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Old 06-11-2007, 01:54 PM   #51 (permalink)
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Originally Posted by Cheetah2003 View Post
Yeah, I was on this same route, but it's not working right. When I go to the now ruined haven on Trammel, I can't walk through the holes in the walls, it's acting like there's still walls there.

Is it possible since they're doing it in this way, that the map diff files no longer need to be read? I'm going to try deleting them.

EDIT
Yeah, that seemed to help a lot. I was looking at the patchlog too, and there's no patching done to the map and statics diff files. I keep my UO client data files the server needs in a different place than the client, so nuking all the diff files seemed to correct the trouble I was having.
Ok am i missing something cuz i did this and it messed things up.... Like I have re did brit and i was running into building...that where there. and Ish was still a mess.....
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Old 06-12-2007, 07:35 AM   #52 (permalink)
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I too have been away a while... I would like to know what the implications of going forward with the 6.* client series is?

To keep performance to a maximum I of course want to freeze items into the data files as much as possible... will this still be possible?

What exactly does TileMatrixPpatch setting do?

Thanks guys, any insights you could provide would be greatly appreciated!
Older clients had files (commonly called "diff" files) that contained changes to the maps and statics that were patched in at runtime. In those old clients, Trammel and Felucca both used the same map and the differences between the two maps were in the diff files.

Your TileMatrixPatch setting in RunUO tells the server to either use diff files (true) or not (false). Since the new clients no longer use the diff files you would want to turn it off in the server for those clients.
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Old 06-12-2007, 07:41 AM   #53 (permalink)
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I actually had to uninstall the game, then reinstall. When it's patching, don't let patch 6 download. Then I went in to my game directory to check to make sure there weren't seperate map files for tram/fel. I can't remember all the file names but I think they were map01.mul, mapdif1.mul, statics1.mul, stadif1.mul, staidix1.mul If you see any of those files in there take them out.

I also used an old client.exe file that I had made when the problem about encrypted clients came out. If you need it let me know & i'll post it.

Then I went into the ConnectUO fold and deleted the shards in it. Then I reloaded the game via ConnectUO and got my patches all over again.

I actually did this procedure a few times b4 it worked. Everything ended up fine except for haven... it's still messed up, but I can live w/that for now.

Hope this helps.
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Old 06-12-2007, 08:02 AM   #54 (permalink)
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You mustn't post this openly, that could lead to a lot more trouble than even creating RunUO in the first place ever could have.

That being said, aren't PMs a wonderfull thing?
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Old 06-12-2007, 03:39 PM   #55 (permalink)
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Someone touched on this a bit... but since there are now officially 5 maps used by the client, couldn't we customize trammel to our hearts delight now and it totally not interfere with Fel at all... If so that is totally cool and MIGHT actually make it so I start a shard again. I always wanted to "delete" Haven and turn it into my own area and also change Brittain and ...crap... the Island town on Tram side to be something totally different... could someone let me know if they have attempted this yet with the 6.0 client updates? (It's okay to PM me for this)... if this is possible it might make me decide to download the newest RunUO server (plus updates) and then update my Killable guards to work with 2.0...


IF I do this I will definitely no longer be supporting 1.0 version of my Killable Guards...

PS) my G/F would probably want to kill me if she even knew that I was considering getting back into scripting...
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Old 06-13-2007, 01:57 PM   #56 (permalink)
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I made the edits listed and I run a custom map. I've had no difficulty in walking around or moving in that map and everything works almost perfectly.

The two issues I have, and I'm wondering if anyone else has had them or has any insights, are that when I open Pandora's Box and/or UOAM I get the standard OSI map.

I patched my ML all the way to the top then added my custom files, renaming them to map1, statics1, staidx1 as well as changed those in the server. I notice that the UO folder still have map0 and such, but I was wondering if anyone has any ideas?

When I switch between trammel and felucca on PB or UOAM I still see the same map. Only in game does it actually work.
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Old 06-13-2007, 04:20 PM   #57 (permalink)
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I made the edits listed and I run a custom map. I've had no difficulty in walking around or moving in that map and everything works almost perfectly.

The two issues I have, and I'm wondering if anyone else has had them or has any insights, are that when I open Pandora's Box and/or UOAM I get the standard OSI map.

I patched my ML all the way to the top then added my custom files, renaming them to map1, statics1, staidx1 as well as changed those in the server. I notice that the UO folder still have map0 and such, but I was wondering if anyone has any ideas?

When I switch between trammel and felucca on PB or UOAM I still see the same map. Only in game does it actually work.
UOAM uses precompiled map files and making it use custom maps does require some tweaking if I recall correctly the developer of UOAM will make map files that work with UOAM IF you send him a small donation and the files he needs to do this with. Not sure how PB works with that though.
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Old 06-13-2007, 04:58 PM   #58 (permalink)
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I've however used UOAM fully with custom maps in the past. Only updating to 6.0 have PB and UOAM decided to use the OSI maps which, well, I cant find in my files unless they are one of the other maps.

I suppose I could tinker with removing the diffs (though I added that supposed exception) and the other map/static files, however I want to make it easy for players to join and use these tools, if they want.

I dont know the whole method, but my hunch is that somehow a different map file (as my minimap in game works) is being used for these programs.

Last edited by Azreal-hybrid; 06-13-2007 at 05:01 PM.
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Old 06-13-2007, 05:54 PM   #59 (permalink)
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UOAM isn't updated since 2004 something, so i'm quite sure it doesn't read the client files or it would need an update for the map splitup,

all maps are loaded from a remote source, that probably hasn't been updated since 2006 something
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Old 06-13-2007, 06:46 PM   #60 (permalink)
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Well, it'd have to read the client files since I have used it extensively prior to upgrading to 6.0 where Ive loaded dozens and dozens of maps.

My impression was that it loaded map0, map1, etc, yet now it loads OSI maps even if the map0 is different.

I know it hasnt been updated, but Ive definitely used it with custom maps for years, only having updated map0.mul.

Im not the greatest programmer, but why it would read from somewhere else after only reading from map0 for years is what is aggrivating. PB is the same thing... so I think there is something inside the patch. Ill check into it some more, but no idea if Ill get anywhere. It should, really, be something that can be solved.
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Old 06-13-2007, 10:42 PM   #61 (permalink)
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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!

Last edited by Azreal-hybrid; 06-13-2007 at 10:50 PM.
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Old 06-13-2007, 10:52 PM   #62 (permalink)
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Actually, it appears that the factions and occlo only show up on UOAM and PB. While it didnt happen before when I removed the def files, since it isnt actually in game isnt too big of a concern.

Aside from deleting def files, or maybe my placement of that ""TileMatrixPatch.Enabled = false; " under Configure(){}" any ideas?

Thanks.

Last edited by Azreal-hybrid; 06-13-2007 at 10:54 PM.
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Old 10-18-2007, 09:29 AM   #63 (permalink)
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Well

i try do the modification in MapDefinitions.cs file

but don't work

so i put default valor in MapDefinitions.cs file, and try delete diff's files and put and put the "TileMatrixPatch.Enabled = false;" in CurrentExpansion.cs file

but don't work too

so i make both and don't work again, what i need to do for fix the haven?
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Old 06-19-2008, 07:04 AM   #64 (permalink)
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I have two custom maps:
The first is the map0.mul and it's trammel and fell.
Now I make a second map call "map2.mul"
How can i register it in my MapDefinitions.cs???

(Sorry my English)
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Old 06-26-2008, 08:51 PM   #65 (permalink)
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Quote:
Originally Posted by Jeff View Post
The trammel map does not work correctly since they have now split the map0 file to 2 files, map0 = fel, map1 = trammel. They have now stopped using the diff patching and are using 2 seperate maps. In order to allow RunUO to read the new map you need to do this

1. Update the UO installation on the server.
2. Open Scripts/Misc/MapDefinitions.cs

and change

Code:
RegisterMap( 1, 1, 0, 7168, 4096, 0, "Trammel",		MapRules.TrammelRules );
to

Code:
RegisterMap( 1, 1, 1, 7168, 4096, 0, "Trammel",		MapRules.TrammelRules );
3. Tell all your players to update.

Looks like thats it.
Lemme know if there are any issues.

EDIT: With this fix everyone playing your server will need to be at client version 6+ or dont do this and make sure everyone playing is at 5.0.9.1 and below.
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Old 07-25-2008, 04:02 AM   #66 (permalink)
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It didn't seem to work for me some reason , thought this is on client 6.0.9.2 Patch 70 i've tryed it on

Brit-Tram & haven still do it



Server is SVN 297 w-Neruns

Prehaps i did it wrong maybe or its just not fixable on the lastest patch, hoping it is reinstall & patching from 9th age is a pain
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Old 07-25-2008, 05:48 AM   #67 (permalink)
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You are responding to a very old thread. The newest versions of RunUO supports the latest clients (I use 6.0.9.2 on SVN 297). Make sure that the client files used by the server (DataPath.cs) are the same version.
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