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Adding new Gumps to Verdata?

 
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Damien



Joined: 15 Apr 2006
Posts: 65

PostPosted: Sun Aug 27, 2006 1:22 pm    Post subject: Adding new Gumps to Verdata? Reply with quote

Hello!

Can someone explain how to add new gumps into (verdata?) ?
Or maybe create a guide about it Mr. Green

Thanks.

Author Message
Yukiko



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

PostPosted: Sun Aug 27, 2006 5:39 pm    Post subject: Reply with quote

Might want to consider adding the gumps directly to the gumpart files directly as UO is no longer using a verdata file.

Maud had a guide on his site once that was a big help for me in doing this.

Author Message
Firedancer



Joined: 03 Feb 2006
Posts: 104
Location: Austria

PostPosted: Mon Aug 28, 2006 3:20 pm    Post subject: Reply with quote

search for "tdv-mulpatcher" - that tool is fairly self explaining.

If you can't find it, feel free to contact me on icq (51747447) if you happen to see me on (which sadly is a bit rare), then I can get you temporary access so you can d/l it from my homepage.

Author Message
Yukiko



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

PostPosted: Mon Aug 28, 2006 3:31 pm    Post subject: Reply with quote

FD has anyone done any more work on mulpatcher? The version I have is a bit touchy in certain places where you enter numbers. In some places I have to not type '0x' (for hex) or it crashes. The 0x appears in the box but I have to highlight only the text on the right side of the 0x then overtype that.

This is also as a warning to anyone using mulpatcher; Save regularly and save often! Because the above situation I mention causes an error box to appear with messages in German. I assume they say something like "Oh you gone and done it now! You've crashed the bloody program!!" The end result being the program has to be closed and your changes are lost. I found this out after making oh some 15 gump art changes and the same amount of art tile changes when I was adding new clothes and stuff to our files.

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