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Old 08-04-2006, 12:51 AM   #1 (permalink)
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Default Saves..... The saga continues....

Ok, i know how it all works as far as serialization being screwed. But check this out..... my friend had someone help her convert her shard a long time back from beta to 1.0... they were morons and removed the entire 1.0 stock scripts and replaced them with the beta scripts then converted from there. (this of course messed me up converting to 2.0 cause all the names in each of the systems had changed since then) i got all of that squared away... now i am also getting failed loads on items that the scripts (including the serialization methods) are EXACTLY the same. things like drums ... heads... tambourines.... you get the picture. is there a way to fix these saves? The items in question always give me the first serial number in the world for objects of that type. everytime i would try to remove those objects, it would just brick wall me at the next object it seemed to be trying to load.... Am I screwed?
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Old 08-04-2006, 10:22 AM   #2 (permalink)
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OK, maybe yes, and maybe no. Depends on how good you are with scripts....

It 'sounds' like the problem is with the way the base 'Item' is saved. I realize that is in the core...Here is the problem...Normally, you could take whichever base script was causing the problem and load it with mismatched Serializations. Basically, load it with whatever Deserialization will load it. It 'almost' doesn't matter how you get it loaded. At the same time, your script will use a new (mismatched) Serialization to save it in the new method. Then you shut down, fix the Deserialization to match the new Serialization, and you are in business.

But this is NOT normal. Since your problem may be in Item, you may have to actually compile some kind of wacky new Server with mismatched Serialization in Item itself! Then, of course, after saving (if you get that far) and shutting down (assuming it wasn't forced) you need to restore the new Server, rewrite any other stock scripts necessary, and go from there.
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Old 08-04-2006, 11:55 AM   #3 (permalink)
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I was afraid it was gonna be something like that since he just copied the beta scripts over and erased the others... ok... thanks a bunch... looks like i need to go stab my self with something C#.
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Old 08-05-2006, 02:50 AM   #4 (permalink)
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continuing problem with new info.. i had failed to mention... the server that they are running is the RunUO 1.0 RC0 ( you know that screwy one with the setup file ) i have tried a fresh version (as i happened to have one) and it loaded the saves... so... the guy never made any core mods... BUT... it won't load in RunUO 1.0.0 ( you know, that one that works ) so........ Is there a way to fix my saves that doesn't involve a core mod? I have never made a core mod, and if it has to be done, i hope that it reads the same. if not.... i don't know how well i'll do. I really have nothing to lose, but at the same time i also don't have enough to go on to start. I don't have a source code for the 1.0 RC0 ( the screwy one ) and i don't know where to get one. The one for download is 1.0.0 (the good one.) ANY help would be greatly appreciated.
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Last edited by AnomolyVincentStarbuck; 08-05-2006 at 02:53 AM.
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Old 08-05-2006, 07:35 AM   #5 (permalink)
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have checked the core... not as bad as i imagined. it pretty much reads the same ... pardon my ignorance of this fact... i just never looked... never planned on it either..
got a theory.. but i may be wrong... if i do what Lokai said.. al i have to do in theory is replace the RunUO 1.0.0 Deserialize method with the 1.0 RC0 method using VS or Winmerge and then save with that server after puitting in the appropriate scripts i should be fine... but i have a problem there as well..... is the 1.0 RC0 source code available? or even open licensed? if it is both... where could i get it?
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Old 08-05-2006, 09:16 AM   #6 (permalink)
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IIRC 1.0 RC0 was not open source and open sourcing didnt start until 1.0.

now before looking for base item changes, since theoretically your old scriptor or whoever didnt have access to the item.cs in rc0 look one level higher in the heirarchy for the problem.

example drums harps etc are derived from baseinstrument.

now as for the head script it is based off of item which is in core but there were a few popular scripts that had modified heads that were potentially incompatible, bountysystem and voodoo dolls comes to mind. try merging your old heads with the new.

i wont say that you werent running a modified core but if they were using rc0 it was open sourced ( i think ) so the chances are they didnt decompile and use a modified core ( could be wrong ).
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Old 08-05-2006, 09:46 AM   #7 (permalink)
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i've found that the server wasn't modified, cause i tried a copy i had, and it worked just fine, but... the instruments and such have the serialization method in them. it's erroring on the serialization of the items themselves. and it does it for each item. it's done it on hunters headdresses, and paragon chests as well. which the serialize methods are also in those codes for each item. i know there is a base for all of the above, and i'm not trying to argue, but why would it have an issue with the base, when the serialization is in the item itself? plus i moved the bases with it into a 1.0.0 server and it had the same issue. i moved the whole script folder into a 1.0.0 to test it. but it still failed to load... but it loads fine with 1.0 RC0.
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Last edited by AnomolyVincentStarbuck; 08-05-2006 at 09:49 AM.
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