypes).
[*] function MakeAndProcessMenu( who , spellbook )
var all ...
- Fri Feb 07, 2014 10:17 am
- Forum: Scripting Help
- Topic: Inscription 099 POL
- Replies: 19
- Views: 16981
Re: Inscription 099 POL
Any lines before that message? Something like: "Debug2: 8 /...". Or "Debug1: {config element reference}/..." ?
Add these lines to the first loop:
Add these lines to the first loop:
Code: Select all
SendSysMessage( who, "scroll objtype: "+scroll.objtype, 3, 32 );
Sleepms(10);- Fri Feb 07, 2014 3:48 am
- Forum: Scripting Help
- Topic: Inscription 099 POL
- Replies: 19
- Views: 16981
Re: Inscription 099 POL
So let's find out why menu (or circles array) is empty:
var circles := {};
foreach scroll in EnumerateItemsInContainer(spellbook)
var elem := FindConfigElem(config_file, scroll.objtype);
SendSysMessage( who, "Debug1: "+elem+" / "+elem.errortext, 3, 32 );
var thecircle := GetConfigInt(elem ...
var circles := {};
foreach scroll in EnumerateItemsInContainer(spellbook)
var elem := FindConfigElem(config_file, scroll.objtype);
SendSysMessage( who, "Debug1: "+elem+" / "+elem.errortext, 3, 32 );
var thecircle := GetConfigInt(elem ...
- Thu Feb 06, 2014 6:05 pm
- Forum: Scripting Help
- Topic: Inscription 099 POL
- Replies: 19
- Views: 16981
Re: Inscription 099 POL
Do you see second menu? I made a mistake in print 4.
Try this one, I rewrote your function a little bit:
function MakeAndProcessMenu( who , spellbook )
var circles := {};
foreach scroll in EnumerateItemsInContainer(spellbook)
var elem := FindConfigElem(config_file, scroll.objtype);
var thecircle ...
Try this one, I rewrote your function a little bit:
function MakeAndProcessMenu( who , spellbook )
var circles := {};
foreach scroll in EnumerateItemsInContainer(spellbook)
var elem := FindConfigElem(config_file, scroll.objtype);
var thecircle ...
- Thu Feb 06, 2014 2:25 pm
- Forum: Scripting Help
- Topic: Inscription 099 POL
- Replies: 19
- Views: 16981
Re: Inscription 099 POL
Print(" No Scrolls in SB! ");
I should have written "array is empty".
Look here:
var firstchoice := SelectMenuItem2( who, tmenu ).index; // );
and from pol docs: .index = 1-based index within the menu of the selection.
Try it without .index:
var firstchoice := SelectMenuItem2( who, tmenu ...
I should have written "array is empty".
Look here:
var firstchoice := SelectMenuItem2( who, tmenu ).index; // );
and from pol docs: .index = 1-based index within the menu of the selection.
Try it without .index:
var firstchoice := SelectMenuItem2( who, tmenu ...
- Thu Feb 06, 2014 9:13 am
- Forum: Scripting Help
- Topic: Inscription 099 POL
- Replies: 19
- Views: 16981
Re: Inscription 099 POL
Change this
foreach spell in EnumerateItemsInContainer(spellbook)
print(" FIND SPELLBOOK ");
var elem := FindConfigElem(config_file, spell.objtype);
var thecircle := GetConfigInt(elem, "circle");
if (thecircle == firstchoice.objtype - 0x20bf)
var spellname := GetConfigString(elem, "name ...
foreach spell in EnumerateItemsInContainer(spellbook)
print(" FIND SPELLBOOK ");
var elem := FindConfigElem(config_file, spell.objtype);
var thecircle := GetConfigInt(elem, "circle");
if (thecircle == firstchoice.objtype - 0x20bf)
var spellname := GetConfigString(elem, "name ...
- Wed Dec 04, 2013 4:38 pm
- Forum: General Discussion
- Topic: vendor sold armor and weapons have super AR
- Replies: 2
- Views: 4398
Re: vendor sold armor and weapons have super AR
AR depends on:
- quality
- HP/MaxHp ratio (maxhp_mod is also involved in some way)
Check their hp. If it's more then maxhp AR would be higher.
- quality
- HP/MaxHp ratio (maxhp_mod is also involved in some way)
Check their hp. If it's more then maxhp AR would be higher.
- Sat Nov 30, 2013 7:19 pm
- Forum: Current stable release (099)
- Topic: Client > 7000 new Chat
- Replies: 2
- Views: 4140
Re: Client > 7000 new Chat
I've found chat pkg here: http://forums.polserver.com/viewtopic.php?f=43&t=3392
in NLR99\pkg\packetHooks\Chat
At the moment you can create a conf(it will be named below "your channel", but will not be shown in the window above), and it even prints some wierd uc-numbers in cosole if you send some ...
in NLR99\pkg\packetHooks\Chat
At the moment you can create a conf(it will be named below "your channel", but will not be shown in the window above), and it even prints some wierd uc-numbers in cosole if you send some ...
- Sat Nov 16, 2013 11:36 pm
- Forum: Packet World
- Topic: SendOpenBookUC PH
- Replies: 0
- Views: 23435
SendOpenBookUC PH
A few years ago, Tomi suggested here remaking current SendOpenBook to use new pakets 0xD4 & 0x66.
Does anyone tried to make it?
I'm not very good at PHs, but I do want to try. So if I understood right, i'd have to implement:
- 4 exp functions for 0xD4 & 0x66 to refresh and save (author,titile and ...
Does anyone tried to make it?
I'm not very good at PHs, but I do want to try. So if I understood right, i'd have to implement:
- 4 exp functions for 0xD4 & 0x66 to refresh and save (author,titile and ...
- Sun Nov 03, 2013 12:47 pm
- Forum: Bug Reports & Feature Requests
- Topic: POL goes 100% cpu with ApplyRawDamage
- Replies: 8
- Views: 7244
Re: POL goes 100% cpu with ApplyRawDamage
Thank you Turley,
i do use .kill(), in fact it's needed only in few cases.
And about +10 (im most cases it's even +100), i think that is a meaningless scripting tradition on our shrad
i do use .kill(), in fact it's needed only in few cases.
And about +10 (im most cases it's even +100), i think that is a meaningless scripting tradition on our shrad
- Sun Nov 03, 2013 8:06 am
- Forum: Bug Reports & Feature Requests
- Topic: POL goes 100% cpu with ApplyRawDamage
- Replies: 8
- Views: 7244
Re: POL goes 100% cpu with ApplyRawDamage
A little problem with ApplyRawDamage too.
Does anyone have NPCs with 70-100k HP on their shard?
So ApplyRawDamage(targ, GetMaxHp(targ) +10); doesn't kill such NPCs, it doesn't even decrease their HP.
targ.kill() and applying lower damage values work great.
Is it a bug, or a feature? If so, what is ...
Does anyone have NPCs with 70-100k HP on their shard?
So ApplyRawDamage(targ, GetMaxHp(targ) +10); doesn't kill such NPCs, it doesn't even decrease their HP.
targ.kill() and applying lower damage values work great.
Is it a bug, or a feature? If so, what is ...
- Mon Oct 21, 2013 2:12 pm
- Forum: Bug Reports & Feature Requests
- Topic: FindPath on static water
- Replies: 0
- Views: 3243
FindPath on static water
We replaced water landtiles with static water, and made a seabed.
Water tiles are arttiles with flags: impassable & wet.
Now we have a problem with sea creatures, because FindPath returns "Failed to find a path." error.
But RunAwayFrom function works great, and mobs can move on water(in my AIscript ...
Water tiles are arttiles with flags: impassable & wet.
Now we have a problem with sea creatures, because FindPath returns "Failed to find a path." error.
But RunAwayFrom function works great, and mobs can move on water(in my AIscript ...
- Sun Oct 20, 2013 3:24 am
- Forum: Bug Reports & Feature Requests
- Topic: Bug with graphic art client 7 Stygian Abyss
- Replies: 20
- Views: 24172
Re: Bug with graphic art client 7 Stygian Abyss
maybe it is not your case, but it sounds like file problem.
look through your Ultima Client files: are there Art.mul AND Artw.mul ?
In case you have them, they should be identical copies. Simply delete Artw and Artwidx, make copies of Art\Artidx and rename them to Artw\Artwidx.
Client uses only ...
look through your Ultima Client files: are there Art.mul AND Artw.mul ?
In case you have them, they should be identical copies. Simply delete Artw and Artwidx, make copies of Art\Artidx and rename them to Artw\Artwidx.
Client uses only ...
- Fri Aug 16, 2013 11:28 am
- Forum: UO Tools
- Topic: [SOLVED] Custom wearables disappear while sitting
- Replies: 1
- Views: 23320
[SOLVED] Custom wearables disappear while sitting
I was adding some custom armor and haircuts and found next problem:
I'm having the same problem, but it's a bit more complicated.
I'm trying to add some custom wearables. When I started, I didn't know about "50999" limit, so I began from empty slots >1000 at first.
Well, to be short, that's ...
I'm having the same problem, but it's a bit more complicated.
I'm trying to add some custom wearables. When I started, I didn't know about "50999" limit, so I began from empty slots >1000 at first.
Well, to be short, that's ...