Azreal-hybrid
Wanderer
Ok, so yea, here's the deal. I fixed it.
Basically the programs UOAM and PB must be hard coded to read from Map0.mul. In UOAM, when I switch to Felucca(1) I seem to get the exact same image as Map0.mul (the OSI map), despite having changed the physical map1.mul manually. I didnt try to differentiate between the other files, but getting this was expected, somewhat, as the programs are still hard-coded to think the two maps as one, drawing only from "0"
So, the solution that I found allowing you to get your custom maps in both UOAM and PB with minimal interference to potential players is essentially duplicating map1, statics1, and staidx1.mul fils the "0" files, that is map0, statics0, and staidx0.mul.
Using the "TileMatrixPatch.Enabled = false; " under Configure(){} in Datapath.cs did not seem to remove Haven/Occlo and the faction territories, completely ignoring the diff files. Am I doing anything wrong?
Therefore, the easiest solution for a shard with custom maps, from what I can see, is to send them two copies of map, statics, and staidx. Not that big of a deal at all. In the future, I'll see exactly how much the statics affect one another. Something tells me that I'll have to build on Map0.mul in order to see it on Map1.mul even if it isn't there, but all hunches for now.
I'm just glad that I found the solution and can use the custom maps as well as the more updated client.
Let me know what you think if anyone has any other ideas, but I hope that helps someone!
Basically the programs UOAM and PB must be hard coded to read from Map0.mul. In UOAM, when I switch to Felucca(1) I seem to get the exact same image as Map0.mul (the OSI map), despite having changed the physical map1.mul manually. I didnt try to differentiate between the other files, but getting this was expected, somewhat, as the programs are still hard-coded to think the two maps as one, drawing only from "0"
So, the solution that I found allowing you to get your custom maps in both UOAM and PB with minimal interference to potential players is essentially duplicating map1, statics1, and staidx1.mul fils the "0" files, that is map0, statics0, and staidx0.mul.
Using the "TileMatrixPatch.Enabled = false; " under Configure(){} in Datapath.cs did not seem to remove Haven/Occlo and the faction territories, completely ignoring the diff files. Am I doing anything wrong?
Therefore, the easiest solution for a shard with custom maps, from what I can see, is to send them two copies of map, statics, and staidx. Not that big of a deal at all. In the future, I'll see exactly how much the statics affect one another. Something tells me that I'll have to build on Map0.mul in order to see it on Map1.mul even if it isn't there, but all hunches for now.
I'm just glad that I found the solution and can use the custom maps as well as the more updated client.
Let me know what you think if anyone has any other ideas, but I hope that helps someone!