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Music fixes

Posted: Sun Apr 19, 2009 2:19 pm
by bobjohnson
There are a couple problems with music skills, with regards to era accuracy.

1) There is a 10 second delay when playing instruments. This wasnt the case, as you used to be able to GM music on OSI in about 4 hours using UOA and UOALoop (or the penny "trick"). It was the best way to gain dex on a brand new character before you skillcapped and could seesaw.

2) Instruments break. Instruments didnt start to break until they changed the way provoke/enticement/peacemaking worked, which was well after 3rd Dawn (I remember going to ilsh on the 2d client and provoking cyclops, so there was no difficulty based provoke at that point). On my bard, i used the same noobied lute for well over 2 years.

Re: Music fixes

Posted: Mon Apr 20, 2009 8:23 pm
by Derrick
bobjohnson wrote: 2) Instruments break. Instruments didnt start to break until they changed the way provoke/enticement/peacemaking worked, which was well after 3rd Dawn (I remember going to ilsh on the 2d client and provoking cyclops, so there was no difficulty based provoke at that point). On my bard, i used the same noobied lute for well over 2 years.
This fix has been promised for a long time. It will be in the next update.
bobjohnson wrote: 1) There is a 10 second delay when playing instruments. This wasnt the case, as you used to be able to GM music on OSI in about 4 hours using UOA and UOALoop (or the penny "trick"). It was the best way to gain dex on a brand new character before you skillcapped and could seesaw.
The songs would play right over top of eachother?

Re: Music fixes

Posted: Tue Apr 21, 2009 2:34 am
by bobjohnson
It would only play one sample at a time if i remember right, but the delay on actually using an instrument was insanely short, in the realm of 100-500 miliseconds.

*edit* i just remembered, if you failed and got the failure song, that would play overtop of the successful song, but if you got 2 success (or more in a row) they wouldnt sound overtop of each other, same for 2 or more failures. But a failure and a success noise could trigger ontop of each other.

Re: Music fixes

Posted: Sat May 02, 2009 12:59 am
by ecetres
bobjohnson wrote:It would only play one sample at a time if i remember right, but the delay on actually using an instrument was insanely short, in the realm of 100-500 miliseconds.

*edit* i just remembered, if you failed and got the failure song, that would play overtop of the successful song, but if you got 2 success (or more in a row) they wouldnt sound overtop of each other, same for 2 or more failures. But a failure and a success noise could trigger ontop of each other.

I remember doing this