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Crash when kill a cat

What steps will reproduce the problem?
1. [add cat
2. War mode
3. Select cat
4. Fight
5. Kill cat
5. Crash client

What is the expected output? What do you see instead?

When i kill a cat client crash

What version of the product are you using? On what operating system? If
this is a performance problem, please also include your PC specs.

Windows XP
Fluo revision 17
Runuo 2.2
UO 6.0.1.10 (don't have maps5)

Please provide any additional information below.

I think it's an unknow packet.

Please attach your fluorescence.log file.


Original issue reported on code.google.com by [email protected] on 15 Aug 2012 at 12:15

Attachments:

Latest Windows version without Char and Map-stretching

What steps will reproduce the problem?
I just downloaded the windows updater for the first time. It downloaded, asked 
me for the shard data and connected. 

What is the expected output? What do you see instead?
My char invisible, there is no paperdoll or anything and the map 3D structure 
does not show (every map tile is just a flat piece floating at its position).


What version of the product are you using? On what operating system? If
this is a performance problem, please also include your PC specs.
I'm using Win7 64bit, 8GB Ram, Geforce GT460 and my UO install is patched to 
7.0.23. emulator is latest ForkUO (basically RunUO 2.2 with the SA/HS content)

Please provide any additional information below.

Please attach your fluorescence.log file.
Done

Original issue reported on code.google.com by [email protected] on 14 Jan 2013 at 1:38

Attachments:

New GUI don't work well

What steps will reproduce the problem?
1.Put account name, password and click in connect.

What is the expected output? What do you see instead?
A list of shard is expected. Is see a gray square and some errors in terminal. 

What version of the product are you using? On what operating system? If
this is a performance problem, please also include your PC specs.
I am using fluorescence rev18a0ad803364 in fedora 17 64bits

Please provide any additional information below.

Please attach your fluorescence.log file.


Original issue reported on code.google.com by [email protected] on 14 Aug 2012 at 12:00

Attachments:

Can`t interact with none object

What steps will reproduce the problem?
1. Start fluorescence with no problem.
2. Two click on character, door etc
3. Get no effect (but i get a lot of debug output and lag).

What is the expected output? What do you see instead?
  Show paperdoll, open door

What version of the product are you using? On what operating system?
  fluorescence rev 6329a891a137
  Ubuntu 12.04 LTS
  ClanLib-2.3.6 with your patch
  tested with uo hybrid shard and uosecondage shard both runuo server

Please provide any additional information below.

i send a output from terminal and a screenshot

Original issue reported on code.google.com by [email protected] on 24 May 2012 at 1:23

Attachments:

Game freezes

What steps will reproduce the problem?
1. Start game
2. After login i get the freeze donig nothing.

What do you see instead?

Tested using gdb. It shows the message: "Program received signal SIGFPE, 
Arithmetic exception.
0x0000000000570e3b in fluo::ui::AnimDataTextureProvider::update(unsigned int)
    ()"

What version of the product are you using? On what operating system? If
this is a performance problem, please also include your PC specs.

fluorescence rev920d9ef45bcf     ;    Fedora 17 64bits

Please provide any additional information below.

Please attach your fluorescence.log file.


Original issue reported on code.google.com by [email protected] on 8 Aug 2012 at 2:08

Attachments:

Client crash on start, no idea why (debug output included)

What steps will reproduce the problem?
1. starting the client

What is the expected output? What do you see instead?
The initial screen, but before that I get only the square of the client, then 
it crashes all of a sudden

What version of the product are you using? On what operating system? 
I'm using fluorescence downloaded via GIT, compiled with debug symbols and 
deployed manually with all the needed libs, in other environments I get the 
initial screen, on the computer I'm writing now I can't seem to initialize 
initial screen.
I'm currently on Windows 7, 32bit machine

Please provide any additional information below.
Visual studio ouputs this information in the debug output:
First-chance exception at 0x0119255d in fluorescence_win32-d.exe: 0xC0000005: 
Access violation reading location 0x0000003c.
Unhandled exception at 0x0119255d in fluorescence_win32-d.exe: 0xC0000005: 
Access violation reading location 0x0000003c.
the code it refers is this:
in Client.cpp
timeval Client::getElapsedTime() const {
    timeval cur;
    gettimeofday(&cur, NULL);

    timeval t;
->    t.tv_sec = cur.tv_sec - startTime_.tv_sec;

    if (cur.tv_usec >= startTime_.tv_usec) {
        t.tv_usec = cur.tv_usec - startTime_.tv_usec;
    } else {
        t.tv_sec -= 1;
        t.tv_usec = (cur.tv_usec + 1000000) - startTime_.tv_usec;
    }

    return t;
}

Please attach your fluorescence.log file.

Original issue reported on code.google.com by [email protected] on 5 Jul 2012 at 7:39

Attachments:

Client crash

At entering at world client crashed (log and screenshot at attachments). Some 
times client crashed befor world rendered. At left corner of screen you can see 
some trash, it's not russian characters. It's seems to it is some problem with 
encodings and font's any ideas? )

Original issue reported on code.google.com by [email protected] on 17 Aug 2012 at 12:15

Attachments:

Gamewindow rending bug with

using none zero  x, y values in gumps\gamewindow.xml, for example:

<page number="0">
  <worldview id="worldview" x="10" y="10" width="1600" height="1100" />
</page>

cause problems with infinity scrolling scene, and strange rendige stage:

Original issue reported on code.google.com by [email protected] on 13 Mar 2012 at 12:11

Attachments:

Render problems

1) For some reason I can't see myself in game. I can't understand why.

2) Fluo ignores invisible animations and tiles (at the screen #1 you can see 
pigs in door - this is invisible virtual creatures for making door 
desctructible)

3) After oppening door it's doesn't change tileId, just moving (see screen #1)

4) While call some commands such as "[m tele" command it's impossible to exit 
from target mode. In osi client it was made by "Esc" hotkey, i think it's also 
good idea to make same thing here )

5) While zooming at the water appeared lines (see screen #2), I know it's hard 
to do, I have the same problem with centred, but in your case it has something 
else...

6) The tile render is not close to original (see screen #3). It's seems that 
land's tile has bad sorting order. In general land's are made very rudely.

Screen #1: http://s018.radikal.ru/i513/1208/07/57502d82e730.png
Screen #2: http://i061.radikal.ru/1208/4b/93a5307ea438.png
Screen #3: http://s017.radikal.ru/i406/1208/7a/2e6b4d9bf1fd.png

Original issue reported on code.google.com by [email protected] on 17 Aug 2012 at 10:32

time-out when standing still too long

What steps will reproduce the problem?
1. log in (obviously)
2. stand around - it doesn't matter what else you do, just don't move
3. after about 30 Seconds a "connection to server lost" appears and you're back 
at login screen

What is the expected output? What do you see instead?
"Connection lost" should ony happen when client doesn't react anymore (due to 
internet connection loss or crash). Right now the idle timer is at about 30 
seconds to 1 minute.

What version of the product are you using? On what operating system? If
this is a performance problem, please also include your PC specs.
Win 7 32-bit, MULs from Arx Obscura, client-release from 01.07.2012

Please provide any additional information below.

Please attach your fluorescence.log file.


Original issue reported on code.google.com by [email protected] on 2 Jul 2012 at 7:12

Attachments:

macro improvments

1. macro key "enter" doesn't work in windows (tested in win7 x64)
2. default config contains errors: the default map sizes for maps 0 and 1 since 
ML is 896x512 not 768x512. And size of map 5 is 160x512, not 320x256. Also the 
are no default dif files for map's 3,4,5. But there was added new map "0x" to 
replace map "0"
3. Client doesn't check valid config if some data is lost he just ignore 
without saying anything (whats why I see black screen after login).
4. It's good idea to make changing screen resolution more easy, maybe even in 
game? It's rather difficult to change it in gamewindow, then rewraiting all GUI 
xml's, also client doesn't set window size for game window, and some effectcs 
such as rain also need for changing sizes.

Original issue reported on code.google.com by [email protected] on 4 Jul 2012 at 2:07

Walk Movement too liquid/height crashes

What steps will reproduce the problem?
1. walk around
2. step onto something that is higher than the ground you're at (stairs...)
3.

What is the expected output? What do you see instead?
In comparison to classic 2D UO Client the walk and run movement are way too 
liquid. The differing heights of the ground seem to still be an issue for the 
client, since it doesn't use them to move the avatar up and down with every 
step.
There were some crashes when walking around too - one time when stepping from 
Texture onto static stone step (height difference), and once when passing under 
a bridge and the client was supposed to cut off the top floors of the building.

What version of the product are you using? On what operating system? If
this is a performance problem, please also include your PC specs.
Release Client from july + Arx Obscura Files.

Please provide any additional information below.

Please attach your fluorescence.log file.


Original issue reported on code.google.com by [email protected] on 2 Jul 2012 at 7:17

Set shard and crash

What steps will reproduce the problem?
1. Set a shard
2. Crash with a message of abort on terminal

What is the expected output? What do you see instead?
It have to show a place to put account name and password but I see a crash.

What version of the product are you using? On what operating system? If
this is a performance problem, please also include your PC specs.
I am using fluorescence rev1bf2c95c4bea. I am using fedora 17 64bits

Please provide any additional information below.

Please attach your fluorescence.log file.


Original issue reported on code.google.com by [email protected] on 15 Aug 2012 at 12:57

Attachments:

Can't see mobile

What steps will reproduce the problem?
1. Command [add cat
2. Don't see mobile
3.

What is the expected output? What do you see instead?

I don't see mobile when i add one. Tested with an orc and a cat.

What version of the product are you using? On what operating system? If
this is a performance problem, please also include your PC specs.

Windows XP
Fluo revision 17
Runuo 2.2
UO 6.0.1.10 (don't have maps5)

Please provide any additional information below.



Please attach your fluorescence.log file.


Original issue reported on code.google.com by [email protected] on 15 Aug 2012 at 11:50

Attachments:

statics load in bits and pieces

What steps will reproduce the problem?
1. if walking is triggered longer, you won't stop walking until you run into a 
non-walkable tile
2. while walking the world around you doesn't load fully. Big pieces of Statics 
are missing
3. wrongly loaded statics won't correct even if you walk away and walk back.

What is the expected output? What do you see instead?

see picture!

Please use labels and text to provide additional information.


Original issue reported on code.google.com by [email protected] on 30 Jan 2012 at 4:12

Attachments:

low and unstable framerate

What steps will reproduce the problem?
1. after client start framerate is very unstable, jumping from 200 to 700
2. if i see shader effect (water) framerate drop to cca 150 and never go back 
to maximum (700)

What version of the product are you using? On what operating system? 
W7 SP1 x64
Dual Core E8400, ATI Radeon 6900 2GB

Original issue reported on code.google.com by [email protected] on 2 Sep 2012 at 8:41

Attachments:

Can't see inside of house

What steps will reproduce the problem?
1. Enter in any house.

What is the expected output? What do you see instead?
It may show inside house but I see only tile.

What version of the product are you using? On what operating system? If
this is a performance problem, please also include your PC specs.
fluorescence rev920d9ef45bcf     on fedora 17 64bits

Please provide any additional information below.

Please attach your fluorescence.log file.


Original issue reported on code.google.com by [email protected] on 10 Aug 2012 at 3:45

Attachments:

Virtual tiles rendering

Client render virtual tiles (no-draw and v-light) which must be invisible. 
No-draw tiles are using for tiledata and statics hooks. And virtual source 
tiles are using for lighting map. Originaly they are defined in osi client, soo 
it is nessasry to make some .xml config file whith list of them. List of 
default such tiles using in 2d client:

<code language="xml">
<NoDraw>
    <Land ID="0x0002"/>
    <Land ID="0x01AF"/>
    <Land ID="0x01B0"/>
    <Land ID="0x01B1"/>
    <Land ID="0x01B2"/>
    <Land ID="0x01B3"/>
    <Land ID="0x01B4"/>
    <Land ID="0x01B5"/>

    <Item ID="0x0001"/>
    <Item ID="0x2198"/>
    <Item ID="0x2199"/>
    <Item ID="0x219A"/>
    <Item ID="0x219B"/>
    <Item ID="0x219C"/>
    <Item ID="0x219D"/>
    <Item ID="0x219E"/>
    <Item ID="0x219F"/>
    <Item ID="0x21A0"/>
    <Item ID="0x21A1"/>
    <Item ID="0x21A2"/>
    <Item ID="0x21A3"/>
    <Item ID="0x21A4"/>
    <Item ID="0x21BC"/>
    <Item ID="0x5690"/>
    <Item ID="0x0490"/>
</NoDraw>

<LightSource>
    <Item ID="0x1646"/>
    <Item ID="0x1647"/>
</LightSource>
</code>

Original issue reported on code.google.com by [email protected] on 3 Mar 2012 at 8:05

Attachments:

Suggestions for futer improving

1. Doesn't work transparent flag. (tested on water tiles)
2. Make more pretty context menus and display them on cursor position.
3. Add tool tips.
4. Make chat input like UO style (without need to press "enter")
5. And ofcourse hiding tiles upoon player (roof's and trees)
6. Make a possability to add custom moving speed (packet 0xBF.26) (it can be 
used for example to made horses and lamas speed different)

Original issue reported on code.google.com by [email protected] on 4 Jul 2012 at 3:47

Lower the hardware requirement for the graphic video

0.000000  [INFO ]: Client::main
0.119000  [INFO ]: Updating patcher files...
0.345000  [DEBUG]: Copying patcher update file updater_win32.exe
0.345000  [INFO ]: 1 patcher update files copied
0.346000  [INFO ]: Parsing command line
0.346000  [INFO ]: Initializing basic data loaders
0.346000  [INFO ]: Initializing http loader
0.348000  [INFO ]: Initializing file path loader
0.348000  [INFO ]: Initializing basic ui
3.838000  [DEBUG]: OpenGL extensions: GL_AMD_performance_monitor 
GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program 
GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object 
GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_map_buffer_range 
GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query 
GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite 
GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow 
GL_ARB_shadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_compression 
GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine 
GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float 
GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two 
GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_array_object 
GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader 
GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap 
GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil 
GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_EXT_abgr GL_EXT_bgra 
GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate 
GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array 
GL_EXT_copy_texture GL_EXT_draw_range_elements GL_EXT_fog_coord 
GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample 
GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters 
GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels 
GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color 
GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap 
GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D 
GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map 
GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine 
GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic 
GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object 
GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_swizzle 
GL_EXT_vertex_array GL_KTX_buffer_region GL_NV_blend_square 
GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp 
GL_SGIS_texture_lod GL_WIN_swap_hint WGL_EXT_swap_control
3.856000  [EMERG]: Sorry, your graphics card or graphics card driver is not 
supported. Please try to update the most recent, official driver
3.944000  [EMERG]: Error initializing ui::Manager: Graphics card or driver not 
supported

Even with updating the drivers, my video driver would not support the extension 
required, considering that ultima online was a low-end machine game, it would 
be good if it can run on those low end machines by lowering the hardware 
requirement through an option or a config file, so one can remove whatever it 
doesn't really need for playing.

Original issue reported on code.google.com by [email protected] on 24 Oct 2012 at 9:17

Problem with tree rendering

What steps will reproduce the problem?
1. Starts a shard.

What is the expected output? What do you see instead?

It must show the scenery with trunk behind leafs. What I see is leafs behind 
trunk.

What version of the product are you using? On what operating system?

fluorescence rev 6deccbde9416, on debian 6, under shphere shard.

Original issue reported on code.google.com by [email protected] on 6 Mar 2012 at 12:03

Attachments:

Upright Maptiles

What steps will reproduce the problem?
1. Start Client and Login
2. Move to the right location


What is the expected output? What do you see instead?
- Normal, flat map

What version of the product are you using? On what operating system?
- Fluorescence 0.1 win32 build
- Windows 7 SP1 x64

Please provide any additional information below.
- It does not always occur!

Original issue reported on code.google.com by [email protected] on 1 Feb 2012 at 7:52

Attachments:

Bad host and adress resolving

Client can't resolve host "localhost" to address 127.0.0.1, also it's seems 
that client can't read ip adress at all, he try to resolve ip as host name and 
get error.

What steps will reproduce the problem?
1. Write host or ip in config file of profile.
2. Start client and try to connect.

What version of the product are you using? On what operating system?
Windows7 x64, ipv4 & ipv6 are both using, multiply network adapters are 
presents.

Original issue reported on code.google.com by [email protected] on 10 Feb 2012 at 3:40

protocol version?

I can't understand what version of protocol you use... At fist sigt it's SA 
7.0.0 - 7.0.8 but you use packets that was depricated scince 7.0.0. I think 
it's nessesary to work on this or even to make the description of using 
protocol to be able to implement it on server. I think it's more easy and way 
to make own extended protocol and simply put patch of runuo core for 
implementing it or description... 


If no don't think so ii will be useful for you:

1. I geted table of packets length from client 7.0.16.3 and is valid for 
7.0.13.0 + and for all 7.0.0+ client excepte some packets (char creation). 
0xFFFF is data that client have no any value. Packet 0xF0 is also used by some 
servers for negotiate razor features and razor extensions.
{{{
    0x0068, 0x0005, 0x0007, 0x0000, 0x0002, 0x0005, 0x0005, 0x0007, // 0x00
    0x000F, 0x0005, 0x000B, 0x0007, 0x0000, 0x0003, 0x0000, 0x003D, // 0x08
    0x00D7, 0x0000, 0x0000, 0x000A, 0x0006, 0x0009, 0x0000, 0x0000, // 0x10
    0x0000, 0x0000, 0x0000, 0x0025, 0x0000, 0x0005, 0x0004, 0x0008, // 0x18
    0x0013, 0x0008, 0x0003, 0x001A, 0x0009, 0x0015, 0x0005, 0x0002, // 0x20
    0x0005, 0x0001, 0x0005, 0x0002, 0x0002, 0x0011, 0x000F, 0x000A, // 0x28
    0x0005, 0x0000, 0x0002, 0x0002, 0x000A, 0x028D, 0x0000, 0x0008, // 0x30
    0x0007, 0x0009, 0x0000, 0x0000, 0x0000, 0x0002, 0x0025, 0x0000, // 0x38
    0x00C9, 0x0000, 0x0000, 0x0229, 0x02C9, 0x0005, 0x0000, 0x000B, // 0x40
    0x0049, 0x005D, 0x0005, 0x0009, 0x0000, 0x0000, 0x0006, 0x0002, // 0x48
    0x0000, 0x0000, 0x0000, 0x0002, 0x000C, 0x0001, 0x000B, 0x006E, // 0x50
    0x006A, 0x0000, 0x0000, 0x0004, 0x0002, 0x0049, 0x0000, 0x0031, // 0x58
    0x0005, 0x0009, 0x000F, 0x000D, 0x0001, 0x0004, 0x0000, 0x0015, // 0x60
    0x0000, 0x0000, 0x0003, 0x0009, 0x0013, 0x0003, 0x000E, 0x0000, // 0x68
    0x001C, 0x0000, 0x0005, 0x0002, 0x0000, 0x0023, 0x0010, 0x0011, // 0x70
    0x0000, 0x0009, 0x0000, 0x0002, 0x0000, 0x000D, 0x0002, 0x0000, // 0x78
    0x003E, 0x0000, 0x0002, 0x0027, 0x0045, 0x0002, 0x0000, 0x0000, // 0x80
    0x0042, 0x0000, 0x0000, 0x0000, 0x000B, 0x0000, 0x0000, 0x0000, // 0x88
    0x0013, 0x0041, 0x0000, 0x0063, 0x0000, 0x0009, 0x0000, 0x0002, // 0x90
    0x0000, 0x001E, 0x0000, 0x0102, 0x0135, 0x0033, 0x0000, 0x0000, // 0x98
    0x0003, 0x0009, 0x0009, 0x0009, 0x0095, 0x0000, 0x0000, 0x0004, // 0xA0
    0x0000, 0x0000, 0x0005, 0x0000, 0x0000, 0x0000, 0x0000, 0x000D, // 0xA8
    0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0040, 0x0009, 0x0000, // 0xB0
    0x0000, 0x0005, 0x000A, 0x0009, 0x0003, 0x0000, 0x0000, 0x0000, // 0xB8
    0x0024, 0x0000, 0x0000, 0x0000, 0x0006, 0x00CB, 0x0001, 0x0031, // 0xC0
    0x0002, 0x0006, 0x0006, 0x0007, 0x0000, 0x0001, 0x0000, 0x004E, // 0xC8
    0x0000, 0x0002, 0x0019, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, // 0xD0
    0x0000, 0x010C, 0x0000, 0x0000, 0x0009, 0x0000, 0x0000, 0x0000, // 0xD8
    0x0000, 0x0000, 0x000A, 0x0000, 0x0000, 0x0000, 0x0005, 0x000C, // 0xE0
    0x000D, 0x004B, 0x0003, 0x0000, 0x0000, 0x0000, 0x000A, 0x0015, // 0xE8
    0x0000, 0x0009, 0x0019, 0x001A, 0x0000, 0x0015, 0x0000, 0x0000, // 0xF0
    0x006A, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, // 0xF8
}}}

2. I implemented two HS packets (see attachment), soo now I'm able to connect 
to my HS server, but I still have a lot of problem's I can continue for making 
compatibiliti with HS if my updates will be uploading to trunk. I also put 
there updated solution for vs2010, because old one again looks like trash..

3. It's very hard to navigate in protocl directory. In future it will contain 
up to 500 files!!! I think it's nesessary to add packet ID at the start of file 
name or wraite all them at one file or smth else, because now it's very hard to 
work with hundreds files...

Original issue reported on code.google.com by [email protected] on 4 Jul 2012 at 11:13

Attachments:

can't get running

What steps will reproduce the problem?
1. Start fluorescence_win32.exe
2. create new shard (dir: E:\Ultima Online Mondain's Legacy) or click on one 
created
3. programm close self

What is the expected output? What do you see instead?

What version of the product are you using? On what operating system? If
this is a performance problem, please also include your PC specs.
Using Win7 32bit, mulfiles are not OSI, gumps added/changed, Location is 
main-dir

Please provide any additional information below.

Please attach your fluorescence.log file.




Original issue reported on code.google.com by [email protected] on 2 Jul 2012 at 5:47

Attachments:

Difficult to see inside house with slope roof

What steps will reproduce the problem?
1.Enter in house with slope roof
2.
3.

What is the expected output? What do you see instead?

All the roof is not invisible.

What version of the product are you using? On what operating system? If
this is a performance problem, please also include your PC specs.

Windows XP
Fluo revision 19
Runuo 2.2
UO 6.0.1.10 (don't have maps5)

Please provide any additional information below.

It's playable but it's impossible to open somes door in house because you can't 
see it.

Please attach your fluorescence.log file.


Original issue reported on code.google.com by [email protected] on 16 Aug 2012 at 2:45

Attachments:

Transfer to Boost Filesystem verssion 3

What version of the product are you using?
c7a5b5c04b9d

On what operating system?
Fedora 18

Please provide any additional information below.
Please upgrade codebase to be compatible with Boost Filesystem version 3 as 
Fedora 18 have boost library in verson 1.50 that only support version 3 of 
Boost Filesystem.

Original issue reported on code.google.com by [email protected] on 1 Jul 2013 at 10:58

Animation reading

Again in defaultConfig.xml description of anim3.mul are wrong. The simplest way 
is to use default 200 High-detail and then 200 Low-detail animations, but it's 
also uncorrect (but it will really work for 97% numbers of animation). I can't 
understand how OSI read it, the only way to correct read it is:
1) reading 100 Low-detail animation with Number from 0 to 99 begining from 
animation with index 9000, so the turkey low detail ainamation will have number 
95.
2) reading 100 High-detail animations with Numbers from 300 to 399 begining 
from animation with index 19500, so monsters animation will have numbers 300-319
3) reading up to the end of file Equipment animations with numbers from 400 to 
941 begining from animation with index 35000.

Yes it's sounds like nonsense, but it will really work. Also I suspect that 
anim5.mul has some Equipment animation befor index 35000. With all this 
problems I sugesting for adding table desciption for animation (it will be more 
easy to change format to anything), smth like this:

<anim>
  <animation type="High" offset="0" id="0" length="200" />
  <animation type="Low" offset="22000" id="200" length="200" />
  <animation type="Equip" offset="35000" id="400" length="649" />
</anim>
<anim2>
  <animation type="High" offset="0" id="0" length="200" />
  <animation type="Low" offset="22000" id="200" length="6" />
</anim2>
<anim3>
  <animation type="Low" offset="9000" id="0" length="100" />
  <animation type="High" offset="19500" id="300" length="100" />
  <animation type="Equip" offset="35000" id="400" length="541" />
</anim3>
<anim4>
  <animation type="High" offset="0" id="0" length="200" />
  <animation type="Low" offset="22000" id="200" length="200" />
  <animation type="Equip" offset="35000" id="400" length="283" />
</anim4>
<anim5>
  <animation type="High" offset="0" id="0" length="199" />
  <animation type="Low" offset="22000" id="200" length="399" />
  <animation type="Equip" offset="35000" id="400" length="252" />
</anim5>

PS Low animation have 13 actions, High - 22, Equipment - 35. offset is 
Animation offset, for byte offset in anim#.idx file it will be = offset*12;

Original issue reported on code.google.com by [email protected] on 24 Jul 2012 at 8:43

Wrong protocol again..

Fluo sends paket 0xEF at login, but OSI sends packet

"0x80 - Account Login Request"

and at entering to world

"0x91 - Game Server Login"

for more detail see Wyat guide. The 0xEF is minor version packet and it's not 
correct to begin login with it. This handl'es RunUo encryption system. As for 
packet 0xEF it's seems to me it also is incoming from server, in this case 
client must to reply his version (I don't exactly remember but it's seems to me 
it's so)

Original issue reported on code.google.com by [email protected] on 16 Aug 2012 at 11:43

strange sound effect

While playing sound effect in client (win7 x64) (such as noise on "[m tele" 
command) the loudness of music playing in extrernal player [http://www.aimp.ru 
aimp3] go down until uo sound effect ends it's playing. How you do this? 
Ofcourse it isn't important but many people prefers listening they own music 
while playing and whith dinamicly changed loudness it is not comefortable...

Original issue reported on code.google.com by [email protected] on 4 Jul 2012 at 1:51

Black Squares, 8x8

What steps will reproduce the problem?
1. The Problem seems to occur on areas without decoration
2. It always occurs

What is the expected output? What do you see instead?
- Expected: Normal Map
- Instead: Black 8x8 Square

What version of the product are you using? On what operating system?
- Fluorescence 0.1 win32 build
- Windows 7 SP1 x64

Please provide any additional information below.
- n/a

Original issue reported on code.google.com by [email protected] on 1 Feb 2012 at 8:00

Attachments:

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