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| General Discussion General discussion for the RunUO community, all off-topic posts will be deleted. This forum is NOT FOR SUPPORT! |
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#1 (permalink) |
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ConnectUO Creator
Join Date: Jan 2004
Location: In your mom
Age: 27
Posts: 4,760
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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 ); Code:
RegisterMap( 1, 1, 1, 7168, 4096, 0, "Trammel", MapRules.TrammelRules ); 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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Jeff Boulanger ConnectUO - Core Developer Want to help make ConnectUO better? Click here to submit your ideas/requests Use your talent to compete against other community members in RunUO hosted coding competitions If you know XNA (even if its just a little) or are a good artist(2d or 3d) and are interested in making games for a hobby send me a pm or drop by #xna in irc.runuo.com. I'm looking to put together a small game development team. Please do not pm me for support. If you are having issues please post in the appropriate forum. Thanks for your continued support of both ConnectUO and RunUO Last edited by Jeff; 05-01-2007 at 11:09 AM. |
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#2 (permalink) | |
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Forum Expert
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Quote:
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.
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Last edited by Cheetah2003; 04-30-2007 at 06:56 PM. |
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#3 (permalink) | |
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ConnectUO Creator
Join Date: Jan 2004
Location: In your mom
Age: 27
Posts: 4,760
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Quote:
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__________________
Jeff Boulanger ConnectUO - Core Developer Want to help make ConnectUO better? Click here to submit your ideas/requests Use your talent to compete against other community members in RunUO hosted coding competitions If you know XNA (even if its just a little) or are a good artist(2d or 3d) and are interested in making games for a hobby send me a pm or drop by #xna in irc.runuo.com. I'm looking to put together a small game development team. Please do not pm me for support. If you are having issues please post in the appropriate forum. Thanks for your continued support of both ConnectUO and RunUO |
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#4 (permalink) |
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ConnectUO Creator
Join Date: Jan 2004
Location: In your mom
Age: 27
Posts: 4,760
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I suggest to everyone to tell your players not to patch for the time being.
__________________
Jeff Boulanger ConnectUO - Core Developer Want to help make ConnectUO better? Click here to submit your ideas/requests Use your talent to compete against other community members in RunUO hosted coding competitions If you know XNA (even if its just a little) or are a good artist(2d or 3d) and are interested in making games for a hobby send me a pm or drop by #xna in irc.runuo.com. I'm looking to put together a small game development team. Please do not pm me for support. If you are having issues please post in the appropriate forum. Thanks for your continued support of both ConnectUO and RunUO |
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#5 (permalink) |
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Forum Expert
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Remove the diff files from the directory you specified in Datapath.cs and RunUO will not read them.
Also, you could put this in CurrentExpansion.cs: Code:
TileMatrixPatch.Enabled = false; ) |
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#7 (permalink) | |
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Forum Expert
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Quote:
First, if the diff files are allowed to be patched in, on the server, when you go to the ruined Haven, there's something blocking movement in places where you cannot see anything (the old walls that're now gone.) Second: Code:
[/winxp/Games/Ultima Online] firemoth:5> diff map0.mul map1.mul Binary files map0.mul and map1.mul differ [/winxp/Games/Ultima Online] firemoth:6> diff statics0.mul statics1.mul Binary files statics0.mul and statics1.mul differ [/winxp/Games/Ultima Online] firemoth:10> diff -q staidx0.mul staidx1.mul Files staidx0.mul and staidx1.mul differ I also deleted ALL the mapdif and statics diff files from my client, with no noticed differences in the game, or errors from the client.
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#8 (permalink) | ||
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Forum Expert
Join Date: Oct 2002
Age: 45
Posts: 4,304
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Quote:
Quote:
Doing this, the map was the standard Britannia map for both Felucca and Trammel (with Ocllo and no Haven). That tells me the changes are not in Map1 or Map0. The client patch did not remove any of the DIFF files so I think they are still being loaded. |
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#9 (permalink) |
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Newbie
Join Date: Jan 2006
Posts: 99
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ummm who cares what uses which files for trammel and felucca.. the bottom line is that EA has just made it possible for creative individuals to draw five... yes 5... completely different custom worlds and easily incorporate them into their servers.
This wasn't easily done before this publish; one would have had to use UOL and adobe photoshop to create the 5 maps and world forge to paste over fel or tram. In order to successfully integrate 5 different worlds. So in my very humble opinion, this publish did the custom RunUO servers a favor by seperating the 2 maps. Just replace the diff files with blank ones and your all set! Screw messing with whats already created because EA screwed their worlds up royally. Just take a look at the shallow-land transitions now... EA is getting the all too familiar brown border around land continents and islands; something that has plagued custom map makers for years. Anyway, thats my 2 cents ![]() |
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#10 (permalink) |
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Forum Expert
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Normally, I'd just leave this alone, but you are giving misinformation, HellRazor.
If you load up InsideUO, and glance over at Haven/Occlo, on Felucca it looks basically normal. Now, under View->File Paths, I change the file to Map1, Statics1, and Staidx1. Now I go over to Haven and look. It doesn't look right. If I right click and uncheck the 'Draw Patched', presto, it's right. The diff files are not being used, using them gives an incorrect map, based on what we see if we log into an OSI shard, or even a FreeShard, with 6.0.0.0. The diffs are not being used by the client. Which is exactly why I was seeing blocked movements where there shouldn't be blocked movement, in Old Haven, on Trammel, when RunUO is given the diffs to patch onto the map.
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#11 (permalink) |
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Forum Newbie
Join Date: Jul 2006
Location: The Milky Way
Age: 23
Posts: 5
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Hello,
Well maybe it just finals week or something but I can't seem to figure this fix out. Or maybe I am missing the point. my question is: Is this (Jeff & cheetah's fix of removing the diffs and changing the mapDefinitions.cs) supposed to revert the map back to an un-ruined Haven like the 5.0.9.1 patch? Thank you |
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#12 (permalink) | |
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Forum Expert
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Quote:
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#13 (permalink) |
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Forum Novice
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I've got no clue what you all have done to fix this issue, but I cant even start up my server now.... I've tried all the fixes that have been thrown out, and I continue to recieve the same error:
Code:
RunUO - [www.runuo.com] Version 2.0, Build 2357.32527 Core: Running on .NET Framework Version 2.0.50727 Scripts: Compiling C# scripts...failed (2 errors, 0 warnings) Errors: Error: System.ArgumentException: The path is not of a legal form. at System.IO.Path.NormalizePathFast(String path, Boolean fullCheck) at System.IO.Path.GetFullPathInternal(String path) at System.IO.Path.GetFullPath(String path) at Server.ScriptCompiler.Display(CompilerResults results) at Server.ScriptCompiler.CompileCSScripts(Boolean debug, Assembly& assembly) at Server.ScriptCompiler.Compile(Boolean debug) at Server.Core.Main(String[] args) This exception is fatal, press return to exit
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Wensday~ |
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#14 (permalink) |
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Account Terminated
Join Date: Feb 2005
Location: Clinton, MI; USA
Age: 20
Posts: 7
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I love how new haven looks like a bunch of bs a retarded kindergardener drew. anyways i did the edits you said to the scripts and i seem to be able to get around everythign with out getting stuck in the gound or stoped by an invisilbe wall
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#15 (permalink) | |
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Forum Expert
Join Date: Oct 2002
Age: 45
Posts: 4,304
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Quote:
I'll take another look at it tonight. |
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#17 (permalink) | |
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ConnectUO Creator
Join Date: Jan 2004
Location: In your mom
Age: 27
Posts: 4,760
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Quote:
__________________
Jeff Boulanger ConnectUO - Core Developer Want to help make ConnectUO better? Click here to submit your ideas/requests Use your talent to compete against other community members in RunUO hosted coding competitions If you know XNA (even if its just a little) or are a good artist(2d or 3d) and are interested in making games for a hobby send me a pm or drop by #xna in irc.runuo.com. I'm looking to put together a small game development team. Please do not pm me for support. If you are having issues please post in the appropriate forum. Thanks for your continued support of both ConnectUO and RunUO |
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#18 (permalink) |
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Forum Expert
Join Date: Oct 2002
Age: 45
Posts: 4,304
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Ok I just double checked. The 2 maps *ARE* different, most notably Map1 has Haven and Map0 has Ocllo (although there may also be some other differences). Sorry for screwing that up. I think what threw me was that I didn't realize I was looking at Haven and not Ocllo (doh).
I do think the diff files are still being loaded by the client. At least if the Yew Swamps still exist on Felucca, because Map0 has Yew and not the Yew swamps. (If the Yew swamps are gone its very possible that the diff files aren't in use any more). Last edited by HellRazor; 05-02-2007 at 01:43 PM. |
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#20 (permalink) |
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Forum Novice
Join Date: Jul 2004
Location: Switzerland
Age: 25
Posts: 234
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After some profiling with FileMon:
The latest client doesnt patch the diffs anymore. It still responses to the MapPatches packet (0xBF, subcommand 0x18) sent by RunUO with loading all the Diff-Lookup-files (stadifL, mapdifL files) but after that, it doesnt go further with using the index and data files (though, unlike verdata.mul, they're still opened at every client startup). It just doesn't display them ![]() As a real fan of the diff patch mechanism (easy deployment, small size, runtime patching) I really hope this is a temporary change so the diffs don't interfer with the 'new' maps and they'll be activated with one of the following updates during the next weeks. But perhaps this was done because KR wouldn't support diffs at all, which would make them useless for EA. |
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#21 (permalink) | ||
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Forum Expert
Join Date: Oct 2002
Age: 45
Posts: 4,304
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Quote:
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I'm thinking your right. They probably didn't bother to add it to the KR client, maybe they think its easier to just patch the map itself rather than deal with mini-map patches that grow larger and larger whenever there is a change. Plus they never really used them that much in the first place except for Trammel/Felucca. |
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#22 (permalink) | ||
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Forum Novice
Join Date: Jul 2004
Location: Switzerland
Age: 25
Posts: 234
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Quote:
As the files are still opened and read, i think this was just temporarily disabled so the diffs won't interfer with the redesigned map, displaying some wrong/old scenes or something like that. But this is just guessing with a slight hope to stay with this mechanism. Nothing to rely on. Or they just had to hurry. Quote:
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