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Remains from OSI Map - can't get rid of them! :( https://ryandor.com/forum/viewtopic.php?f=2&t=952 |
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Author: | k0t [ Sun Sep 28, 2003 12:48 pm ] |
Post subject: | Remains from OSI Map - can't get rid of them! :( |
Hi, I made a custom map. But on this map there are some remains of the OSI map - I really don't know from where they came or why they are there - but they are. If I go to this location in WorldForge there is nothing - also a static wipe doesn't help! Can someone tell me how I can remove those remains or why they appear there? Thanks in advance!!! Here some pics: ![]() ![]() ![]() |
Author: | Dian [ Sun Sep 28, 2003 1:08 pm ] |
Post subject: | |
These are from the Map and Static 'dif' files. If you are using RunUO you need to set the TileMatrixPatch = false; on a startup script. |
Author: | k0t [ Sun Sep 28, 2003 1:20 pm ] |
Post subject: | |
Thanks - but where are the Dif-Files? And in which script can I find this bool? Thanks in advance! |
Author: | k0t [ Sun Sep 28, 2003 1:35 pm ] |
Post subject: | |
Thank you very much! Solved the problem! ^^ It was the DataPath.cs file! ![]() Thanks again! |
Author: | Gray [ Sat Oct 04, 2003 12:01 am ] |
Post subject: | |
Sorry to bump, but which line did you add the "TileMatrixPatch = false;" to? |
Author: | Dian [ Sat Oct 04, 2003 2:32 am ] |
Post subject: | |
Code: using System;
using Server; namespace Server.Misc { public class StartupSettings { public static void Initialize() { TileMatrixPatch.Enabled = false; } public StartupSettings() { } } } just copy that, name it StartupSettings.cs and drop in Scripts/Misc Mine is a lot different, with map definitions listed, but this should work for you.. just to disable the MapDif's |
Author: | Majere [ Thu Oct 09, 2003 9:15 pm ] |
Post subject: | |
You can make 0 byte dif files for the server to read them, also soon there is going to be a program for editing the difs. |
Author: | Brazen [ Fri Jan 16, 2004 2:11 pm ] |
Post subject: | Soon??? |
Soon? Where, when, is it done yet, is it in beta at least someplace? More info if anyone has it please? Thanks! Brazen |
Author: | Caldorean [ Sat Jul 17, 2004 7:45 pm ] |
Post subject: | |
Okay I disabled the TileMatrixPatch and these leftovers are still showing up. I fixed the mapdif by simply renaming it too map0.mul and using workdforge to tunr it all into water at -5. but the statics are a whole different story ![]() |
Author: | Guest [ Sat Aug 21, 2004 4:45 pm ] |
Post subject: | |
Dont mean to bring back old threads but there is a link in the forums for blank .dif files. |
Author: | Caldorean [ Mon Aug 23, 2004 7:53 pm ] |
Post subject: | |
The problem with blank dif's is they can't be patched through gateway. All it does if you try to patch a blank dif is try to delete the dif from thier computer but it does not exist on a custom level so it does nothing in effect. i think the actual fix would be to find a way to make a 1 byte or larger blank dif file or use a single tile in the dungeon strip and designate it for dif use and place one tile for each dif file. But alas I am no good with diff files. I can do the map difs but not the static difs ![]() |
Author: | Dian [ Tue Aug 24, 2004 2:01 am ] |
Post subject: | |
Anonymous wrote: Dont mean to bring back old threads but there is a link in the forums for blank .dif files.
http://www.ryandor.com/forum/viewtopic.php?t=631 Its still one of the first threads on that forum. |
Author: | Dev Viperrious [ Tue Aug 24, 2004 10:15 pm ] |
Post subject: | |
You can also find the files in the Map helper section of my site located here; http://serpentsmoon.com/Map_Downloads.html Signed, Dev Viperrious Grand master kitten taunter! ![]() |
Author: | Vhaerun [ Mon Sep 05, 2005 12:16 pm ] |
Post subject: | Quick Question... |
Dian wrote: Code: using System; using Server; namespace Server.Misc { public class StartupSettings { public static void Initialize() { TileMatrixPatch.Enabled = false; } public StartupSettings() { } } } just copy that, name it StartupSettings.cs and drop in Scripts/Misc Mine is a lot different, with map definitions listed, but this should work for you.. just to disable the MapDif's Using RunUO 1.0, I realize this program would have to be created (as in, not modified). It should work though? Does the server search for this file when it starts up, or does something else have to be modified for the server to look at this script and execute it upon startup? |
Author: | Vhaerun [ Mon Sep 05, 2005 7:53 pm ] |
Post subject: | |
Well, after testing it, I can tell you it doesn't work. I still see parts of the OSI map (Cove, a passage in some mountains, etc) "pasted over" my custom map. Guess I'll have to figure out something else. |
Author: | Stormcrow [ Mon Sep 05, 2005 9:07 pm ] |
Post subject: | |
It should work. I can't verify 100% because I don't use it but Dian knew his RUO scripting. You probably did something wrong, keep at it. What I've done at times is get rid of the files altogether, however I haven't played on EA since ancient times, I keep a seperate directory for my RUO muls, and I generally keep multiple copys of various versions in subfolders. |
Author: | Vhaerun [ Mon Sep 05, 2005 9:59 pm ] |
Post subject: | |
I did exactly as was suggested in Dian's post. I created a StartupSettings.cs and dropped it in my scripts/misc folder and made sure it was coded exactly like it was given. Restarted the shard and it didn't work. They still remained. I've been searching other forums (runuo, gateway) and such to get an idea of what to do and this is obviously a very common problem for custom map shards. Perhaps why very few use them anymore. Anyway, currently I am trying editing the DataPath.cs to direct it to 'backups' of the mul files, also without current success. I placed map0.mul, statics0.mul, and staidx0.mul into the folder and directed DataPath.cs to look at it, but I am still seeing the mapdif and stadif files when I log into the shard. The next step, it seems, is to replace these files both client and server side with 'blank' files. Hopefully that will work... |
Author: | Vhaerun [ Tue Sep 06, 2005 11:46 am ] |
Post subject: | |
I found out that this works: I renamed these files... mapdif0.mul mapdifl0.mul stadif0.mul stadif1.mul stadif2.mul stadifi0.mul stadifi1.mul stadifi2.mul stadifl0.mul stadifl1.mul stadifl2.mul by adding a .backup to the name. IE: mapdif0.mul renamed to mapdif0.mul.backup in the client-side UO folder. I then did the same thing to the server-side files with the same name in the UO folder there, restarted the shard and logged in. The "sticky" portions of the OSI map (central Cove, Minax, parts of Haven and a couple dungeons) disappeared and there is no "rubber-banding" effect by walking through these areas. As I am not sure which map file all these actually appear on, I will be doing a little further testing and report my findings here. Maybe someone will find them useful. It is possible that all these files refer to the OSI map and they all must be renamed for a custom map to be used by both client and server, and that is my current suspicion. |
Author: | punt1959 [ Tue Sep 06, 2005 1:08 pm ] |
Post subject: | *sigh* |
This has been reported on many times. The dif files are a way for OSI to patch any given map block (or static block ) on the map. The number (0,1,2,3,etc) indicates the facet it is patching. if a sta#### is is patching statics, and if map### it is patching the terrain. One can add or delete (statics for delete) by using the dif files. This is how OSI gets facet 1 to have different land masses from facet 0 (felucca and Trammal),even though they both use the same base map (map0). Now, you dont have to zero out all your dif files. Actually just the one with the "l" on it (that is a lower case L). That is the one that says what block(s) are patched (they are a list of block numbers), and used to index peroperly into the other files. If that is "zero bytes", or not present, that should suffice. There have been several articles on this before, on this very forum. By they way, for the client to actually use dif files, one must activate it via a packet (and say how far into the L file to go). So some emus that dont send that packet, wouldn't be using the dif files anyway. |
Author: | Vhaerun [ Tue Sep 06, 2005 2:59 pm ] |
Post subject: | |
Thanks. I just posted what I did to help others that might have similar problems in the future. Didn't mean to upset anyone by taking up forum space. |
Author: | punt1959 [ Tue Sep 06, 2005 3:32 pm ] |
Post subject: | Not upset |
Vhaerun wrote: Thanks. I just posted what I did to help others that might have similar problems in the future. Didn't mean to upset anyone by taking up forum space.
I was not upset, I was trying to answer what I thought where lingering questions (what maps are affected, etc). And to let you know, that there is a wealth of information on this subject contained in these forums (although one may have to do some digging), that may save you some trouble. |
Author: | Vhaerun [ Tue Sep 06, 2005 11:48 pm ] |
Post subject: | |
![]() By the by, I did what you suggested and it worked. Thanks again... will help our future player base when we only have to alter two or three files instead of eight. |
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