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MapID?
Discussion on MapID? within the CO2 Private Server forum part of the Conquer Online 2 category.
02/02/2012, 00:23
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#1
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MapID?
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?
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02/02/2012, 00:39
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#2
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Ini Folder.
GameMap.ini
It's amazing what you can find in the Ini folder.
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02/02/2012, 00:59
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#3
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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
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02/02/2012, 01:32
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#4
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Quote:
Originally Posted by denominator
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
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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.
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02/02/2012, 05:53
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#5
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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
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02/02/2012, 06:20
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#6
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02/02/2012, 07:12
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#7
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its Pretty Good Wiki , Korvacs one Too
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02/02/2012, 07:35
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#8
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Quote:
Originally Posted by shadowman123
its Pretty Good Wiki , Korvacs one Too
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That's my old, unorganized **** wiki. I'm still working on my new one. College has kinda slowed down everything.
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02/02/2012, 08:17
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#9
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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
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02/02/2012, 18:07
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#10
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Quote:
Originally Posted by denominator
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
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If I recall, the subclass map is just a duplicate of the Job Center.
For example (if you had a TQ-style database):
id | name | describe_text | mapdoc | type | owner_id | mapgroup | idxserver | weather | bgmusic | bgmusic_show | portal0_x | portal0_y | reborn_map | reborn_portal | res_lev | owner_type | link_map | link_x | link_y | del_flag | color | 1004 | JobCenter | JobCenter | 1004 | 0x00042008 | 0 | 0 | -1 | 0 | 0 | 0 | 0 | 0 | 1002 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 4294967295 | 6072 | SubClassHall | SubClassHall | 1004 | 0x00046008 | 0 | 0 | -1 | 0 | 0 | 0 | 0 | 0 | 1002 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 4294967295 |
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02/02/2012, 21:34
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#11
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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"?
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02/02/2012, 22:25
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#12
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Quote:
Originally Posted by denominator
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"?
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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.
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02/02/2012, 22:48
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#13
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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 *****, 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?
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02/02/2012, 23:31
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#14
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Quote:
Originally Posted by denominator
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 *****, 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?
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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.
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02/02/2012, 23:58
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#15
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Quote:
Originally Posted by Lateralus
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.
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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)
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