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PostPosted: Sun Nov 02, 2008 2:09 am 
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PostPosted: Sun Nov 02, 2008 3:24 am 
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seems to be a 64 bit issue as iuri_b's problem sounds similar and he's also on a 64 bit system.
does 2d mode hang as well ?

./start.sh -2d


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PostPosted: Sun Nov 02, 2008 3:38 am 
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the 2D version works just fine

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PostPosted: Sun Nov 02, 2008 2:04 pm 
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ok, then it's a 64 bit issue in the 3d code somewhere i think =)

i tried to fix one part that i saw in your console (fastbatch), could you please update, recompile and then try again ?


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PostPosted: Sun Nov 02, 2008 5:58 pm 
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Hey, that worked :D

One more thing... I am using it in window mode and the X mouse cursor is on top of the game's cursor. Anyway to turn that off.

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PostPosted: Sun Nov 02, 2008 9:04 pm 
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cool =D

cursor : you can hide the ingame cursor using :

gHideUOCursor = true

we didn't get hiding the systemcursor to work without trapping the mouse inside the window when the user clicks, so there's no option for that yet. not sure when we'll get to experiment with it again, we often get questions about it, but it's a bit tricky =(


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PostPosted: Sun Nov 02, 2008 10:18 pm 
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I do not want to hide the game cursor, but I want to hide the X cursor.
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PostPosted: Sun Nov 02, 2008 11:57 pm 
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if you update and recompile, you can use
gbHideMouse = true
in data/config.lua
only works on linux so far i think =)


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PostPosted: Mon Nov 03, 2008 12:28 am 
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Is this an 64 bit issue, because it's really hard to walk through open doors. It takes several tries and/or I have to rotate the camera.

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PostPosted: Mon Nov 03, 2008 12:30 am 
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in 2d too or only in 3d ? haven't had problems with doors yet, i usually use 2d.


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PostPosted: Mon Nov 03, 2008 12:41 am 
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Yes, my guy is stuck behind the tree. I can leave the place by going to the left or up, but if I go in either of the other directions the guy stands infront of the tree and then right away behind the tree again. That's fine, but shouldn't that movement be disabled even while I try to execute that move?
It's like woops I shouldn't be able to make that move in that directions let's go one step back.

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PostPosted: Mon Nov 03, 2008 12:48 am 
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It does as long as the server uses the same map as the client i think. There are a few map changes between different uo versions. Maybe that's the problem ?

also our walk-code is runuo based, maybe sphere handles things a bit differently in some cases.


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