The latest version of Worldforge can be found in the download directories of Orbysdia. For the windows version, DLL's are required and included in the windows/dll directory in the download area under worldforge. The dlls need to be placed in the /windows/system32/ directory on your system. WorldForge currently expects all mul files to be in a single location, at uses the following: ReadOnly access hues.mul tiledata.mul texmap.mul texidx.mul art.mul multi.mul (only needed if one imports multi's) multi.idx (only needed if one imports multi's) It Reads/Writes the following: map#.mul statics#.mul staidx#.mul mapdifl#.mul mapdif#.mul stadifi#.mul stadifl#.mul stadif#.mul Worldforge will use the the following registry settings search order to locate the mul files: /Ultima Toolkit/UODir , /Ultima Online Third Dawn/1.0/StartExePath, /Ultima Online/1.0/StartExePath You can change the directory with Edit->Settings->UODir (this will set the /Ultima Toolkit/UODir registry key). So copy the mul files there, and then set the key. Right now, the application does require a restart after a registry change. The other option is to use the regcheck utility available for download as well. Run at the command line, it will return the directory WF would use. You can set the registry (without modifying the settings for your client), by entering: regcheck newdir (where newdir is the new directory. If spaces, include quotes around the value). The program will use the Dif files, if present. So if you dont want them, copy them out of the way. I have considered that being switchable within the program as a future feature. Basic command help is under Help->Commands. You can View Statics, Terrain, or both (View-Statics/Terrain) (Note that if terrain is not displayed, you can not "add " new statics). Set the Elevation you want to work with (Elevation->Flat/Isometric/3D). Note that selection is not possible within 3D. Editing is really only enabled in Flat/Isometric elevaton modes. You can "clip" the statics/land tiles being displayed to a certain altitude with the clipping control (Window->Clipping). This is a dockable window, so can be made floating. You can peel away statics to look inside things. Be careful, if you have an item selected, and then "clip" it from view, it remains selected (so any action is performed on it). Clipping land tiles will affect the ability to "place" new statics. Essentially, you have the basic movment controls: Scroll, Rotate, Zoom, Tilt (3D only). Shift with these controls increase the increment of change. Edit->Find (ctrl-f) lets you got a coordinate directly. Editing is based on a "selection basis" for the most part. You choose a selection mode (Edit->Selection) of land, statics, or both. For most editing, statics is all you need (unless you are changing land tiles). You then select with the mouse (draw a bounding box if you want multiple items). And then perform some action. Delete key deletes the item. F1/F2 will raise/lower the altitude. Double clicking will change to pointing hand. Click where you want to move the selected items to (only applies to statics). If the ctrl key is held down, it will copy the item instead of moving it. Deleting a land tile, causes a "no draw " tile be used. "no draw " tiles are not displayed if statics are also being rendered (View->Statics). If you have land tiles selected, and then go to the palette, and double click an icon, it will replace the land tiles with the tile selected. If a static is double clicked, then statics are added to those tiles. Painting. Selecting a tile, in the palette, and then, while over the map, selecting the insert key (or middle mouse button), will toggle you into paint mode. Once in paint mode, you can hold down the left mouse button and paint tiles onto the map. The land tile's altitude is used if the palette altitude field is blank. If a number, then that is used. If a number, with a +, or a -- in front of it, then it is a delta to the land tile being painted on (postive or negative). This is true as well for the altitude popup menu. Right mouse button brings up a popup menu. If one rightmouse buttons on a selected item (then the action applies to ALL selected items). Otherwise it applies to the item under the cursor. this is how you can set absolute altitudes, or hue an entire area statics. Properities brings up a window where you can set individual tiles altitudes/hues. Import is an exception. It will import where the mouse is over. One can import a multi. The house files will be from UOAR in the future. After import, the multi will be selected. Export lets one copy selected statics to an xml file for use elswhere (an upcoming multi builder) File->Capture takes screen shots. Saving, two ways of doing it. One can save back to Diff files. this is the preferred and fastest way. Only the current facet is saved (you change facets via File->Facet). Saving to "mul" files, will be a long process (five minutes or longer). However, it will also incorperate any diff modifications into your files. If you have touched a file, (changed, and then put back), it will still cause the diff files to be incorperated.If nothing has ever been "touched", it won't do anything. CAUTION on saving to MUL files. Saving to muls for map 0/1 is a conflict. They share the map0.mul files (and statics) .So it will query out. The facet will be saved,AND the other facet will be saved to a .wfg# where # is the facet number file). I put no restrictions on zoom, so if you have memory, you can zoom out. BUT, it is memory intenstive, so watch the reponse, and use it wisely. All I can think of for now.