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 Post subject: Well...hello!
PostPosted: Tue Nov 26, 2002 9:19 pm 
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Apprentice
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Joined: Tue Nov 26, 2002 9:08 pm
Posts: 39
I've been using Dragon for a long time, and although I do not need any help (perhaps a lie), I just thought I would drop by here and say hello.

I may have contacted some of you in the past but I have mostly kept me and my dragon script modifications to myself :P

As for what I am working on-- I am currently building for the POL flag shard, building their new map, and along the way have edited most of the scripts. Most of my work has been trying to achieve and create a version of dragon (using mod9) that compiles a map as close to what one should look like, if following the example of OSI when building things.

One thing I will ask and something I asked before but sadly not had the chance to reply to is the problem in dragon with and the pattern that seems to cross over and over the map on all tiles, when looking at it in InsideUO. How to get rid of it?

I'll so a search anyway and see if this has come up before.

-Thaal

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 Post subject:
PostPosted: Wed Nov 27, 2002 12:42 am 
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Site Admin
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Joined: Sun Jun 02, 2002 8:01 pm
Posts: 1473
Location: CO, USA
If you are talking about the distinctive "non-random" pattern that is especially noticable in water and grass, the way to at least change the pattern to not be as noticable is to add a tile or two to the maptrans.txt file. In the latest mod 9, you might have noticed this:
Code:
// (02) water
20  -5 00a8 00a9 00aa 00ab 00a9 00aa 00ab

I've doubled up on all but one of the tiles. You can do the same with other ones as well. This, effectively, "throws off" the pattern that gets made.

Hope this helps.

-Ryandor


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 Post subject:
PostPosted: Wed Nov 27, 2002 2:23 am 
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Apprentice
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Joined: Tue Nov 26, 2002 9:08 pm
Posts: 39
yes, that randomness.

heh, thanks.

it was going to be one of the last things i was going to mess around with, and i had simular ideas myself.

latest mod 9? you mean more recent than the one i downloaded so many months ago.


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 Post subject:
PostPosted: Wed Nov 27, 2002 7:40 am 
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Site Admin
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Joined: Sun Jun 02, 2002 8:01 pm
Posts: 1473
Location: CO, USA
Actually, I can't remember how long ago it was, but I did re-upload a "new" mod 9 with some minor fixed, but nothing earth shattering. The only error that I can think of that is still in mod 9 is the items.txt file forest entry is set too low.
But nothing that's not easily fixed (and there's a post about here somewhere).
:P

-Ryandor


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