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  1. Reagent Spawns?

    err... no? once the spawners are created they are part of the world and get saved with it like your characters etc. if you run the command again you will generate additional sets of spawners on top of the existing ones.
  2. empty dungeon chests and treasure hunting

    This may seem like a dumb question, but I could't find any other posts about it. What is it with all the empty (static) chests in dungeons? I've read somewhere that, per OSI, these should spawn loot regularly once opened. But this does not seem to be the case. Do I need special spawners for...
  3. Enhanced Client and inventory

    Thanks for picking it up. There are still a few issues that I couldn't wrap my head around, and the fixes could probably be more efficient code-wise, but I think it's better than nothing.
  4. Enhanced Client and inventory

    I tried fletching some basic items (bows, kindlings, fukiya) inside a pouch and still couldn't reproduce it. My fixes are mainly dealing with the removal of items from inventory. I honestly don't know of any issues when crafting an item (adding it to the backpack), although it is possible that...
  5. Enhanced Client and inventory

    If we're talking about the same thing, the disappearing item can be found hidden under another item (sharing the same slot), usually the first slot in the pack. If you try to drag that item you will get the missing item under you cursor instead. The issue should be largely fixed by my recent...
  6. Enhanced Client and inventory

    I can't reproduce this. I have now tried smithing, tinkering, tailoring and inscription, and all worked fine, even smelting via salvage bag. What were you crafting exactly, and how did you remove the item from the inventory slot for it to become stuck? Also, are you using the newest enchanced...
  7. Enhanced Client and inventory

    I don't care about legacy containers. The features of the new ones are too good to pass on. I have a new version which I hope has fixed some organizing/restocking agents issues. \Server\Item.cs \Server\Items\Container.cs
  8. Enhanced Client and inventory

    The original fix I posted had some issues with items being stacked on top of each other (the opposite of the original issue). Actually, I have been heavily working on this over the past week and now I have another version, which I feel more confident sharing. Feel free to try it (put it in your...
  9. Reagent Spawns?

    So I found out that the importmsf command actually imports another set of spawners on top of the old ones every time it is called. try something like this: type [xmlfind and expand the opening window by clicking on the arrow icon in the bottom right corner tick the 'name' field and enter...
  10. Enhanced Client and inventory

    I snooped around in the code a bit and may have found a fix. If someone could verify this (or improve on it), it should probably added to the master. (content deleted because it was outdated)
  11. Reagent Spawns?

    First of all, it takes the first spawns cycle for any regs to spawn initially. Regarding the number of spawns, you can go bananas about that by editing the msf files with a text editor (or the spawner objects ingame individually with an owner account). To increase the spawn rate tenfold...
  12. Reagent Spawns?

    Well, I would say *it works*. They seem a bit scarce compared to official, and I've encountered some reagents which were movable=false for some reason (fel minoc gate area). Overall, they do add enough of an original flair, though.
  13. Enhanced Client and inventory

    I ran into the same issue and managed to narrow it down somewhat. It seems that grid slots get 'blocked' until the next client restart. if an item is removed from the inventory by any means other than actually moving the item around manually, including but not limited to quest turn-ins and...
  14. How to get out of starting area + reagent spawns

    Thanks for the hint, but for now I'm just going to start my characters with classic client, or use the Get command with the "owner" admin interface to summon new "player" characters to the New Haven bank, since I'm the only player on my shard (aka Ultima Offline :D)
  15. How to get out of starting area + reagent spawns

    Looks like it doesn't happen with Classic client. With EC client, all my new characters start in Old Haven near the Bulletin Board. I have the most recent versions, playing on official shards as well. I've been wondering, is the enhanced client supported at all by ServUO?
  16. Reagent Spawns?

    I finally managed to get them imported. Assuming the procedure described above, the only command that worked for me was [XmlImportMSF Data/Reags/TrammelRegs.msf etc.
  17. How to get out of starting area + reagent spawns

    Are you talking about the regular New Haven moongate? That one works just fine. I'm talking 1-2 screens from where new characters start from in Old Haven. It looks like this: I think there used to be a special tutorial quest gump for this area on official servers to get through this very...
  18. How to get out of starting area + reagent spawns

    I'm new to ServUO and while I think I got it up&running pretty good, I am stuck with two particular issues that I cannot progress on: 1. I cannot get out of the starter area in old haven (except using [M Tele command). I would like to play with a 'player' character because it seems the owner...

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