UOFiddler (ex UOViewer) (ex InsideUO alternative)

This is where you can discuss UOFiddler, by Turley.

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mitchel
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Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)

Post by mitchel »

mitchel wrote:yup ;)

I will try again :cheesy:
Argh, I got it...I missed new file into my fiddler directory.
copy all files from release directory, I got it.

sorry Turley, and thank you >_<
Turley
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Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)

Post by Turley »

Version 4.2d
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Damien White
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Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)

Post by Damien White »

:cheesy: Thanks dude! :)
Turley
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Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)

Post by Turley »

Version 4.3
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Damien White
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Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)

Post by Damien White »

Thanks again!
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Damien White
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Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)

Post by Damien White »

Just wanted to send out some ffod for thought to anyone else who is beta testing MicroSoft .Net 4 Extrended Beta or Higher, that UOFiddler, does not want to load. I've tried a few tweak, nothing budging. If anyone has any thoughts on this let me know, if not I am going to have to go back to 3.5.
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Damien White
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Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)

Post by Damien White »

Hey Turley, is UO Fiddler compatable with Stygian Abyss?
Turley
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Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)

Post by Turley »

Of cause :) Check uofiddler.polserver.com for the changelog entries.
Only thing that does not work are the uop files. I have a lack of motivation and time to decrypt the animations.
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Damien White
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Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)

Post by Damien White »

Hmmmm...motivation....


PLEEEEAAAASSSEEEE...PLEASE....please please ........................please!


Yes if a grown man begging is not a good enough motivation I am sure nothing will be.
HellRazor
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Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)

Post by HellRazor »

Turley wrote:Of cause :) Check uofiddler.polserver.com for the changelog entries.
Only thing that does not work are the uop files. I have a lack of motivation and time to decrypt the animations.
I know its probably a pain but it would be good to add support for these as all indications are that these will be used to add new art and animations to the client now, just like verdata.mul used to be used. Right now nothing really supports these and with UO Fiddler quickly become the MUL editor/viewer of choice it would be great if it supported this new format.
Turley
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Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)

Post by Turley »

Version 4.4
guialtran
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Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)

Post by guialtran »

Turley wrote:Version 4.4

\0/ weeeeee
Basara
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Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)

Post by Basara »

Quick question about making items stackable
I see there's a StackOff option in the tiledata section and that most items that are already stackable have a number > 0 in there, but the number varies. If I want to make something stackable and it's the StackOff box that does it, what number should I be putting in?

also, and this is really minor, there's a typo on the tiledata page, says "heigth" instead of "height"
Targun
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Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)

Post by Targun »

Basara wrote: I see there's a StackOff option in the tiledata section and that most items that are already stackable have a number > 0 in there, but the number varies. If I want to make something stackable and it's the StackOff box that does it, what number should I be putting in?
Stacked item graphic is made of 2 graphic pics put together with x pixels offset. x=StackOff
Its up to you what number will you put there, just check if stacked graphic looks good with it.
Basara
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Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)

Post by Basara »

Been playing around with it but items aren't stacking.
I can't get them to stack after I've exported the tiledata to both server and client, am I missing something else, I've selected "Generic" which I read was the stackable prop but I just get the message "Could not add item to stack" from the client.

EDIT: being dumb, forgot to create a new tiles.cfg, all working now
RadstaR
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Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)

Post by RadstaR »

Turley: Can you please add VD import into animation editor on selected anim id ?
EDIT: I found it in SVN version. Thank you very much.
RadstaR
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Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)

Post by RadstaR »

I found bug in Animation editor. I extract images with Extract Images/As Bmp, but if i add this images to new ID i get only blank pictures.
Tested on latest SVN version.
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Turley
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Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)

Post by Turley »

looking at the screen it looks like you missed the palette import/export

note: you need to first import the palette and then import the bmps
RadstaR
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Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)

Post by RadstaR »

Aaah :) Thanks
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Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)

Post by RadstaR »

Ok i have last Question. Where i can export/import pallete ? I can import/export only VD file, Extract all animation images or Add BMP file.
Turley
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Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)

Post by Turley »

sorry its a bit hidden, right click the place where the palette is shown :)
RadstaR
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Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)

Post by RadstaR »

:) Ha! Nice hidden place :)
Turley
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Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)

Post by Turley »

jep i know my gui sucks sometimes :)
Basara
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Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)

Post by Basara »

Hi, I've been playing around with multis, taking it steady and starting with easy things, so I built an enormous boat, lol.
It seems to work ok apart from the offsets for the gangplanks need setting correctly but when I save the multis it says "No invisible center item found do you wish to add one?"
What is this item and is it what the offset it calculated from?
Tomi
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Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)

Post by Tomi »

The invisible center piece is at offset 0,0 so all the gangplanks, tillermans etc are calculated from it.

In all houses and default boats its a nodraw tile

a good way to check about offsets in boats are to launch Pol and make a small script while standing on the multi

Print( who.multi.x + " " + who.multi.y + " " who.multi.z ); and Print( who.x + " " + who.y + " " + who.z );

then when you move you can see how far away x or y coord you are from the center tile, because multi.x and multi.y and multi.z always points to the invisible center tile
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