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 Post subject: OSI's Diff file problems
PostPosted: Fri Jan 07, 2005 2:32 pm 
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Young
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Joined: Sun Jan 02, 2005 3:56 pm
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Location: Tucson, AZ
Before I get started I have to state for everyone that I did do a search for dif and for TileMatrixPatch and I followed suggestions where I could (alot of links are no longer working).

I cannot remove a few of OSI's stuff from my custom map. I have part of Cove, minax fortress and trinsic. First I tried punt's diff program and it gets stuck at static.mul and I let it run 2 hours and ended up with an extra 35gb in my dif files and couldn't run UO.

I then reinstalled UO Sam Emp and followed Dian's advice and went to RunUO (RuUO RCO 1.0) and checked and I do have a file called StartupSettings.cs which has this code:
Code:
using System;
using Server;

namespace Server.Misc
{
   public class StartupSettings
   {
      public static void Initialize()
      {
         TileMatrixPatch.Enabled = false;
      }

      public StartupSettings()
      {
      }
   }
}


which is the same as dian showed on his example but the stuff was still there.

I then removed all of the dif files from UO Sam Emp which consisted of 6 mapdif's and 9 stadif's. Now this is where it gets fun...I could no longer see them but I still run into them.

Dian's link for blank dif's no longer works, punt's merge link no longer works and I am at wit's end. The most frustrating part is the my fiance's computer, she is running SE and when she is on her custom maps that stuff isnt there. We have compared our files and everything seems to be the same though she never removed her dif's.

Can anyone offer anything else to try?


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 Post subject:
PostPosted: Fri Jan 07, 2005 3:41 pm 
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Young
Young
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Joined: Sun Jan 02, 2005 3:56 pm
Posts: 17
Location: Tucson, AZ
Is it possible that a map could have been saved with the dif files in it? I tried my test map and the extra things were not there and then put the original map back in (made by someone else that used it on a sphere shard) and the OSI stuff was back. I don't understand!! I am soooo lost, lol


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 Post subject:
PostPosted: Fri Jan 07, 2005 6:39 pm 
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Not your daddy
Not your daddy

Joined: Mon Nov 18, 2002 2:18 am
Posts: 1224
Location: Oregon State
I remember someone saying somthing in this discussion not long ago, that RunUO had changed something about the way it handled the TileMatrixPatch, I had not read anything about the change on RunUO, and i have been using that script i submitted here (the same one you have posted there) since somewhere around beta 8, 10.. whenever they added support for disabling the dif files.

Still, I am nearly 100% certain that the script, disabling the TileMatrixPatch, works still today, with my shard. The shard runs on the RunUO RC0 1.0, heavily modified of course.

All I can say right now is I will try to runn around to the diff patched areas, and see if they truely are not there. But I would think that someone would have noticed an out of place, osi resemblance area, on my map.

Maybe you could try a fresh reinstall, and set up your custum 'core' directory for RunUO to use, rather than using the same UO client directory you play the game with, untill I get back with any answers.

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 Post subject:
PostPosted: Fri Jan 07, 2005 7:04 pm 
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Posting Whore
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Joined: Fri Aug 29, 2003 6:21 pm
Posts: 1434
Location: Colorado Springs, Co.
You said your fiance has it running on her system as well? So I take it your computer was the one acting as the server for the shard?

To clear the .diff files is really simple, just create a file of any type and rename it the same as the file your replacing. Make a complete set to replace all the .diff files then move the originals into a folder and drop the new ones in to take their place.

*POOF!* No more map bits from the old UO.

Or you can use Punts Merge program and combine the .diff and map files into one and remove all the unwanted stuff by melting the statics (Not recommended as there are just way to many)

Or you can take two "Exact" map copies of any kind, even the original UO map will work and use Punts .Diff program and it will create blank diff files for you then simply replace the others.

Dev

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 Post subject:
PostPosted: Fri Jan 07, 2005 11:30 pm 
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Young
Young
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Location: Tucson, AZ
Unfortunately punts merge file link wasn't working. My fiance was running the map on her own server. We each have our own test server so we can work on different things. She was using her own server and wasn't getting the diff stuff. I did get the stuff to disappear and I can walk through those areas but now running into a different problem. I am rubberbanding in different spots and when I look at UOAM I don't see anything so I don't think it could be old OSI leftovers. I have cleared facet and tried again but says there is nothing to clear. I also at this point on my map don't have anything but flat land. I am trying to get the basics done before doing stuff like elevation. Best as I can tell, there is nothing there in the places I am rubberbanding off of. Could it be old OSI leftovers that don't show on UOAM either?


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 Post subject:
PostPosted: Sat Jan 08, 2005 2:52 am 
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Not your daddy
Not your daddy

Joined: Mon Nov 18, 2002 2:18 am
Posts: 1224
Location: Oregon State
no, UO Auto Map will show diff statics, theres no option to disable/enable showing them since it was built entirely on the OSI/UO Map of Britania, Sosoria, whatever the hell you want to call it. They made it without ANY intentions on it being used for any other map.. at least not the public release version.

It seriously sounds like nothing more than you having a slightly different set of statics files the shards reading, from your client. Even if your absolutly sure thats not the case, check it again. Ive assured myself that same things many times, just to prove myself wrong.

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 Post subject:
PostPosted: Sat Jan 08, 2005 2:26 pm 
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Young
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Joined: Sun Jan 02, 2005 3:56 pm
Posts: 17
Location: Tucson, AZ
Do you know what might be causing the rubberbanding? I tried doing searches on it but thats the best word I could think of to look under. When I run my map through dragonsp I have it erase all statics though I haven't yet put any in because it wont do me any good until I know my map is done and wont need to be run through dragon anymore. I am not using any dif files at all. I have completely removed them, but I am still bouncing off invisible objects in different areas. How can I make sure the server is readin the correct files. I currently have a folder named ultimaonline in my runuo rco 1.0 folder and my datapath.cs is directed to read from that folder. Do you think maybe I should run the map through dragon again and make new map, staidx, and statics.mul's?


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 Post subject:
PostPosted: Sat Jan 08, 2005 11:36 pm 
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Not your daddy
Not your daddy

Joined: Mon Nov 18, 2002 2:18 am
Posts: 1224
Location: Oregon State
The rubberband efect you speak of, is typically called that, yeah. And the most common trouble with it.. and really, the only one I can think of atm, would be your statics files are not the exact same as the ones RunUO is reading from.

Thats why I said, even as sure as you think you are, double check it. Run Dragon again, when its finished, paste a copy of the map0, statics0/staidx0 files into both UO folders.. the Installed UO that you use to actually play, and the UO folder thats inside your RunUO directory.

Also, I have checked out a the dif file bit, and that script I posted here long ago, still does work fine for me. ( TileMatrixPatch = false)

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Forget what you know, know what you forget.


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 Post subject:
PostPosted: Sun Jan 09, 2005 9:28 pm 
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Young
Young
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Joined: Sun Jan 02, 2005 3:56 pm
Posts: 17
Location: Tucson, AZ
Dian wrote:
Also, I have checked out a the dif file bit, and that script I posted here long ago, still does work fine for me. ( TileMatrixPatch = false)


I wish that I could post my runuo folder and stuff for people to see, might be easier to find my mistakes that way, lol. I have that script in but doesn't seem to do anything. I tried it with it in and with it out and no noticable difference but that might just mean that I have something else wrong. Oh well, I will roll with the punches and see if I can get it right.

I do appreciate your help and everyone else who has posted on my many questions. :D


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 Post subject:
PostPosted: Sun Jan 09, 2005 9:42 pm 
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Young
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Location: Tucson, AZ
Dian, I just finished checking out your web site and saw your Heartlands map. The world map didn't load for some reason but I saw your cities and some of your other layouts. They were just awesome. I cannot get my cities to look good. I know its mainly because I am new to making this but man, yours are awesome. Do you have links to any of your other maps? I would love to see more and maybe I can figure out how to make a nice city without having it look like a neatly lined out map of a major city block. I just can't get the placement down and everything to get the random unplanned layout of the old world villages and cities. Mine look to modern and planned out with surveryors and stuff.


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 Post subject:
PostPosted: Sun Jan 09, 2005 11:37 pm 
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Not your daddy
Not your daddy

Joined: Mon Nov 18, 2002 2:18 am
Posts: 1224
Location: Oregon State
Heh, yeah.. well I have been working on a complet website transfer to a new host. So there are still a few little things to iron out.. Im just lucky that my Windows based MySql DataTables finally converted over to the Unix system MySql... :shock:

Anyways, my wife Lady Roanoke has done about 85+% of the building on the shard.. I have done maybe.. I dunno 10% and the last little bit is left to a few friends here and there that have helped out.

I dont have any other finished maps.. a couple that I have in the works, but they are quite dusty.. in fact, so dusty I would probly not even find them easily.

But, thank you for your kind words... There will be plenty more great things to come though, Roanoke just got excited, and is impatient to start building again with the new japanese artwork from SE.

*And No, we will not, and are not supporting SE on our shard, nor will we, or are we supporting even AOS*

Im sure the broken images will be fixed soon.. soon as I get time to spend on it again :)

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 Post subject:
PostPosted: Sun Jan 09, 2005 11:57 pm 
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Master of Dian
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Joined: Sat Jan 18, 2003 2:37 pm
Posts: 118
Location: Oregon
I never planned my cities.. I took an open area and just started building in random.. small buildings here.. larger one there.. a park.. statue.. little garden... Dian would have roads already in place and Id just work around on flat areas... Some turned out straight lines of buildings.. but most just started out in odd areas... I add buildings all the time so the cities arent complete as you see them now.. :)

The one city called Paladur (ruin city) that youd see on the site.. It was just a mountain with dirt that Dian made me.. I just started at the entrance and started building... every plant, rock, etc I placed.. it actually took me 3+ months to build and people love that place most of all.. Anyways... just do it that way... dont plan the city out.. :)


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 Post subject:
PostPosted: Mon Jan 10, 2005 8:20 am 
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Posting Whore
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Joined: Fri Aug 29, 2003 6:21 pm
Posts: 1434
Location: Colorado Springs, Co.
DON'T PLAN??!! :shock: Chaos! *Faints!*

Dev

_________________
"So...if crazy people don't know their crazy...does that mean your only sane if your know your crazy?"


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 Post subject:
PostPosted: Mon Jan 10, 2005 7:58 pm 
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Master of Dian
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Joined: Sat Jan 18, 2003 2:37 pm
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Location: Oregon
I do well with chaos.. when its on my terms :)


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 Post subject:
PostPosted: Tue Jan 11, 2005 12:57 pm 
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Grand Master
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Creative Chaos. Gotta love it.

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