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 Post subject: quick questions
PostPosted: Sun Oct 17, 2004 11:27 am 
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first off, (i think this maybe because im using -5 for water), on the radar, and in uoam, the water doesnt look like OSI's map0.mul water... it looks exactly like it does in photoshop (lighter blue)....

second question, how hard/possible is it to say, make a map, then about 3 or 4 versions into monthly updates would it be to add/remove/alter portions of the map (and let the users be able to use it? hoping they wouldnt have to download a whole new map0.mul?)

thirdly, i know this isnt really related to this as a whole, but how hard do you guys think it would be to make like a uo-autopatcher type program (whether we code it just for our shard, or expand it to the emu community as a whole)? or has this already been done before?


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PostPosted: Sun Oct 17, 2004 10:29 pm 
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1) yes i would guess this is due to your choice for water elevation

2) they would have to redownlaod the map mul, cant just update it...

3) I believe there are a dfew seperate progs and some shards have their own, but i do know UOG has it built in...

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 Post subject:
PostPosted: Mon Oct 18, 2004 5:45 am 
thanks for the answers, but to clarify the whole add/remove/alter parts of the map.... that couldnt be done via statics or anything? i mean even if it was just for a designated space in time or something like a scenario...


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PostPosted: Mon Oct 18, 2004 9:17 am 
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im not exactally sure because the last shard i owned was way before uog....but maybe someone else here knows.. good luck

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 Post subject:
PostPosted: Mon Oct 18, 2004 2:08 pm 
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I don?t know how the UOG patching system works because I?ve never used it, but to patch a map0.mul file all you really need to do is get any patching program (definitely doesn?t have to be designed specifically for UO) that just copies the changes in the two files into a patch file, and vise-versa on the client end. Plenty of such programs exist, I?m sure. The statics0.mul file, however, would not be able to work as easily in this manner ? certainly using the same patching program would decrease the overall size of the file, but everything after the part you change would be a part of the patch, so it probably won?t save you a lot of space. The statics0.mul file, however, is not a very large file generally speaking anyway, when zipped.

As for making the client automatically download/install patches as your players connect, that?s a bit trickier. My advice would be to check out how UOG does it or program your own client launcher/patcher. I know I saw the protocols for the default UO patching program as well somewhere if you wanted to use that.

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PostPosted: Mon Oct 25, 2004 2:52 am 
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I know how UOG patching works. Rather then replace/edit the files in your UO folder, it patches the clients memory when it loads, telling it where to look for the new files (Generally in the UOG folder, as I recall).

This isn't the same as what the parent post is referring to, from what I can tell. He wants to update parts of a map file with something new, to eliminate the large download of a whole new map0.mul. UOG won't do that.

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 Post subject:
PostPosted: Thu Nov 04, 2004 7:42 pm 
sydius is right, number 2 can be done w/ a patching program -- altho it would require a custom setup, here's how I would do it.

say you have 3 parts of the map you want changed in 1 month for a scenario. Say, the first part is just a flat dessert, then PC's do something and a huge mountain springs out of the dessert, then they do something again, and the mountain cracks in two and becomes a huge volcano. Each of these 3 peices require changes to the map0.mul so would require a patching program.

You could then setup some coolio custom program that whenver you start UO goes to your server and checks a variable (which is set to 1,2,3) then it "patches" the map to that state (1,2,3). not too difficult theoretically, but i'm not about to do it. and building in non-hackableness makes things more complicated.


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