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PostPosted: Thu Feb 26, 2004 7:28 pm 
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one more question i swear!!! Whenever i make a map it places tree's and tombstones and bushes and whatnot in random places like all over the map. How to make it so when i make a map it doesnt place those random things?


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 Post subject: need to..
PostPosted: Thu Feb 26, 2004 8:15 pm 
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Need to edit the statics in Dragon and " // " out the ones you dont want to use. If you dont want any plants, rocks or stuff like that then simply dont run the SP part of Dragon and no statics will be added, but that will leave your coast lines unfinished.

Dev


Last edited by Dev Viperrious on Thu Feb 26, 2004 11:11 pm, edited 1 time in total.

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PostPosted: Thu Feb 26, 2004 10:37 pm 
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The other problem you might be having is that RunUO incorporates the "Season" packet into the client depending on what facet you are on. Check out this post for more details:

http://www.ryandor.com/forum/viewtopic. ... ght=season


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PostPosted: Fri Feb 27, 2004 12:00 pm 
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Most definitly what Aard said.

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PostPosted: Fri Feb 27, 2004 12:32 pm 
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Its always best to build your world with a normal season, not the Felucca (Desolation) season, since that season alters the graphics of many items.. like a Tuscany Pine tree (think thats the one) would show up as a scarecrow when you change the season to Desolation (or felucca seeting)

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PostPosted: Fri Feb 27, 2004 2:55 pm 
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ok i did what that link told me to do. change the 4 to a 0 in the script. i did that and it made it not look all desolation like. But my problem is i dont want trees or anything generated at all. I want the water to be water, the grass to be just grass, sand to be sand, snow to be snow. No extras like rocks or anything. Just the plainness of it all.


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PostPosted: Fri Feb 27, 2004 3:15 pm 
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In dragonsp you deselect some of the files. I do that for grass all the time, as I want empty grass. Lateron I will add new areas which will be filled up, but not for now. Anyway, when you have to select all the things in dragonsp you just deselect the ones you dont want to have. It's pretty easy. Don't deselect them all, some are needed to make it all look decently :)


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PostPosted: Fri Feb 27, 2004 3:18 pm 
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Not your daddy
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in Dragon/Scripts/Items.txt

Code:
// ---------------------------------------------------------------------------
// Syntax :
//  [SourceGroup] [ChanceToPlace] [Left] [Top] [Right] [Bottom] [Filename]
//
//
// ---------------------------------------------------------------------------

//00 0040 0000 0000 2304 1600 grass.txt
//01 0035 0000 0000 2304 1600 forest.txt
//05 0010 0000 0000 2304 1600 desert.txt
//17 0145 0000 0000 6143 4095 desertForest.txt
//08 0065 0000 0000 6143 4095 jungle.txt
//18 0105 0000 0000 6143 4095 swamp.txt
//19 0015 0000 0000 6143 4095 grass2.txt
//0a 0070 0000 0000 6143 4095 alpine.txt
//09 0005 1636 3443 1936 3693 graveyard.txt
// old caves with decos
//03 0030 0000 0000 6143 4095 cave.txt
//new caves
//03 1000 0000 0000 6143 4095 cavenew.txt
//03 0005 0000 0000 6143 4095 cavenewdeco.txt
//11 1000 0000 0000 6143 4095 rooffloor.txt
//10 0005 0000 0000 6143 4095 lavarand.txt


Add the " // " infront of all the groups like that, you will then only allow DragonSP to generate the typicall coast shore Items, and whatnot. no forest, grasses... etc.
Of course your Items.txt file may differ from this one.

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PostPosted: Fri Feb 27, 2004 3:32 pm 
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Dian wrote:
in Dragon/Scripts/Items.txt

Code:
// ---------------------------------------------------------------------------
// Syntax :
//  [SourceGroup] [ChanceToPlace] [Left] [Top] [Right] [Bottom] [Filename]
//
//
// ---------------------------------------------------------------------------

//00 0040 0000 0000 2304 1600 grass.txt
//01 0035 0000 0000 2304 1600 forest.txt
//05 0010 0000 0000 2304 1600 desert.txt
//17 0145 0000 0000 6143 4095 desertForest.txt
//08 0065 0000 0000 6143 4095 jungle.txt
//18 0105 0000 0000 6143 4095 swamp.txt
//19 0015 0000 0000 6143 4095 grass2.txt
//0a 0070 0000 0000 6143 4095 alpine.txt
//09 0005 1636 3443 1936 3693 graveyard.txt
// old caves with decos
//03 0030 0000 0000 6143 4095 cave.txt
//new caves
//03 1000 0000 0000 6143 4095 cavenew.txt
//03 0005 0000 0000 6143 4095 cavenewdeco.txt
//11 1000 0000 0000 6143 4095 rooffloor.txt
//10 0005 0000 0000 6143 4095 lavarand.txt


Add the " // " infront of all the groups like that, you will then only allow DragonSP to generate the typicall coast shore Items, and whatnot. no forest, grasses... etc.
Of course your Items.txt file may differ from this one.


It's easier to just not select them om dragonsp :P


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PostPosted: Fri Feb 27, 2004 3:37 pm 
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well i just did that and made the new map and the random trees n bushes and rocks r still there...


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PostPosted: Fri Feb 27, 2004 8:46 pm 
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Armada wrote:
It's easier to just not select them om dragonsp :P


No, it's easier to comment them out and not generate them in the firstplace :P

The less scripts you process, the faster Dragon runs. When I am testing new scripts I do a lot of repetitive compile, copy, load, run client, rinse and repeat. I don't want to spend 5 minutes a compile when I am recompiling every 2 minutes. Stripped down I can compile a map in 10 seconds (for reference, on a normal Dragon run, it takes my computer about 270 seconds).

The other thing is it's quicker and easier to run DragonSP when you can just select all the scripts there because the ones you don't want, don't exist.

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PostPosted: Fri Feb 27, 2004 9:55 pm 
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ya i tried a lot of stuff including the dragon sp thing and the stuff still showed up on the map. There all static to. I mean if i have to unfreeze and remove everything on the map i guess i will have to.


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 Post subject: hmm
PostPosted: Fri Feb 27, 2004 11:37 pm 
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You sure its not from the Diff files? You should be able to tell by going around to spots in the ocean where the Original UO landmass would have been and if you see plants and stuff you know its them.


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PostPosted: Sat Feb 28, 2004 12:23 am 
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Not your daddy
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Are you sure you select "Clear current Statics?" when you run DragonSP??

I got an idea.. find an area you can easily locate.. take a screenshot of that spot, run dragon again just as you did last time, and compare that spot afterwards with that screenshot.. If the trees and stuff are in exact same spots, you are doing somthing wrong.

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PostPosted: Sat Feb 28, 2004 5:25 am 
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Stormcrow wrote:
Armada wrote:
It's easier to just not select them om dragonsp :P


No, it's easier to comment them out and not generate them in the firstplace :P

The less scripts you process, the faster Dragon runs. When I am testing new scripts I do a lot of repetitive compile, copy, load, run client, rinse and repeat. I don't want to spend 5 minutes a compile when I am recompiling every 2 minutes. Stripped down I can compile a map in 10 seconds (for reference, on a normal Dragon run, it takes my computer about 270 seconds).

The other thing is it's quicker and easier to run DragonSP when you can just select all the scripts there because the ones you don't want, don't exist.


Guess I never noticed any difference in time :>. My computer is really slow with dragon. (And in general) :P


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PostPosted: Sat Feb 28, 2004 5:55 am 
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Not your daddy
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When Dragon.exe runs, It generates not only the map tiles, but it also generates the static item text files that are used by DragonSP to place the static items when you run it. So, yeah.. typically its a bit faster to comment that stuff out in the first script (Items.txt) first, rather than just leaving the stuff blank in DragonSP.. and is why DragonSP is the faster program to run.. Dragon already generated everything it needs to place... thats the technicality of it :)

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PostPosted: Sat Feb 28, 2004 7:22 am 
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i changed the diff files to blank ones. Ive gone to UO spots in the water and theres not trees. I really dont know what the hell is wrong heh


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PostPosted: Sat Feb 28, 2004 3:29 pm 
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ive noticed another problem ive been having also. WHen i try to run in one direction for awhile to the right lets say. I will stop running and its like im hitting something but he still tries to run through it. Why does it do that a lot?


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PostPosted: Sat Feb 28, 2004 6:09 pm 
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Apperently your RunUO server is reading other static files.. that is the only case this could happen. If you have a default setup for RunUO, it will read from the Ultima Online 2D directory. It will also read from Ultima Online 3D directory as well, if you have both installed.
So be sure, if you have both 2D, and 3D installed, both folders have the new map/static files.

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PostPosted: Sun Feb 29, 2004 8:00 am 
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no i only have 2d installed. Hmm maybe i should reinstall UO or something.


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 Post subject: hmm
PostPosted: Sun Feb 29, 2004 9:22 am 
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If your running into objects you cannot see then I would have to say that your EMU is reading the wrong files, it would be the same as loading a custom shard then trying to play on the Live servers, you would be running into mountains and player houses that you would not be able to see. That or your editing the wrong files and loading different ones.
Try making your map again but clear statics as was suggested in another post then change the names of your diff files (mapdiff0.mul to mapdiff0.mul orig) then make sure you replace the correct map. Note that by default you start in Fel with RUNUO and if your changing the Trammel map you will not see the changes as well (applies to any of the maps).

Dont feel to bad we all went through this when we started too. :P

Dev Viperrious


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PostPosted: Sun Feb 29, 2004 9:24 am 
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i reinstalled UO and i fixed some problems but the only thing thats bothering me now is the random trees n crap but i might just leave them


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