Test Center questions

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Apocalypse
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Test Center questions

Post by Apocalypse »

I'm interested in buying my neighbor's houses so I can place a larger house in that spot but wanted to test it out first to see if it will even work for what I want to do. I can get onto test center by logging into test.uosecondage.com, but my character only starts with 100gp. Is there a way to create gold or deeds so I can test this thing out? Do I have to find a staff member or IRC or something to get this done? Would they even be willing to help me out with that?

I just want to do this testing so if it doesn't work I won't bother wasting my time and gold tracking down my neighbor and buying his houses.

I know I can create my own shard and do whatever I want but I'm not savvy enough to know how to recreate the house placement rules we have here to REALLY know if it can be done or not. Maybe there is a file I need to copy over somewhere or something... If it is simple I might just try that.

Any suggestions or help are much appreciated!

Thanks!

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Re: Test Center questions

Post by Hicha »

Check your bank, should be a few checks and deeds in there for gold.
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Apocalypse
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Re: Test Center questions

Post by Apocalypse »

Hicha wrote:Check your bank, should be a few checks and deeds in there for gold.
Yeah I looked there and it was empty. Since the test center isn't technically "up" right now, I'm guessing these features aren't in or something? Don't know. Almost positive that my bank box was empty (also I chose Vesper as a starting town, a couple times, and it kept putting me in Brit). Seems like maybe it isn't set up right now. Also no admin commands worked like set skill and such.

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Re: Test Center questions

Post by Braden »

We took away the "appeal" to use test as an area where people can get infinite resources, etc. Test is now solely for testing new patches and content. Its not intended as a testing ground for house placement.
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Apocalypse
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Re: Test Center questions

Post by Apocalypse »

Braden wrote:We took away the "appeal" to use test as an area where people can get infinite resources, etc. Test is now solely for testing new patches and content. Its not intended as a testing ground for house placement.
Okay I understand that. Although I still think it would be nice to utilize it for what I'm looking for and don't really see the harm. :) But I'll live with it.

So, that being said, what about my other solution? Would it be possible for me to recreate the housing placement rules on a shard of my own? How difficult would that be? I've played with RunUO before, but it was a long time ago, and I didn't get into modifying rules like that at all. Is that even feasible for the novice such as myself?

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Re: Test Center questions

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Apocalypse
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Re: Test Center questions

Post by Apocalypse »

Thanks Clx. I'll start there. Wasn't planning on going so deep into it but I'll look through there and see what I can find. I did enjoy messing around with runUO back in the day. Maybe I'll enjoy getting back into it again.

Still taking suggestions if anyone else wants to provide any. :)

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Re: Test Center questions

Post by Braden »

The housing rules on UOSA differ from modern UO rules. It is theoretically easier to place on UOSA than on a modern-day shard.
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Re: Test Center questions

Post by Causa Mortis »

Wouldn't it be easier to just do it at 7:05 when it won't save
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Re: Test Center questions

Post by TI_Smithy »

If you ask me nicely and show me the houses/area I can test on a local server.

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Re: Test Center questions

Post by jekkis »

You'll probably waste more of your time by setting up your own world to test it than just tracking down the neighbor, buying the house and testing it during server wars time.

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Re: Test Center questions

Post by ScoobyDoO »

Apocalypse wrote:
Braden wrote:We took away the "appeal" to use test as an area where people can get infinite resources, etc. Test is now solely for testing new patches and content. Its not intended as a testing ground for house placement.
Okay I understand that. Although I still think it would be nice to utilize it for what I'm looking for and don't really see the harm. :) But I'll live with it.

So, that being said, what about my other solution? Would it be possible for me to recreate the housing placement rules on a shard of my own? How difficult would that be? I've played with RunUO before, but it was a long time ago, and I didn't get into modifying rules like that at all. Is that even feasible for the novice such as myself?
Yeah I don't know why you just don't make your own server really quick. Copy the patch notes to urs and BAM! You got your own uosecondage with 0 population.

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Re: Test Center questions

Post by the bazookas »

ScoobyDoO wrote:Yeah I don't know why you just don't make your own server really quick. Copy the patch notes to urs and BAM! You got your own uosecondage with 0 population.
:lol: Yes, it's THAT easy! (except for the small fact that Derrick has spent countless hours coding those patch notes in, which requires the translation of those English sentences into a working & tested C# implementation)

It could be useful to test it on the RunUO shard, but there's really no guarantees. Things are definitely different in MANY ways from uosecondage.

I think the RunUO default has the limit set to 1 account per IP address, and since the easiest way to test would be to have 2 accounts up and running (one Admin and one Player, since the Admin can literally place a house on Lord British's throne if they wanted), it might be worth changing the number of accounts you can connect with; Just open \Scripts\Accounting\AccountHandler.cs and you should see a line near the top that says

private static int MaxAccountsPerIP = 1;

Change that to 10 or something and you should be good to multiclient.
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Re: Test Center questions

Post by Apocalypse »

Wow. Lots of posts since last night. I'll start where I last left off.
Braden wrote:The housing rules on UOSA differ from modern UO rules. It is theoretically easier to place on UOSA than on a modern-day shard.
So I guess that means if I can place on my own shard (rules unmodified) that would be a good sign that it would work on UOSA. Good to know.
Causa Mortis wrote:Wouldn't it be easier to just do it at 7:05 when it won't save
I would be, but I live on the west coast so server down is at 4am for me. Not that it couldn't be done, but getting up at 4am is not very appealing. Plus the time it would take to empty my house and coordinating with my neighbor to empty his house so we could try it sounds like a headache. Again, not that it couldn't be done, but I would love to find a simpler solution to test it out.
TI_Smithy wrote:If you ask me nicely and show me the houses/area I can test on a local server.
I may just do that. So are you saying you have modified the house placement rules on your local server to be more like UOSA?
jekkis wrote:You'll probably waste more of your time by setting up your own world to test it than just tracking down the neighbor, buying the house and testing it during server wars time.
I see where you're coming from. However, as stated above, the time it would take to empty my house and wait for my neighbor to empty his, do the transfer, etc is also very time consuming. And since my neighbor is very attached to his house, I'm going to have to probably overpay in order to convince him to sell to me so if it won't work, I'm going to be out a lot of gp's for "testing" this out in that manor. Bottom line, time and money spent doesn't pencil out in a very appealing way to try it this way. Although I may decide to do this if I can't test it another way.
ScoobyDoO wrote:Yeah I don't know why you just don't make your own server really quick. Copy the patch notes to urs and BAM! You got your own uosecondage with 0 population.
Not sure if this is supposed to be a sarcastic comment, so I'll answer as if it is not. I believe the placement rules are in the "house placement.cs" file, which, for UOSA, would be located on Derrick's server, and inaccessible to me. As I said, I'm a novice at this, so if you know something I don't, please clarify what you mean.
the bazookas wrote:
ScoobyDoO wrote:Yeah I don't know why you just don't make your own server really quick. Copy the patch notes to urs and BAM! You got your own uosecondage with 0 population.
:lol: Yes, it's THAT easy! (except for the small fact that Derrick has spent countless hours coding those patch notes in, which requires the translation of those English sentences into a working & tested C# implementation)

It could be useful to test it on the RunUO shard, but there's really no guarantees. Things are definitely different in MANY ways from uosecondage.

I think the RunUO default has the limit set to 1 account per IP address, and since the easiest way to test would be to have 2 accounts up and running (one Admin and one Player, since the Admin can literally place a house on Lord British's throne if they wanted), it might be worth changing the number of accounts you can connect with; Just open \Scripts\Accounting\AccountHandler.cs and you should see a line near the top that says

private static int MaxAccountsPerIP = 1;

Change that to 10 or something and you should be good to multiclient.
^^^ This.

Thank you. I was wondering if the account limit thing would be an issue in testing. I'll be sure to give that a look when I'm messing with it.

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Re: Test Center questions

Post by the bazookas »

One more tip (although not exactly pertinent to what you want to test): Using the 5.x client (like we are), trying to walk around in houses in the default RunUO server results in you falling through the floor (and getting stuck). Fix that in

\Scripts\Misc\MapDefinitions.cs

change this
MultiComponentList.PostHSFormat = true; // OSI Client Patch 7.0.9.0

to false
MultiComponentList.PostHSFormat = false;
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