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  1. Update to UOArchitect/UOFiddler Tool

    Hey, thx, What way do you want to go with UOA4x? well, i wanted to create a tool that gives you the option to manipulate/create multis, edit clilocs, tildatat, staidix and statics, edit uop or mul, import export UOA+Archive. If you want me to support the updated UOA Format would give me a...
  2. Update to UOArchitect/UOFiddler Tool

    displaying maps up to Ultima Online Classic 7.0.23.1 works now. Had to analyse all headers and data of Map.mul, staidx.mul, statics.mul, art.mul, artidx.mul and tiledata.mul... Working on UOPs next. UOA Import OK Export mhaaaaa not realy kinda scrambeled data. looks like i do not write...
  3. Update to UOArchitect/UOFiddler Tool

    Loads of minor changes Minimap map display cw rotation Minimap klick position to isoview recalculation fix Minimap - isoview syncronity minimap resize minimap tilt minimap undock state not falling behind mainwindow anymore minimap state persistance minimap zoom x1 - x2 with mousewheer minimal xy...
  4. Update to UOArchitect/UOFiddler Tool

    Map import from public Beta up to Ultima Online Classic 4.0.6.a works. ML got different map size.. working on that found out my radar is having bad colors..... made progression on PreAlpha map. but thos one got some very strange images... pink transparency stuff 256vga palatte snooping changing...
  5. Update to UOArchitect/UOFiddler Tool

    Okay, working like a mule :) The thing is still under heavy development, switched to WINF + WeifenLua Currently working on import of prealpha to t2a map import GolbalAutoFileIdentificationService GlobalImportExportSerice so u just have to klick a file, its auto identified as SA map, openeded...
  6. UOArchitect/UOFiddler Tool (Vulcan - High Seas Engine)

    i know how to read the file, my problem was that i sorted the ambiguous entries out because multiple Art-IDs have been found. I already solved that by saving the ambiguous ones into another binary using it to precalculating all possible hashes and pointing all multiple art-ids to a single index...
  7. UOArchitect/UOFiddler Tool (Vulcan - High Seas Engine)

    Hi all, I am currently building a Tool reading data from uopfiles directly. (UOVER.: 7.0.113.0) Tiles (land/Item working) But since the uop file artlegacymul.uop is unsorted i have to build a hash correlation index from artidx/art That is leading to a few problems because artidx/art are not...
  8. Successful extraction of Multi.idx and Multi.Mul from MultiCollection.uop

    its a dotnet10 app... in case you have to install Step 1: Create UOP-Path and MUL | IDX Patch directories & set your directories. Step 2: Copy MultiCollection.uop and TileData.mul to your UOP-Path directory. Step 3: Hit Create Multi.mul/idx/dif/bin/json Multi.mul and Multi.idx are created...
  9. Successful extraction of Multi.idx and Multi.Mul from MultiCollection.uop

    OK... I got that fixed.... Sideloading unknown indices at export Export housing.bin converting to old .mul & .idx (pre high-seas) that makes all editable in fiddler. at import: convert back to post high-seas format packing it all back into modern uop format (bin, sideloads, mul and idx)...
  10. Successful extraction of Multi.idx and Multi.Mul from MultiCollection.uop

    Hi all, Working to create a Tool to extract Multi.idx and mul from MultiCollection.uop (7.0.113.0) already got the files out. Import into fiddler (4.12.10) works. In Fiddler you can edit the files and import uoa (architect) files in the mul. Saving in fiddler works. Working to get the...
  11. UORespawn

    Good Lord ….. you are releasing faster then i can test…..
  12. UORespawn

    Hey wilson. Tried uor2x7 already. Whole lotta changes, Still got the issue concerning vendors though. Didnt have the time to test many things by now. Cheers Is it possible you somehow „internalize“ the vendors? I just fooled around with my cloneguy where you can access skills of logged out...
  13. UORespawn

    Thank you for the feedback and the explanation of GenBestiaryList and GenRegionList. I can hardly wait... I'm really excited about the new features you are building in. Thanks again, cheers!
  14. UORespawn

    Well, I bet that’s a huge amount of work on your side… I can hardly imagine everything you have to take into account. Back to the topic of regions and mobs: Regions come from the Regions.xml. To me, it looks like that file is read exactly once, and if you change anything afterward, UORespawn...
  15. UORespawn

    I really love the idea of your spawner!!! The interface is absolutely impressive. I just see a few things that are really missing… RegionSpawner: How do you create new ones? Mobs: How do you add new ones? Settings: Spawn settings like Min Range, Max Range, Max Crowd, and Max Mobs should be...
  16. Simple GoldLedger + Gump for 57

    Hi all, Been toying around recently again with uo and somehow started to create a new, currently very simple gold ledger. Allows to add gold by amount out of a players bagpack Drop gold from ledger to backpack Select Goldpile to add to ledger GoldLedgerGump.cs ->...
  17. Mercenary System for 57

    holy.... OK.. i think i will check that out.... thanks for the input.
  18. Mercenary System for 57

    Hi, I am currently starting to create a mercenary system for my shard. it's early alpha i would say. Currently you can: Place a Mecenary Captain that you can double click so you can hire a mercenary to aid you on your journey Currently only the mage novice works. i intend to create a guard...
  19. Simple GoldLedger + Gump for 57

    hi, well since the check output is optional it should be anything... could make a 1gp check or a 1000000 check..... ahh crap... just found out where to create a new ressource, dunno why i didn't find that yesterday....
  20. Simple GoldLedger + Gump for 57

    nope, not yet, good idea, will add that as an option.... now with check export

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