Dmaps/DynMaps

06/20/2011 03:31 { Angelius }#16
Quote:
Originally Posted by Korvacs View Post
Mine works completely, it was fully tested with the bridges.

Edit:

Heres some pictures of a tool using the DmapLoader.dll to load the data:
nope it doesent

try the TC bridge every time you try to jump to the bridge it fails at checking the cords corners 2 it does the same thing in stone city bridge .

Quote:
Originally Posted by Korvacs View Post
Seems to me that the original poster doesnt know how to setup the loaders correctly, most likely not including the scene files along side the dmaps? :rolleyes:

Thats the only explanation i can think of...
im not that dumb Mr Korvacs i know how to use a stupid DmapLoader .

@kinshi your tinymap works like charm cept at the cursed TC bridge .

lets say you are trying to pass the bridge from tc to the robin zone the left corner of the bridge + the right corner never works . and that'll fuck up the spawn thing ,

im uploading a video that'll show you whats with it but it'll take for ever to be done uploading thought :P

i'll be posting the video soon but yet... at least you can jump on the bridge unlike korvacs one /

and btw : tell me what do you think is that gonna work for something like a dynamic map?
Quote:
public void AddDynamic(ushort ID, ushort SubID)
{
UInt16 MapID = (UInt16)ID; String str;
if (GameMapDat.TryGetValue(MapID, out str))
{
String name = str.Substring(str.LastIndexOf('/') + 1) + ".TinyMap",path = Path.Combine(TinyMapDirectory, name);
if (File.Exists(path))
{
TinyMap tmap = new TinyMap(path, LoadHeight); tmap.MapID = SubID;
if (!Maps.ContainsKey(tmap.MapID))
{
Monitor.Enter(Maps); try { Maps.Add(tmap.MapID, tmap);}finally { Monitor.Exit(Maps); }
}
else Console.WriteLine("Map Already Added :" + MapID);
}
}
}
@Pro4nevers thanks for the replay but what i was think is ... if i can create an instance of the map (a new id + the map file path same map height/cords/etc (simply load the whole map again)) and that way its like i created a whole map but it has a new id and its used as a dynamic map?

idk its just a thought .
06/20/2011 13:01 Korvacs#17
Yeah you clearly havent set it up right if you cant jump across the bridge, the fusionorigins and cuosp sources use it and it works without any issues on those projects, but nevermind write your own if you arnt prepared to accept the fact that you havent set it up correctly.
06/20/2011 14:16 { Angelius }#18
Quote:
Originally Posted by Korvacs View Post
Yeah you clearly havent set it up right if you cant jump across the bridge, the fusionorigins and cuosp sources use it and it works without any issues on those projects, but nevermind write your own if you arnt prepared to accept the fact that you havent set it up correctly.
well guess what.
Quote:
Quote:
public static DMapServer.DmapHandler DmapHandler = new DMapServer.DmapHandler();
Quote:
DmapHandler.ConquerPath = Application.StartupPath;
DmapHandler.Load();
Quote:
if (Program.DmapHandler.Maps[Map].Check(ToX, ToY))
{

}
else { Spawns.SendError("FAIL .... HUGE FAIL (SUCKS)", Client); }
and please if you cant deal with the fact that ppl are not freaking DUMB than (do not replay at all !!)

ohh and btw YES i can jump across the bridge but.... your dmaploader FAILS at checking the cords .
06/20/2011 14:48 Korvacs#19
Quote:
Originally Posted by { Angelius } View Post
well guess what.

and please if you cant deal with the fact that ppl are not freaking DUMB than (do not replay at all !!)

ohh and btw YES i can jump across the bridge but.... your dmaploader FAILS at checking the cords .
That isnt possible, the coordinates are appended into the main array for the map, that is how the system was designed, when it checks, it confirms it against the main (and only) array.

This system was tested numerous times, if your .smap files were not constructed correctly the first time due to the scene files being missing (Which is likely in this instance) then it will not work untill you construct the .smap files correctly. The system DOES work, as i have demonstrated with those pictures, as you can clearly see the dmap loads the scene files correctly and puts the coordinates into the correct positions.

Refusing to accept this fact makes you look like an idiot, you really should consider the fact that you messed up.
06/20/2011 15:03 { Angelius }#20
Quote:
Originally Posted by Korvacs View Post
Refusing to accept this fact makes you look like an idiot, you really should consider the fact that you messed up.
you are such a waste of time.
06/20/2011 15:10 Korvacs#21
Quote:
Originally Posted by { Angelius } View Post
you are such a waste of time.
Well I've provided evidence and insight into how the loader works, you've provided nothing but complaints and insults and denial about a problem that your having, that no one else has ever had, and that i specifically tested against.

So really the only one whos a waste of time here is you to be honest.
06/20/2011 16:06 { Angelius }#22
evidence huh what a video !!!!

hell yeah 15 min to covert the fu** up maps . a huge change to the server so it can work with your stupid DmapLoader again . and 30 min to upload the video and why to show you that you Fail at believing that you made a mistake somewhere nope i dont think so /


ps. you are still human not a god and mistakes does happen even with you (Deal With it ),

Tinymaps Did way better than your dmapHandler

request #close
06/20/2011 16:12 Korvacs#23
Quote:
Originally Posted by { Angelius } View Post
evidence huh what a video !!!!

hell yeah 15 min to covert the fu** up maps . a huge change to the server so it can work with your stupid DmapLoader again . and 30 min to upload the video and why to show you that you Fail at believing that you made a mistake somewhere nope i dont think so /


ps. you are still human not a god and mistakes does happen even with you (Deal With it ),

Tinymaps Did way better than your dmapHandler

request #close
Whatever mate, the loader works, i proved that in my first post, not my fault you cant follow a simple guide on how to make it work.