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New Map Issue

Discussion on New Map Issue within the CO2 Private Server forum part of the Conquer Online 2 category.

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Old   #1
 
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New Map Issue

ISSUE HAS BEEN RESOLVED. FOR SOLUTION (THANKS TO IMPULSE) GO


I recently added a new map from Crazy Tao (thanks to LordGragen. for his guide).

Here is the image of the map actually working on the CO client:


The problem: You can't move lol. You can't jump/walk anything. Just teleports you back.


EDIT: I added the map in Enums.cs and now I can jump, new issue though, if I jump in the wrong spot I get teleported to map 1005(PK arena).
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Old 12/23/2013, 00:48   #2
 
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Dmap checks server side.
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Old 12/23/2013, 00:49   #3
 
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I'm not entirely sure. Actually not sure at all but did you edit gamemap.dat?
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Old 12/23/2013, 00:58   #4
 
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Quote:
Originally Posted by Super Aids View Post
Dmap checks server side.
In my server files "ConquerSource\bin\Debug\database\maps" folder there are .map files. I don't have a file in there for this newly added map. I don't even know what .map files do lol but in the DMap.cs it references the .map files but its commented out.

Code:
//if (!File.Exists(Constants.DMapsPath + "\\maps\\" + MapID.ToString() + ".map"))
Another update: If I put the original GameMap.dat in the server files(the one that doesn't include the new map) then I can jump around. I still get teleported to PKA if i hit the wrong spot but I can jump/walk.

If I put the new GameMap.Dat into the server files then I can't jump or walk at all.
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Old 12/23/2013, 01:10   #5
 
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Try breakpoint from the start of your jump handler (subtype of GeneralData).

That way you will figure out what does it.
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Old 12/23/2013, 01:17   #6
 
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put a breakpoint right before generalData. No clue what this means lol


No clue why but I'm not teleporting and I can move...its working just fine since I put that breakpoint in?
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Old 12/23/2013, 01:18   #7
 
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Did you try using a unique ID ?
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Old 12/23/2013, 01:20   #8
 
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Quote:
Originally Posted by turk55 View Post
Did you try using a unique ID ? Last time I checked 1005 was used by PK arena.
Yeah 1005 is what it teleports me to if I were to jump in a wrong spot. The unique ID is 16823.
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Old 12/23/2013, 01:22   #9
 
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When you breakpoint you can step through the code one line at a time to check what happens. It's called debugging. I think Fang posted a guide with it sometime ago, not sure.

Just step through and check when it teleports you.
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Old 12/23/2013, 01:23   #10
 
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Well make sure that every change you make client side to do it server side aswell.
When logging into the map, check what the map ids are.
If you load the map with the ID of PKA, it probably means that you haven't added it properly.
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Old 12/23/2013, 01:49   #11
 
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Yeah I can't figure this out, I put a breakpoint on every line in PlayerJump, went through and it all worked fine, removed the breakpoints and it doesn't let me jump lol
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Old 12/23/2013, 02:22   #12
 
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you only put one breakpoint and then uses the "step over" function implemented in your IDE (ex. Visual Studio) to step through.
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Old 12/24/2013, 20:25   #13
 
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if u walked did it teleport u to arena map 1005?

if so check Map void at GameClient.cs or GameState.cs
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Old 12/24/2013, 21:15   #14
 
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Quote:
Originally Posted by abdoumatrix View Post
if u walked did it teleport u to arena map 1005?

if so check Map void at GameClient.cs or GameState.cs
Noticed this in GameClient.cs

Code:
        public Game.Map Map
        {
            get
            {
                if (map == null)
                {
                    if (Entity == null) return null;
                    Kernel.Maps.TryGetValue(Entity.MapID, out map);
                    if (Entity.MapID >= 11000 && map == null)
                        Entity.MapID = 1005;
                    if (map == null)
                        return (map = new Game.Map(Entity.MapID, Database.MapsTable.MapInformations[Entity.MapID].BaseID, Database.DMaps.MapPaths[Database.MapsTable.MapInformations[Entity.MapID].BaseID]));
                }
                else
                {
                    if (map.ID != Entity.MapID)
                    {
                        Kernel.Maps.TryGetValue(Entity.MapID, out map);
                        if (Entity.MapID >= 11000 && map == null)
                            Entity.MapID = 1005;
                        if (map == null)
                            return (map = new Game.Map(Entity.MapID, Database.MapsTable.MapInformations[Entity.MapID].BaseID, Database.DMaps.MapPaths[Database.MapsTable.MapInformations[Entity.MapID].BaseID]));
                    }
                }
                return map;
            }
        }
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Old 12/24/2013, 21:27   #15
 
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The reason why you teleport back is because the movement handlers for walk and jump are both checking map coordinates that should be loaded by the dmap or whatever map on the server. If you don't have the server loading that map, then that's a problem. I know you're using Alex's base source which has been abused by foreign boards. The server converts maps to another map type, so you need to make a new folder (if one doesn't already exist) for dmaps (in the same directory the maps folder is in), and place the maps you wish to convert. Reading the source would greatly help you understand what's going on and why.
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