The following warnings occurred:
Warning [2] Use of undefined constant SAPI_NAME - assumed 'SAPI_NAME' (this will throw an Error in a future version of PHP) - Line: 3388 - File: inc/functions.php PHP 7.4.33-nmm6 (Linux)
File Line Function
/inc/functions.php 3388 errorHandler->error
/showthread.php 116 build_archive_link
Warning [2] Use of undefined constant IN_ARCHIVE - assumed 'IN_ARCHIVE' (this will throw an Error in a future version of PHP) - Line: 3331 - File: inc/functions.php PHP 7.4.33-nmm6 (Linux)
File Line Function
/inc/functions.php 3331 errorHandler->error
/inc/functions.php 3324 build_forum_breadcrumb
/showthread.php 195 build_forum_breadcrumb
Warning [2] Use of undefined constant IN_ARCHIVE - assumed 'IN_ARCHIVE' (this will throw an Error in a future version of PHP) - Line: 3331 - File: inc/functions.php PHP 7.4.33-nmm6 (Linux)
File Line Function
/inc/functions.php 3331 errorHandler->error
/showthread.php 195 build_forum_breadcrumb






Post Reply 
 
Thread Rating:
  • 0 Votes - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Map1.mul not being read by sphere
Author Message
BladeCraft
Apprentice
*

Posts: 42
Likes Given: 0
Likes Received: 0 in 0 posts
Joined: Feb 2013
Reputation: 2



Post: #1
Map1.mul not being read by sphere
According to the sphere.ini (see below), the mapfiles location is supposed to recognize the optional files such as "mapX.mul/staticsX.mul/staidxX.mul". The problem I am having is that sphere is not using these files so clients on map1 are falling all over the place not knowing where the Z is supposed to be. I finally figured this out when I tried to move my map files while running Sphere and only my secondary map files would move... the rest said they were being used by another program which makes sense.

Important to note, when you use the default Map1 which is a duplicate of Map0, this is not an issue but when you use a newer client to make a different secondary map, sphere never reads the file to know its supposed to have different attributes

Perhaps there is a way to force sphere to look at a mul file? An ini setting im missing? If anyone can help solve this issue of mine, I will be eternally grateful. Its plagued me for about 4 years now...


Sphere.ini

// Where your UO installation is located. This need: map0.mul, statics0.mul,
// staidx0.mul, multi.mul, multi.idx, hues.mul, tiledata.mul.
// Optional files: verdata.mul, mapX.mul/staticsX.mul/staidxX.mul for higher
// maps support (Malas, etc).
//
// Note that if not set, sphere will scan windows registry to auto-detect it
MulFiles=map_files/
02-21-2013 08:07 AM
Find all posts by this user Like Post Quote this message in a reply
Mordaunt
Super Moderator
****

Posts: 1,237
Likes Given: 26
Likes Received: 55 in 43 posts
Joined: Mar 2012
Reputation: 35



Post: #2
RE: Map1.mul not being read by sphere
Even if you enter the path to your UO installation?
Never run a different map on plane 1 so I haven't experienced it..... I blame Ben

[Image: 2nis46r.jpg]
02-21-2013 08:50 AM
Visit this user's website Find all posts by this user Like Post Quote this message in a reply
BladeCraft
Apprentice
*

Posts: 42
Likes Given: 0
Likes Received: 0 in 0 posts
Joined: Feb 2013
Reputation: 2



Post: #3
Wink RE: Map1.mul not being read by sphere
Unfortunately I dont have a full UO install on my server right now to test that but I cant imagine it would be a different result? If you think its worth trying, I will give it a shot though.

I have a custom map that is very much a part of my shard's history so that is Map0 for me and OSIs Britain map is Map1. I had to disable Map1 because of the height issues but my players have not been happy because they loved bouncing back and forth. Now that I am looking to relaunch my shard, I want to flip the maps so OSI is primary and my custom map is secondary but I need to fix this issue before i can do that.

I'm open to any and all ideas, including blaming Ben if that helps find a fix =D
(This post was last modified: 02-21-2013 08:59 AM by BladeCraft.)
02-21-2013 08:59 AM
Find all posts by this user Like Post Quote this message in a reply
darksun84
Sir Spamalot
****

Posts: 1,687
Likes Given: 245
Likes Received: 162 in 151 posts
Joined: Mar 2012
Reputation: 35



Post: #4
RE: Map1.mul not being read by sphere
did you get any error in console when falling?
did they fall below the ground or below the buildings(i mean if the falling happens when they walk on terrain tile or in a "static" tile) or both ?
(This post was last modified: 02-21-2013 09:11 AM by darksun84.)
02-21-2013 09:08 AM
Find all posts by this user Like Post Quote this message in a reply
BladeCraft
Apprentice
*

Posts: 42
Likes Given: 0
Likes Received: 0 in 0 posts
Joined: Feb 2013
Reputation: 2



Post: #5
RE: Map1.mul not being read by sphere
No errors in the console. Regions are all set up and working like they should.

The falling happens when you walk on anything (terrain or statics) and it puts you to a Z of 0 every time.

I installed a full version of UO and patched with my files on my server and its a tiny bit different but still broken... My theory is that sphere is now reading some new muls that i did not have in my folder (perhaps Mapdiffs?) but its still not reading the ones I NEED sphere to read... like map1.mul and statics1.mul
02-21-2013 10:16 AM
Find all posts by this user Like Post Quote this message in a reply
Mordaunt
Super Moderator
****

Posts: 1,237
Likes Given: 26
Likes Received: 55 in 43 posts
Joined: Mar 2012
Reputation: 35



Post: #6
RE: Map1.mul not being read by sphere
I guided someone in IRC through setting up a different map plane, i don't recall who it was though. They never mentioned this kind of problem but I don't know if they had players on the server to check for it.

[Image: 2nis46r.jpg]
02-21-2013 11:08 AM
Visit this user's website Find all posts by this user Like Post Quote this message in a reply
BladeCraft
Apprentice
*

Posts: 42
Likes Given: 0
Likes Received: 0 in 0 posts
Joined: Feb 2013
Reputation: 2



Post: #7
RE: Map1.mul not being read by sphere
Okay I better diagnosed the issue. I tested more spots on both maps and discovered that its not sending me to a 0 height by default... on mapplane 1, its sending my client to where it should be on mapplane 0. My map0 is flat in many spots so this was throwing me off.

Now everything makes sense. The newer clients allow different maps to be shown but my Sphere is only reading the map0 and static0 files and using that information on all planes.

If anyone is using 2 different maps successfully, please let me know what settings you are running on.

Two main questions:
1 - has this been fixed on newer builds?
2 - is there a way to force sphere to read a mul or some hidden INI setting I am missing?



Sorry for doubling up but I think I fixed it... Once I found out that it was the mul file not being read, I focused my efforts on that and it turns out, it was an INI setting that needed to be tweaked... see "real_map_number" in the below change

Current INI setting:
MAP0=7168,4096,8,0
MAP1=7168,4096,8,1

Thanks everyone!!!!!

08-01-05, Vjaka
- Added support for virtual maps. Now map numbers 0..255 are supported by the
server.
- Map dimensions are now customizable in INI-file using by the following cmd:
MAPx=max_x,max_y,sector_size,real_map_number.
Here x - the map number for ingame useage (4rd coordinate of the coordinate).
max_x - maximal X coordinate of the map (should be multiply of 8).
max_y - maximal Y coordinate of the map (should be multiply of 8).
sector_size - the sector size (you can play with this if you experience lags
decreasing this value (should be multiply of 8 and both max_x and max_y).
real_map_numer - number used by map files (like: 0 for map0, statics0).
You can also change some attribute of the current map not redefining all
values, skipping the ones you wish to be as default putting 0 instead (for
real map number -1). For example, decreasing sector size for map 0 to 16
from default value of 64 will look in INI file thus: "MAP0=0,0,16,-1".
Please note, that no changes are applied when server is already started.
- Default map numbering has been changed (you can ovverride it easily by MAPx
setting in sphere.ini). Now 0 = map0, 1 = map0, 2 = map2, 3 = map3, 4 = map4.
(This post was last modified: 02-21-2013 01:22 PM by BladeCraft.)
02-21-2013 12:53 PM
Find all posts by this user Like Post Quote this message in a reply
Mordaunt
Super Moderator
****

Posts: 1,237
Likes Given: 26
Likes Received: 55 in 43 posts
Joined: Mar 2012
Reputation: 35



Post: #8
RE: Map1.mul not being read by sphere
Ahh.... See now if you'd asked me in IRC i could have done some trouble shooting, I would have picked up on that Wink
Don't be afraid to bug me, everyone else does lol

[Image: 2nis46r.jpg]
02-21-2013 01:36 PM
Visit this user's website Find all posts by this user Like Post Quote this message in a reply
BladeCraft
Apprentice
*

Posts: 42
Likes Given: 0
Likes Received: 0 in 0 posts
Joined: Feb 2013
Reputation: 2



Post: #9
RE: Map1.mul not being read by sphere
I appreciate that Smile... I am usually good at debugging but this issue has been haunting me since Feb 2008 believe it or not!! Back when I first asked for help, I posted all the INI settings but people were steering me towards my mul files being corrupted.

Now that this is fixed, I have options about what to do with my maps/shard! Not having Britain as the default map has been a barrier to new players.. next project is to determine how difficult it would be to move everything on map1 to map0 and vice versa, flip all of the regions to the new mapplane, and then figure things out like marked runes....

Thanks again everyone... sometimes just having a discussion on here helps my brain think of the next step!
02-21-2013 01:48 PM
Find all posts by this user Like Post Quote this message in a reply
Mordaunt
Super Moderator
****

Posts: 1,237
Likes Given: 26
Likes Received: 55 in 43 posts
Joined: Mar 2012
Reputation: 35



Post: #10
RE: Map1.mul not being read by sphere
Map wise it would be as simple as changing the numbers from 0 to 1 and 1 to 0 in your sphere.ini and doing the same in your map scripts.
That however would obviously cause issues with decorations, houses e.t.c.. in your save file as they would then still be showing as beig on the same map number, though the map would have changed.
You may be able to edit the saves to move the things around though it's likely to be easier to write a function to do it. Either way, depending on the complexity of what's in your world, it's going to be a headache.

[Image: 2nis46r.jpg]
02-21-2013 11:39 PM
Visit this user's website Find all posts by this user Like Post Quote this message in a reply
Post Reply 


Forum Jump:


User(s) browsing this thread: 2 Guest(s)