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| Server Support on Windows Get (and give) support on general questions related to the RunUO server itself. |
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#1 (permalink) |
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Newbie
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Alright i've seen a little on this here and there but no answer as to how to fix it. Whats going on is i'm running my runuo on the same comp i'm playing on. So for some reason if I add anything or if I teleport any where except say in green acres. It or I end up under ground? Am I patching to far? Or Am I not supposed to patch or what? Can some one please help
. Every one else is having the same problem on my server I should mention. |
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#2 (permalink) |
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Forum Novice
Join Date: Apr 2006
Posts: 188
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If you are running RC1 you should patch no higher than 5.0.9. For RC2 I believe it is around 6.0.5.
__________________
http://www.crypticrealms.com |
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#3 (permalink) |
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Forum Novice
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What happened was.... when they split the tram/fel maps into map0 and map1 (5.0.9.1 - 6.0) they made it so base ground had to match what the client was at.
So what means is... on a map 0/1 base ground from x0 to x5119 you had to be set to Z0. In the T2A/dungeon bar base ground is Z30. Map 2 base ground is also like z 30. Map 3 is like Z-90... tbh, I forget the exact ones off top off my head on the 2,3,4 maps. but each map is cpmpletely different. One way to check for the client/map your on is to look at InsideUO map page and right click a spot to check its details. When you scroll down in that little widnow it will say something like "Base tile ( Grass ) Z =30". If you do a [where when you drop to balck ... that will tell you the base Z lvl for the area your in that the client is expecting. after all that.. the fix is, grab CED to move the areas you get stuck in or drop down below in. If its the ENTIRE map, just thaw the enitre map in RunUo and use the Global command to drop/raise everything to match the base lvl.
__________________
--- Sometimes I feel like I'm as confused as a $2 hooker with a $50 bill |
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#4 (permalink) |
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Forum Novice
Join Date: Jan 2006
Posts: 313
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If you're running an older client base (prior to 6.0.0.0) on RC2 or SVN you need to make a small edit to the MapDefinition.cs file. RC2 and the SVN are designed for the split Tram/Fel maps and needs to be edited for the older map file types. Making the changes shown below in red will fix this, if that is indeed your issue.
Code:
using System;
using Server;
namespace Server.Misc
{
public class MapDefinitions
{
public static void Configure()
{
/* Here we configure all maps. Some notes:
*
* 1) The first 32 maps are reserved for core use.
* 2) Map 0x7F is reserved for core use.
* 3) Map 0xFF is reserved for core use.
* 4) Changing or removing any predefined maps may cause server instability.
*/
RegisterMap( 0, 0, 0, 7168, 4096, 4, "Felucca", MapRules.FeluccaRules );
RegisterMap( 1, 1, 0, 7168, 4096, 0, "Trammel", MapRules.TrammelRules );
RegisterMap( 2, 2, 2, 2304, 1600, 1, "Ilshenar", MapRules.TrammelRules );
RegisterMap( 3, 3, 3, 2560, 2048, 1, "Malas", MapRules.TrammelRules );
RegisterMap( 4, 4, 4, 1448, 1448, 1, "Tokuno", MapRules.TrammelRules );
RegisterMap( 0x7F, 0x7F, 0x7F, Map.SectorSize, Map.SectorSize, 1, "Internal", MapRules.Internal );
/* Example of registering a custom map:
* RegisterMap( 32, 0, 0, 6144, 4096, 3, "Iceland", MapRules.FeluccaRules );
*
* Defined:
* RegisterMap( <index>, <mapID>, <fileIndex>, <width>, <height>, <season>, <name>, <rules> );
* - <index> : An unreserved unique index for this map
* - <mapID> : An identification number used in client communications. For any visible maps, this value must be from 0-3
* - <fileIndex> : A file identification number. For any visible maps, this value must be 0, 2, 3, or 4
* - <width>, <height> : Size of the map (in tiles)
* - <name> : Reference name for the map, used in props gump, get/set commands, region loading, etc
* - <rules> : Rules and restrictions associated with the map. See documentation for details
*/
TileMatrixPatch.Enabled = true; //OSI client patch 6.0.0.0
}
public static void RegisterMap( int mapIndex, int mapID, int fileIndex, int width, int height, int season, string name, MapRules rules )
{
Map newMap = new Map( mapID, mapIndex, fileIndex, width, height, season, name, rules );
Map.Maps[mapIndex] = newMap;
Map.AllMaps.Add( newMap );
}
}
}
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#5 (permalink) | |
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Newbie
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Quote:
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