writeField Function (adding and editing PT fields)

it simply does not appear ...

You have this in village-2 space?

Code:
//----- (new field) ------------------------------------------------------------
        field(village_2, "ricarten\\village-2.ase", "village-2");
    animation(village_2, "ricarten\\v-ani01.ASE", 0);
    animation(village_2, "ricarten\\v-ani02.ASE", 0);
    animation(village_2, "ricarten\\v-ani03.ASE", 0);
    animation(village_2, "ricarten\\v-ani04.ASE", 0);
    animation(village_2, "ricarten\\v-ani05.ASE", 0);
    animation(village_2, "ricarten\\v-ani06.ASE", 0);
    animation(village_2, "ricarten\\v-ani07.ASE", 0);
    animation(village_2, "ricarten\\v-ani08.ASE", 0);
    animation(village_2, "ricarten\\v-ani09.ASE", 0);
    animation(village_2, "ricarten\\v-ani10.ASE", 0);
    animation(village_2, "ricarten\\v-ani11.ASE", 0);
    animation(village_2, "ricarten\\v-ani12.ASE", 0);
    animation(village_2, "ricarten\\v-ani13.ASE", 0);
    animation(village_2, "ricarten\\v-ani14.ASE", 0);
     fieldCmd(village_2, 2596, -18738);
      respawn(village_2, 2592, -18566);
      respawn(village_2, -1047, -16973);
     teleport(village_2, 734, -20119, 312, 64, 32, 0, 2);
   teleportTo(village_2, village_2, 822, -19956, 254);
        sound(village_2, -1006, 170, -17835, 80, sndT_dungeon_cage_1);
        sound(village_2, 2632, 321, -17285, 80, sndT_dungeon_cage_1);
  environment(village_2, fldT_town, skyT_forest_day_4, skyT_forest_evening_5, skyT_forest_night_6, bgmT_town_1_tempskron_ricarten, 0, 1, 1);
[COLOR=Red]    fieldLoad(village_2, new_field, 4016, -17481, 120);
     teleport(village_2, 3978, -17471, 120, 64, 32, 100, 1);
   teleportTo(village_2, new_field, 4260, -17559, 194);
        sound(village_2, 3848, 128, -17485, 100, sndT_ship_swaing_l); [/COLOR]
//----- (new field) ------------------------------------------------------------
?

And you increase
totalFieldsNumber = 45; /* add 1 for new field */
?


Could you try:
Code:
/field 44
?
 
Does not work

Can someone please check
my files ...
he still has errors :thumbdown:

 
Last edited by a moderator:
Looks ok... but:

delete:
Code:
libwriteClientField.a
writeClientField.o
before you compile.


Or do "space" somewhere in code a delete it, save and compile.

...and than copy created dll to client folder.


PS. .
 
Last edited:
Looks ok... but:

delete:
Code:
libwriteClientField.a
writeClientField.o
before you compile.


Or do "space" somewhere in code a delete it, save and compile.

...and than copy created dll to client folder.


PS. .

Oh my god :drool:
Perfect ...
My mistake was just compiling :blushing:

libwriteClientField.a
writeClientField.o

thank very very very much:w00t::ott::lol:
 
Last edited:
Good catch Vormav. I couldn't think what was going wrong... but that's one of the reasons I put the "ProjectClean.cmd" file into my build environments.

Most of the build tools have a means of forcing a full remake, effectively deleting or invalidating any existing pre-compiled headers, libs or other partial binaries, but it's not always easy to find them.
Vormav - writeField Function (adding and editing PT fields) - RaGEZONE Forums
"Rebuild all" should be the graphical way to do the same from within Dev-C++. ^_^ (I wouldn't like to say how reliable it is, as I've found some things just aren't in Dev-C++ :s)
 
It is possible
add maps
already exist?
or maps are created by me in 3dmax?
I tried to add maps ready, but occurs Bug!

I think that big sign on top of first page...
3DS MAX & writeGlobalField Tutorial:
IS HERE
...is telling you how to add new map.
And LL ship is new map itself, its map in map!

Yes, Sheen ...
But even in ET3
This bug occurs ....

You can't keep saying bug... Bug, bUg, buG, BUG, BuG...
you need to materialize your words, for example:
"when I go to ET3 hoppies are still brown" O__o
...maybe even add screen shot?

I have no idea about what "bug" you are talking about because I can spawn, drop, kill on that map.
 
Oh my god :drool:
Perfect ...
My mistake was just compiling :blushing:

libwriteClientField.a
writeClientField.o

thank very very very much:w00t::ott::lol:
I took this as an indication that all your issues (bug) where resolved.
 
Sounds like you are missing those SMDs. Check on here for Wormys ET3 update (not quite complete, but very close) or download the resources from the latest KPT client(s). (I think both Release and Test servers have those maps now)
 
When I told error
I mean with the map coordinates ...
It would be a kind of error, perhaps is not the dll
propio but the map and its location ...

When you and teleport ET2, ET3
you fall into an empty space

writeClientField.dll overwrites all coordinates.
Try this:
Delete / rename your "endless" folder in "Field" folder.
And extract to "Field".

I know that bPT have edited maps, they are different from ePT and kPT, just details (would be strange if they don't have .max files... no they should have it if kPT did not fix some details on maps yet).

Do same thing in server.

I don't have this bug and I compared bPT and kPT X Z Y for et2 and et3.

So if this will not fix your problem than could you upload pictures with X Z Y overlay? (F9)
 
UPDATE

//----- 1.16.1
- added 16 new maps from PRE AOR PT
- more clear license

Clear as mud?

Here are files that you need to extract to your server and client folders:


Inside you will find all files you need, in PRE_AOR_MAPS folder you have:

writeGlobalField <- folder with source of new fields (fix your for your client), you will find copy of this on first page.

SERVER&CLIENT <- inside you have converted field to new dimension X+1000000 and Y+1000000, mini maps and titles (PRE AOR PT did not used titles over mini map), images are opened so you can edit them.
You need to copy this to server and client main folders.

SERVER
<- .smp files for new fields so you can add flags, also copy it to server folder. Beside you have server .exe that I am using and dlls that are needed to run it (field dll is there to... ready to use).

CLIENT <- client .exe ready to use with old pre aor fields.

Thats all when comes to info, do some climbs and have some fun.

/field 44
to
/field 59
are new fields (creating core or teleport for players is your job mr. "admin" ;) )

Because video of me running all over pre aor would be long and boring I will give you video of old climb on one of converted maps (turn on annotations and have fun):




TOTAL NUMBER OF MAPS now is 60 :)

CREDITS:
Sandurr - without his .smd reader this would not be possible
bobsobol - for uploading old clients
me - for doing rest ;)


PS. I know that rPT (or it is uPT now?) have it from ages but I moved whole world to new space where I know it will not hit any new map. Also this is free to use so you don't have to steal (you should not) from other server.

PS2. if anyone have old clients or maps than please upload them.
Here are some examples of old maps:
http://forum.ragezone.com/f286/old-pt-maps-677167/
 
Last edited:
I can't download this file.
Multiupload.com - upload your files to multiple file hosting sites!

As you wrote it... this site upload it on many other sites.
Just click one of the links below:
for example

Everything is working... no dead link, so I don't know whats your problem is.
 
HI :)
booring n trying to learn something... was comparing memory with "map writeField" function.. and got this.. probably something are wrong..

but im hoping together can make this work :p

Code:
typedef struct {
long SoundX_shl8;
long SoundY_shl8;
long SoundZ_shl8;
long SoundRange;
long SoundType;
} SOUND;

typedef struct {
long MapFieldLoadX;
long MapFieldLoadZ;
long MapFieldLoadY;
long thatfield;
} FIELDLOAD;

typedef struct {
long RespawnX;
long RespawnY;
} RESPAWN;

typedef struct {
long TeleToX;//+ 444
long TeleToZ;//+ 448
long TeleToY;//+ 452
long TeleToThatField;//+456
} TELEPORTTO;

typedef struct {
unsigned long TeleType; //0=Direct //1=Warp // 2=Gate
long TeleX;  //+ 424
long TeleZ;  //+ 428
long TeleY;  //+ 432
unsigned long Width; //+ 436
unsigned long Length;//+ 440

// TELEPORTTO
TELEPORTTO teleportto[12];
long TeleportTOCount;//+636
long TMapLevelReq; // ?? not sure
} TELEPORT;


typedef struct {
unsigned long aa;
char Field[64];
char FieldMap[64];
char FieldTitle[64];
long FieldType;
long SkyDay;
long SkyEvening;
long SkyNight;
long BackGroundMusic;
long  SpawnMonsters; //mobSpawnTime
//unsigned long LevelReq;


long FieldLoadCount;
FIELDLOAD fieldload[12];

unsigned long TeleportCount;
TELEPORT teleport[12];

long aa;
long aa;
long aa;
long aaa;
SOUND sonido[80];
long SonidoCount;
long aaa;
long aaa;
long AnimationFilePath[50];
long AnimationBone[50];
long AnimationCount;
long FieldCmdX;
long FieldCmdY;
long FieldMapNum;
long FieldSkillBlock;
RESPAWN respawn[8];
long RespawnCount;
long aa;
long aa;
long aa;
long aa;
long aa;


} MAPAS;  //size 0x147C

MAPAS map[44];  //maxMaps

(based on 010 hex editor)

i dunno much about PT (besides cheatin with CE :P ),, but trying to learn, wanna start messing with server,, but seems not much example code around to copy/learn from :*:

note1: on server seems same structure.. teleport and teleportTo arrays have same size as client (12 elements) but... on Sound function it overwrites teleport arrays.. so.. wtf lol :P

so in theory if u add 12 teleports and the last teleport add 12 teleportTO,, y will have a mess in memory :D (aka ur tele defines wont work),, unless im wrong


-----------
edit 3: server struct
Code:
typedef struct {
long SoundX_shl8;
long SoundY_shl8;
long SoundZ_shl8;
long SoundRange;
long SoundType;
} SOUND;

typedef struct {
long MapFieldLoadX;
long MapFieldLoadZ;
long MapFieldLoadY;
long thatfield;
} FIELDLOAD;

typedef struct {
long RespawnX;
long RespawnY;
} RESPAWN;

typedef struct {
long TeleToX;//+ 444
long TeleToZ;//+ 448
long TeleToY;//+ 452
long TeleToThatField;//+456
} TELEPORTTO;

typedef struct {
unsigned long TeleType; //0=Direct //1=Warp // 2=Gate
long TeleX;  //+ 424
long TeleZ;  //+ 428
long TeleY;  //+ 432
unsigned long Width; //+ 436
unsigned long Length;//+ 440

// TELEPORTTO
TELEPORTTO teleportto[12];
long TeleportTOCount;//+636
long TMapLevelReq; // ?? not sure
} TELEPORT;


typedef struct {
unsigned long aa;
char Field[64];
char FieldMap[64];
char FieldTitle[64];
long FieldType;
long SkyDay;
long SkyEvening;
long SkyNight;
long BackGroundMusic;
long  SpawnMonsters; //mobSpawnTime

long FieldLoadCount;
FIELDLOAD fieldload[12];  // 8=server // 12=client


unsigned long TeleportCount;
TELEPORT teleport[5]; //12=client //5= server

long aab[28];

SOUND sonido[80];
long SonidoCount;
long aa;
long aa;

long AnimationFilePath[50];
long AnimationBone[50];
long AnimationCount;
long FieldCmdX;
long FieldCmdY;
long FieldMapNum;
long FieldSkillBlock;
RESPAWN respawn[8];
long RespawnCount;


} MAPAS;// 0xEA8 size 
MAPAS map[44];  //maxMaps
 
Last edited:
so in theory if u add 12 teleports and the last teleport add 12 teleportTO,, y will have a mess in memory :D (aka ur tele defines wont work),, unless im wrong

There is nothing wrong with this. In Sandurr's source, from what people past somewhere on 1st or 2nd page he have teleport and teleportTo mixed in one function, its probably doing same thing but its longer and this is one reason why I split it. The 2nd reason is because PT have it in 2 functions too.

PT maps don't use more than 4 teleports anyway, S2 map have 4 teleports and I think there is no map with more.

However if you need more sounds or teleports or anything else than you will have to modify functions that read fields and increase space for more data.
 
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