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Messages - Vorspire
« on: July 28, 2015, 10:44:34 PM »
I didn't update the PayPal IPN PHP because it will be obsolete with the next VNc AutoDonate module release, which will handle the IPN by listening for HTTP requests and handling them just like the PHP does. MySQL will still be an option, but will no longer be required as the internal IPN handler will be able to directly communicate with PayPal.
The aim of the updates is to make sure everything works with as little fuss and configuration as required; currently, the AutoDonate module is the only module that requires 3rd party files in order to function properly; this will no longer be the case.
ETA on VNc 3.0 release is uncertain, but should be very soon, within the week.
« on: July 27, 2015, 12:05:13 AM »
If VNc doesn't exist, they won't be able to compile the server.
There is a way to check if VNc is installed though, you can use something like this;
if(ScriptCompiler.FindTypeByFullName("VitaNexCore") != null)
//VNc is installed
If you post the code that you're using, I can help you come up with a fallback solution.
« on: July 15, 2015, 05:13:53 AM »
It's no problem
Better to ask and be sure!
« on: July 15, 2015, 01:20:14 AM »
Async writing is part of VNc's background saving technique to reduce save times, which is implemented in most services and modules.
If you are 100% certain that the PlayerNames service is causing the hang (it doesn't seem to be, since the console continues output), then you can disable Async writing by editing PlayerNames_Init.cs;
Registry = new BinaryDataStore<string, List<PlayerMobile>>(VitaNexCore.SavesDirectory + "/PlayerNames", "Registry")
OnSerialize = Serialize,
OnDeserialize = Deserialize,
Async = true // <- here
Please let me know if the issue persists with Async writing disabled.
« on: May 23, 2015, 06:30:58 PM »
Hmm, such is the burden of being restricted to lower PHP versions.
My webhost recently upgraded PHP too, so it will be easier for me to write compliant code.
You need to change all function calls named mysql_* to mysqli_*
There are also some function signatures that change, but Googling 'PHP mysqli_' will make it easier to determine.
Some of the arguments have the position of the connection resource object different.
If you get stuck, post here and I'll help.
I will update the download with an updated IPN.php soon.
« on: May 21, 2015, 10:33:31 PM »
Hmm, that is strange.
Most of the errors are suppressed for security reasons, if you remove the @ prefix from the function calls in IPN.php, any errors should then be logged.
« on: May 20, 2015, 04:27:18 PM »
If you have no errors, then it is working.
If you want to enable logging, you have to change the option in the config file.
Make sure your /Logs directory is secured and/or password protected, for the safety of your donators.
« on: May 19, 2015, 05:22:40 PM »
Change the '::' to '->' on that line, it should fix it.
« on: May 01, 2015, 10:07:54 PM »
Updated to version 126.96.36.199
- Added support for extracting Hue gradients as 32x1 Bitmap images.
« on: April 21, 2015, 04:18:03 PM »
Sorry, the system is embedded into the shard and can't be removed for re-packaging or release.
« on: April 12, 2015, 07:08:27 PM »
Hmm,after takig a second look at your error report, it looks like the issue lies within ServUO's modified Core Gumps.
Gump.cs line 528 is where the issue is coming from.
« on: April 12, 2015, 05:36:29 PM »
I don't know to be honest, I have used the TreeGump in many places without an issue, however, I have not used a Text Entry in any of them.
As always, please post your full, current source code and any error logs you have.
« on: April 04, 2015, 12:46:14 PM »
public class AccountManagerGump : TreeGump
private string _Input0;
public AccountManagerGump(PlayerMobile user, Gump parent = null)
: base(user, parent, 250, 250, null, null, "Account Management")
CanMove = true;
CanResize = false;
CanClose = true;
CanDispose = true;
protected override void CompileNodes(Dictionary<TreeGumpNode, Action<Rectangle2D, int, TreeGumpNode>> list)
protected void DoNothing(Rectangle2D p, int index, TreeGumpNode node)
AddTextEntry(p.X + 50, p.Y + 100, 100, 20, 50, 0, String.Empty, Hanni);
AddButton(p.X + 20, p.Y + 315, 30533, 30533, 1, UpdateModus);
AddLabel(p.X + 60, p.Y + 315, TextHue, @"Update Module");
protected void Hanni(GumpTextEntry entry , string input)
_Input0 = input;
protected void UpdateModus(GumpButton element)
// _Input0 should be set by the 'Hanni' method call;
// Gump inputs are always processed before button handlers,
// to ensure values can be available to any button handler.
« on: March 25, 2015, 05:22:03 PM »
The system is kinda volatile, because it uses EventSink.SpellCastRequest to determine when to send the gump, sometimes the player's spell is nulled before the gump can check and basically pauses the gump, sometimes breaking it. You may be able to fix it by using [CastBarPos to display the place-holder preview, then close it with a right-click; try casting a spell with a long cast time, like Explosion or Meteor Swarm.
The gumps nternal timer is accurate to 100ms, so if by chance the spell is nulled before the gump finishes animating, it can stick.
The next VNc release won't be long, I'll review all the bug reports since the last release and will rectify them.
Thanks for taking the time to post about it
« on: March 25, 2015, 03:20:48 PM »
It is likely that clients below 7.x are unable to support some of the limit-pushing capabilities of VNc's systems; It has been primarily developed for use with 7.x+ clients.
However, I may have an idea about why it crashes your client - it uses a gump for the progress bar 'fill' overlay which I think is not available in your client;
If you use [VNC MOD and edit the module's options, you will find an option for the "GumpForegroundID" amd "GumpBackgroundID".
Modifying these to use gump art that you know for sure is in your client version, should help.
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