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Messages - Gemviper

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31
Submit your Script / Reverse Looting Script for IDOCs and House cleanup
« on: October 18, 2017, 03:38:48 PM »
Outdated, sorry.

32
Site News / Re: So long, and thanks for all the fish!
« on: October 17, 2017, 12:58:15 PM »
Ouch, you're like one of the pillars keeping a lot of us "in the biz" (20 years later!). Sad news indeed.

Quote
This community has been through too much with losing content, so I don't want to see that happen and I won't let that happen.

Thanks for that. Now that Cheffe is mostly dormant too anyone who doesn't know how to update after a patch will literally be unable to keep scripting, perhaps a guide on how to do update could be written by someone who knows the process? I'm able to write my own stuff at this point but have relied on you guys to keep updating since you know more than I do, I doubt I'm alone on that.

What about rebirth, still going to maintain that? When UO went down yesterday I actually played there for a lil bit, lol.

Anyway, all of the above is selfish but it comes to mind so I figured I'd mention it. My biggest feeling here however is simply thank you, for this community, these forums, and answering so many of my questions along the way. I wish you the best moving forward, it's literally been a pleasure learning from you.

All Hail the legendary TM!!

33
Games & Game Systems / What has Ubisoft done now?
« on: October 17, 2017, 08:06:14 AM »
I'm seeing a lot of "Ubisoft sucks" chatter on reddit but none are describing what happened much. What did Ubisoft do now?

34
Dark Age of Camelot / Re: Nevermind, I closed my account!
« on: October 17, 2017, 07:56:14 AM »
Update: Blizzard doesn't release actual sub counts anymore and they use "hours played" as a metric, not accounts paid. This is a picture of a slide from one of their investors meetings in May 2017. People spent over 40 BILLION total hours playing Blizzard games in 2016, that's insane. While Blizzard is doing well with all games combined and the last expansion edged out the previous one the concensus is that they are holding onto a lot of accounts via their tokens for gold scheme and the game feels much less played.

https://imgur.com/a/6yHzi

UO and DAoC remain my two favorites, DAoC rocks in all the ways UO doesn't and vice versa. Try it out!

edit: 40 billion hours = 1666666666.66666...  days. I told you Blizzard was evil, 666 to the max!

35
General Discussion / Not a bug exactly but very useful
« on: October 17, 2017, 01:51:51 AM »
As you know you cannot recall or go through a gate while dragging something heavy, the game doesn't let you. Well, that doesn't apply to a high seas boat, apparently.

If you get on the boat once by clicking on the rope, then get off again, and use a very simple in game macro for "last object" you can press it and you will be on the boat again. Now, if you drag something extremely heavy that you cannot even carry and you pick it up near your boat you can hit the last object button and you will be on the boat with your heavy load.

I find this very useful at IDOCs when I want to drag a commodity box to safety, for example, but I'm sure it has other uses, perhaps dragging ore while boat mining etc?

Anyway, maybe not a bug exactly but probably not intended. So long as the last thing you click on is the boat's mooring rope the macro will work to get you and whatever you are dragging onto the boat safely.

36
UO News / Re: [UO.com]Publish 98.2 World Wide
« on: October 16, 2017, 10:54:31 PM »
Some good stuff in there... but I'll wait to check it out. Reverts, crashes and such... not so fun.

37
Script Debug / Re: Sorting, one item per chest rotation?
« on: October 04, 2017, 02:04:50 AM »
/facepalm

#FINDINDEX

and on that note I'm off to bed, things take so much less time to figure out when you're less tired.

38
Script Debug / Sorting, one item per chest rotation?
« on: October 04, 2017, 01:41:12 AM »
Hey guys.

I thought I'd dust off some old helpful scripts and prep my house for halloween. Of course I got the bright idea of creating a smallish macro to make a sorting job easier and found the solution was escaping me(it's 5:20am, I blame lack of sleep, darned UO!).

Problem: Sorting rotation
Description: Moving stuff from backpack into storage chests but only 1 item per chest at a time. ie: 1 item in chest 1, next item in chest 2, next in 3 til the end then start over. I'm grabbing stacks and sorting into singles but that's not the problem, the rotation is the problem.

Is there a super simple way to rotate between chests starting with the first, then the next, then the next etc? Ideally I'd like to set my house chests into a %variable and have the drop progress through each in order so no chest gets two drops from the same stack in my pack.  Any suggestions?


39
UO Reference Information / Re: system registery info questions
« on: May 20, 2017, 05:07:50 AM »
No, because the registry is sorted alphabetically and not in X+Y pairs. This means, as you can see in your screenshot, all the X locations are bunched together and, further down, all the Y locations are bunched together. Since it takes an X and a Y for any one location you'd end up cutting off half the data of one or the other once in a while.

Simply, this rail runner was designed to re-run rail sections in game, not in the registry.

The real problem with that rail runner, and with EUO rails in general, is getting stuck on house stairs or not being able to navigate around a blocking house. If THOSE issues were fixed you would never need to re-record a rail or modify the registry.

Note: A simple fix to your problem however would be to move the X or Y in each registry line to the END of each entry so that, for example, location 105X and 105Y would appear beside each other. By having it in the X105 and Y105 format they get sorted by X and Y before the 105 is reached.

40
General UO Chat / Re: Those dirty cheaters
« on: May 19, 2017, 11:53:14 AM »
You might want to get involved if you play OSI, Mesanna is placing his two Luna houses, his castle, his keep and his Ter Mur house into a draft. People will be able to enter to win one of them. The Luna places and Castle sell for the equivalent of $2000 in gold  :o

41
Yes, it's a new setup, but it has the same settings that I've used in the past as best I can tell. I've quadruple checked, 4.6.1 is installed and working properly but the project says it's not, even if it's using it. If I use the switch option none of the extensions can be found. If I try to use the instal option is gets to 4% and quits saying It's done(because 4.6.1 is already installed).


42
This is probably a silly mistake on my part but the solution isn't jumping out at me.

- Visual Studio 2017
- .Net Framework 4.6.1 IS installed
- Project tells me that 4.6.1 is NOT installed on this machine but I can switch from 4.6.1 to 4.6.1 (not a typo, it's offering a switch from and to the same version
- None of the references are being found


What am I doing wrong?

43
Scripting Chat / Proper use of hideitem?
« on: April 19, 2017, 03:58:37 AM »
My understanding is that hideitem removes a non-static item from view and does nothing on the server, it only affects the visuals on my PC. Correct me if I'm wrong.

My question is about what, if any, effect using hideitem in conjunction with ignoreitem will have in a script. I'm guessing none after playing with it a bit, the two do two different things, but I want to make sure. If I use them both does one need to be ahead of the other? Would I need a wait in between or is a wait not needed? Does hideitem interfere with any other functions?

OK, that's 3 questions, but I am wanting to try something and remove items from view that I also want ignored(cluttered pack related).

Gem

edit: During testing someone turns out the lights! When used with a #finditem * it seems to eventually get the map too, and a black screen results. Fun.

44
Scripting Chat / Re: The dreaded YC, how best to deal with it?
« on: April 17, 2017, 08:27:53 AM »
I just re-read that, maybe I should explain it better.

finditem * finds YC over and over if within a findindex, after it has found and ignored everything else, but cannot be ignored too and so a sub to find and ignore "everything" cannot ignore YC, or "nothing", at the end. I'm just curious as to how others deal with YC, not that many would ever search for *.

it seems that...

- YC cannot be added to an ignore list
- YC cannot be used as a condition such as "if #itemID = YC" or "#itemTYPE = YC", they are ignored
- YC is nothing, but within a findindex it is being detected via finditem * and repeats, and so never ends.

45
Scripting Chat / The dreaded YC, how best to deal with it?
« on: April 17, 2017, 02:49:59 AM »
YC essentially means "nothing". The itemID and itemTYPE will both say YC at the same time. It's not a problem when, for example, you tell the script to find certain things and those things aren't there, the script will continue.

however

if you tell the script to find * and use a filter of some sort to remove unwanted results from your find "everything" command then YC is problematic. You cannot add YC to an ignore list or use YC to signal a return(if #findID = YC... does not work). So in a sub with a finditem of * how would you stop the sub from continuing on and on infinitely because it keeps finding YC(which is nothing at all) over and over?

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