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Messages - Galdar

#1
Support / RandomPresets.xml ... Missing ?
July 02, 2010, 06:34:08 PM
When I login to my server or anyone elses server I get this error.

"""Application Data/CentrED/RandomPresets.xm; (line 2 pos1):Root element is missing."""

I'm lost any help ?

Thanks in advance.
#2
Server and Client are on my home machine and use the same files.
Trust me, That was the first thing I checked... all my setting pointers and map versions
#3
Support / Tile visual shows one way, ID's another...
April 17, 2009, 05:12:07 PM
Here's a new one on me. I've used CED for a good while now an haven't seen this one befor.

Here's my problem example...... (using RunUO2rc2, Client 5.0.6c)

In the original file I have a Rock/Mtn Terrain tile sitting at Z 45. In CED I edit it to DIRT terrain tile at Z 0. So I throw the whole thing in RunUO an fire it up. In Game it looks like the DIRT tile, but with a [props it tells me its still rock @45. ofcourse i can't walk on it even tho I see dirt at my "feet".

The confusing part... radarcol.mul shows DIRT. I load it up in MulEditor, shows dirt, ID's as dirt... Worldforge also shows dirt...But as I said RunUO shows dirt, but ID's as rock. CED of course is showing and ID'ing as dirt Z 0.

Ideas?

I want this on both Tram/Fel so I didnt merge it into the DIFF file. Would the DIFF files even come into play here? use empty DIFF files?
#4
General / Re: Question - Map Copying
March 31, 2008, 03:21:46 PM
No, Use UOCopy.
#5
Bugs / Re: tilt after moving territory
March 09, 2008, 04:34:42 AM
This is a CED issue.....

I have tested the same move using "UOCopy" and "WorldForge" an the ghost statics don't appear.
#6
Bugs / Re: tilt after moving territory
March 08, 2008, 08:24:11 PM
I have the same issue...

I use a totaly custom map, with empty DIF files. I have used the StaticsDefrag aswell....

The static "ghosts" still appear in a "Inside UO" map viewer showing where the landmass used to be befor a move.

Anymore ideas ?

Thanks
#7
Bugs / texture flags ....
November 04, 2007, 01:04:50 AM
I just noticed something...

I have a set of water tiles set at translucent. This allows for true shallow and wadable water areas. However I find CED doesn't pick up the translucent flag and shows them as normal water tiles. Fixable?
#8
General / Update ?
November 02, 2007, 03:13:25 PM
Hitman

I'm just curious, I'm not trying to push, I know life gets in the way and everything. I was wondering what your working on with this fantastic tool atm? Whats coming next and when? Anything progress with the UNDO command yet ?

Thanks again for this great tool, I really hope you keep impoving an supporting it

Galdar
PS, If I can get the time from my own BS, I was thiunking of writing a simple text file tutorial.
#9
Feature Requests / Re: % slider
October 25, 2007, 03:50:30 PM
This idea has been asked and answered already. The process I was told to do was this .... Lets say we use grass land for our example.

In your presets, we place our tiles to match the % that you want.

Mushroom (1 tile =10%)
red flower (same as above)
white floor (same as above)
tall grass (7 tiles = 70%)

What this DOESNT do, is compensate for tiles where you want NOTHING added as a static. But, I guess Hitman didn't think that was necessary in my equation.
#10
Support / Terrain tiles ....
September 02, 2007, 07:34:55 PM
Why does some terrain tiles "go" green when you try to place them over a sloping terrain instead of on a flat ?
#11
Bugs / Re: Timed Out
September 02, 2007, 07:31:28 PM
Neither have I..... problem solved it seems :)
#12
Feature Requests / 28/AUG/07 ideas
August 28, 2007, 08:48:01 PM
Well.. after using this for a few days now, I am seeing some frustration.

1. Would it be possible, since dynamic zoom is out of the question, to set the Radar scale at server start up? like a config line command?
I find it extremely difficult to use the 1:8 world size map. When your editing a 30x30 area in the main window, viewing the entire map at once is little help, if any ... imho. its great for some large command options

2. Z heights... those of use that are used to WF, we can see all the Z's as an over layed numbers on the tiles. is there a way to add those Z numbers to a virtual layer type option? or maybe show the z's of a 8x8 box of tiles we choose at one time ? this one tile at a time Z is

3. Auto-Transition Option check box. Say you have a grass field. you place a single dirt tile down. with the auto transiton box checked it could auto place the adjacent 8 tiles for you. is this possible without 30,000 lines of code ?

4. Add a DONATIONS button to yourself :) You need money for this baby :P
#13
Feature Requests / 27/AUG/07 Feature Ideas
August 27, 2007, 05:08:45 PM
The more I use this tool, the more excited I get to work on my maps again :P

Thank you so much for taking the time to create this utility.

In the spirit of improvement, that you shown :) I would like to throw out my 2 cents for features and improvements.

1. The radar map would be much more usefull if we could zoom into it. As it is difficult to be exact with the x.y selections for large commands. it would also help with editing to show what lies just beyond the main screen we dealing with.

2. Would the ability to zoom out the main window be possible?  this could help with limitation of the radar map (IF that could not be zoomed in on)

3. the ability to import UOArchitect or House Builder files or even just multi txt files. It would be much easier to drag the data in and edit it, instead of recreating it tile by tile. But remember, once the data is in, you need to be able to move it around a bit to fine tune its placement (IE same as UOAr and HB does) like the small "APPLY" window but with a left/right/up/down arrows included.

4.Random  preset..... it would be great if there was a % box next to each tile. we could enter the amount of each tile we would like to see... as is, you use 4 tiles, they each get a 25% chance to place. I'd like to be able to tweak that.  Say one tile I want at 50%, another at only 10%, leaving the last 2 at 20% each.

5. presets again.... the ability to add in a tile of "nothing"  Say I want to add random trees... you dont want a tree on every tile right. well with a "nothing" tile (again set with a % to it) you could place an entire forest and NOT completely cover the map textures below with a forest that is impassable.

6. again the presets.... trees again... a tree is 2 tiles, the trunk and the leaves.  would there be a way to create the multi tile statics and save them as a "multi preset item". you have many many small 2 tile things like trunks... all the way up to the vallenwoods and even the telescope. these could be each made into a "multi preset item".

7. With 6 done, you could then tie sevral of these together into a lrg preset grooup.... group some vallenwoods, a few pines, stumps, ferns, weeds, mushrooms, logs, etc etc... into a "Forest Static" preset group (an ofcourse don't forget those "nothing" tiles for open spaces to walk thru :)

Sorry, if I wen't over board, once I get on a roll I go nuts at time with the ideas :P
#14
General / Radar Map
August 26, 2007, 05:31:58 AM
The Radar Map feature is a great addition, TY

It currently shows scale (1:8) How do I change that scale?
#15
Bugs / Timed Out
August 24, 2007, 05:21:52 AM
OMG!!! I am in love with the abilities here....

However, it crashes with "client timed out" seemingly at random and often  :o

I have tested it with doing the same commands, etc etc... it seems completely 100% random.
I can be in the middle of doing something, moving, scrolling thru menus or doing nothing at all but staring at the radar.

the server stays up, just dumps the client out. thankfully it saves where you was and evey thing you do almost instantly :)
So all I loose is 30 seconds every time it dumps me out, which is like every 3-10 minutes