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PostPosted: Tue Jun 08, 2004 9:03 pm 
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Grand Master
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As it turns out, it was an error on my part. :oops:

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PostPosted: Wed Jun 09, 2004 2:15 am 
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what was your error? :) i have the same problem and would really like to know

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PostPosted: Wed Jun 09, 2004 1:08 pm 
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I'm not sure exactly - I either had some colors on the map from a different pallet, or I had the UO directory pointed to a different map when Dragon did the statics. Something along those lines.

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PostPosted: Thu Jun 10, 2004 2:10 pm 
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Actually I *could* use this tutorial, as I am having the problems you describe on north/west coasts. I remember you posted about it once but now I can't find that post either. :( Any help on how to fix this will be appreciated.

Just out of curiosity, why are those issues specific to Mod 10? Mod 9 did those same coastlines with no problems.


Stormcrow wrote:
I know I posted somewhere how to fix them, with screenshots. For some reason I can't find it. That is if you are talking about the blockiness on the north/west coasts. It involves lowering the grass 2 tiles in semi-randomly. I'm hoping Darus can find some way to automate it.

In the meantime, I'm going out of town for the week. Early morning flight tomorrow, so I gotta get packing. I'll be back next Monday.

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PostPosted: Thu Jun 10, 2004 2:18 pm 
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Grand Master
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I did find that post (finally)!

http://www.ryandor.com/forum/viewtopic. ... ight=coast

In case anyone else needs it.

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PostPosted: Mon Jun 14, 2004 2:34 pm 
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HellRazor wrote:
Just out of curiosity, why are those issues specific to Mod 10? Mod 9 did those same coastlines with no problems.


I gutted the transition scripts from mod9-prior pretty thoroughly. The water has been and remains a very complicated area. The changes I made to it require much more work to use but offer the ability to make coastlines properly.

You can replace the water scripts with the earlier ones if you like them better. You have to make a few minor changes to some scripts, but it is doable.

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PostPosted: Mon Jun 14, 2004 3:53 pm 
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Journeyman
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wouldnt want to change em :) i like the way the coasts are , except just not looking forward to the day that i have to go through and change them all in wf , i'm not verry good at avoiding those lines and jagged edges so i will need alot of time to work those out, so i think i will just leave them as is until i really need to do them right.

still lots of other stuff to work out on the map hehe.

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PostPosted: Mon Jun 14, 2004 7:06 pm 
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Is there any way to actually avoid this issue? I didn't think there was.
It seems to affect all of my north/west coastlines.

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PostPosted: Tue Jun 15, 2004 5:18 am 
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hm, i let uocoast do my coastlines now. the prioblem is, it only works with ocean, but i don't need the shallow water, so i don't mind.


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PostPosted: Tue Jun 15, 2004 8:04 am 
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Last time I played with Uocoast and the other 1-shot transition tools they worked the same as Dragon.

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PostPosted: Wed Aug 04, 2004 9:16 am 
Hi

Quote:
Posted: Mon Jun 14, 2004 3:34 pm Post subject:

--------------------------------------------------------------------------------

HellRazor wrote:
Just out of curiosity, why are those issues specific to Mod 10? Mod 9 did those same coastlines with no problems.



I gutted the transition scripts from mod9-prior pretty thoroughly. The water has been and remains a very complicated area. The changes I made to it require much more work to use but offer the ability to make coastlines properly.

You can replace the water scripts with the earlier ones if you like them better. You have to make a few minor changes to some scripts, but it is doable.
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Quote:
You have to make a few minor changes to some scripts,


I was wondering what scripts would need the minor changes made?


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PostPosted: Wed Aug 04, 2004 8:24 pm 
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Anonymous wrote:
I was wondering what scripts would need the minor changes made?


The water2x, x2water, maptrans, betweentrans, and statbetweentrans files. At the moment I don't remember what exactly. I also had corrected some of the flaws in original water scripts, but I'd have to sort through the 20 versions of the scripts I experimented with on the road to mod 10/11. The big problem with the original scripts that was unfixable was that under a certain set of circumstances, certain transitions should produce a certain static tile and then under a different set of circumstances they should produce a different tile. The problem is that the 3x3 matrix Dragon uses cannot distinguish between these 2 circumstances.

I suppose I might get off my ass and produce a set of improved oldstyle transitions for mod 11 since there seems to be popular demand. Considering that I'm still looking for a job in Charleston, SC and we don't actually close on the new house til the 30th, I am stuck here in NYC with not much to do (except count the days to my impending execution....errr....I mean wedding :shock: ) so maybe I'll work on them next week.

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PostPosted: Wed Aug 04, 2004 9:00 pm 
LoL.. Execution :) Grats on that, me to soon. Odd you should say closing, me and the lady are looking for a house right now :) and as for a job I have been a stay home dad for the last year and a half, but september bring Work!!!!!!!!!! YES!!!! finaly love the kids but I need to work. On the real side I would rather raise my kids and know whats going on then have someone else get to have all the fun ;) old style scripts for Mod11 you say. THAT WOULD ROCK! *coughs* I mean cool man ;) hope all goes well for you and keep up the GREAT work I love Dragon and the community.


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