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New Wall And Floor Tiles

Thistle

Wanderer
Not sure if this will help or not but for RunUO 2 compare misc.txt and stairs.txt files found in Data/Components to the ones found in your game folder.

Update/replace them as needed.
 

bryant

Sorceror
im using 1.0

and the stairs wont set eather will the new roofs and the florring lets me fall through a few levels
 

bryant

Sorceror
thxs for the door fix

haazen thxs alot for the door fix.
the 2 newest doors work awsome
but the 5 doors from ml dont work any idea how to get them working.
list of doors.
tanglewood door
moondoor
whitewood door
heartwood door
kiawood door
 

haazen

Sorceror
Those doors all work in version 2.0. They were added by ASayre. Download the SVN and compair what you have with what is in HouseFoundation.cs in SVN.

Those doors were not easy. They were not laid out normal. We are blessed that ASayre did the tough stuff.
 

mitty

Sorceror
Heres what I came up with so far...

I Winmerged the 2 HouseFoundation.cs scripts 2.0 and 1.0 (I'm running 1.0) to get the Elven Doors working I had the samarai doors working already and the crystal and shadow doors working. Now I get these compile errors?? Any insight on these errors? If we get this fixed I think I'll have a working HouseFoundation.cs to post for all (minus the stairs, working on those).Here are the errors and the part of the script with errors in red.

Code:
RunUO - [www.runuo.com] Version 1.0.0, Build 36918
Scripts: Compiling C# scripts...failed (5 errors)
-Error: Scripts\CustomScripts\Customs\Samurai
 Empire\Doors\HouseFoundation.cs:
 CS1501: (line 313, column 32) No overload for method 'GenericHouseDoor' takes '
5' arguments
 - Error: Scripts\CustomScripts\Customs\Samurai Empire\Doors\HouseFoundation.cs:
 CS1501: (line 317, column 32) No overload for method 'GenericHouseDoor' takes '
5' arguments
 - Error: Scripts\CustomScripts\Customs\Samurai Empire\Doors\HouseFoundation.cs:
 CS1501: (line 326, column 32) No overload for method 'GenericHouseDoor' takes '
5' arguments
 - Error: Scripts\CustomScripts\Customs\Samurai Empire\Doors\HouseFoundation.cs:
 CS1501: (line 330, column 32) No overload for method 'GenericHouseDoor' takes '
5' arguments
 - Error: Scripts\CustomScripts\Customs\Samurai Empire\Doors\HouseFoundation.cs:
 CS1501: (line 349, column 32) No overload for method 'GenericHouseDoor' takes '
5' arguments
 Scripts: One or more scripts failed to compile or no script files were found.
 - Press return to exit, or R to try again.

Code:
[COLOR=red]}[/COLOR]
[COLOR=red]else if ( itemID >= 0x824 && itemID < 0x834 )[/COLOR]
[COLOR=red]{[/COLOR]
[COLOR=red]DoorFacing facing = (DoorFacing)(((itemID - 0x824) / 2) % 8);[/COLOR]
[COLOR=red]door = new GenericHouseDoor( facing, 0x824, 0xEC, 0xF3 );[/COLOR]
[COLOR=red]}[/COLOR]
[COLOR=red]else if ( itemID >= 0x839 && itemID < 0x849 )[/COLOR]
[COLOR=red]{[/COLOR]
[COLOR=red]DoorFacing facing = (DoorFacing)(((itemID - 0x839) / 2) % 8);[/COLOR]
[COLOR=red]door = new GenericHouseDoor( facing, 0x839, 0xEB, 0xF2 );[/COLOR]
[COLOR=red]}[/COLOR]
[COLOR=red]else if ( itemID >= 0x84C && itemID < 0x85C )[/COLOR]
[COLOR=red]{[/COLOR]
[COLOR=red]DoorFacing facing = (DoorFacing)(((itemID - 0x84C) / 2) % 8);[/COLOR]
[COLOR=red]door = new GenericHouseDoor( facing, 0x84C, 0xEC, 0xF3 );[/COLOR]
[COLOR=red]}[/COLOR]
[COLOR=red]else if ( itemID >= 0x866 && itemID < 0x876 )[/COLOR]
[COLOR=red]{[/COLOR]
[COLOR=red]DoorFacing facing = (DoorFacing)(((itemID - 0x866) / 2) % 8);[/COLOR]
[COLOR=red]door = new GenericHouseDoor( facing, 0x866, 0xEB, 0xF2 );[/COLOR]
[COLOR=red]}[/COLOR]
[COLOR=red]else if ( itemID >= 0xE8 && itemID < 0xF8 )[/COLOR]
[COLOR=red]{[/COLOR]
[COLOR=red]DoorFacing facing = (DoorFacing)(((itemID - 0xE8) / 2) % 8);[/COLOR]
[COLOR=red]door = new GenericHouseDoor( facing, 0xE8, 0xED, 0xF4 );[/COLOR]
[COLOR=red]}[/COLOR]
[COLOR=red]else if ( itemID >= 0x1FED && itemID < 0x1FFD )[/COLOR]
[COLOR=red]{[/COLOR]
[COLOR=red]DoorFacing facing = (DoorFacing)(((itemID - 0x1FED) / 2) % 8);[/COLOR]
[COLOR=red]door = new GenericHouseDoor( facing, 0x1FED, 0xEC, 0xF3 );[/COLOR]
[COLOR=red]}[/COLOR]
[COLOR=red]else if (itemID >= 0x241F && itemID < 0x2421)[/COLOR]
[COLOR=red]{[/COLOR]
[COLOR=red]//DoorFacing facing = (DoorFacing)(((itemID - 0x241F) / 2) % 8);[/COLOR]
[COLOR=red]door = new GenericHouseDoor(DoorFacing.NorthCCW, 0x2415, -1, -1);[/COLOR]
[COLOR=red]}[/COLOR]
[COLOR=red]else if (itemID >= 0x2423 && itemID < 0x2425)[/COLOR]
[COLOR=red]{[/COLOR]
[COLOR=red]//DoorFacing facing = (DoorFacing)(((itemID - 0x241F) / 2) % 8);[/COLOR]
[COLOR=red]//This one and the above one are 'special' cases, ie: OSI had the ItemID pattern discombobulated for these[/COLOR]
[COLOR=red]door = new GenericHouseDoor(DoorFacing.WestCW, 0x2423, -1, -1);[/COLOR]
[COLOR=red]}[/COLOR]
[COLOR=red]else if (itemID >= 0x2A05 && itemID < 0x2A1D)[/COLOR]
[COLOR=red]{[/COLOR]
[COLOR=red]DoorFacing facing = (DoorFacing)((((itemID - 0x2A05) / 2) % 4) + 8);[/COLOR]
[COLOR=red]int sound = (itemID >= 0x2A0D && itemID < 0x2a15) ? 0x539 : -1;[/COLOR]
[COLOR=red]door = new GenericHouseDoor(facing, 0x29F5 + (8 * ((itemID - 0x2A05) / 8)), sound, sound);[/COLOR]
[COLOR=red]}[/COLOR]
[COLOR=red]else if (itemID == 0x2D46)[/COLOR]
[COLOR=red]{[/COLOR]
[COLOR=red]door = new GenericHouseDoor(DoorFacing.NorthCW, 0x2D46, 0xEA, 0xF1, false);[/COLOR]
[COLOR=red]}[/COLOR]
[COLOR=red]else if (itemID == 0x2D48 || itemID == 0x2FE2)[/COLOR]
[COLOR=red]{[/COLOR]
[COLOR=red]door = new GenericHouseDoor(DoorFacing.SouthCCW, itemID, 0xEA, 0xF1, false);[/COLOR]
[COLOR=red]}[/COLOR]
[COLOR=red]else if (itemID >= 0x2D63 && itemID < 0x2D70)[/COLOR]
[COLOR=red]{[/COLOR]
[COLOR=red]int mod = (itemID - 0x2D63) / 2 % 2;[/COLOR]
[COLOR=red]DoorFacing facing = ((mod == 0) ? DoorFacing.SouthCCW : DoorFacing.WestCCW);[/COLOR]
[COLOR=red]int type = (itemID - 0x2D63) / 4;[/COLOR]
[COLOR=red]door = new GenericHouseDoor(facing, 0x2D63 + 4 * type + mod * 2, 0xEA, 0xF1, false);[/COLOR]
[COLOR=red]}[/COLOR]
[COLOR=red]else if (itemID == 0x2FE4 || itemID == 0x31AE)[/COLOR]
[COLOR=red]{[/COLOR]
[COLOR=red]door = new GenericHouseDoor(DoorFacing.WestCCW, itemID, 0xEA, 0xF1, false);[/COLOR]
[COLOR=red]}[/COLOR]
[COLOR=red]else if (itemID >= 0x319C && itemID < 0x31AE)[/COLOR]
[COLOR=red]{[/COLOR]
[COLOR=red]//special case for 0x31aa <-> 0x31a8 (a9)[/COLOR]
[COLOR=red]int mod = (itemID - 0x319C) / 2 % 2;[/COLOR]
[COLOR=red]bool specialCase = (itemID == 0x31AA || itemID == 0x31A8);[/COLOR]
[COLOR=red]DoorFacing facing;[/COLOR]
[COLOR=red]if (itemID == 0x31AA || itemID == 0x31A8)[/COLOR]
[COLOR=red]facing = ((mod == 0) ? DoorFacing.NorthCW : DoorFacing.EastCW);[/COLOR]
[COLOR=red]else[/COLOR]
[COLOR=red]facing = ((mod == 0) ? DoorFacing.EastCW : DoorFacing.NorthCW);[/COLOR]
[COLOR=red]int type = (itemID - 0x319C) / 4;[/COLOR]
[COLOR=red]door = new GenericHouseDoor(facing, 0x319C + 4 * type + mod * 2, 0xEA, 0xF1, false);[/COLOR]
[COLOR=red]}[/COLOR]
[COLOR=red]/*[/COLOR]
[COLOR=red]* ASayre HATE doors. ASayre SMASH[/COLOR]
[COLOR=red]WestCCW EastCW SoutCCW NorthCW[/COLOR]
[COLOR=red]0x31AE* 0x31AC 0x2D48* 0x2D46* Elvan Wood Door[/COLOR]
[COLOR=red]0x2d65* 0x31a0 0x2d63* 0x31a2 Elvan White Wooden Door 1[/COLOR]
[COLOR=red]0x2d69* 0x31a4 0x2d67* 0x31a6 Elvan Ornate Door[/COLOR]
[COLOR=red]0x2d6d* 0x31aa 0x2d6b* 0x31a8 Elvan Kia Wood Door 2[/COLOR]
[COLOR=red]0x2fe4* 0x319c 0x2fe2* 0x319e Elvan Moon Door[/COLOR]
[COLOR=red]* [/COLOR]
[COLOR=red]* */[/COLOR]

 

bryant

Sorceror
was wondering

this .cs script that sniker7 made does this go into custom script folder or into the actual script folder . does it matter?

Code:
using System;
using Server;

namespace Server.Misc
{
	public class NewHousingTiles
	{
		public static void Initialize() {
			Server.Network.SupportedFeatures.Value = 0x280; //[s7] 20061025: Adds support for ML and 9th anniversary housing tile sets.
		}
	}
}

and is anyone else having probs with the walls on back of the house not being placed proper in customizable house section
 

mitty

Sorceror
I'll answer this...

:) No just put in in your custom scripts folder, I put it in my doors, base doors etc file, no biggie. I had it all working great foundations and everything till i tried to add the elven doors lol, as I posted above.
 

Kenko

Page
ok, after experimenting for a while with this I came up with several problems:
  • new floor tiles don't appear in customize gump
  • doors do, but can't be placed ('illegal object, not commiting')
  • walls? whats that! :p
 

mitty

Sorceror
I will post the complete fix for all this guys if I can fix my 5 errors

Hiya I have gotten everything to work guys, but when I added the Elven doors it shot me errors. When I get these fixed I'll post for 1.0 the fixes. Right now I/We need to fix these issues then well all benefit lol. Thanks for all the insight from everyone especially snicker and Thistle. :D
 

Thistle

Wanderer
I'm working on getting this in for the RunUO v1.0 servers, but...

I don't have a HouseFoundation.CS

I hate to tell you this but RunUO 1 does indeed have a HouseFoundation.cs. It can be found in Scripts/Multis


Not sure how to get all the new house pieces to work with RunUO 1 nor am I going to attempt it.

RunUO 2 is the current flavour so I've been spending my time going thru it.

ps: I got the new multi stair pieces to delete as a single "entity" in RunUO 2 but I had to modify tiledata.mul and set the following pieces to be "bridge": 0x35D2 to 0x35D6 inclusive and 0x3609 to 0x360D inclusive

I can't however just place the new multi stairs over existing stairs in a custom house, I need to "erase" the existing stairs first. I think this may have something to do with stairs.txt and if I get it figured out I'll post back.
 

InOverMyHead

Sorceror
Does the value have anything to with how the new house and floor tiles show up?...
This is what I mean....When I try to place the new wall tiles on the north and west sides, they are orange and I can't commit the house design and when I place the wall tiles the floor tiles get erased. Any idea on how that can be fixed?


 

mitty

Sorceror
Actually if you look closer..

The two are pretty much the same till the basedoor section, where 1.0 ends and does not have the information scripted for the elven doors and also does not contain them in the IsFixture item id section. It leaves off at then of the SE doors.
Yes, the values are ranged and the elven doors go off those the same as the SE doors. HouseDoors.cs also contains SE door info but not the ML info. :D I have been working on the ML doors and everything else seems to be working fine, foundations and walls etc. (stairs will be forthcoming when the ml door errors are fixed). Did you follow snicker7 and Thistle in this thread. I did (not the core mod) and it worked great! Maybe missing something? Also need to be patched up to the latest client with real UO to see and work.
 

bryant

Sorceror
same here

inovermyhead said:
Does the value have anything to with how the new house and floor tiles show up?...
This is what I mean....When I try to place the new wall tiles on the north and west sides, they are orange and I can't commit the house design and when I place the wall tiles the floor tiles get erased. Any idea on how that can be fixed?



i cant place new roof tiles eather and if i make new floor tiles i fall through like there isnt a foundation at all.:(
 

FingersMcSteal

Sorceror
I'm aware that the v1.0 server's don't have a HouseFoundation.cs file and this info is in the server documentation files which shows that these are defined somewhere...

Back to Server.Multis
FoundationType (Enum)
Stone = 0,
DarkWood = 1,
LightWood = 2,
Dungeon = 3,
Brick = 4

I'm trying to find the file which there defined in and thought someone might point me in the right direction thats all.
 

mitty

Sorceror
Yes 1.0 does look in...

Fingers my shard is a Run uo1.0 shard and yes it does have a HouseFoundation.cs. You need to look in Scripts\Multis its there with the other house.cs scriptsIt has the Info your looking for. :D Unless you have some obscure or early early version it should be there.
 

FingersMcSteal

Sorceror
Aye your right :), found it but it was no way near where the damn thing should have been. Finally i can get back to it... thanks, i should have scan'd the whole hard drive in the first place, my mistake.
 

mitty

Sorceror
You Are welcome!...

Not a problem and when I can solve the elven door problem, (throwing errors here up further in the thread I posted what I have so far.) I will post the solution. Also I'm aware the stairs and roof tiles dont work with the crystal and shadow stuff. They just need to be defined in there proper places, and I believe all will be good. If you have any insight on my errors posted here feel free to give me your insight. Thank you Fingers. :D
 

FingersMcSteal

Sorceror
I do know that when EA release a few patches not that long back they bumped some of the art work along inside there files. I had used some of the crystal items before i started to try this housing thing, anyway, the item ID's i was using all shifted along by a few numbers and i've gone through some of the changes to the info from this post and had to edit a couple id item ID's.

Maybe thats why some of the walls were coming out wierd colours etc etc, but i couldn't say for sure.

I'm fully patched from EA and working on a client (and art files) on version 5.0.6c

I've checked some of the details and it looks like all the tiledata is now in for things like floors, roof's etc etc, only problem i have now is i can use pretty much all of the new art and doors in the house custom menu, but... i've started to fall through the floors once the designs are committed, even tho the tiledata says the floors are defined as a surface etc etc.

It's like it's letting me use the art in the custom house menu but once it's in the world it starts to be ignored again.

Stummped at this point but still working on it.

EDIT... I'm running 1.0 server btw
 

Peoharen

Sorceror
My client is fully updated, but some shards are not.
Try updating your servers files with each patch.

Then the server will think your walking on tiles too, not simply faling though teh air and running on the ground below.
Note - Your client my display you running on the floor as normal, but your z will tell you your not.

I will sorry for the people that use custom art for their server.
You have to redo your files with each major patch.
 
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