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Old 07-13-2006, 09:43 AM   #76 (permalink)
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So when i press generate does that make it a real part of the map??? (sry if this is a repeat)
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Old 07-13-2006, 10:14 AM   #77 (permalink)
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What "generate" are you talking about? If you mean Tools --> Map -- Generate, this is the tool you use to create an EMPTY map. If you want to save your changes done in the map editor, simply press File --> Save.
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Old 07-14-2006, 07:59 PM   #78 (permalink)
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also i dont beleive this is a repeat question but when you add a static such as a firefield to the map does it animate or stay the way it looks when put it?
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Old 07-15-2006, 03:22 AM   #79 (permalink)
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it's currently not animated, sorry
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Old 07-15-2006, 03:23 AM   #80 (permalink)
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hmm well thats ok i can go back and fix it later........ btw they said you have a website what would it be?
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Old 07-15-2006, 05:33 AM   #81 (permalink)
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For my UO tools I have no website currently. But after my exams, I will at least assemble a small site with all necessary infos, changelog, screenshots, and so on.
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Old 07-15-2006, 05:52 AM   #82 (permalink)
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hmm ok would you also mind (if you know) sharing the release of 0.7? and also could you compile a link to all the tools you have released? plz and thx
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Old 07-15-2006, 05:57 AM   #83 (permalink)
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The current version is 0.6 and you find the download link on the first post in this thread. The other tool I publicly released (RemoteAdmin) is linked in my signature and the most recent version is on page 2 or 3 of the according thread.
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Old 07-15-2006, 06:00 AM   #84 (permalink)
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do you know when 0.7 will be out? *edit*and also for some reason the saved files dont support enough for the server to use the map....
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Old 07-15-2006, 06:05 AM   #85 (permalink)
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0.7 will be out once I have the time to work on it ... and I don't know what you mean with the "save files not supporting enough" statement. You will have to a be more precise what you want/don't want/expect and what currently happens or not.
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Old 07-15-2006, 06:12 AM   #86 (permalink)
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ok when i mean save files...... when you save your map...... it only gives the static and the map files thats all. My server can run off it..... I believe i have it set up right
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Old 07-15-2006, 06:15 AM   #87 (permalink)
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If you edit the map, only map*.mul, statics*.mul and staidx*.mul are affected. So ofcourse these are the only files that are saved. If you try to run your server from exactly these files while the editor is still running, it cannot work aswell (it's the same for the client or any other tool). So either make a copy, or close the editor.
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Old 07-15-2006, 06:17 AM   #88 (permalink)
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it doesnt work even when the editor is closed
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Old 07-20-2006, 12:43 PM   #89 (permalink)
 
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I have a small problem/question.

I'm using items from verdata.mul on my map... nad... some of them goes to static. But we want to change the emu and i need to delete those static items via Mul Editor. What's the problem? I can only see white squares on a map (where i put items from my verdata file), and i can't delete them. How to load verdata to this program or how to configure it to do what i've explaint ? :/

(sorry for english )
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Old 07-20-2006, 12:55 PM   #90 (permalink)
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Hmm I didn't implement loading map patches from the verdata, as the verdata is outdated anyway (not used by recent clients). What I would suggest you is to patch the verdata into the mul files. The easiest way to do this is by choosing Tools --> Verdata --> Create Patcher, choose your verdata and the target file and hit the "Create Patcher" button.
Once you have that patcher, you should make a backup of all your *.mul files (that is a big backup, I know). No you can delete your verdata and execute the patcher you just created. Select the UO directory (should be preselected) and apply the patch. That will put all entries from the verdata into the mul files where they belong to. This means, that you have everything from your verdata, without your verdata. You can now edit the map normally and your changes should be there. The positive side effect is, that you don't need the verdata anymore
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Old 07-20-2006, 01:08 PM   #91 (permalink)
 
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Interesting... very...very interesting...But my other question so... will it be at the same numbers ? F.e. monument form new verdata has numer: 0x102. Will it change ? And what if there will be other upgrades from orign...?
And any other ideas how to delete those items? :/

thx

Last edited by gharelan; 07-20-2006 at 01:29 PM.
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Old 07-20-2006, 03:38 PM   #92 (permalink)
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the IDs remain the same - if a tile with the same ID exists, it will be overwritten (essentially that is what the client does with the verdata on-the-fly)
OSI updates won't work anymore, but is this really a concern? If you use verdata, you can't have the most recent client, so updates are no option anyway
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Old 07-21-2006, 12:08 AM   #93 (permalink)
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quick qurestion

does the map editor in here support the new larger size maps for tram and fel?
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Old 07-21-2006, 06:26 AM   #94 (permalink)
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You can enter whatever mapsize you want (max. 4096 for width and height IIRC). Predefined map sizes only include the pre ML ones. (But I think for fel/tram I'll add these new sizes too, but until then you can still choose "Custom")

Edit: 4096 refers to the blocks ... in cells that is 32768
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Last edited by floppydisc; 07-21-2006 at 07:47 AM.
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Old 07-21-2006, 09:08 AM   #95 (permalink)
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thank you

I did download and tried it last night

found out had to do the size by hand
but looking forward to having a default one on the drop down list
but i kept getting an error on the tokuno map saying it was in use --- butthe rest loaded fine
i am doing this from a "copy" directory - so there are no other files using it, and none of them are marked read only, etc
any clues on that?
if need be i can attach a copy of the map and support files
(it was a custom map made with uolandscaper origionaly - but in the correct size)

also i did not see a way to do it - but is there a way to "zoom" out a little, so you can see a larger area of the map at once? (in ISO view)
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Old 07-21-2006, 09:38 AM   #96 (permalink)
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As I don't handle file errors myself, the errors is most likely thrown by windows itself so some other process (maybe the windows explorer) accesses the file.
Zoom is currently not possible, but I will see if I find a way to do so (after my exams).
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Old 07-23-2006, 08:01 AM   #97 (permalink)
 
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Okay, so this is my problem. I'm trying to add some new tiles to the map. I've put them in spots under Static Art marked "unused" and then went down to the TileData. I'm confused as to how I'm meant to make it, when added into the game, not highlight yellow when moused over. I've looked at the TileData that hooks to that item and changed the name, but in-game after making it into a verdata, then creating the autopatcher and running it, it shows up as a blank name and acts like a non-movable item.

Sorry if this doesn't explain well enough, but do you have any idea as to what I'm doing wrong?
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Old 07-23-2006, 10:02 AM   #98 (permalink)
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if you add it via [add static xyz then the server builds the name from its own tiledata. therefore you should upload your tiledata to the server and restart it and then try to add these statics. alternativly you could add the statics directly to the map (using muleditor's mapeditor) and try if that gives the wanted result
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Old 07-23-2006, 10:23 AM   #99 (permalink)
 
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Hm, okay, but how do I add it to the server? Do I put it in the same spot as the other .mul's that datapath.cs reads off of? Because that didn't seem to work... (By the way, I'm hosting the server off the same PC that UO's on.)

And [add static xyz <itemid> doesn't work, or did you mean to replace XYZ with the itemid?

Also, I don't really want to add it in with the editor, because that binds it to the map, right?
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Old 07-23-2006, 10:44 AM   #100 (permalink)
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with "xyz" I meant the itemid ...
and you're right that editing it with the mapeditor would "bind" it to the map, but it would be suitable to test if the client has the correct data (given that you make a backup of statics0.mul staidx0.mul and map0.mul or whatever files you are modifying)
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