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Dmaps

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Old   #1
 
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Dmaps

Can anyone explain to me what they are and what they do
I have a slight idea of what they are used for but i wanna be sure.



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Old 08/16/2009, 00:12   #2
 
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invalid coordinates


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Old 08/16/2009, 00:25   #3
 
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so how do i fix/get dmaps?
is that done in the source or the client?
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Old 08/16/2009, 00:50   #4
 
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dmaps contains the data of which part you can stand/jump/interact on and which you can't
It's both server and client sided (checked)
Server side (checks if the mobs can spawn/run/walk/move to that coordinate)
Client side (checks if you can stand/walk/jump/move into that coordinate)


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Old 08/16/2009, 00:59   #5
 
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DMaps also contain info about elevation and portals.
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Old 08/16/2009, 01:04   #6

 
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DMap file contain:
-Puzzle -> Graphics of the map
-Invalid Coord
-Terrain Type
-Altitude
-Portal
-Some object at the end
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Old 08/16/2009, 01:11   #7
 
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ok but how do i fix/get them?
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Old 08/16/2009, 01:17   #8
 
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@Sky
Actually the texture of the map is stored in data.wdf which when extracted is in .dds form

@Pwnzor
They are already in the client, you need to get GameMap.dat in your source then make a new .cs file and code it in to load them from GameMap.dat, then put all the .DMaps into your debug folder.
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Old 08/16/2009, 01:23   #9
 
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mmk so where do i get GameMap.dat?
from the actual conquer client?
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Old 08/16/2009, 01:24   #10
 
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Yes in the ini folder

If your using a 5017 source use 5017 client data. Same with other versions.
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Old 08/16/2009, 01:29   #11
 
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alright thanks alot raiden
if any1 else has some info that might help me post here please
+k to whoever helps me

EDIT

think i can use this code towards my source at all
a lil push forward would be great
Code:
                DataMap DMap = (DataMap)Database.DMaps[Client.Entity.MapID];
                if (DMap != null)
                {
                    if (DMap.Invalid(NewX, NewY))
                    {
                        Kernel.TeleportPlayer(Client.Entity.MapID, Client.Entity.Data.X, Client.Entity.Data.Y, Client);
                        Client.Send(new MessagePacket("Invalid Coordinate, Pull back!", 0x00FF0000, ChatType.Center));
                        return;
                    }
                }
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Old 08/16/2009, 02:31   #12

 
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Quote:
Originally Posted by raidenx123 View Post
Actually the texture of the map is stored in data.wdf which when extracted is in .dds form
I know, I have already add some new maps... But the puzzle file who get the graphics from the ani files who get the dds from the data.wdf is setted at the start of the DMap file.
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Old 08/16/2009, 02:36   #13
 
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Did anyone using LOTF successfully get dmaps to work?
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Old 08/16/2009, 02:40   #14

 
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Quote:
Originally Posted by f0am View Post
Did anyone using LOTF successfully get dmaps to work?
I use my own source, but I know it's possible to get DMaps working on LOTF.
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Old 08/16/2009, 02:45   #15
 
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Anything's possible!

Unless you're pranay, then you're just f*cked.


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