maped thread - now even more difficult to use than ever

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LordMortiferus
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Re: maped thread - now even more difficult to use than ever

Post by LordMortiferus »

Aerie wrote:if you do rate=2, does it go to 120? Is it counting seconds instead of minutes?
Yes and if I copy the newly pasted spawner with rate=120 and paste it again the rate on is set to -445.
eggmceye wrote:* removed hooks under BM rafts so loot can drop on them
Low priority request:
hack "sgn" to work not only on sign maptiles, so they could be used as an alternative to a "hoo" with a set text.
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Re: maped thread - now even more difficult to use than ever

Post by eggmceye »

respawn time: forget about it, whatever is there is overwritten with 120sec anyway via server config
(otherwise it's a dog's breakfast... across all the maps the times are mixed up between seconds and minutes and I don't even know if custom spawn times would work anyway)

re sign:
you can stick it anywhere, however
- if an item is on it, whether it is flagged as furniture or not, the item desc is shown
- if you want item with text use hook
- sgns always send the message "It says:" - with a hook, it comes with no unchangeable prefix

what effect did you need and why is hook no good?
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Re: maped thread - now even more difficult to use than ever

Post by eggmceye »

LordMortiferus wrote:Edit:
Is it possible to set tinted spawners with maped or by editing the *.fea file?
heaven forbid you actually did it, yes
- place the spawner of the base creature
- click the spawner creature icon inside the map after placed
- you can change any of the numbers here, so then you can change the creature spawn code to one that has a tint too

eg, the u4 giant 0x2f2
to make a pink one, chg 2f2 to e0e2f2 (where pink is represented by 0xe0e)

the tint (in red,blue,green) is the upper 3 hex digits, ie RGB2f2
the exact 6 digit rgb colour code is something like R*0x100000 + G*0x1000 + B*0x10
so pink is 0xe000e0 (pure pink is 0xff00ff fyi, also the transparent pixel colour)
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Re: maped thread - now even more difficult to use than ever

Post by LordMortiferus »

Thanks for the explanation on tinted spawners and the spawn rate.
For everyone (including myself) who have only known of the 6 digit hexcode for colors so far, here are the Hexadecimal Triple Color Codes.
eggmceye wrote:What effect did you need and why is hook no good?
If I got your post in the bugs thread right, hoo-features make problems with dropped mob loot. So if someone would want to lable serveral items on a floor for whatever reason (e.g. puzzels, story telling), a hook feature might not be the best choice.
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Re: maped thread - now even more difficult to use than ever

Post by eggmceye »

better to fix the engine then

how it is now:
- a mob never drops loot on a hook (so treasure doesn't stack on to map placed hooked items)
chg to
- mob drops loot on nearest free non hook square
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Re: maped thread - now even more difficult to use than ever

Post by Keighn »

Isn't there the message space or w/e its called that shows text as you walk over it. It doesn't even require you to "l"ook at it. I'm not sure how you input colored text though for any of those features.
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Re: maped thread - now even more difficult to use than ever

Post by LordMortiferus »

"msg" would of course be another way, though with the drawback that it would spam the massage box and you wouldnt need to activly look at something. I like the idea egg proposed.

I have the feeling placing tinted spawners with maped doesnt work. I have set the code to e0e2f2 but maped converts it to ffffe2f2. I tried other color codes and added the seventh digit for glowing (fe0e2f2) as well, but without any success.
Edit: works now with the updated maped version. thanks egg!
Last edited by LordMortiferus on Fri Feb 18, 2011 7:18 am, edited 1 time in total.
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Re: maped thread - now even more difficult to use than ever

Post by eggmceye »

ah you need a new version of maped that supports long mob codes, I just updated the zip on the website, redownload and try again
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Re: maped thread - now even more difficult to use than ever

Post by Keighn »

Endless Darkness (from what you said Cannot see through it, is black and dark but passable via movement)
The Void (is black but you can see over it or through it; you can NOT pass through it or over it).
Darkness (is black but you see through it/over it; you can pass through it though).
I just downloaded maped and noticed the following:
endless darkness v=1 m=0
void v=0 m=0
darkness v=0 m=0

Is there a mistake with the void or does it work properly? I think it was originally v=0 m=1 (can see over it but can't move on it).

I noticed there isn't an endless void for v=1 m=1 blocknig movement and vision. I'll just use the void since it worked so well before.
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Re: maped thread - now even more difficult to use than ever

Post by LordMortiferus »

For a dark tile that has bm=1 and vm=1 you could set a bar-feature with item=dd0043d (dd = endless darkness, 00 = no clue, 43d = maptile).
On behalf of the void: its value is bm=4 in the mtile.txt, so I guess maped just doesn't show the right value here and it still does block movement.
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Re: maped thread - now even more difficult to use than ever

Post by omegaordoss »

Missing alleg43.dll
Why when I google for alleg43.dll download all I get is 100+ fix your computer bullcrap....
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Re: maped thread - now even more difficult to use than ever

Post by Ozimandias »

I had the same problem. All I had to do is put the maped stuff into euo's installation directory. I think keighn LordMort or someone told me that.
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Re: maped thread - now even more difficult to use than ever

Post by omegaordoss »

Wow, thank you, works fine now. =D
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Re: maped thread - now even more difficult to use than ever

Post by Keighn »

Yep its a good fix. If you want to view the maps in the game you simple copy the cmap files over to the smap files. Most features, zones, items, and mobs will not be present. Its a way to see how maps were done.
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Re: maped thread - now even more difficult to use than ever

Post by Bugbo »

Is there a way to place crops from farming into your map? Like suppose you want to have a map with an apple tree in it that players can sometimes pick apples from.
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Re: maped thread - now even more difficult to use than ever

Post by LordMortiferus »

Bugbo wrote:Is there a way to place crops from farming into your map? Like suppose you want to have a map with an apple tree in it that players can sometimes pick apples from.
First you need the #id-hexcode of the plants you want to place. For this take a look at the text-files in the "dat"-folder.
Second go into the "smap"-folder and open the *.itm file of the map you want to add the crops. Add lines that look like this:
ITEM 0000059b 1 5 10
ITEM = item object
00000 = probably for tint, etc. (see below)
59b = represents a young pepper plant - change this to whatever plant you want
1 = visibility (0=invis, 1=vis)
5 10 = x y coordinates

That's at least how I would do it and it seems to work with maped. I take cover now, since I mentioned again to edit the map files directly...

Edit:
My guess to 00000 = XABYZ
X=glowing maybe makes item unid'ed
AB=stat on item (e.g. +1, +2, etc.)
Y=defines stats (e.g. of attack, etc.)
Z=tint (e.g. 7=gold, etc.)

Edit2: After adding items in the *.itm file open the map in Maped and toggle the status of all added items to furniture!! Only fountains should be listed in the *.itm.
Last edited by LordMortiferus on Sat Aug 20, 2011 2:59 am, edited 3 times in total.
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Re: maped thread - now even more difficult to use than ever

Post by Keighn »

Yeah, I don't think I'll be messing around in the code looking to do that. Jesus there must be an easier way. I don't suppose you could post a screenshot of where in the .fea file such an example would be?

Here's an example of the features in my my map of town of spirituality:
lvl000.png
lvl000.fea opened up using notepad
T 16 14 0 0 0 0 0
T 22 13 13 0 0 0 0
T 22 14 13 0 0 0 0
T 22 15 13 0 0 0 0
T 16 0 14 0 0 0 0
T 22 13 14 0 0 0 0
T 27 14 14 0 0 0 0
T 22 15 14 0 0 0 0
T 16 28 14 0 0 0 0
T 22 13 15 0 0 0 0
T 22 14 15 0 0 0 0
T 22 15 15 0 0 0 0
T 16 14 28 0 0 0 0
spawner 12 2 0 286 0 1 -1 0
spawner 27 1 0 321 0 1 -1 0
spawner 27 27 0 332 0 1 -1 0
spawner 1 27 0 310 0 1 -1 0
spawner 1 1 0 305 0 1 -1 0

I see that and think, Oh gee a bunch of bloody numbers oh huzzah. Ok, I know a few are spawners I placed. So I open up my maped and take a guess:
Spawner 1 1 is its coordinates.
0 is uh its damn type w/e the hell that means.
310 is the spawn number in this case paladin.
The next 0 is rate which I'll assume is spawn rate.
The 1 is # I chose to appear.
The -1 is area in which case I put to make only that spot a spawn the 1 mob.
The last 0 is quest id in which case there is none.
And in map there is a () for scripting which is lua.

Now let me take a look at the other features:
T 16 14 0 0 0 0 0 this appears to be a tile of steps I put down. Ok, like I'd guess that right off the top of my head by looking at it.

Broken down as much as I can guess:
T 16 14 0 0 0 0 0 (T is for tile)
T 16 14 0 0 0 0 0 (coordinates of tile)
T 16 14 0 0 0 0 0 Hell if I know

T 16 14 0 0 0 0 0 maptile 244 (f4 bv=0 bm=0) : steps (i get the bv and bm for blocking movement and vision easy 0 can move over or see over and 1 is blocked). WTF does f4 indicate?
T 22 13 13 0 0 0 0 maptile 259 (103 bv=1 bm=1) : a sealed dungeon (I think I now know what the f4 and in this case 103 is the graphic used -- checking the mtiles dat I see shit I can't guess at.... see bottom of page)
T 22 14 13 0 0 0 0
T 22 15 13 0 0 0 0
T 16 0 14 0 0 0 0
T 22 13 14 0 0 0 0
T 27 14 14 0 0 0 0
T 22 15 14 0 0 0 0
T 16 28 14 0 0 0 0
T 22 13 15 0 0 0 0
T 22 14 15 0 0 0 0
T 22 15 15 0 0 0 0
T 16 14 28 0 0 0 0

Mtiles.dat
243 210 0 0 steps up_is_north
244 211 0 0 steps up_is_east
245 212 0 0 steps up_is_south
246 213 0 0 steps up_is_west
259 98 1 1 a_sealed_dungeon

Only thing I recognize is the 259 for the tile # the rest doesn't make a bit of sense to me.

I guess I'll pass on editing in notepad since I don't know what to do.

On a separate note; how do I take a picture with the features, spawns, items, and zones shown (in maped)? I'd like the whole map shown with all of that.
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Last edited by Keighn on Sun Feb 27, 2011 5:18 am, edited 1 time in total.
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Re: maped thread - now even more difficult to use than ever

Post by LordMortiferus »

Keighn wrote:Yeah, I don't think I'll be messing around in the code looking to do that. Jesus there must be an easier way. I don't suppose you could post a screenshot of where in the .fea file such an example would be?...
1) The question was to place items, so its not the *.fea but the *.itm file we are talking about.
2) "T" does not stand for tiles.
3) 244 (f4 bv=0, bm=0) -> f4 is the #id-hex value for that maptile (244 dec = f4 hex)
4) There does not seem to be any need (and its not recommended) to edit the *.fea with an editor since you can do mostly anything with maped.
5) You are resourceful Keighn, but you really should minimize your posts to the essential points. Posting a long list of features and screenshots from one of your maps is not helpful but only confusing to be honest.

That is how a feature "probably" works:
T a x y v i dx dy text
a = type of feature (trd, tel, clh, etc..)
x,y = coordinates of feature
v = value (e.g. lvl destination of tel)
i = item (e.g. invis/vis for tel)
Last edited by LordMortiferus on Sun Feb 27, 2011 6:04 am, edited 1 time in total.
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Re: maped thread - now even more difficult to use than ever

Post by Keighn »

type of feature? value of feature?

I should amend, I was also wondering about tinting Tiles themselves. When I look at my smaps folder I don't see anything in there for item other than .fea and the .map

EDIT --
Mort showed me how to tint ie made mountains say "crystal mountains."

item 05e0f43d 1 x y

5e = mountain
f = crystal tint
43d = maptile


He also showed me how to get the .itm file to appear by placing a switch (the item not the feature) on the map. Again, thanks Mort for this I think I'd be throwing another 2x4 through part of the wall otherwise.
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Re: maped thread - now even more difficult to use than ever

Post by LordMortiferus »

Keighn wrote: ITEM 05e0f43d 1 x y
5e = mountain
f = crystal tint
43d = maptile
I want to add that this adds a maptile as an item to the map with the tint name (e.g. crystal, etc.) but does not to seem to color that item and I am not really sure the code should work that way though. I do not recommend to place maptiles as items.

Edit: changed "item" to "ITEM" to prevent maped from crashing.
Last edited by LordMortiferus on Sat Aug 20, 2011 12:45 am, edited 1 time in total.
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