Can some one please explain y we able to c rising tide city bt not able to move around there??
is it missing server side files or client side files???
n finally is there any fix fr it???
thanks
Can some one please explain y we able to c rising tide city bt not able to move around there??
is it missing server side files or client side files???
n finally is there any fix fr it???
thanks
Expend the region.sev / region.clt + write new heightmaps for server that's 'all'
movemaps are currently not available...
you can simply copy over the .dhmaps and .rmaps
but its clientside aswell.
After some research it seems that elementclient.exe is the black sheep. I think this file contains a list of zone id's of the world map which are accessable and which are locked.
Happy decompiling... this is not my business![]()
Last edited by ronny1982; 26-04-10 at 03:41 AM.
elementclient.exe 1.3.6 is a very black sheep.
we need to use 1.4.2 client.exe from PWI now, but not possible with old 1.2.6 binary server files...
There is two way:
- Recompiling the 1.3.6 client.exe to have new options and features from PWI! But need to recompile binary files from server side too.....
- Recompiling binary server files only! So we'll can use directly the 1.4.2 client.exe
I think the last way will be more easier because there is only one thing to modify => server files!
But we need sources from PWI....
Anyone got a job at PWI staff?![]()
no its one of the map files, im sure.
edit:
ok heres basicaly what i know,
in the movement maps serverside for the world map theres files for only the moveable areas of the world map, you can check their IDs in smapviewer. So this must mean that the whole concept of a "restricted zone" is simply the absense of a dynamic height map or a room map (thats what iv named the files, not 100% sure.)
thats serverside anyway, i also was exploring the map b05. There are 2 copies of this map ingame, one on the world map with ID84. The other is a whole other map instance itself under folder b05. The one on the world map is unmoveable, the instance one allows movement.
If we compare the files of map b05 and world square ID84 we can see one difference,
world84
t2bk 3252
t2lm 515
t2lm1 515
t2mk 242
b05
t2bk 3237
t2lm 515
t2lm1 515
t2mk 242
now we already know that t2bk contains many many maps for water/height/whatever.
When i tried to substitute the t2bk map from world into b05 to see what happens my server refused login due to the silly md5 codes on the world map files, so ill have to setup a test server later but thats all i know for now.
Last edited by rbb138; 26-04-10 at 07:08 PM.
using disconnect trick (offline mode) is the proof that zone restriction is client side and not server side.
i'm using the original pwi map files (so tideborn zones should be accessable), also i checked the files that i've replaced by my patch and only file left that could contain the map zone restriction is the elementclient.exe
Last edited by ronny1982; 26-04-10 at 10:44 PM.
then explain why *.dhmap and *.rmap files in gamed/config/world/movemaps are only there for maps with IDs that are unrestricted.
I used to explore the tideborn areas aswell, which leads me onto more research i found a while back.
before pwi released the tideborn they did miniture patches to build up to it (unlike pw cn who did a 900mb single one). This ment the tideborn city was unblocked in your client and blocked in the serverside movement maps.
This caused a new type of barrier at the restricted zone edge, instead of simply getting stuck (invisible wall) you could walk forward for a few metres before you got pushed back, becuase there was no movement map for that square, the server refused your character being on that map and chucked you out becuase there was no movement map there.
to back up this theory, also think about jumping off the side of the map. When you jump off you also shoot back after a few metres. and there is also no movement map for the area off the side of the map. It is as if the map simply ends at that point where restricted starts, and in a way it does, or the movement maps end anyway.
Causing your client to disconnect ment that you were fully running on the client side alternative of the movement maps. So the server is not connected to push you back. This is solid proof that it is infact something serverside powering restricted.
clientside blocked + serverside blocked = invisible wall you get stuck in.
clientside unblocked + serverside blocked = pushes you back each time like you are running off the edge of the map.
clientside blocked + serverside unblocked = normal invisible wall (iv tested)
so now we know something serverside is causing this, and a good strong theory on what files it is. Really all we have to do to find out whats causing it clientsided is replace files.
eg, plug the old worldmap files into a 1.4.2 client and see if tideborn is blocked.
or, carry over the files from a blocked area to an unblocked area and check for changes (use b05)
when changing map files remember to update the md5 codes in the file:
interfaces\script\config\global_api.lua
Everytime i face a problem i used to presume its an .exe problem, genrally its actualy not. the exe is only 5mb, the world map files are 450mb. Everything about PW is designed to be flexable on files in the .pcks with minimal updates to the core parts.
i have also checked the .trn2 map file (index of the map squares) by pasing it fully, and there was no luck at all, nothings different for unblocked maps.
i wouldn't usualy put this much info on ragezone =/.
im either making a complete idiot of myself or bringing us closer to making tideborn map.
Last edited by rbb138; 27-04-10 at 01:40 AM.
Here is what i've exactly tested:
two weeks before release of tideborn, the PWI client was patched with the basic map data. It was not possible to access the new map while connected to server. After disconnecting it was possible to enter the new zone in "offline" mode.
If i do the same with my test server and disconnect the client (my client has original PWI 1.4.2 maps), i can't enter the new map, so client definitely blocks the zone (maybe server too).
try the same thing but add in the removed .dhmap and .rmap files (dupe some old ones)
and update the "1" file in movement maps also with the files + md5 codes. maybe that serves as an index?
basicaly the client reads maps as:
gets sent a worldtag number -> file configs\instance.txt defines its folder path -> the .ewbsd/.trn2 etc files are loaded, which then loads the map squares (t2bk etc).
where in there could the .exe interfere with this and cause restricted?
at the world tags? (test by changing the tag for the worldmap from 1 to 2)
i doubt at anything else really......
cant work out what powers restricted....
its not .dhmap its not .rmap and god knows what it is in clientside....
maybe this is an area left untouched.
we can always export the tideborn islands into an instance, im nearly there with parsing the .ecbsd files and have already done the .trn2
some one have tested edit world_targets.sev? i see in there map ID 71 79 78
then why cant you just put them in the clientside? or does that require ripping open to many files?
---------- Post added at 08:23 AM ---------- Previous post was at 08:17 AM ----------
i also noticed that its not synced right when i first tried i was stuck in the ground(aka. like the heaven fb 109 teleport glitch)( or when a gm ports onto a walkway like adc's).
so i more or less think its a ratio factor like making it to where the height of the map is correct with the ground level. theres a way to fix it ppl are just looking at the worst posibility's. wich in my opinion are the wrong ones maybe.
---------- Post added at 08:33 AM ---------- Previous post was at 08:23 AM ----------
I have a better option of testing the mystery problem theres a location in pw that has been there since beta and has never been opened(its a town) if u have a pw-my client its at cords 320,17 of the world map. if you can open that up and make it walkable you can do the same for the tideborn islands...