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Integrated Static Tool
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Pierce



Joined: 02 Feb 2006
Posts: 259

PostPosted: Tue Jun 13, 2006 3:55 pm    Post subject: Reply with quote

melanius wrote:

Indeed it would be nice to have such a feature. Though I'd prefer it to be a simple tool that does just that, and not integrate that kind of code into POL's core base.

Maybe a small just-do-this tool would be more handy/appropriate.


A simple tool like uoconvert would also be great. I suggest that as pol commands cause you could ask the gamemasters building around. And if they are ready you use these commands to build the new statics and pol will delete the found items to build a new static file from the items.txt.
The possibility of coordination in world building on pol would be better.
I surely don't now if this is much code to swell the core. But these functions won't be called often (i think) to cause lag on a live shard.

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itec



Joined: 10 Feb 2006
Posts: 35
Location: Finland

PostPosted: Fri Jun 16, 2006 3:36 pm    Post subject: Reply with quote

If we could have only one new feature for 97, I would definately give my voice for this one. The new core is very stable (not a single crash after RC3 was released, absolutely great job!), so it would be good timing to try something new.

Currently updating statics with pol and external tools contains too much simplistic work that should be handled automaticly. Desroying one or two items in statics is plainly said painful operation. Only the server can give the best support for statics editing, especially when there are multiple builders.

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Pierce



Joined: 02 Feb 2006
Posts: 259

PostPosted: Tue Aug 22, 2006 4:57 pm    Post subject: Reply with quote

Is there perhaps someone who played around with the RunUO type of files? I installed that server and played around with statics on the ilshenar map. It's very easy to change the statics on RunUO on every map. I can realtime delete or add statics there. The .mul is changed immediatly.
The only function i like on RunUO. So i tried to take a look if i can write a converter from item.txt to the RunUO type of handling of items. But that are 3 files, that are not purely text: items.bin, items.idx,items.tbd.
So it's not the easy way to convert. Does anyone else also take a look into this already?

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Repsak



Joined: 05 Feb 2006
Posts: 91
Location: Denmark

PostPosted: Tue Aug 22, 2006 6:03 pm    Post subject: Reply with quote

This is very high on my wish list, for the next POL release.

Author Message
Pierce



Joined: 02 Feb 2006
Posts: 259

PostPosted: Sat Aug 26, 2006 4:46 pm    Post subject: Reply with quote

Shame on me, i forget the language POL is written. Was it C++?
If so, it could be a simple thing if one takes a look into the statics.cs command of runuo.

The last three days i played around with runuo a little bit, without any knowledge of c++. The only thing that was interesting for me was the extremly fast method to change the static files cause it tooks too much time to use uosir, uosp or anything else ... And they don't work on maps like ilshenar, malas ...

So i tried too make a runuo 1.0 command that reads the 96/97 items.txt of Pol. After biting 2 days in my keyboard cause of no real idea how C++ works i managed the command on day 3. So far a test command.
I coded it so we could read in the items.txt this way:

command x1 y1 x2 y2 mapid

The command will read every item within these ranges on the choosen map to runuo. I did a test with a 23 MB items.txt without creating items. It took about 2-3 min. to go through that file size on runuo. Perhaps it can be faster, i am new to c++ as i said Very Happy

The creating also works. I test it with a small range with 10 test items.
I will do some further test with some structures i like to place on the ilshenar map and therefor i tried this in first place.

If these tests are successful, i will post this command here.

Nevertheless i hope this will be a feature of POL, cause i hate to use 20 different programs and copy around data to reach my goal Wink

Author Message
Lagoon



Joined: 05 Mar 2006
Posts: 118
Location: Italy

PostPosted: Tue Aug 29, 2006 10:15 am    Post subject: Reply with quote

My vote goes for a "simple" single function

ItemToStatics(itemref);

which copies the item to the right statics file according to the map it belongs to.
No need to delete the dynamic item, it can be done with another instruction
No need to add another command to delete in an area, it can be done in scripts
Any other login can be added in script, one single command which just copies 1 item to statics would be easy and powerful
there also is no need to autorun uoconvert and update the at runtime the server data about statics movement validation and such, it can be done turning the server off and doing it manually running uoconvert by command line
Having the ability to code a script which converts to statics the buildings but leaves the doors in dynamic would be great, and you can think of a lot of other examples where this could be very usefull.

Author Message
Pierce



Joined: 02 Feb 2006
Posts: 259

PostPosted: Tue Aug 29, 2006 9:10 pm    Post subject: Reply with quote

Quote:
there also is no need to autorun uoconvert and update the at runtime the server data about statics movement validation


Are you sure?
If the statics on whatever Map is changed, you need to run uoconvert again.

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Lagoon



Joined: 05 Mar 2006
Posts: 118
Location: Italy

PostPosted: Wed Aug 30, 2006 5:25 am    Post subject: Reply with quote

Of course, you have to
- shutdown the server
- run uoconvert
- give new statics to clients
- restart the server

What I meant is that, imho, there's no need for a complex modification to the server in order to add a StaticsConvert() function which lets us runuoconvert by scripts without having to shutdown and restart the server, because I think it would be a complex modification for the devs and not as useful as the ItemToStatics(itemref) itself. Do you agree?

Author Message
Pierce



Joined: 02 Feb 2006
Posts: 259

PostPosted: Thu Aug 31, 2006 7:17 pm    Post subject: Reply with quote

Lagoon wrote:
Do you agree?

Hard to say if i agree to that. I convert my items to RunUo and freeze it there to the .mul files. My wish stays as i stated in my first post in this topic to save this in my opinion useless export to runuo. And therefor force their only advantage over Pol.

Author Message
Lagoon



Joined: 05 Mar 2006
Posts: 118
Location: Italy

PostPosted: Fri Sep 01, 2006 5:58 am    Post subject: Reply with quote

I use a RunUO server to build my towns for the same reason
And also because noone ever coded (it's a cat who bites its tail) a tool like UO Architect for POL

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Yukiko



Joined: 02 Feb 2006
Posts: 1094
Location: Southern Central USA

PostPosted: Fri Sep 01, 2006 4:35 pm    Post subject: Reply with quote

I do admit that the one thing that I like about RunUO, and it's the only thing, is that you don't need to run a conversion on the files. Atleast you didn't the last time I used it anyway.

For the record I use Punts Worldmaker Map Editor for editing statics but like you said Lagoon ya still have to UOConvert it afterwards.

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