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Messages - Gaderian

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406
Crafting / Re: Mwinc. Enchanted Apple Crafter
« on: November 06, 2019, 02:22:56 PM »
the 1.6.0.334 Easyuo version is good.
What is the UO client you are trying to start? (if it won't launch, then what is it if you launch manually?)
Are you running Easyuo with "run as administrator" rights? (right click on the program when starting to run it to choose running as admin).

Gaderian

407
Crafting / Re: Mwinc. Enchanted Apple Crafter
« on: November 06, 2019, 11:35:38 AM »
Can you provide some details? Free shard vs OSI? EUO client version? UO client version?

Gaderian

409
I have been pushing the resume function. I like that aspect of it.

Gaderian

410
Royal city option seems to place the user right outside the door to the inn.

Trinsic would also be a good option. Probably the quietest town and not difficult to navigate. A couple of bridges.

Minoc is probably the easiest to navigate. to the tavern at the top of town.

Britain and Luna tend to have the "click" gifts on shards. This might be good for rarely used accounts/characters where the character gets left out.

Vesper has too much spawn outside the inn. All the bridges to navigate would be a pain. Trying to come up with a "closest rail point" might be complex.

Just my random thoughts on town configurations.

Gaderian



411
Crafting / Re: TG Crafting Factory 2.8
« on: November 03, 2019, 01:04:02 AM »
I ran this for a few hours this evening. Very impressive. I happened to pick making lockpicks because I had the resources. Ran smoothly.

Gaderian

412
So my quick test around Trammel:
took 2 characters on different accounts to shame via corrupted crystal portal (so I start from the same location; oh yeah, and because I am lazy, er, it was simple).
Help-I'm stuck -> Britain is the choice. One character was near the west docks. Other character was on the other side of the shipright building near the bridge at the south west exit from the city.
Help-I'm stuck again on each -> Cove is the choice. First character above was placed at the north end of Cove at the nw corner of the farm next to the apple tree. 2nd character above was a few tiles south of the bank.

Neither character was even on a shared X or Y axis from those simple tests. I am curious about Ter Mur because I believe I have been in the same location running around to the healer there frequently.

Still the tests prove it is not perfectly consistent, so there would have to be some flexibility to work out a method. I would not choose a large town like Britain. I would choose a smaller one with fewer path options.
Testing out Ter Mur several times... it is as I remember mostly, that my character(s) are placed on the south patio of the Inn west of the Mystic shop by about 2 screens or so.

It is quite possible that there are several cities that have small areas where characters are moved to using that method.

I think I will setup a data gathering project to see what I can learn.

Gaderian

413
I think the "Help - I am stuck" option places the character in a random place in the selected town. Having said that, I have used it a lot to go to the Royal City in Ter Mur and most of the the time it has put me in the same location, but I thought that other towns seem more random. So it might be that there are predefined locations and you get one randomly. I have not used it to travel to Britain often, but since that is the largest one - it would be the simplest to test on how [in]consistently this placement is.

I will try to test it out later.

Usually when I use this feature, I have died somewhere and need a healer where there are none - getting to a town and then back to my belongings has been the priority over checking if it is the same tile as last time this all went badly. LOL

The walk to the Inn feature in New Haven did work before with new characters that I built. I just never had left a character on the start location and logged it out before. I usually move it somewhere, so it surprised me - then got me thinking about a way to enhance that functionality.

There is Algander's (might have it spelled incorrectly) Positioning System that has coordinates based on tile location to say where you are - I think it has coded all the classic dungeons. I was thinking something like that idea would work for even common areas. Suppose a character is at Luna around the bank (or possibly in the courtyard between the moongate and stable), but not upstairs in the Inn. It would not be difficult to code a target location to the main walk, then move along that axis to go upstairs to the safe logout rooms. So even attempting to move on a open rail system to a known location, then make the march to the Tavern/Inn. New "common" locations could be easily added without requiring a walk to the logout location from *every* tile.

Gaderian

414
First, thank you for the updates. It actually seems to run faster than the previous version to me.

Downloaded and tested this using 3 accounts across all the shards setup in the script.

First account and first character ran fine through all the shards.
Switch to 2nd account, deletes account name, writes 2nd account name, writes password appended to the accountname. Fails to login on credentials. Repeats attempting to login until I stopped it (2-3 times).

Reran with 1 account configured. Correctly deleted the account name and refreshed with my defined account name and entered password properly.

As it found characters that had been created and sitting in Haven in the default starting position - automatically walked to the Inn to logout. Not sure if that was as intended, but a cool feature never the less.

The other abandoned characters that I ran to do a pickup was in the new Britain Commons area a few screen east of the West Brit Bank. There was a click location to pickup something - maybe last year (I do not remember). I was thinking that an interesting logout feature would be a more generic town based walk to an Inn/Tavern. I have a general sailing tool that might be adaptable to this. I am not sure I want to map out all towns, but maybe a few could be. I would use the "I'm stuck" option to transport to a known town on each facet. Once in that town, my tool could navigate walking to a tavern/inn. I think a character can logout instantly standing on the porch of some Inn's - so it would not even need door navigation. I will think about this some more...

Gaderian

415
New member introductions / Re: introduction
« on: November 02, 2019, 12:55:54 AM »
Hello Splinanteras,
If you have read other intro threads, you will notice that the introduction will need a bit more details. You probably will want to expand your introduction to get recognized.

As a returning player, where have you played before? Official shards, freeshards? How long have you played in the past? How long have you been absent - to now return? ;)

Do you have favorite templates?

Gaderian

416
There is already some kind of timer if a login fails. I do not think it successfully logs in again after the failed attempt. That is part of the reporting errors (version 6.03 and prior reported a false record where the character name is N/A, but everything else is the skills and stats for the previously successful character to login). My recommendation was to not report this false record.

I am not convinced it needs a lot of effort, because of how infrequently this gets used - like you have said. I would be extremely happy if it had a simple menu with a listbox to report the account number and character slot number that failed to login during the passes. Then I can do those manually. Knowing I need to go login with account1, on shard-A, character slot 4 - would be lovely.  ;)

As I stated earlier, I consider it my own fault when I leave a character off in the wild rather than in a safe logout location. It is not the fault of this very useful script.

Gaderian

417
It describes the behavior that I have seen. When a character is not in a safe instant logout location, then the next time a character tries to login-it fails.

The script should do a 5 minute timeout wait, then try to login with the last character that failed. While it does that 5 minute count down, it seems to skip this failed character and go on to the next.

My solution is to logout manually my wandering characters.

Gaderian

418
General UO Chat / Re: Endless Journey & Training Scripts
« on: October 28, 2019, 03:57:23 PM »
Ghost,
I can share what I have for the jewelry box if you are interested.

Gaderian

419
The menu code was revamped about 2 years ago. I have a personal document to show how to call all the parameters. If I had access to the wiki to update it, I would change the relevant parts and include new examples for each in a simple way.

I am attaching the basic command syntax.

Essentially there is no longer a limit to a single menu. The old menu system is mapped to "form0" (by internal name) and most of the old commands still work (like setting window transparency; which doesn't work for the auxiliary menu forms), but there are slight changes.
menu image pixline (gone)
menu shape (limited: can do basic shapes, but no "effects" - there are no rounded corners, no dashed lines (I created work around methods for dashed lines)).
colors are now hexadecimal values (which I have a remap routine) - only a few named colors work out of the original selections.
menu widgets *must* have a unique name now (in the past you could have all your labels with the same name; now the menu will not work).

Cheffe, posted a nice step by step walk through of most commands. I played with it further to test the other settings, and I really like it.

Something that is needed, IMO, is a translation routine to remap old commands into the new format. I have been toying with creating a process for that. If nothing else, then a sort of "Rosetta Stone" to show how to do the old commands with new code examples. To date there are a few converted menu snippets floating around, but it can do so much more than mimic the original menu system.

Most of the old functions are there:
menu form (was menu window)
button
text
edit
listbox
combobox
checkbox
Additionally, there are:
multiple forms (can have several windows defined at the same time... it is no longer limited to a single menu)
panel (a widget that holds a group of widgets). Panels can be used for aesthetics, or for functionally grouping widgets.
radio buttons
Each widget has properties that can be changed on the fly using:
menu setprop [unique widget name] [property value pair]
You can move an item from one menu to another dynamically by using "menu setprop [widget name] parent [other widget name]".
There is a "namespace" element to menu defaults - to protect what you write from taking over a parallel process (parent/child menu in a called library - for instance) (menu pushdef/menu popdef)

So you can have multiple forms (old system allows a single menu), and all items can be set to be visible or not individually.
A form can have a cluster of widgets in a panel. The panel can be moved between forms by changing it's parent.
Defaults for fonts and colors can be inherited. There are a few things where the default can't be inherited, so you must set the property for that widget after it's creation (think initial window... it can't inherit a background color, so you must set the background color after it is created).
There are working radio buttons (same as a combo box, but visually different). The related group of radio buttons are in a panel.

I am attaching the basic syntax listing for most of the commands - I probably have overlooked something in my organization of the material.

Gaderian

420
New member introductions / Re: New Member Introduction
« on: October 28, 2019, 01:31:27 PM »
What kind of things have you enjoyed in UO in the past with your character types?

Gaderian

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