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PostPosted: Mon Feb 28, 2005 7:58 am 
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Young
Young

Joined: Fri Feb 18, 2005 9:45 am
Posts: 11
Hello all,

I am trying to patch up players with my custom files:

Mapdif1.mul, Mapdifl1, Stadif1, Stadifi1, Stadifl1.

Problem...my auto patcher (UOGateway) does not support those files. It downloads the patch ok but does not install them. I have verified this with the UOG team and they have determined that UOG does not support the above files.

Now, I am lookin for an auto patcher program but I would like to be able to patch in my custom files and NOT write over my players original UO files. This way, they can play UO and other shards without reinstalling the UO originals.

I ran a search here and found a recommendation by Matonor to use ClickPatch. It works great but does the overwrite.

Any ideas people?

Thanks.

A


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PostPosted: Mon Feb 28, 2005 2:00 pm 
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Not your daddy
Not your daddy

Joined: Mon Nov 18, 2002 2:18 am
Posts: 1224
Location: Oregon State
If you use RunUO for your EMU, you dont need to patch any dif files at all. With simply setting TileMatrixPatch.Enabled = false; on your server will take canre of that. The shard will not allow any reading of the dif files at all.

Otherwise, as far as I remember, UO Gateway just doesnt support any files that are 0 bytes. But if you verified that they are not supported at all.. well then, ok. I thought for certain UOG did support them, just had to actually be more than a blank file.

Adam wrote:
I would like to be able to patch in my custom files and NOT write over my players original UO files.


Thats going to be a tough one, since most other patch file programs do directly overwrite, or edit/add to the existing files.

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PostPosted: Mon Feb 28, 2005 2:49 pm 
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Young
Young

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Not sure I understand what you mean about the RUNUO setting, since I do want the server to read those custom diffs.

Ok. I will just warn them to back up their original files.

Adam


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PostPosted: Mon Feb 28, 2005 3:44 pm 
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Not your daddy
Not your daddy

Joined: Mon Nov 18, 2002 2:18 am
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Location: Oregon State
Oh, I guess you have actually edited those files, and want the players to have them. I was assuming you wanted the Dif files to be wiped as everyone else has trouble from, with a custom map.

I still thought that UOG supported them, only not if they were empty files ( 0 bytes ) but.. must be wrong. I could sware a friend shard owner had modified his dif files, and patched them just fine through UOG. But that was nearly a year ago.

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PostPosted: Mon Feb 28, 2005 5:05 pm 
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Young
Young

Joined: Fri Feb 18, 2005 9:45 am
Posts: 11
Yes. I intended to keep the Felucca map but wanted to split Tram off to a custom map with the same map size as standard Felucca.

So, I patched the diff1's so that they contain my custom map and statics. Took a while to figure out the process on paper first but it works like a charm. Felucca is perfect and so is my new 5th facet map (that now occupies the former Tram space). The patches are not that large either...about a 2 minute download on dsl or cable.

I know the UOG web site claims to support those patches but one of the UOG peeps and a few runuo members all tried patching as I suggested. No diff's end up in the uog patch folder.

If I get a different answer from mrfixit (hopefully will respond) or I figure out a solution...I will post it here as a follow up.

Yes..I do know many people seem to obtain a very LARGE file when patching those files. I used one of Punt's tools (diff patcher, i think) and it worked nicely.

Also, many people on RunUO seem to have items left over on the new map (either on fel or tram). Usually, they are non static (burned) deco and can be easily wiped through the .clearfacet command.

Thanks,

A


Last edited by Adam on Mon Feb 28, 2005 10:04 pm, edited 1 time in total.

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PostPosted: Tue Mar 01, 2005 3:22 am 
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Not your daddy
Not your daddy

Joined: Mon Nov 18, 2002 2:18 am
Posts: 1224
Location: Oregon State
non static would not be burned.. but I know what you meant.

All you have to do on a fresh shard, is delete the saves folder entirely. It will regenerate one on the first World Save. :)

For that matter, you can delete any one of the sets of *.idx and *.bin files in the saves folder (like just Items files, or just Guilds files ).. and they will regenerate on first world save. Somewhat same as [ClearFacet but this way you know theres absolutly nothing left behind like say, in Map.Internal for example.

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PostPosted: Tue Mar 01, 2005 9:40 am 
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Young
Young

Joined: Fri Feb 18, 2005 9:45 am
Posts: 11
Thanks....I didn't know that. I assumed the folders needed to be "there" when the server was fire up. I prefer your way ;-)

Turns out...I just made a patch installer to put the custom files in....and a second installer to reinstall the original UO files. I won't be hard for players to install/uninstall now, just a bit clunky ;-)


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PostPosted: Tue Mar 01, 2005 1:41 pm 
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Not your daddy
Not your daddy

Joined: Mon Nov 18, 2002 2:18 am
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Location: Oregon State
So, what file patcher did you use then?

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PostPosted: Tue Mar 01, 2005 10:41 pm 
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Young
Young

Joined: Fri Feb 18, 2005 9:45 am
Posts: 11
It was recommended here on the forums and I may have mentioned the poster's name above...

The link is to the company's site. The version is free and you can buy the version that has no company advertising...Patchmaker.

Realy simple to use...I was quite surprised.

http://www.clickteam.com/English/index.php

Clickteam....Patchmaker

A


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PostPosted: Thu Mar 10, 2005 3:54 pm 
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To alternate between the originals and the patched versions, you might just want to create a simple batch script that does nothing more than copy/replace from a sub-folder or something, and then executes the patcher or client.

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PostPosted: Thu Mar 10, 2005 6:05 pm 
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Young
Young

Joined: Tue Dec 21, 2004 4:19 pm
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Location: Auckland, New Zealand
Also with the Patchmaker is other peoples files may be slightly different to yours, for all sorts of reasons. It kind of dies if this is the case.


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PostPosted: Thu Mar 10, 2005 6:18 pm 
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The only reason the files should vary is because different people have different versions of UO which have been upgraded different amounts.

When setting up a custom patching system, however, you should make sure to back up the original files, and then replace them with ?base? files for patching. That way, they will never be different. Simply switch back to the backups whenever you play on another shard.

Most non-UO-specific patching programs can not cope with different file sizes for technical reasons, and most good ones will even go so far as to verify the file is not different at all before patching for stability reasons. A patch made with such a program is meant only to patch the file(s) it was used for, and any variation in them will result in chaos if you patch.

UO-specific patching programs can circumvent this by going about the process in a different, specialized way.

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