Thread: Map Files

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  1. #41  
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    Quote Originally Posted by Mikey22 View Post
    i did that, but some places were the area was repacked, u cannot walk. like some tiles and shit
    I am having the same issue. [Only registered and activated users can see links. ]


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  2. #42  
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    very useful keep it up bud
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  3. #43  
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    Quote Originally Posted by Charlie View Post
    I don't think I would be able to determine that personally. I don't have much experience with this sort of thing and am currently trying to learn. I've done a bit of browsing through some of the files that I think are relevant, but haven't determined what the issue could be.

    Here is a gif to better describe the issue I'm having: [Only registered and activated users can see links. ]
    Quote Originally Posted by Mikey22 View Post
    i did that, but some places were the area was repacked, u cannot walk. like some tiles and shit
    If your certain your map files are good (Custom map makers these days don't know how to use their editors or modify clip data unfortunately) and there are tiles that are not walkable that should be walkable, it is all going to fall on your server clipping. Most servers (like elvarg) load external map files, usually a bunch of map#.dat files in a folder, you would need to replace the exact files you modified client sided, server sided also. These have to be like the others in your folder, some could be .dat or some may use .gz.

    Now if that fails and you still have the same issue... I've had the problem in my past where the readvalues were severely different for the sets of objects i packed, ultimately loading the object sizes incorrectly.
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  4. #44  
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    Quote Originally Posted by trees View Post
    If your certain your map files are good (Custom map makers these days don't know how to use their editors or modify clip data unfortunately) and there are tiles that are not walkable that should be walkable, it is all going to fall on your server clipping. Most servers (like elvarg) load external map files, usually a bunch of map#.dat files in a folder, you would need to replace the exact files you modified client sided, server sided also. These have to be like the others in your folder, some could be .dat or some may use .gz.

    Now if that fails and you still have the same issue... I've had the problem in my past where the readvalues were severely different for the sets of objects i packed, ultimately loading the object sizes incorrectly.
    Thank you for the reply. I have replaced the map data server sided as well. I also tried creating a new map_index and also replacing that server sided. (In the same clipping folder as the map data)

    Could you elaborate on the readvalues? What do these do and how do they come into play?


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  5. #45  
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    Quote Originally Posted by Charlie View Post
    Thank you for the reply. I have replaced the map data server sided as well. I also tried creating a new map_index and also replacing that server sided. (In the same clipping folder as the map data)

    Could you elaborate on the readvalues? What do these do and how do they come into play?
    Part of your problem could be related to your new map index. But for the sake of debugging the problem which is all you can do in this case here’s read values explained from my phone below.

    The readvalues method in all clients is used to decode something, the method is used frequently and unique to each class and revision. It’s used for decoding Objects (models in general), Animations, Varbits; Ect... within those values you’ll find opcodes and each opcode handles something different. In the opcodes is your object sizeX, if it were to be wrong, its a 90% chance it’s just the opcodes out of order. This happened to me a few times, I wasn’t able to walk through varrock and all my data was correct, sure enough it was my object sizes on wrong opcode for osrs data.

    If your having trouble finding just search “readvalues” in objectmanager and you should be able to locate it pretty quick if you have renamed your client. This really only matters if you load different maps or objects than the client/server previously had. Like adding 500+ data to a 317.

    Only if your positive that the maps are fine server/client sided and other map areas are having the same issue, would I look into the read values.
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  6. #46  
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    Quote Originally Posted by trees View Post
    Part of your problem could be related to your new map index. But for the sake of debugging the problem which is all you can do in this case here’s read values explained from my phone below.

    The readvalues method in all clients is used to decode something, the method is used frequently and unique to each class and revision. It’s used for decoding Objects (models in general), Animations, Varbits; Ect... within those values you’ll find opcodes and each opcode handles something different. In the opcodes is your object sizeX, if it were to be wrong, its a 90% chance it’s just the opcodes out of order. This happened to me a few times, I wasn’t able to walk through varrock and all my data was correct, sure enough it was my object sizes on wrong opcode for osrs data.

    If your having trouble finding just search “readvalues” in objectmanager and you should be able to locate it pretty quick if you have renamed your client. This really only matters if you load different maps or objects than the client/server previously had. Like adding 500+ data to a 317.

    Only if your positive that the maps are fine server/client sided and other map areas are having the same issue, would I look into the read values.
    Thank you very much. I will look into this later when I am home. I may end up having more questions about these opcodes and how to determine if what is there is actually the correct value or not. I will play around a bit first.


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  7. #47  
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    Quote Originally Posted by Charlie View Post
    Thank you very much. I will look into this later when I am home. I may end up having more question bobs ut these opcodes and how to determine if what is there is actually the correct value or not. I will play around a bit first.
    The beauty of r-s is that there is a multitude of revisions, there is 110% chance you can find a client and/or server loading the values correctly. Just reference one of those. read values are identical if it’s the same revision/protocol.

    Good luck Charlie I’ll be around to help more but I as said the problem may not be read values but it’s a good thing to learn anyhow.
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  8. #48  
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    Quote Originally Posted by trees View Post
    The beauty of r-s is that there is a multitude of revisions, there is 110% chance you can find a client and/or server loading the values correctly. Just reference one of those. read values are identical if it’s the same revision/protocol.

    Good luck Charlie I’ll be around to help more but I as said the problem may not be read values but it’s a good thing to learn anyhow.

    So I don't believe the issue I'm having is read values. After a lot of debugging I've come down to this:

    When ever I click on those tiles that are unwalkable, it doesn't move there because it thinks I am already there. It doesn't recognize it as a new position. I've added some useful output for debugging this so you can see my point.

    The following is outputted from the addStep method inside movementQueue. (Not sure why it is calling twice, haven't looked into it. Maybe its supposed to?)

    From unwalkable tile -> To walkable tile
    ToX: 3086 ToY: 3497 FromX: 3086 FromY: 3496 Max: 1
    ToX: 3086 ToY: 3497 FromX: 3086 FromY: 3497 Max: 0

    From walkable tile -> To unwalkable tile
    ToX: 3086 ToY: 3497 FromX: 3086 FromY: 3497 Max: 0
    ToX: 3086 ToY: 3497 FromX: 3086 FromY: 3497 Max: 0


    As you can see the issue arises when I click on an unwalkable tile. The server seems to think from FROM and TO locations are the same.


    If you have any input on this I would appreciate it, otherwise I will keep debugging haha.


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  9. #49  
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    I love you and I love tom. thanks bro
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