nope it doesentQuote:
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:
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 .
im not that dumb Mr Korvacs i know how to use a stupid DmapLoader .Quote:
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...
@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?
@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?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);
}
}
}
idk its just a thought .