Fixed - The reason it wasn't working is because when I debugged for the first time, I didn't wait for it to convert to the smaps. I thank Gregory for that.
Im confused about what your trying to do, The DMapLoader is an all inclusive loader it does all of the work for you, why are you also trying to load the Dmaps separately?
Honestly, I don't know what the hell I'm doing. I seen in the thread, you said something about 'replacing the current dmaps' (not 100% sure though). Not really sure how to do this. I've tried adding them seperately, and it says the GameMap.dat is being used by another process.
Yeah because both the existing system you have and the DMapLoader uses the GameMap.dat file to determine which dmaps it should be loading.
If you cant figure it out then it would be best for you not to attempt it untill you know what your doing, since a partial removal of the dmap system could cause alot of problems.
Fixed - The reason it wasn't working is because when I debugged for the first time, I didn't wait for it to convert to the smaps. I thank Gregory for that.
*Bump/Update*
I noticed this the first time I debugged, which was around 2-3 days ago, however I was to lazy to post it here. I'm not 100% sure, but I think this is because of the Dynamic Maps (you be the judge).
So here is my problem:
It loads most of the maps, and is unable to find a few of them.
Its likely that these maps were not converted by the loader originally because of the lack of a valid width/height, there are a couple of maps which have this problem, and obviously because theres no valid width or height then no valid array can be created to store the data, and we dont know how much data there is so cant actually accurately read from the file.
Theres not much of a way around this, i've never bothered attempting to write a solution for them.
Would you recommend using Kinshi's, or sticking with yours? The only
problem with Kinshi's is his is set on framework 4.0. So I wouldn't even
try to convert it to 3.5. Anyways, thanks for the help.
They both do the same job, i havent looked in depth at Kinshi's loader, you could compare them for loading time and look up time, but im pretty sure they will be near identical.
Kinshi's however is compatible with the latest dmaps which are compressed, mine requires you to extract the maps and rename them to continue working with the latest maps.
You cant get rid of it from the .dll, you could modify the gamemap.dat to remove the entries for the invalid maps perhaps, depends how important they are, you might not be able to use them in the client anyway.
The other option is to download the fusion origins source which has a slightly older version of the loader i believe and then customise the loader to work how you want, or use Kinshi's loader, i believe its as efficient and possible doesnt have these console outputs.
You cant get rid of it from the .dll, you could modify the gamemap.dat to remove the entries for the invalid maps perhaps, depends how important they are, you might not be able to use them in the client anyway.
The other option is to download the fusion origins source which has a slightly older version of the loader i believe and then customise the loader to work how you want, or use Kinshi's loader, i believe its as efficient and possible doesnt have these console outputs.
Thanks, I may try that. However, Kinshi's is set to work with 4.0 framework, I use 3.5 (C# 2008).
[Release]DmapLoader.dll 08/10/2014 - CO2 PServer Guides & Releases - 162 Replies Ok the way this .dll has been written makes it so that it should work with any version of conquer, and any application or source you wish to implement it in.
The .dll loads the entire dmap file, and scene files, so you dont need to worry about bridges being marked as invalid and things like that.
The .dll also supports the proper Height values of dmap files, and the Surface values aswell, so you can perform proper checks on if a character can jump from 1 location to anouther (for example...