multicollection.uop

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Pierce

multicollection.uop

#1 Beitrag von Pierce » 24 Aug 2007 00:27

Did anybody some research on this file yet?
The first 8 bytes on each of the internal files seems to be the multi id and the number of tiles contained by that file (flipped both). Afterwards the tiles are coming somewhat old style. Not 12 bytes but 13 bytes. Last byte seems to be a delimiter.
The single files to 2_40 contain each multi somewhat in old style.
The last 2_41 File seems to be the interesting file. It contains the stairs walls etc.. in a 8 bytes order. Anybody does a research on that yet :)

Pierce

#2 Beitrag von Pierce » 14 Mär 2008 01:24

Nobody does a research on that file yet, except me?
Servers with custom multis will get in trouble to start a KR version cause the client crashes if there is an unknown multi different from the standard uo multicollection. :mrgreen:
Perhaps someone else does some research since my last post :]

Kons

#3 Beitrag von Kons » 26 Mär 2008 17:32

I think you're the only one :)

keep on! you are doing an interesting thing :P

RadstaR
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#4 Beitrag von RadstaR » 26 Mär 2008 17:54

Hmmm nobody. We can't continue on work with UOKR files until UOP format will be fully cracked.

Malganis

#5 Beitrag von Malganis » 03 Mai 2008 10:21

Structure seems to be like this:

Code: Alles auswählen

dword MultiID
dword Length

for i = 0; i < Length; i++
	word TextureID
	word X offset
	word Y offset
	word Z offset
	byte Unknown (can be 1 or 0, probably to turn something on/off)
	dword Count
	for j = 0; j < Count; j++
		dword Unknown
	end
end

Pierce

#6 Beitrag von Pierce » 01 Feb 2009 20:46

@Malganis: Yes that was also my experience, except for the unknown flags.

Code: Alles auswählen

dword MultiID
dword Length

for i = 0; i < Length; i++
   word TextureID
   word X offset
   word Y offset
   word Z offset
   byte item flag (0 for normal, 1 for special)
   dword Count? (usually 1 if special item flag set)
   for j = 0; j < Count; j++
      dword special counter?
   end
end 
item flag:
0 for normal, 1 for special (multi center, doors, sign, plank, tillerman, hatch ...to be short, all that can be used)

special counter?:
With newest version 5.57.0.16 the special counter for boat special items
start with F2 75 end end with F6 75 (multi center(mast), tillerman, hatch, plank1, plank2). The special counter for house/multi special items are starting with F7 75, F8 75 ....and end depending on the number of usable items (first is multi center, maindoor?, sign, more doors?).
Older versions had other values but also followed this rule.

If i change e.g. one multi and patch it with UoKRUnpacker the client crashs (at least when a multi came in range).
Possibly because the hash is wrong on the newly build file or something else doesn't fit yet.

I've done nearly the same with a custom map (facet0) converted, repatched with uokrunpacker over 16 month ago and that worked. That's why i was quite helpless on the multicollection. Never looked into it this again until now because Pol didn't work with newer versions of KR until the new 98 core :mrgreen:

Kons

#7 Beitrag von Kons » 02 Feb 2009 01:08

i think you'd better use runuo :)

yoyu007

#8 Beitrag von yoyu007 » 04 Feb 2009 17:14

the newest pol server 098 second beta support the UOKR 2.57.0.16 very well

you should try

Pierce

#9 Beitrag von Pierce » 10 Feb 2009 03:02

@Kons: Let me think, aaeeehh no :mrgreen:
I tried, but even if i had to wait, Pol is at least for me the better choice :angel:
Surely i don't think that RunUO is bad, i simply like Pol more :baeh:

@yoyu007: I think you mean Kons, i hope so :mrgreen:

Kons

#10 Beitrag von Kons » 10 Feb 2009 20:37

yeah he meant me :)

Well, i don't like pol's language :) with C# all it's clear :P

Pierce

#11 Beitrag von Pierce » 11 Feb 2009 00:38

I think before we get into an emulator discussion (Sphere, RunUO, Wolfpack, Pol ...) the problem stays the same :mrgreen:
Or does RunUO allow UOKR custom multis without crashing the client? ;)

Kons

#12 Beitrag von Kons » 11 Feb 2009 11:44

multis?
never tried.. what do you want to insert into multis?
Maybe it's your program to convert that does not works.

Pierce

#13 Beitrag von Pierce » 15 Feb 2009 01:42

I don't know what you insert into multis, i normally insert multis :mrgreen:
This means items collected to a multi number normally shown by the client e.g. as a house, boat or something else. In 2D known as (multi.mul, multi.idx).
Maybe it's your program to convert that does not works.
I wish that was the case, but if i convert e.g. the simply OSI house (0x64) with that tool i get the same values as the original has.
It seems your shard has no custom multis, we have about 600 so that's why i am interested in that specific one ;)

Kons

#14 Beitrag von Kons » 15 Feb 2009 14:04

eheh, no we don't have multis :) (i knew what they are)
crash is as soon as you come in sight with multis?

Pierce

#15 Beitrag von Pierce » 16 Feb 2009 02:26

Pierce hat geschrieben:If i change e.g. one multi and patch it with UoKRUnpacker the client crashs (at least when a multi came in range).
Possibly because the hash is wrong on the newly build file or something else doesn't fit yet.
As i said before ;)

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