I'm not sure what video you're referring to, but I admit, my recent UI changes, I sort of overlooked that feature and realize now that is might not be as "user-friendly" as it was previously. I'll see what I can do to make it nicer. Thanks for the feedback. Let me now if you have any other issues.
I haven't heard one way or another, so I could only offer up speculation. I don't know when Razor started capturing movement packets for the purpose of determining the X/Y/Z of the player. The git repo history only goes back to 2006, but Razor was released years before that. Here's a screenshot of me in my town back in Feb 2004 on IPY on version 0.1.9 (Beta). Note that Razor doesn't even have the tab to record video. Without capturing movement packets, you can't have the RPV feature (which is why I removed it last version in prep for this fix). By 2006, Razor had the RPV feature so perhaps this is one reason behind it. Regarding the movement macros, I know that you weren't thrilled with me fixing the movement macro in Razor. The line between assistant and automation is not always clearly defined and is often in the eye of the UO'er. If this feature had not been fixed in the 1.0.14.x release chain, I would have left it broken. But since it was working in that version and being used by numerous people already to farm regs and whatnot (and I'm sure other threads already exist debating this subject), not fixing it in this version would simply lock people out of a Razor feature that someone else with a little more knowledge and/or experience and who's willing to spend 20 seconds logging out of this Razor version, and into the 1.0.14.x version to run a macro could easily use.
Yeah we've had this discussion recently in your discord server. Wasn't the purpose of my post lol. Just a ref to rails style macro-gathering potential being hyper shit. There's entire communitys dedicated to rail type bots. Terrible stuff. *shrug* Anyway, no more potential for the client to ever be convinced it's elsewhere that he really is. That's great stuff. I imagine there's been nefarious folks attempt or successfully utilize that, definitely if there was a moment in the de-sync where the server would accept the client loc as correct and play catch up... if it was ever a thing people used, maybe to say loot a secured house, get access to impossible location to store securely even through decay... heh, that would make this bug fix up there with the best improvement added to Razor. Good job again fella *pats Quick on the head*
I found a bug in the latest version that relates to incoming mobiles. Essentially, Razor isn't adding incoming mobiles to its internal collection so things all "All Names" and targeting aren't always picking up everyone on the screen. I've identified the cause and will have an update out in a bit.
The update is available, I re-released it under the same version since only a relativity small number of people actually downloaded it. This was a regression bug cause by slight timing issues related to how movement is pulled from the client vs. parsing movement packets and when a packet coming in says there is someone new on the screen. I wouldn't be surprised if a few more bugs aren't creeping out there related to this change, so please post any issues you have here. Thanks for helping me test.
Im not sure if this is the place to suggest this, and if it isn't, please let me know...... Suggestion..... Make it possible to change the color of each toon's individual Razor window. I run a crafter and two hunter/gatherers at the same time. One guy mining, one guy lumberjackin, and the crafter craft'in. I hop back and forth between the mules and dump the resources onto the crafting table. It would be nice to differentiate which razor client/toon is hung up at a glance. Just an idea. I'll hang up and listen, thanks for taking my call.
Only Problem I'm having and its not a big deal. Every time I want to change toons i get a message that razor will change next time it restarts. Then uor will load my toon but its frozen till I close uor and restart again on that last toon I tried with. South.
i was using version 13 and setup a bunch of display/counters. when i went to version 17 they did not carry forward. I didnt seem to be able to find a way to edit the profile
when enabling below checkbox. (good thing razor doesnt crash totally, but ignores the error, Thank you kindly for that fix related to dragon skins)
Noticed a couple days ago that some doors no longer auto open when approaching them. Only confirmed two sets so far: - The double doors in the bottom passage leading to the Shadow Lord's faction base. - The double doors on level three hythloth, the first set of double doors below the stairs coming from level two and heading to the balrons. Tested it on multiple profiles, also had another factioner try the SL base doors and the first set opens fine but the one under ground approaching the stairs to sigils room does not work. Using Open door hotkeys works fine, it just doesn't respond to slamming head first into them without pressing a open door hotkey.
Anyone else having this issue with Razor, where it shows the IDs of the items but no longer shows the names? The list below are reagents for example. My initial thought is I might have multiple client installs of UO and it's getting confused between them but I don't think that's it.
A small counters bug: Razor has saved the old counter values of a reagent bag, and adds these old counter values to the current counter values. Example: I had 34 black pearl. I used 3 black pearl so now I have 31 in my reagent bag. Now it shows 65 black pearl. I also had 20 nightshade in the bag. Then I added 20 so I now have 40 in my reagent bag. Now the counter shows 60 nightshade. When I drop the reagent bag to the ground, all of the reagent counters go to zero, so these erroneus values seem to be connected to this one container (the reagent bag). I believe I've had this happen a couple of times. I am using Razor v1.5.0.17 (3 clients on).
Quick do you think it would be possible to have razor show what macro is running and the current step after it calls another macro? I have 7 macros that chain together (i know it could be written better but it works) into a really long loop. The first calls the second, second calls the third , etc, and seventh calls the first. After the first is run through you can see that a macro is running but you lose context of what macro is running and what step it is on. Thanks for all the hard work!
Hey, just so I understand.. say I have 2 macros.. MacroA & MacroB. MacroB is called within MacroA. When you kick off MacroA, it will say that MacroA is running, but when it hits MacroB, you'd like a message saying MacroB started even though you kicked off MacroA initially? If that is what you're describing, sure I can add that.
Its not just that it started, its that you currently can't watch macroB, which was started by macroA, go through its process. The macro tasks for macroA are still up and just greyed out. I am running 1.5.0.17