MapID?

02/02/2012 00:23 denominator#1
I'm sure I used to be able to find this out in the client but I can't seem to remember how?

Anybody know the 5518 MapIDs?
02/02/2012 00:39 Spirited#2
Ini Folder.
GameMap.ini

It's amazing what you can find in the Ini folder.
02/02/2012 00:59 denominator#3
Ahhhh lol@me I was searching for Map.ini and didn't even think to look for "GameMap" lol. Thanks Fang :)

Ok it's GameMapEx.ini :) But again thank you :D
02/02/2012 01:32 Spirited#4
Quote:
Originally Posted by denominator View Post
Ahhhh lol@me I was searching for Map.ini and didn't even think to look for "GameMap" lol. Thanks Fang :)

Ok it's GameMapEx.ini :) But again thank you :D
If you want to be 100% accurate, decode GameMap.dat using my program from my wiki. The client depends upon GameMap.dat, not GameMapEx.ini.
02/02/2012 05:53 denominator#5
Where is your wiki??? The datcrypter I have doesn't decrypt the dat properly and comes out a jumbled mess but then again it's an old old exe lol.

Ok I found it and bookmarked your site :D
02/02/2012 06:20 Spirited#6
[Only registered and activated users can see links. Click Here To Register...]
02/02/2012 07:12 shadowman123#7
its Pretty Good Wiki , Korvacs one Too
02/02/2012 07:35 Spirited#8
Quote:
Originally Posted by shadowman123 View Post
its Pretty Good Wiki , Korvacs one Too
That's my old, unorganized crap wiki. I'm still working on my new one. College has kinda slowed down everything.
02/02/2012 08:17 denominator#9
Well it worked but I'm still stuck with what I'm trying to do lol. All I need do is be able to spawn into the SubClass map. I've got three IDs to play around with but I'll be damned if I can spawn in any because if I put the wrong coords in my char won't teleport there at all lol. I'm using P4Ns Albetros source :)
02/02/2012 18:07 nTL3fTy#10
Quote:
Originally Posted by denominator View Post
Well it worked but I'm still stuck with what I'm trying to do lol. All I need do is be able to spawn into the SubClass map. I've got three IDs to play around with but I'll be damned if I can spawn in any because if I put the wrong coords in my char won't teleport there at all lol. I'm using P4Ns Albetros source :)
If I recall, the subclass map is just a duplicate of the Job Center.

For example (if you had a TQ-style database):
idnamedescribe_textmapdoctypeowner_idmapgroupidxserverweatherbgmusicbgmusic_showportal0_xportal0_yreborn_mapreborn_portalres_levowner_typelink_maplink_xlink_ydel_flagcolor
1004JobCenterJobCenter10040x0004200800-100000100200000004294967295
6072SubClassHallSubClassHall10040x0004600800-100000100200000004294967295
02/02/2012 21:34 denominator#11
Ok well I don't actually see it in the "cq_map" in the sql database so I'm assuming it needs to be added which is what I shall get onto now. Seems JobCenter is there and the type for that is "24588" but what is "type"?
02/02/2012 22:25 pro4never#12
Quote:
Originally Posted by denominator View Post
Ok well I don't actually see it in the "cq_map" in the sql database so I'm assuming it needs to be added which is what I shall get onto now. Seems JobCenter is there and the type for that is "24588" but what is "type"?
Type controls flags activated on the map.

MapTypeFlags Contains a list of all types I added.

Note: they work as bitflags. If you do not understand how they work well I'd suggest googling it but the idea is that each flag is either true or false and is written to a particular bit inside a 'chunk' of data. In this case it's a uint pool of effects.

Binary bits are either on/off (1/0) and bit shifting causes them to move over... that's why when you look in the enum it's being bitshifted over by X bits.


This means that in hexidecimal form the values are going to be viewed as...

0x0
0x1
0x2
0x4
0x8
0x10
0x20
0x40
0x80
0x100
0x200

etc. The 'pool' of effects is all active effects added up. keep in mind it's displayed in a decimal format.

Because of that it could be a bit confusing trying to pull what flags are active or not.

You can view all active permissions in a map by using

/permission

Note: it checks for map you are on and reports to console.
02/02/2012 22:48 denominator#13
Cool I like that permission thing, I wondered what that was for lol.

I'm still totally confused about finding the SubClassHall though, I have found one of the "offsprings" from map 1004 and surprisingly the steed area in TC is one of them o.0

I found 1511 which is also based on 1004 (apparently) but again no matter what coords I use I can't get to it >.< I have been at this for hours, I have even logged into the real Conquer just to get some coords from in there and they STILL do not work lmfao, I wonder if anybody else has added or tried to add SubClassMap and if they did HOW did they do it?

A simple NPC doesn't even teleport me there so either I got the coords dreadfully wrong (most probably) or it's something to do with which MapIDs I'm using?
02/02/2012 23:31 Lateralus#14
Quote:
Originally Posted by denominator View Post
Cool I like that permission thing, I wondered what that was for lol.

I'm still totally confused about finding the SubClassHall though, I have found one of the "offsprings" from map 1004 and surprisingly the steed area in TC is one of them o.0

I found 1511 which is also based on 1004 (apparently) but again no matter what coords I use I can't get to it >.< I have been at this for hours, I have even logged into the real Conquer just to get some coords from in there and they STILL do not work lmfao, I wonder if anybody else has added or tried to add SubClassMap and if they did HOW did they do it?

A simple NPC doesn't even teleport me there so either I got the coords dreadfully wrong (most probably) or it's something to do with which MapIDs I'm using?
Are you sure that your source loads "dynamic" maps properly? AKA, maps that use the same DMap with a different ID than the ID it's based off of.
02/02/2012 23:58 pro4never#15
Quote:
Originally Posted by Lateralus View Post
Are you sure that your source loads "dynamic" maps properly? AKA, maps that use the same DMap with a different ID than the ID it's based off of.
Dynamic maps have to be created during runtime in albetros.

That shouldn't be the issue though as the gamemap.dat determines what is loaded

<edit>

Took two seconds to test it locally and it works perfectly fine.

As stated in the thread... decrypt your gamemap.dat

Take note of the dmap file used for the promotion center (map ID 1004, the file being "map/map/forum.7z")

Search for that string

That's the other Map id you can use! in this case
1511

I can teleport there perfectly fine.

/teleport ONLY displays the map. It does not check coords.

use /map x y id to actually move your character server side.

These ones also are clones and work flawlessly (checked)
1707
1068

Note, you may need to code the portals for these maps as they are most likely not handled already (portals file in the bin/extras iirc)