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Old 11-14-2007, 01:55 AM   #226 (permalink)
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Default Problem with Vendor and Sheep spawns

Using RunUO 2.0 RC1 on a home test shard just for the family. Started it back in May and this was one of the first scripts I added. Works great, did not have any problems installing it and it has worked great. I recently decided to make Vendors use the 'PRS' so I created new .map files for the vendors I wanted to always be spawned and replaced the default spawn ID's with my new ID numbers in the PremiumSpawner.cs file as follows:

if ( this.SpawnID != 129 && this.SpawnID != 229 && this.SpawnID != 314 &&
this.SpawnID != 406 && this.SpawnID != 507 && this.SpawnID != 130 &&
this.SpawnID != 230 )

Put Bankers, Healers, and TownCriers as always spawned and removed them from the default .map files. Then I noticed that there was a problem with Felucca-Ocllo vendors since they were created to be exactly like the ones in Trammel-Haven. These 2 towns are the same location but the buildings are set up differently on the 2 different maps...There were Tailors in the Ocllo Music building Mages in the Provisioner shop...etc. So I made corrections to Ocllo in the Vendor file and unloaded everything and spawned them all again. Do both Felucca and Trammel have to be the same? Because now my Haven spawns are doing strange things. Instead of one of each vendor type it will add up to 4 of every vendor in all the building. Ocllo appears to work fine. I even ran the commands [spawngen removes and [spawnrem to remove all spawners and mobiles. So now I have no spawners at all and when I do save all spawns and save byhand spawns it says I have 0 spawns and those 2 files are empty when I open them....but I am standing in Haven watching all the vendors still pop onto the map, even after I deleted each one manualy they keep coming back. So if I respawn the world I will have even more than 4 of every vendor in Haven.
Before I started working on all of this with the vendors....I was trying to lower counts overall and was looking at [TraceInternal and [CountObjects outputs and found with 'PRS' running we had 60 sheep....they are inside 3 fenced areas in Yew on the 2 main maps. 10 sheep each on 6 spawners. I was hidden on owner char and the sheep were still spawning after I deleted them, so I deleted the 6 spawners also and still I have 60 sheep spawning. So this is the same issue as the Haven vendors. With the world spawned I have around 5,000 spawners...count objects shows no spawners and 60 sheep and all the vendors in Haven...this is just the top of the items and mobiles:

# Items:
25687 29.16% Server.Items.Static
2852 3.24% Server.Items.LibraryBookcase
2508 2.85% Server.Items.DarkWoodDoor

#Mobiles:
61 7.44% Server.Mobiles.Sheep
6 0.98% Server.Mobiles.Farmer
4 0.73% Server.Mobiles.Carpenter
4 0.73% Server.Mobiles.Mage
3 0.61% Server.Mobiles.Fisherman
3 0.61% Server.Mobiles.Tailor
2 0.49% Server.Mobiles.Blacksmith

Anyone have any idea what I am missing or where these mobiles are coming from....makes me think we are haunted or something. Also been wondering is there anyway to remove just the deco that was added other than clearall command...as that takes out the building stuff that is being worked on too.

Thanks for any help.
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Old 11-14-2007, 09:56 AM   #227 (permalink)
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Quote:
Originally Posted by Zylara View Post
Using RunUO 2.0 RC1 on a home test shard just for the family. Started it back in May and this was one of the first scripts I added. Works great, did not have any problems installing it and it has worked great. I recently decided to make Vendors use the 'PRS' so I created new .map files for the vendors I wanted to always be spawned and replaced the default spawn ID's with my new ID numbers in the PremiumSpawner.cs file as follows:

if ( this.SpawnID != 129 && this.SpawnID != 229 && this.SpawnID != 314 &&
this.SpawnID != 406 && this.SpawnID != 507 && this.SpawnID != 130 &&
this.SpawnID != 230 )

Put Bankers, Healers, and TownCriers as always spawned and removed them from the default .map files. Then I noticed that there was a problem with Felucca-Ocllo vendors since they were created to be exactly like the ones in Trammel-Haven. These 2 towns are the same location but the buildings are set up differently on the 2 different maps...There were Tailors in the Ocllo Music building Mages in the Provisioner shop...etc. So I made corrections to Ocllo in the Vendor file and unloaded everything and spawned them all again. Do both Felucca and Trammel have to be the same? Because now my Haven spawns are doing strange things. Instead of one of each vendor type it will add up to 4 of every vendor in all the building. Ocllo appears to work fine. I even ran the commands [spawngen removes and [spawnrem to remove all spawners and mobiles. So now I have no spawners at all and when I do save all spawns and save byhand spawns it says I have 0 spawns and those 2 files are empty when I open them....but I am standing in Haven watching all the vendors still pop onto the map, even after I deleted each one manualy they keep coming back. So if I respawn the world I will have even more than 4 of every vendor in Haven.
Before I started working on all of this with the vendors....I was trying to lower counts overall and was looking at [TraceInternal and [CountObjects outputs and found with 'PRS' running we had 60 sheep....they are inside 3 fenced areas in Yew on the 2 main maps. 10 sheep each on 6 spawners. I was hidden on owner char and the sheep were still spawning after I deleted them, so I deleted the 6 spawners also and still I have 60 sheep spawning. So this is the same issue as the Haven vendors. With the world spawned I have around 5,000 spawners...count objects shows no spawners and 60 sheep and all the vendors in Haven...this is just the top of the items and mobiles:

# Items:
25687 29.16% Server.Items.Static
2852 3.24% Server.Items.LibraryBookcase
2508 2.85% Server.Items.DarkWoodDoor

#Mobiles:
61 7.44% Server.Mobiles.Sheep
6 0.98% Server.Mobiles.Farmer
4 0.73% Server.Mobiles.Carpenter
4 0.73% Server.Mobiles.Mage
3 0.61% Server.Mobiles.Fisherman
3 0.61% Server.Mobiles.Tailor
2 0.49% Server.Mobiles.Blacksmith

Anyone have any idea what I am missing or where these mobiles are coming from....makes me think we are haunted or something. Also been wondering is there anyway to remove just the deco that was added other than clearall command...as that takes out the building stuff that is being worked on too.

Thanks for any help.
what you are seeing are the RunUO 2.0 built-in region spawners in action. Take a look at this post to see how to modify or disable them
RegionSpawns in stock code
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Old 12-08-2007, 02:51 AM   #228 (permalink)
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Awesome Script I'm Glad It Was Made.
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Old 12-14-2007, 02:29 PM   #229 (permalink)
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Default

I to am having the same crash issue of others. Their posts werent answered so I am wondering if there is even a fix for it. I have searched and searched some more and it looks like this crash goes all the way back to last year. Still though on all of the crash logs everyone has posted no one has a fix that I can find. If you happen to know of a fix or a post related to a possible fix, can you please message me or post it here for the others that are having this crash issue.

Code:
Server Crash Report
===================

RunUO Version 2.0, Build 2864.17588
Operating System: Microsoft Windows NT 5.1.2600 Service Pack 2
.NET Framework: 2.0.50727.832
Time: 12/14/2007 5:14:10 AM
Mobiles: 2857
Items: 112368
Exception:
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
   at System.Collections.ArrayList.get_Item(Int32 index)
   at Server.Engines.CannedEvil.ChampionSpawnController.Randomize(ArrayList list)
   at Server.Engines.CannedEvil.ChampionSpawnController.Slice()
   at Server.Engines.CannedEvil.RandomizeTimer.OnTick()
   at Server.Timer.Slice()
   at Server.Core.Main(String[] args)
Thank you in advance for any replies to this crash. *waves to all*
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Old 01-02-2008, 04:36 PM   #230 (permalink)
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Quote:
Originally Posted by nerun View Post
No patches available.
Hi nerun! Thanks for great distro. Just notice, that under linux (*nix) directories name are case sensitivity. When use your distro spawner can't find paths.
I just create symlinks Felucca Ilshenar Malas Tokuno Trammel for lower case equivalent and it work great. Maybe you make patch in new versions.
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Old 01-02-2008, 05:56 PM   #231 (permalink)
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Quote:
Originally Posted by Roseanne View Post
I get fatal error msg. Anyone run'n this distro w/SNV 182, how did you get it to work plz?

PHP Code:
RunUO - [www.runuo.comVersion 2.0Build 2691.15116
Core
Running on .NET Framework Version 2.0.50727
Core
Optimizing for 2 processors
Scripts
Compiling C# scripts...failed (1 errors, 0 warnings)
Errors:
Error:
System.ArgumentExceptionThe path is not of a legal form.
   
at System.IO.Path.NormalizePathFast(String pathBoolean fullCheck)
   
at System.IO.Path.GetFullPathInternal(String path)
   
at System.IO.Path.GetFullPath(String path)
   
at Server.ScriptCompiler.Display(CompilerResults resultsin C:Documents and
 
SettingsMondo Dei SenaLocal SettingsApplication DataTemporary ProjectsRunU
O SVN 182PropertiesServerScriptCompiler
.cs:line 445
   at Server
.ScriptCompiler.CompileCSScripts(Boolean debugBoolean cacheAssem
bly
assemblyin C:Documents and SettingsMondo Dei SenaLocal SettingsApplic
ation DataTemporary ProjectsRunUO SVN 182PropertiesServerScriptCompiler
.cs:
line 227
   at Server
.ScriptCompiler.Compile(Boolean debugBoolean cachein C:Document
and SettingsMondo Dei SenaLocal SettingsApplication DataTemporary Projects
RunUO SVN 182PropertiesServerScriptCompiler
.cs:line 526
   at Server
.Core.Main(String[] argsin C:Documents and SettingsMondo Dei Sen
aLocal SettingsApplication DataTemporary ProjectsRunUO SVN 182PropertiesSe
rverMain
.cs:line 420
This exception is fatal
press return to exit 
I suggest that the distro uses a different name than "(UO 3D Only) Parrot.cs" to prevent this slightly cryptic error message.
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Old 01-13-2008, 12:55 PM   #232 (permalink)
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Released Distro 5.0.7.

Some notes:
- i am not working with RunUO SVNs;
- some dungeons need to be adde yet: Sanctuary an Palace of Paroxysmus in Trammel/Felucca, Twisted Weald in Ilshenar, Labyrinth and bedlam in Malas and Citadel in Tokuno.

If you want to help, you can submit the maps you did to me, to revison, then i will add it to the distro.
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Old 01-20-2008, 04:23 PM   #233 (permalink)
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WOOOHOO *Does Happy Dance* Glad to have ya back.
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Old 02-07-2008, 04:40 PM   #234 (permalink)
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I have found a little bug...

Ok : with distro 5.0.7 when i wan't to spawn Tokuno!
Error message : don't found outdoors.map.

And i have been copied 5.0.7 in the folder but don't work ^^!

soluce :

For it work i use the files in the 5.06 distro and IT FULLY WORK !
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Old 02-08-2008, 02:31 PM   #235 (permalink)
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Default Support for RC2?

Support for RC2?
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Old 02-08-2008, 03:31 PM   #236 (permalink)
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No problem with rc2 for me, only :

You have got to take tokuno cs files from 5.0.6.zip
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Old 02-11-2008, 08:44 PM   #237 (permalink)
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Hi i followed the directions and pasted the folders. I cleared all facets and then greated a world gump. But when i spawn facets only the town npcs spawn. Dungeon spawners wont show(despise, hyloth fire pit, etc.)
Help. And i dont mean the spawners are there and they wont spawn. I mean ive searched the dungeons and the spawners arent there.
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Old 02-11-2008, 10:59 PM   #238 (permalink)
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Sounds like it is not finding the files to load. Your directory should look like this:
Code:
RunUO2RC1     (Or whatever you named your RunUO folder)
    Data
         Monsters
              Felucca
              Ilshenar
              Malas
              Tokuno
              Trammel
And inside each of those folders for the different maps there should be the files for spawning that map. Make sure you have all the correct folders in the right place and that your spawn files are in there. If thats not the problem, let me know and I will try to help you get it working. For me I put the files in and it came right up and worked great, and it is so easy to change or add more spawns as you need them. I love this system.

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Last edited by Zylara; 02-11-2008 at 11:01 PM. Reason: forgot the code tags
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Old 02-12-2008, 04:25 PM   #239 (permalink)
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It looks exactly as u said. All the folders have the maps inside. Any thing else might be wrong?
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Old 02-12-2008, 09:20 PM   #240 (permalink)
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Default Harven-->new Harven,support for 6.0.6.0?

Support for RC2,client 6.0.6.0,new harven?
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Old 03-04-2008, 07:04 PM   #241 (permalink)
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I'm having the same issue with the spawners not showing up. they are working but I cannot see the spawner.
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Old 03-04-2008, 07:18 PM   #242 (permalink)
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Nevermind got it! Under razor's general tab I had filter staff only items checked.
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Old 03-09-2008, 02:47 PM   #243 (permalink)
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Nerun just forgot to add Outdoors.map and Wildlife.map to Data/Monsters/Tokuno... you have to take them from 5.0.6 as there isnt any difference
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Old 03-14-2008, 09:45 AM   #244 (permalink)
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Hallo everybody. First great job.
Second, I havenot played UO, for a long time, and I would like to set a surver, for just me and a few friends.
Now the problem, is that after copying this files, to the correct directories, and so on and after generating, using [spawner , the journal says to me:

Champion spawn generation complete. Old spawns removed
Done. Look for ChampionSpawnController at 1415 1695.

When I go to the places, where the Gauntlets, The red things with the candles and the sculls from where the champs appear, are just not there, There are a few creatures, but nothing more.

When I try to generate again, then the message is

Another champion spawn controller exist in the world !

and again Done. Look for ChampionSpawnController at 1415 1695.

Please, help, what is the thing I am doing wrong. Thank you in advance
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Old 03-14-2008, 11:05 AM   #245 (permalink)
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*blank post*

Last edited by MadDawg2552; 03-14-2008 at 04:38 PM.
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Old 03-14-2008, 03:51 PM   #246 (permalink)
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I have found the problem. It was that i have to do is described here: Champion Spawn altars are not there???????

Thanks, and once more great work!
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Old 03-14-2008, 03:54 PM   #247 (permalink)
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Quote:
Originally Posted by levon33 View Post
I have found the problem. It was that i have to do is described here: Champion Spawn altars are not there???????

Thanks, and once more great work!
That's an extremely old post, you should also ask for help in a new thread.

As long as you did all the Gen things correctly everything will spawn properly. I've used this before and everything that says it spawns, it spawns as long as you click the right checkboxes and whatnot.
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Old 03-24-2008, 05:16 PM   #248 (permalink)
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Im using rc2 and everything seemed to work fine with the exception it is spawning alot of npcs underground like. Any idea whats causing this?
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Old 03-24-2008, 05:19 PM   #249 (permalink)
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Quote:
Originally Posted by Gringo420 View Post
Im using rc2 and everything seemed to work fine with the exception it is spawning alot of npcs underground like. Any idea whats causing this?
You may need to update your client patches.
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Old 03-24-2008, 05:43 PM   #250 (permalink)
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Im using client 5.0.9.1. But im going for an older preexpansion feel.
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