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EasyUO use on the new client

PostPosted: Thu Mar 17, 2016 4:55 am
by LochLinn
Hi Folks,

Well, for all of us EUO users, there's been a few glitches and problems with the new client upgrade. I'd like to start this thread to discuss (and maybe solve) any of the issues which may occur.

This thread is NOT intended as a 'bug' report to the staff. EUO problems are NOT their fault nor responsibility!

This is an attempt for those of us using EUO to solve our own problems.

If you have any issues to post regarding EUO and the new client, please add them to this thread.

LochLinn
March 2016

Tile issues

PostPosted: Thu Mar 17, 2016 5:15 am
by LochLinn
The new client has caused several issues with any EUO scripts utilizing the TILE command (such as CP's Mining and/or Lumberjacking Radars). EA has changed the files defining the types and locations of the tiles in the UO world. This is also the reason that UOAutoMap cannot build the better performance .bmp maps of the facets. Both programs are dependant on the old file formats (the .mul files) to perform the particular function (EUO to do Tile work, and UOAM to build the .bmp files).

The author(s) of EasyUo are aware of this - but whether they will work on a solution or not is kinda 'iffy' atm. Cheffe has released the sourcecode to EasyUo, and I hope someone will be able to de-compile the .uop files and work with them in future versions. UOAM is not going to be fixed as far as I know. Belzan (the original author) has been out of the support loop for years, and will not release the source.

You may notice that a script utilizing the TILE Init command has 'frozen', and will not execute. The quick solution - which ONLY solves the 'freezing' issue - is to edit the script, find the instance(s) of the 'Tile Init' command, and add the 'noOverrides' option to the end of the line (so it looks like 'Tile Init noOverrides'). This will allow the script to at least run - although it may not run or display the tiles correctly - see next).

You may also notice that certain areas no longer show on the various radars as the correct tile type (for instance, the mining cave on Ice Island shows the cave tiles as 'grass' in the mining radar, and the Lumberjack radar shows all the trees and woods areas I normally Ljack in as 'water').

At present, I am not sure just what the solution is (if any). This issue actually occurred several years ago, but the solution (to add back the old .mul files) will NOT work on the current client - as it does NOT include the changes to Haven, the new Felucca maps, and probably other things of which I am not aware). I am trying to find either a method of creating the proper .mul files, or someone who has already solved the problem and is willing to share their .mul files.

Be aware that if you find any links/downloads purporting to contain the old .mul files - they probably do NOT represent the new Haven or Felucca maps, which you can check in UOAM easily enough - just change over to the Fel shard display - if it looks like the Trammel map, it's wrong!

Re: EasyUO use on the new client

PostPosted: Thu Mar 17, 2016 2:07 pm
by Falkor
I just wanted to put out there that this client's maps (and other data) are still within mul files. Their format is different enough that it still confuses older software that expects a specific format or file size to work with. This client has over twice the number of tiles as the old. Now that you mention it, I do know that radarcol.mul has changed since older versions.

UOAM was never meant to work with a client that had separate Felucca and Trammel maps. It used the Fel map for both displays, utilizing diff files to display Haven/Occlo where appropriate. Our version has been modified to work as well as it can and any modern PC can render the maps in real-time without much effort.

The client does have UOP files which contain mobile animations for the most recent creatures.

Followup on Tile problem

PostPosted: Sun Mar 20, 2016 10:17 am
by LochLinn
After further research and testing, it appears that the Malas, Ilshenar, and Tokuno facets are still working correctly in EasyUO scripts using the Tile command. Only the Felucca and Trammel facets are screwy, and that's reasonable, considering that both of those maps have changed.

I'm still working on a way to get the Tile commands working again in Trammel (and maybe Fel also), but I think it's gonna take a mod to the EUO source to read the proper files - currently it just defaults to reading the original Fel map a second time as an image for Trammel, and neither the original Fel map, nor the Trammel maps are the original ones. This eliminates the possibility of just adding old maps, as the EUO program itself is reading the wrong mapfile(s) for Trammel.

I'll let anyone who cares know when I get any more info.

LochLinn

p.s. - I downloaded the source to EUO (made available by Cheffe - thanks), and I got a copy of Borland Delphi 7 as he suggested - but durned if I can figure out the Delph IDE in a hurry. If there is anyone out there familiar with Pascal programming using Delphi 7, and who is willing to try to help me out, please PM me here (on forum) or in game. Thanks