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TQ's new maps
Discussion on TQ's new maps within the CO2 Private Server forum part of the Conquer Online 2 category.
01/04/2014, 17:09
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#16
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Quote:
Originally Posted by bashondegek
Well, i got everything working.
All maps except the Bird Island map, because the bridges will teleport me back to one spot everytime ;p...
Everything else is working fine now  Replaced the NPC's to their spots. And replaced my portals 
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Beuase of your dmap checks being invalid or that TQ has screwed up the dmaps for whatever.
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01/05/2014, 10:52
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#17
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Quote:
Originally Posted by bashondegek
Well, i got everything working.
All maps except the Bird Island map, because the bridges will teleport me back to one spot everytime ;p...
Everything else is working fine now  Replaced the NPC's to their spots. And replaced my portals 
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cuz portals cord. changed.
change them to the new ones
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01/05/2014, 15:14
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#18
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i need fix new tq maps bug.
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01/05/2014, 15:33
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#19
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Quote:
Originally Posted by Adventure-MMO
i need fix new tq maps bug.
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which is?
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01/06/2014, 18:27
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#20
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Quote:
Originally Posted by abdoumatrix
which is?
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There is no fix, just a little bit of brains
The only problem i'm having right now aren't the portals.. but the new bridges in Bird Island.
Everytime i enter one of the bridges i got teleported back to the begin of the bridge. Is this a portal error, or is it a map error?
Bash.
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01/06/2014, 18:52
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#21
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bridges are scenes
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01/06/2014, 19:06
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#22
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Thanks. Then i think my scene's are not uploaded right --' Could it be the sceneparts???
Because i didn't upload those to my server.
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01/06/2014, 19:42
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#23
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yep,as long as your server acctually handles sceneparts
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01/06/2014, 22:34
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#24
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Yep, my server handles this sceneparts, but when i take a look @ the changedate of these files, it doesn't look like those 'sceneparts' were added/changed in the client at all...
@Update to everybody!
If you want to add the new maps to your server, be sure you extracted the 7z folders first!, The official Conquer client reads the 7z folders and not the .dmap files anymore.
Most public released / stolen sources are using the .dmap files and don't open the .7z files automatically.
TQ putted the new .dmap files in the 7z files but they didn't extract anything at the update!
What you need to do is the following:
Open Winrar / another 7z extractor.
go to the map/map folder in your client folder.
Select all .7z files and click extract here.
(you can also select all the files in the map/map folder yourself and right mouse click the files and select extract here).
Next you copy the map/map folder and put it into your source folder (where your source selects his dmap files)
If you run your server you will be good to go.
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01/07/2014, 06:07
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#25
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Quote:
Originally Posted by bashondegek
Yep, my server handles this sceneparts, but when i take a look @ the changedate of these files, it doesn't look like those 'sceneparts' were added/changed in the client at all...
@Update to everybody!
If you want to add the new maps to your server, be sure you extracted the 7z folders first!, The official Conquer client reads the 7z folders and not the .dmap files anymore.
Most public released / stolen sources are using the .dmap files and don't open the .7z files automatically.
TQ putted the new .dmap files in the 7z files but they didn't extract anything at the update!
What you need to do is the following:
Open Winrar / another 7z extractor.
go to the map/map folder in your client folder.
Select all .7z files and click extract here.
(you can also select all the files in the map/map folder yourself and right mouse click the files and select extract here).
Next you copy the map/map folder and put it into your source folder (where your source selects his dmap files)
If you run your server you will be good to go.
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Bro. did u change the Filename of all the .dmap files when u put it in the source? and didn't change into MAP ID? like 1002, 1003, and so on...
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01/07/2014, 06:27
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#26
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Quote:
Originally Posted by Soulfly25
Bro. did u change the Filename of all the .dmap files when u put it in the source? and didn't change into MAP ID? like 1002, 1003, and so on...
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That's the map converters job. You should leave them named as they are by default and then have your source re-build the compressed maps (tinymap, smap, etc depending on what file system your source uses.)
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01/07/2014, 08:44
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#27
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Hi there, this morning I download all TQ patches and build a patch to update your maps.
[ Not sure will work for your version - but it worked for my ( ~ 5679 ) ]
Download patch from ( 106 MB (111,671,911 bytes) ):
The patch includes :
Demo :
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01/07/2014, 16:13
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#28
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Join Date: Jul 2008
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use this
for trinty based sources.
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01/07/2014, 16:53
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#29
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Join Date: Oct 2008
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Quote:
Originally Posted by Gerculy
Hi there, this morning I download all TQ patches and build a patch to update your maps.
[ Not sure will work for your version - but it worked for my ( ~ 5679 ) ]
Download patch from ( 106 MB (111,671,911 bytes) ):
The patch includes :
Demo :
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Off-Topic Nice ping on your server.
To me it seems that the interface changes in data are irrelevant for the maps. Also the 3DEffects.dbc has no updates for a few patches, so don't think it's important either.
Yet still haven't figured how to get it working on my 5017 client  . It stucks on loading, and seems to be looping for ever..
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01/07/2014, 18:13
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#30
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Join Date: Mar 2007
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Well, i'm using Kibou's map system for my server... it was released by SpiritedFang... Since i am using that one its just working fine
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Hallu o.o
Das Tool von Eddy˛ hat mich auf die Idee gebracht,
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