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Ultima Live Map Streamer and Editor 0.75

Discussion in 'General Discussion' started by Redmoon, Sep 26, 2013.

  1. Redmoon
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    Redmoon Active Member

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    I'm not sure what I'm missing or if anyone here uses this and can help. I can log in and go to my new maps (added not replaced), The problem is if I log out I can't log back in or get a client crash. I'm using client 7.0.7.1 (really want 7.0.8.2 but I can't find it).

    Edit: I have found the issue with this. It is if you go out of the bounds of the map, and logging in with a stream does lag me for 3 seconds on log in screen (~only~ on custom maps).
     
    #1 Redmoon, Sep 26, 2013
    Last edited: Sep 27, 2013
  2. sec_goat
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    sec_goat Member

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    @Redmoon i would really like to see your chronicles on how you got this installed and working, i too would like to add some new maps!

    Also how are you creating these maps? I have probably asked this question a million times but never actually followed through on it as before Ultima Live it was more of a pain to get the up and running.
     
  3. Redmoon
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    Redmoon Active Member

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    Edit: I forgot "UltimaLiveSettings.cs" just change the "Test" to "Your Server Name" so folder will be named "Your Server Name" and not "Test" in "C:\ProgramData\UltimaLive\"

    @sec_goat
    For the Ultima Live:
    1.I put the whole folder in my Scripts\Customs
    2. Rename Igrping.dll in my UO Client folder to Igrping_.dll and pasted the one from Ultima Live into it, leaving both
    3. Run Server and Ultima Live will create a folder in "C:\ProgramData\UltimaLive\Your Shard Name" and it will put all maps/staidx/statics in there.
    4. Add new map/staidx/static to folders "Custom Path Folder" and "C:\ProgramData\UltimaLive\Your Shard Name"
    5. edit these files:
    "Scripts\Mobiles\Playermobile.cs (I think this is the one most have issues with)
    First edit:
    Code (C#):
    1. namespace Server.Mobiles
    2. {
    3. /* Begin UltimaLive Mod */
    4. public interface UltimaLiveQuery
    5. {
    6. int QueryMobile(Mobile m, int previousBlock);
    7. }
    8. /* End UltimaLive Mod */
    9. #region Enums
    Second Edit:
    Code (C#):
    1.  public override void MoveToWorld(Point3D loc, Map map)
    2. {
    3. base.MoveToWorld(loc, map);
    4.  
    5.  
    6.  
    7.  
    8. this.RecheckTownProtection();
    9. }
    10. /* Begin UltimaLive Mod */
    11. public static UltimaLiveQuery BlockQuery;
    12. private int m_PreviousMapBlock = -1;
    13. /* End UltimaLive Mod *
    Third Edit:
    Code (C#):
    1.  public override void SetLocation(Point3D loc, bool isTeleport)
    2. {
    3. if (!isTeleport && this.IsPlayer())
    4. {
    5. // moving, not teleporting
    6. int zDrop = (this.Location.Z - loc.Z);
    7.  
    8.  
    9.  
    10.  
    11. if (zDrop > 20) // we fell more than one story
    12. this.Hits -= ((zDrop / 20) * 10) - 5; // deal some damage; does not kill, disrupt, etc
    13. }
    14.  
    15.  
    16.  
    17.  
    18. base.SetLocation(loc, isTeleport);
    19.  
    20.  
    21.  
    22.  
    23. if (isTeleport || --this.m_NextProtectionCheck == 0)
    24. this.RecheckTownProtection();
    25. /* Begin UltimaLive Mod */
    26. if (BlockQuery != null)
    27. {
    28. m_PreviousMapBlock = BlockQuery.QueryMobile(this, m_PreviousMapBlock);
    29. }
    30. /* End UltimaLive Mod */
    Last edit:

    Code (C#):
    1. public override bool CheckShove(Mobile shoved)
    2. {
    3. if (this.m_IgnoreMobiles || TransformationSpellHelper.UnderTransformation(shoved, typeof(WraithFormSpell)))
    4. return true;
    5. else
    6. return base.CheckShove(shoved);
    7. /* Begin UltimaLive Mod */
    8. if (BlockQuery != null)
    9. {
    10. m_PreviousMapBlock = BlockQuery.QueryMobile(this, m_PreviousMapBlock);
    11. }
    12. /* End UltimaLive Mod */
    "Scripts\CUSTOMS\UltimaLive\ServerSideScripts\MapsRegistry.cs"
    Code (C#):
    1. m_Definitions.Add(5, new MapDefinition(5, new Point2D(1280, 4096), new Point2D(1280, 4096))); //TerMur
    2. m_Definitions.Add(32, new MapDefinition(32, new Point2D(6144, 4096), new Point2D(6144, 4096))); //Doinsiun
    The numbers 32 are my new map numbers (map32.mul/staidx32.mul/statics32.mul)
    The numbers (6144, 4096) are the map size

    "Scripts\Misc\mapdefinitions.cs"
    Code (C#):
    1. RegisterMap(5, 5, 5, 1280, 4096, 1, "TerMur", MapRules.TrammelRules);
    2. //Custom Map
    3. RegisterMap(32, 32, 32, 6144, 4096, 1, "Doinsiun", MapRules.TrammelRules);//Dungeons
    The "32,32,32," is my new map
    The "6144, 4096" is the new map size
    The "1" is the season (0 is desolation aka trees with no leaves)
    "Doinsiun" is the map name
    "MapRules.TrammelRules" well I'm sure ya know that one.

    I also edited my PublicMoongate.cs (I haven't finished with it yet, but I copied Trammel to use until I get it all sorted out)
    Code (C#):
    1. [Usage("MoonGen")]
    2. [Description("Generates public moongates. Removes all old moongates.")]
    3. public static void MoonGen_OnCommand(CommandEventArgs e)
    4. {
    5. DeleteAll();
    6.  
    7.  
    8.  
    9.  
    10. int count = 0;
    11.  
    12.  
    13.  
    14.  
    15. count += MoonGen(PMList.Trammel);
    16. count += MoonGen(PMList.Felucca);
    17. count += MoonGen(PMList.Ilshenar);
    18. count += MoonGen(PMList.Malas);
    19. count += MoonGen(PMList.Tokuno);
    20. count += MoonGen(PMList.TerMur);
    21. //Custom Maps
    22. count += MoonGen(PMList.Doinsiun);
    And add under Tokuno (Line 255 for me)
    (new PMList (#####,#####) These are cliloc numbers. The first is for the name, the second is to add the name with color
    Clicoc color ex:<BASEFONT COLOR=#2DDC1B>Malas</BASEFONT

    Code (C#):
    1. //Dungeons Start
    2.    public static readonly PMList Doinsiun =
    3. new PMList(1119784, 1119785, Map.Maps[32], new PMEntry[]
    4. {
    5. new PMEntry( new Point3D( 4467, 1283, 5 ), 1012003 ), // Moonglow
    6. new PMEntry( new Point3D( 1336, 1997, 5 ), 1012004 ), // Britain
    7. new PMEntry( new Point3D( 1499, 3771, 5 ), 1012005 ), // Jhelom
    8. new PMEntry( new Point3D(  771,  752, 5 ), 1012006 ), // Yew
    9. new PMEntry( new Point3D( 2701,  692, 5 ), 1012007 ), // Minoc
    10. new PMEntry( new Point3D( 1828, 2948,-20), 1012008 ), // Trinsic
    11. new PMEntry( new Point3D(  643, 2067, 5 ), 1012009 ), // Skara Brae
    12. /* Dynamic Z for Magincia to support both old and new maps. */
    13. new PMEntry( new Point3D( 3563, 2139, Map.Maps[32].GetAverageZ( 3563, 2139 ) ), 1012010 ), // (New) Magincia
    14. new PMEntry( new Point3D( 3450, 2677, 25), 1078098 )  // New Haven
    15. });
    16. //Dungeons End
    And around Line 341 (TerMur)

    Code (C#):
    1. public static readonly PMList TerMur =
    2. new PMList(1113602, 1119783, Map.TerMur, new PMEntry[]
    3. {
    4. new PMEntry(new Point3D(852, 3526, -43), 1113603), // Royal City
    5. new PMEntry(new Point3D(926, 3989, -36), 1112572), // Holy City
    6. });
    7. public static readonly PMList[] UORLists = new PMList[] { Trammel, Felucca, Doinsiun, DergogeaLach, Vollstrecker /*,Lune, Odland */ };
    8. public static readonly PMList[] UORListsYoung = new PMList[] { Trammel };
    9. public static readonly PMList[] LBRLists = new PMList[] { Trammel, Felucca, Ilshenar, Doinsiun, DergogeaLach, Vollstrecker ,Lune, Odland  };
    10. public static readonly PMList[] LBRListsYoung = new PMList[] { Trammel, Ilshenar, Doinsiun, DergogeaLach, Vollstrecker ,Lune, Odland  };
    11. public static readonly PMList[] AOSLists = new PMList[] { Trammel, Felucca, Ilshenar, Malas, Doinsiun, DergogeaLach, Vollstrecker ,Lune, Odland  };
    12. public static readonly PMList[] AOSListsYoung = new PMList[] { Trammel, Ilshenar, Malas, Doinsiun, DergogeaLach, Vollstrecker ,Lune, Odland  };
    13. public static readonly PMList[] SELists = new PMList[] { Trammel, Felucca, Ilshenar, Malas, Tokuno, Doinsiun, DergogeaLach, Vollstrecker ,Lune, Odland  };
    14. public static readonly PMList[] SEListsYoung = new PMList[] { Trammel, Ilshenar, Malas, Tokuno, Doinsiun, DergogeaLach, Vollstrecker ,Lune, Odland  };
    15. public static readonly PMList[] SALists = new PMList[] { Trammel, Felucca, Ilshenar, Malas, Tokuno, TerMur, Doinsiun, DergogeaLach, Vollstrecker ,Lune, Odland  };
    16. public static readonly PMList[] SAListsYoung = new PMList[] { Trammel, Ilshenar, Malas, Tokuno, TerMur, Doinsiun, DergogeaLach, Vollstrecker ,Lune, Odland  };
    17. public static readonly PMList[] RedLists = new PMList[] { Felucca };
    18. public static readonly PMList[] SigilLists = new PMList[] { Felucca };
    19. private readonly int m_Number;
    20. private readonly int m_SelNumber;
    21. private readonly Map m_Map;
    22. private readonly PMEntry[] m_Entries;
    23. public PMList(int number, int selNumber, Map map, PMEntry[] entries)
    I haven't edited the [go command as I don't need it. But to go to your new map IG [set map 32 or [set map "new map name"

    Make sure to paste new map/staidx/statics into ~both~ "C:\ProgramData\UltimaLive\Your Shard Name" and "your custom data folder"

    Edit: Sheesh that's a lot of words,lol
    I left the codes "complete" due to people not being able to find the locations (Playermobile)
    sorry :oops:
     
    #3 Redmoon, Sep 26, 2013
    Last edited: Sep 26, 2013
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  4. Milva
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    Redmoon this would make an excellent tutorial for any one having issues or questions for adding a custom map, maybe one day you would share this under the Tutorial section? :)
     
  5. Redmoon
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    Redmoon Active Member

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    I have no idea how to share it, copy and paste?
    --- Double Post Merged, Sep 26, 2013, Original Post Date: Sep 26, 2013 ---
    @sec_goat "Also how are you creating these maps? I have probably asked this question a million times but never actually followed through on it as before Ultima Live it was more of a pain to get the up and running."

    Yeah, back in the day things were much easier. I still have custom art work (clothing and weapons) to fix as new definitions have changed (mainly art to gumps with female definitions). At this moment I've bought a map from darkshard, which works flawless. I had found one of my older maps, but since the art.mul has changed the locations of my older customs..well I'd have to totally re-do it. I don't have the time right now to make a new map or fix mine and my peeps are silently rushing me to get the server up and running. :oops: I think I have a link to a tutorial ~somewhere~ or a file I made that's lost within the clutter of old files I have on a "How to make a map", but I do remember that it's pretty simple, but tedious to draw out a map (Corel, Photoshop, Gimp). The secret is, you have to make the map no larger than the largest current map (7168 x 4096), most make them (6144 x 4096). OR you can make them with a map program (Dragon <-prefer, UO Landscaper <- not as much). You also can make ~just~ a land bmp, add it and decorating to your specs works too.

    ~If~ you have a bmp of a map you can just run it through Dragon to get the muls you're needing. (<- I don't have my old bmps..just muls and dragon's mul2bmp isn't working for me.

    Quick tutorial on getting muls from map.bmps:
    Open Dragon.exe and load your map.bmp file
    "BMP File"
    Set output location (You don't need any muls in this location..or I don't)
    EX: C:\Maps\map32.mul
    Click "Config" button and select "Sphere Statics" uncheck all others if checked
    Click Start and it'll make map32.mul

    ~Leave Dragon OPEN~
    Open Dragonsp.exe
    Set the staidx0 and statics0 to where you want to save them
    EX: C:\Maps\statics32.mul
    (Yeah, you don't have them...yet)
    On the left in the middle click the "All" button. (This selects tile types)
    Click Start and it'll make your staidx32.mul and statics32.mul.
    It will ask you if you want to clear/remove statics and well...I'll leave that up to you, but I select NO.

    Once you've done this, then you can copy and paste these into your respective folders.

    I hope this at least 1/2 way answers your question.
     
  6. RoninGT
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    RoninGT Active Member

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    Now does your player base have to download anything to see the new maps still?
     
  7. sec_goat
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    sec_goat Member

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    @RoninGT The way I understand it, if you turn on the live streaming of maps you do not have to have them download the new maps. I could be wrong as I have zero experience with this other than what I have read.
     
  8. Redmoon
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    Redmoon Active Member

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    Yes sec_goat is correct. It streams the map to you and your players.
     
  9. RoninGT
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    RoninGT Active Member

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    What's a good program now days to make a custom map


    Sent from my iPhone using Tapatalk - now Free
     
  10. Redmoon
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    Redmoon Active Member

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    I haven't tested any of the new(er) programs, and the last time I did a map was over 6 years ago. I used CorelDraw at that time, along with Worldforge, dragon. Most of my old maps are MIA and the one I ~did~ find is screwy due to newer art. :eek: I'm dealing with having to jump around the map since no map viewer works correctly...yet. I have UO Atlas but I have an error that I can't understand at this moment. (If I didn't awake @ 3AM I'd be able to help more,lol)
    You can download a few free maps from these two sites and convert to muls/rename:

    http://www.uo-pixel.de/map/bmp/
    http://uoarchive.com/index.php/downloads/viewcategory/56

    or buy one from darkshard.net (<- I did this due to laziness and being rushed to get everything done)
    --- Double Post Merged, Sep 27, 2013 ---
    Oh! I did however find a program to extract map.muls to bmp! (so I can fix my maps later on) I can't for the life of me remember where I got it...one of those sites above....I think. :oops:
     
  11. Milva
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    The darkshard maps are really great, they come with complete towns built, roads so for $ 14.99 you can't go wrong. We had the Ultima map and loved it no details missed even wells extra buildings outside of towns, alot to explore :)
     
  12. tass23
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    Didn't this also require your players to patch their client files (or Razor files) to allow for the live map editor to work correctly or has that changed?
     
  13. Redmoon
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    Redmoon Active Member

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    No patches are needed to stream. I have tested this with Razor,AssistUO, and a decrypted UO client.
     
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  14. Redmoon
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    Redmoon Active Member

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  15. ion
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    ion New Member

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    Ok I got this installed and the server runs fine but it didn't install a folder like this "C:\ProgramData\UltimaLive\Your Shard Name"
    I have tried to add a new test map but the only thing I can figure out is adding new facets of the current maps ... any help would be appreciated.
    X
     
  16. Redmoon
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    Redmoon Active Member

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    3. Run Server and Ultima Live will create a folder in "C:\ProgramData\UltimaLive\Your Shard Name" and it will put all maps/staidx/statics in there.

    These files should be in your custom path folder, but Ultima Live should still make a folder. I use Windows 8, but did this with Windows 7 too. You can search your computer for the map#.mul to see if maybe the folder is just hidden or in another location.


    Did you patch your UO client file?
    2. Rename Igrping.dll in my UO Client folder to Igrping_.dll and pasted the one from Ultima Live into it, leaving both
    This is ~only~ what will be needed for others to see the maps when they connect to your shard.

    I'm a little confused as to what you're needing here, so bare with me. :D

    4. Add new map/staidx/static to folders "Custom Path Folder" and "C:\ProgramData\UltimaLive\Your Shard Name"

    This is what I'm thinking you need to do,:confused:? New map files (just like standard map files) need to be in both of these folders. One folder is the server sending the buffered map files to a client (Custom Data Path), and the other is the actual Ultima Live map files that get "built by walking around" (UltimaLive\Your Shard Name).


    I would suggest testing a new map (felucca factions map would do nicely), re-name the map#.mul, staidx.mul, and statics.mul to a new number (map42.mul, staidx42.mul, statics42.mul) and putting it in folders, and add to the proper scripts. Then when log in [set map 42 and see if it takes you there.
     
  17. ion
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    ion New Member

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    Thanks for your reply. I have looked and diid a search just like u said and still no
    C:\ProgramData\UltimaLive\Your Shard Name" I run patch 7.0.34.2 I think
     
  18. Redmoon
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    Redmoon Active Member

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    1. Do you see this on server terminal/console?
    World: Loading...Loading Ultima Live map changes
    done
    **If not then Ultima Live is not installed or not installed correctly**


    2. Do you see green (like being in Green Acres) on the IG Map and then it fills in the map while walking?
    **If not then Ultima Live is not installed or not installed correctly**

    If #1 is true, but #2 isn't then more than likely you didn't copy/replace the dll into your UO folder (C:\Program Files\UO).


    I can't say 100% that it isn't your patch, but I use a lower client for custom artwork and mounts. Unless EA has done more major changes to the client then I highly doubt this would be an issue.
     
  19. ion
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    ion New Member

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    I do see the Loading Ultima Live Map changes and the server boots up great. I do not see the green. What is the IG map? I did copy paste and change the name of the dll file/ they are both in the client folder.
     
  20. ion
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    ion New Member

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    ok I got it working ... I was using the enhanced client instead of classic doh! me... ok so to add a new map I place it in the C:\ProgramData\UltimaLive\Your Shard Name" and custom path folder ? What custom path folder are we talking about? The one in my server customs?
     
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