Ryandor.com

Forums
It is currently Mon Jul 07, 2025 6:25 am

All times are UTC - 7 hours [ DST ]




Post new topic Reply to topic  [ 29 posts ]  Go to page 1, 2  Next
Author Message
PostPosted: Mon Dec 08, 2003 12:28 am 
Offline
Master
Master

Joined: Mon Jan 20, 2003 7:55 pm
Posts: 213
First, is there a good tutorial for WF 64? I've been trying to copy the Juka city from Ilshenar into my custom map. I understand there is some consideration that has to be made concerning the size of the Ilshenar map as compared to the Map0. But, how do you compensate for that? Also, what about the altitudes? When I go to the Juka city and type .where, it gives me some funky altitude of -44, or some such as that. How do you copy from -44 to 0 - presuming I can figure out how to copy the blasted city from one map to the other in the first place! lol

My last attempt apparently copied it. However, all I got in my custom map was a very nice row (north to south) of 5 tile wide 'strips' of the city, staggered end to end across my map. *rolls eyes*

Second, is there any way to create caves that have actual "mountain" walls to them? I detest the look of 'black' or those flowstone type walls.

Thanks, in advance, for any help with these two situations.

Btw, I'm using Sphereserver 99z5 and Win98 SE, if that information is of any use whatsoever. :)

-CMS
*******


Top
 Profile  
 
PostPosted: Mon Dec 08, 2003 12:32 am 
Offline
Master
Master

Joined: Mon Jan 20, 2003 7:55 pm
Posts: 213
Also, when I place floortiles ingame, to create a building in a town, I've put a check in the little box for "lock down" in Axis. However, the tiles still highlight as if they're dynamic and I get the msg in my Sphere console that the area is 'too complex'.

Do the tiles only -appear- dynamic because my character is a GM? Or have I done something wrong?

Thanks.

CMS
*******


Top
 Profile  
 
 Post subject:
PostPosted: Mon Dec 08, 2003 1:25 am 
Offline
Not your daddy
Not your daddy

Joined: Mon Nov 18, 2002 2:18 am
Posts: 1224
Location: Oregon State
Cant help with anything relating to Sphere.. but,
For your wanting to copy an Ilshenar area into the Map0.mul, you would need to use UO World Copy. Not only does it support the Map2.mul usage, it also allows you to adjust the Z level that you paste into. So if you have -44 on Ilesh you are copying, and your map is at Z level 0, you would make a 44 Z level move. That would set it at 0 when finished. Or at lease for the most part, depending on how uneven the surounding terrain is.. but that would limit the mods needed with WF afterwards.

_________________
Forget what you know, know what you forget.


Top
 Profile  
 
 Post subject: :)
PostPosted: Mon Dec 08, 2003 1:58 am 
Offline
Master
Master

Joined: Mon Jan 20, 2003 7:55 pm
Posts: 213
Thanks, Dian. I had considered UOCopy at one point. But, since I've never used it before, I opened it and saw that "offset" thing, plus no mention of where to look for map2.mul, and wasn't sure it would work.

I'll make a backup copy of my map and give it a go and let you know how it turns out. *crosses fingers* :)


-CMS
*******


Top
 Profile  
 
 Post subject:
PostPosted: Mon Dec 08, 2003 2:29 am 
Offline
The Defenestrator
The Defenestrator
User avatar

Joined: Mon Oct 27, 2003 5:37 am
Posts: 245
Location: Netherlands
As concerning axis: The tiles you place are automatically locked down. However, they are NOT static. You first have to freeze them into your statics file. Im not completely sure how to do that though. It says the area is too complex as it's carrying alot of dynamic objects. Dynamic objects have to be sent from the server to the player, while static objects are already clientside.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Dec 08, 2003 2:52 am 
Offline
Not your daddy
Not your daddy

Joined: Mon Nov 18, 2002 2:18 am
Posts: 1224
Location: Oregon State
*Cough*

Give RunUO a try

*Coughs again*
:shock:

_________________
Forget what you know, know what you forget.


Top
 Profile  
 
 Post subject: Okay......partway there
PostPosted: Mon Dec 08, 2003 3:33 am 
Offline
Master
Master

Joined: Mon Jan 20, 2003 7:55 pm
Posts: 213
I managed to copy the city to my world. However, it only copied the "ground" tiles (including the pavers, etc). It also created the items.wsc file.

I used Worldforge, following the directions in the tutorial, to 'freeze' the items.wsc into my static file. However, the walls still are not there, even though WF appeared to have frozen them.

*heavy sigh*

I also tried UOSP, but it won't "analyze" my worldfile. :/

::shaking head:: *is beginning to wonder if it's going to be worth the hassles* But then, it IS 4:30 in the blessed am, so I suppose I could be just a tad 'out of it' at the moment. lol

I've heard sleeping on things makes your brain work it all out. Perhaps I'll wake up in a few hours and the worldmap fairy will have shown up and it'll all be solved. hehe

In any case, thanks for the help so far.

Oh, and Dian.....is there someplace I can go to check out the differences between Sphere and RunUO?

Thanks,

CMS
*******

Anyway, thanks


Top
 Profile  
 
 Post subject:
PostPosted: Mon Dec 08, 2003 5:05 am 
Offline
Not your daddy
Not your daddy

Joined: Mon Nov 18, 2002 2:18 am
Posts: 1224
Location: Oregon State
You are using a different UO copy map program I think. There are a couple of them, I am assuming you have UO Map Copy or somthing like that.. since it saved your Items to a wsc file.. The one I refered to copies (or cuts) the map and statics out, and pastes them to the other mul files.
If you need it, I can see if there is a dl somewhere, or set you up with one I have.

RunUO's having a change of Web Hosts, and have been down for a good week or better now, unsure when it will be resolved. But if you have some questions about it, feel free to ask.

_________________
Forget what you know, know what you forget.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Dec 08, 2003 6:14 am 
Offline
Grand Master
Grand Master
User avatar

Joined: Wed Jun 12, 2002 12:13 am
Posts: 414
Location: West Virginia, USA
http://www.tragena.net/html/tutorial_uosp.php for the analyze worldfile thing... maybe heh :/

You can also use axis to static the items, it has a static tool built into it.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Dec 08, 2003 11:50 am 
Offline
Site Admin
Site Admin
User avatar

Joined: Sun Jun 02, 2002 8:01 pm
Posts: 1473
Location: CO, USA
With regard to getting UOCopy to work, the item.wsc file is best froze with MulTool.

Dian: what's this other tool?

-Ryandor


Top
 Profile  
 
 Post subject:
PostPosted: Mon Dec 08, 2003 12:35 pm 
Offline
Not your daddy
Not your daddy

Joined: Mon Nov 18, 2002 2:18 am
Posts: 1224
Location: Oregon State
Hm odd.. I would have thought you knew of it. You probly do, but the names are all so similar you probly are confused by this.

Anyways, you can get it off my server here

_________________
Forget what you know, know what you forget.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Dec 08, 2003 12:50 pm 
Offline
Site Admin
Site Admin
User avatar

Joined: Sun Jun 02, 2002 8:01 pm
Posts: 1473
Location: CO, USA
You're right, it was just a matter of confusion. I do have this, but I've not really used it much at all. I also didn't know it supported the map2.

-Ryandor


Top
 Profile  
 
 Post subject:
PostPosted: Mon Dec 08, 2003 12:53 pm 
Offline
Not your daddy
Not your daddy

Joined: Mon Nov 18, 2002 2:18 am
Posts: 1224
Location: Oregon State
It will also support Map3, but it comes out streatched slightly, somehow.. hard to explain, but its not right. But map2 works fine.

_________________
Forget what you know, know what you forget.


Top
 Profile  
 
PostPosted: Mon Dec 08, 2003 1:00 pm 
Offline
Master
Master

Joined: Mon Jan 20, 2003 7:55 pm
Posts: 213
......would show up!

*Runs off to download and try this UOWC program and find the "static" tool in Axis*

I'll keep you guys up to date on how it all turns out. Hehe

Thanks for the help so far. :)

Soooo........any ideas about how to give my caves actual 'moutain' walls? lol

Ryandor? Could I create a 'custom' color for -20 mountain, maybe? Place my cave floors at -20 and surround them with -20 mountain then paint over it all with WF to give them 'roofs' (rooves?) ?

-CMS
*******


Top
 Profile  
 
 Post subject:
PostPosted: Mon Dec 08, 2003 9:08 pm 
Offline
Slayer of Fools
Slayer of Fools
User avatar

Joined: Tue Jul 02, 2002 4:54 pm
Posts: 1289
Hrmmmmm.....
You could do that if you made a new static of the desired wall.

_________________
This space for rent.


Top
 Profile  
 
PostPosted: Tue Dec 09, 2003 12:28 pm 
Offline
Master
Master

Joined: Mon Jan 20, 2003 7:55 pm
Posts: 213
......but this static'ing items just isn't working. *sigh*

I have the floor tiles laid out for one of my towns, and walls on one building. I tried the Static Tool in Axis as follows:

1. Opened the tool, loaded my worldfile and analyzed it to find "dynamic" objects.

2. Highlighted the entire list and pressed "make static", at which time the word "dynamic" changed to "pending static".

3. Here's where it stopped working, apparently. I tried several different ways of 'patching'......I tried "save patch" then "loaded" and "applied" right away. I tried "save patch" then shut down Axis, reopened it and "loaded" and "applied". I tried simply "apply patch" (at which point it asked me if I wanted to "save", so I did one time and didn't another time.

I cleaned my worldfile when prompted and also replaced my staidx and statics files with those created by Axis with the .new extension each time I tried to static the tiles....changing the extension to .mul, of course. :)

When I go ingame to look at them, they're all STILL dynamic. And, each time I go back into Axis, I've seen them listed as either "dynamic" or still "pending static".

It's obvious I'm doing something wrong. Btw, I do remember using this before, about a year ago. But, I don't remember what I did to get it to work. :/ Memory is the first thing to go, I'm told ;)

Any help would be greatly appreciated.

NEXT---I tried UOSP.....following the directions on RoseThorn's post. After loading the worldfile, 'using' the lines...etc...then analyzing the world, I only got ONE item showing in the window. There was nothing to choose to static. I did try "all", just in case it just wasn't showing anything for some other reason than my own ignorance. I use Sphereserver 99z5 and the .scp files are named differently than what is in the uospfiles file. (i.e. there are no sphereitem*.scp files. They're listed as sphere_item_etc_etc.scp) I changed those in that list to match what's in my sphere scripts folder but, apparently, that doesn't work, either.


-CMS
*******

P.S. (<---do you use that for a forum post? *thinks then dismisses the question to herself as inconsequential) I haven't tried the UOWC yet, even though my son is pressing me to. I'd rather do one thing at a time and learning how to static this blasted town (so I can proceed to other things) takes priority right now. I do appreciate the reference, though, and will be trying it out soon, I hope.


Top
 Profile  
 
 Post subject:
PostPosted: Wed Dec 10, 2003 1:14 am 
Offline
Apprentice
Apprentice

Joined: Thu Nov 20, 2003 9:01 pm
Posts: 29
well one thing you can try since you have the flor plates and the land layed ( i asume you want that) go to the location ingame and type .extract (any file name you wish here).txt then target the town/buildings you wish to extract.

What this does is makes a item scrip in your sphere dir. It will be labled (youre file name) .txt.

Now go to the location you wish to place the buildings and type .unextract (youre file name).txt, then target the area to place the building/town.

It may take a few trys to place the buildings/town where you want it but if youre close you can always move the whole town by typing .nuke move (n,s,e,w) X (being the number of tiles to move the items) and nuke the area.

Like i said it takes a min to get use to so i would try it on a few simple buildings so you get use to how its placed. One other thing if the town youre trying to extract and unextract is -44 and you wish for it to be 0 then when you place the town the town WILL be at -44 just .nuke nudgeup 44 then nuke the area and vwala the town is at z 0

I hope this helps some. You may have to do building by building but it will get you what you want.


About freezing in youre tiems, you need to set a attr (attribute) of 08010 to all youre items you wish to freeze into your mul files. The comand whould work like .nuke attr 08010 then nuke the area. After that then save and close the server. Open world frodge and have it point to your world file and a noninuse copy of statics0.mul and staidx0.mul. Once you freeze then pop them into youre uo folder then vwala youre statics.

_________________
Image


Top
 Profile  
 
 Post subject:
PostPosted: Thu Dec 11, 2003 6:25 am 
Offline
Grand Master
Grand Master
User avatar

Joined: Wed Jun 12, 2002 12:13 am
Posts: 414
Location: West Virginia, USA
Ohh, you didn't say you use 99z5. How on EARTH do you build on that piece of crap? It crashed me with 100 items on screen lol. Anyways, I'm afraid you're gonna be extremely and totally shit out of luck here. UOSP will not work with the 99* series. The closest I came to making it work was to drop the 55i scripts in and let UOSP read from those... but lots of crap got frozen flipped wrong. Axis won't work either.

There is a setting in sphere.ini called SaveNumIds, when set to "1" it'll save everything by ID number in the worldfile... like [worlditem i_bleh] or [worlditem 012]. When set to "0" it saves everything in some funky way that none of the mul editing programs can handle. [worlditem 0a344bc0324] or the likes. With it off and turning it on you're very likely to have half your worldfile flipped to another dispid. With it on from the beginning you're very likely to have random items in your worldfile flipped to another dispid. SaveNumIds was something Menace added after me bitching and moaning about spending literally a week trying to static my worldfile and being unable to, and finally sacrificing all current dynamic stuff to downgrade our building server back to 99x5. It worked when it was added... with it on "1" I could use UOSP and axis and such. It never worked completely right any version thereafter... including 99z5.

I wish I could tell you an easy solution. I don't think there is one. The guy that makes UOSP even sent me his latest build which wouldn't work and tried to compile a new one which wouldn't work. Don't build on 99z versions... run away now while you still have your sanity.


Top
 Profile  
 
 Post subject: ....
PostPosted: Thu Dec 11, 2003 5:28 pm 
Offline
Master
Master

Joined: Mon Jan 20, 2003 7:55 pm
Posts: 213
*sits down and buries her head in her hands*

Sheesh..

So, 99x series works? I really don't want to have to go all the way back to 55i. Also, if 99x does work, where could I get a copy of it, since Sphereserver only offers 55i and 99z+?

What are you using for Tragena?

Thanks for the head's up, btw. :)

-CMS
*******


Top
 Profile  
 
 Post subject:
PostPosted: Fri Dec 12, 2003 12:53 am 
Offline
The Defenestrator
The Defenestrator
User avatar

Joined: Mon Oct 27, 2003 5:37 am
Posts: 245
Location: Netherlands
Try the revisions releases :D. If they're still going on with it >>


Top
 Profile  
 
 Post subject:
PostPosted: Fri Dec 12, 2003 6:17 am 
Offline
Grand Master
Grand Master
User avatar

Joined: Wed Jun 12, 2002 12:13 am
Posts: 414
Location: West Virginia, USA
Yeah, you can use 99x5 to build with.. we do still. The builders like the extra stuff they can do with commands over 55i. They use UOSP and UOSir to manage statics (UOSir to remove screwups). I use 55r2a for our scripting, and will for the real shard when it's ready.

www.emuresource.com probably has it, if not lemme know and I'll email it to you if I can find the zip. Just remember (I'm so full of good news aren't I?) that sphere is damn good at upwards updating but not backwards. You can take a TUS 46h worldfile and drop it in with SPHERE 99zkadfes and it'll work perfectly after the initial startup.... but if you take 99z5 and drop it in 99x5 you're very likely to have a lot of items randomly flipped on you :/


Top
 Profile  
 
 Post subject:
PostPosted: Sun Dec 14, 2003 3:22 am 
Offline
Not your daddy
Not your daddy

Joined: Mon Nov 18, 2002 2:18 am
Posts: 1224
Location: Oregon State
all that just gave me a severe headache.. *goes back to the C# code

_________________
Forget what you know, know what you forget.


Top
 Profile  
 
 Post subject:
PostPosted: Tue Dec 30, 2003 4:50 pm 
Offline
Master
Master

Joined: Mon Jan 20, 2003 7:55 pm
Posts: 213
LOL I hear ya, Dian.

I just read the last two posts and set the whole thing aside until after Christmas....meaning, now. :)

Rose? I installed Sphere 99x5 and used 55r2 scripts and got an error saying it couldn't find the sphere.ini file, even though the blasted thing was IN THE DIRECTORY, right under its nose. *sigh*

And, Ryandor? What about the cave walls I mentioned? Could I add a new color for -20 mountains? Or, change, say, the +90 color mountain to -20 altitude for painting into my .bmp before running the map?

Thanks,

CMS
*******


Top
 Profile  
 
 Post subject:
PostPosted: Tue Dec 30, 2003 5:28 pm 
Offline
Grand Master
Grand Master
User avatar

Joined: Wed Jun 12, 2002 12:13 am
Posts: 414
Location: West Virginia, USA
Just a lil more patience :)

55r3 has every feature of 99zwhatever, and supports clients 1.26.4 all the way up to 3.0.8 currently without problems. The only thing it's lacking is LBR/AOS support (ie - the context menus, the new map(s), statics, and critters... those are probably forthcoming). Kell has made 55r3 better than 1.0 will be, and he's still going. It lacks 110% of the bugs that the 99z series has and has more features and uses less resources. It's definitely by far more amazing than anything I expected from Sphere *ever*.

... and he didn't change a goddamn speck of syntax! (for anyone changing scripts on a daily basis to keep up with Menace, they'll know what good news THAT is).


Top
 Profile  
 
 Post subject:
PostPosted: Tue Dec 30, 2003 9:39 pm 
Offline
Master
Master

Joined: Mon Jan 20, 2003 7:55 pm
Posts: 213
Is 55r3 available to the "public"?

I checked Emulator Resource and that version isn't listed in their files. 55r2 seems to be the latest one they have. Maybe I just need to wait for them to update the site?

In any case, once it's available, it's got the 'proper' script formats? I say 'proper', meaning none of the sphere_item_etc..._etc....scp stuff. :/

I was introduced to Sphere with 55i and am a bit set in my ways. So, when I came back to it and saw this new fangled version they've come up with, I've been a bit disheartened, to say the least.

Thanks for your help and patience with -me-. :)

-CMS
*******


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 29 posts ]  Go to page 1, 2  Next

All times are UTC - 7 hours [ DST ]


Who is online

Users browsing this forum: No registered users and 4 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group