Official 5165 FAQ/Question thread

11/23/2013 15:20 Aceking#2071
Quote:
Originally Posted by Ciarda View Post
How do you duplicate the ape city map then? Could you please explain that to me thanks

Or could anyone tell me what the map would be called in the database file if it allready exists and that it is just not being loaded
You need to find what the map file is called, and then go to the location and copy it and rename it.
Then you have to go into the map.ini (or ani) I forget which, and add the new map you created.
Then you have to do the same thing for the minimap, and then also change the portals.

I know the above isnt very specific, its been a while since I have done it.
I would suggest doing a search
11/23/2013 15:59 Ciarda#2072
Do you know if there is an easy way to find out what the map I need is by somehow seeing what mapID the maps use somewhere? with the map name + map id to actually read otherwise I have no idea how to find what map is what

I have downloaded: [Only registered and activated users can see links. Click Here To Register...]

This made me so I can view what the maps look like but I am still confused about how I set the map ID so it wont be the same map when you go to AZ
11/23/2013 16:10 Aceking#2073
Quote:
Originally Posted by Ciarda View Post
Do you know if there is an easy way to find out what the map I need is by somehow seeing what mapID the maps use somewhere? with the map name + map id to actually read otherwise I have no idea how to find what map is what

I have downloaded: [Only registered and activated users can see links. Click Here To Register...]

This made me so I can view what the maps look like but I am still confused about how I set the map ID so it wont be the same map when you go to AZ
Find out what map ID the AC map is...
Then look for that map in the map.ini/ani. That will tell you where the map file is located so you can copy and rename.
Then when you add the new map into the map.ini/ani you will give it a new ID.
And then you add that same ID to the database.
11/23/2013 16:16 Ciarda#2074
Sorry I dont have a map.ini, I have a GameMap and MapDestination files

I guess its not in my database its in my client folder?

In my client ani folder I have MapItemIcon, MapScene,02,saya,scene,snail,snow,task, MiniMap

I did a quick search found this - I made it so when I enter the map it will tell me the map id on console so I will quickly check GameMap with [Only registered and activated users can see links. Click Here To Register...] to see if its the right file I am guessing it is

The map ID = 1075

I think I have done it just need to know how to open a dmap file to change its id name please do you know? I have attached my Map for source and client and was wondering if anyone here as some free time can they please edit the ID to 2000 in both of them and reupload them to here so I can fix my map after all :P This I belive is the only thing I cant do I have done everything else added it to the GameMap file and Dmap loading sequence - I wont bother with minimap untill I can get the actual map to load.
11/23/2013 17:09 Aceking#2075
GameMap will have every map file location along with ID....
Find the entry for map 1075, then go to the location it points to and copy and rename the file.
Go back to gamemap, add the new map location and give it an ID.

Minimap has the location of the minimap file.
Create an entry for your new map that points to the same minimap as 1075

And then your database has to have an entry that has the same ID as in the gamemap

And yes, this is all in your client folder. If your source folder also has gamemap then you will change that too.
11/23/2013 17:13 Super Aids#2076
You are doing it a very complicated way. Look how I do it in ProjectX V3. I just have the map data stored in the database where the map has an id which represent the serverside map id and an id that represent the client side id which means you can add ex. map 2000 using map 1002 and then add map 3000 using map 1002 as well.

Makes it much easier, requires no file editing, no client modifications, no code changes, not even real dynamic maps (although I have that implemented as well.)

All it requires is for you to add a new entry in the database.

[Only registered and activated users can see links. Click Here To Register...]

Example:
[Only registered and activated users can see links. Click Here To Register...]
11/23/2013 17:18 Ciarda#2077
Quote:
Originally Posted by Aceking View Post
GameMap will have every map file location along with ID....
Find the entry for map 1075, then go to the location it points to and copy and rename the file.
Go back to gamemap, add the new map location and give it an ID.

Minimap has the location of the minimap file.
Create an entry for your new map that points to the same minimap as 1075

And then your database has to have an entry that has the same ID as in the gamemap

And yes, this is all in your client folder. If your source folder also has gamemap then you will change that too.
I have done all this but my dmap I copy pasted still has the same map id as the one I copied and I need to change it

When my source loads the dmaps it says "Loading 2000: : C:\OldCODB\map/map/newcanyon.DMap so its still loading the old map because the ID has not changed and I cant edit it without someone who can do it for me because I dont understand how too and its very complicated using hex editor

Quote:
Originally Posted by Super Aids View Post
You are doing it a very complicated way. Look how I do it in ProjectX V3. I just have the map data stored in the database where the map has an id which represent the serverside map id and an id that represent the client side id which means you can add ex. map 2000 using map 1002 and then add map 3000 using map 1002 as well.

Makes it much easier, requires no file editing, no client modifications, no code changes, not even real dynamic maps (although I have that implemented as well.)

All it requires is for you to add a new entry in the database.

[Only registered and activated users can see links. Click Here To Register...]

Example:
[Only registered and activated users can see links. Click Here To Register...]
I do not have an SQL database I am trying to learn the basic flatfile database before I move to an SQL database and I will just convert everything
11/23/2013 17:21 Aceking#2078
Quote:
Originally Posted by Super Aids View Post
You are doing it a very complicated way. Look how I do it in ProjectX V3. I just have the map data stored in the database where the map has an id which represent the serverside map id and an id that represent the client side id which means you can add ex. map 2000 using map 1002 and then add map 3000 using map 1002 as well.

Makes it much easier, requires no file editing, no client modifications, no code changes, not even real dynamic maps (although I have that implemented as well.)

All it requires is for you to add a new entry in the database.

[Only registered and activated users can see links. Click Here To Register...]

Example:
[Only registered and activated users can see links. Click Here To Register...]
I dont think this source has a system like this....therefore it would need to be created.

And the Map ID comes from gamemap, not the dmap file itself.
11/23/2013 17:28 Super Aids#2079
He could make a system like that, my source didn't have it either at the start. It's less than 30 mins work to implement. All you have to do is change the map loading and how you send the map info.

But in the end this source is old, rubbish and eventually not worth using and trust me on that one, you will be stuck over and over with small problems like that which will just stop your process in learning proper programming.

Although using a Conquer source to learn coding is horrible anyways.
11/23/2013 17:28 Ciarda#2080
I tried to /tele 2000 with some coords but when I go there it gets stuck on loading screen and I have to /tele back to tc to get out of it, still does not work :(
11/23/2013 17:30 Super Aids#2081
Quote:
Originally Posted by Ciarda View Post
I tried to /tele 2000 with some coords but when I go there it gets stuck on loading screen and I have to /tele back to tc to get out of it, still does not work :(
That means the map is not added client-side.
11/23/2013 17:32 Ciarda#2082
I added in the GameMap.DAT - 2000 as the ID, I added map/map/newcanyons.DMap as the path I copy pasted map/map/newcanyon.DMap and renamed it the actual DMap itself in the map folder and added the size of which it says the map is 256 in the GameMap.DAT for map/map/newcanyon.DMap

I replaced all needed files with the new GameMap.DAT client + source and well the maps are copy/pasted and renamed correctly and added it to:

public static ArrayList MapsNeeded = new ArrayList() { 700, 1038, 1000, 1001, 1002, 1036, 1037, 1039, 1011, 1015, 1020, 1217, 1028, 1785, 1351, 1352, 1353, 1354, 1043, 1044, 1045, 1046, 1047, 1048, 1049, 1601, 1508, 1507, 1214, 1098, 1099, 2000 }; <- I highlight in green for you but still it doesnt load the map when I go into the game and yes I have rebuilt the source before loading it

Console says it has loaded the copy/pasted map with id 2000 but when I tele there it still gets stuck on black loading screen

I used : [Only registered and activated users can see links. Click Here To Register...] to edit my GameMap.DAT and its put it in and everything this is a quick line from my GameMap.DAT " map/map/mission.DMap€ ê map/map/fairylandPK-02.DMap Ð map/map/newcanyons.DMap" you can see its been added to it

I am so close to finishing it can you guys please help, I have looked for ages now and cant seem to find why its not loading. :D

Thanks I finally did it!!

Guide 5165 Source: Download the GameMap.DAT editor and put your source GameMap.DAT in the folder and run the programme click create .txt and open it and it will give you a list of all your maps with MapIDs get the Map location(Path) for what map you want to duplicate and the size(Size is the number at the end like 256) then enter a unique ID for it one that does not exist allready. Make sure you do this for source and client then you just open your source and add it to your DMaps loading sequence and you now have any new map you want :) Dont forget to add your GameMap.DAT files back into your source/client .ini folders!
02/06/2014 07:40 ~Templar~#2083
I believe this has been asked before, but no one ever gave an answer:
How do I go about making team PK mode work for not only team members but Guild members and Friends list?
Here's what I tried:
Code:
public bool PKAble(PKMode PK, Character C)
        {
            if (PK == PKMode.PK)
                return true;
            else if (PK == PKMode.Capture)
                return BlueName;
            else if (PK == PKMode.Capture)
                return BlackName;
            if (PK == PKMode.Team)
            {
                if (MyTeam != null)
                    return !MyTeam.Members.Contains(C);
                else if (MyGuild != null)
                    return !MyGuild.Members.Contains(C);
                else if (Friends != null)
                    return !Friends.Contains(C);
                else return true;
            }
            return false;
        }
With this code Guild Members and Friends are still attackable while in team mode.
What needs to be used if not this?
else if (MyGuild != null)
return !MyGuild.Members.Contains(C);
02/06/2014 12:37 Aceking#2084
Quote:
Originally Posted by ~Templar~ View Post
I believe this has been asked before, but no one ever gave an answer:
How do I go about making team PK mode work for not only team members but Guild members and Friends list?
Here's what I tried:
Code:
public bool PKAble(PKMode PK, Character C)
        {
            if (PK == PKMode.PK)
                return true;
            else if (PK == PKMode.Capture)
                return BlueName;
            else if (PK == PKMode.Capture)
                return BlackName;
            if (PK == PKMode.Team)
            {
                if (MyTeam != null)
                    return !MyTeam.Members.Contains(C);
                else if (MyGuild != null)
                    return !MyGuild.Members.Contains(C);
                else if (Friends != null)
                    return !Friends.Contains(C);
                else return true;
            }
            return false;
        }
With this code Guild Members and Friends are still attackable while in team mode.
What needs to be used if not this?
else if (MyGuild != null)
return !MyGuild.Members.Contains(C);
Code:
 if (MyTeam != null && !MyTeam.Members.Contains(C) && MyGuild != null && !MyGuild.Members.Contains(C) && Friends != null &&  !Friends.Contains(C))
return true
else return false;
Probably better ways of doing it, but just modifying your code you could use that.
The problem is you are using else if statements. So as soon as one of those conditions are met, it doesn't check anything else. Not to mention you return as soon as they have a guild, so it wouldn't check anything beyond that point anyway.
So you either put them all into one conditional statement like I did, or you check them individually.
02/08/2014 00:04 ~Templar~#2085
Uhh I haven't tested this but I can already tell it won't work right either...
For one thing this in the check:
&& MyGuild != null &&
will make it always throw "false" if your not in a guild...
&& MyTeam != null &&
will make it always false if your not in a team, etc...
I'll see how it acts without those checks (just checking if player is on any of those lists) and see how that works.
Thanks for trying.