Updated version of the UOX3WorldConverter

If Wishes were UOX Coders, we'd be done by now ;P Post your wishes/suggestions for UOX3 changes/improvements here.
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Xuri
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Updated version of the UOX3WorldConverter

Post by Xuri »

An updated version of the UOX3WorldConverter (available from the UOX3 @ SF-project) would be very handy, seeing as it would A) let people convert current UOX3 worldfiles to the old format so WorldForge can read them, and B) let me convert my old UOX3 worldfiles to the new format so I can worldbuild there instead of in 0.70.03.24b :P
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Post by giwo »

I thought I remembered someone doing some work on that project...


Can't say with certainty who it was, now.
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Post by Xuri »

Hm. As far as I know, no work has been done on it since it's initial (two?) release(s). Would be useful to have though.
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Post by stranf »

Xuri let me to this thread.

I'm not sure how complicated it is to code, but it would be a high-priority for my shard.

There are places with custom content that never "fully" reveal with the refresh command (because my server is run off of a dialup, and it times out). So some of my PCs can't enjoy some custom buildings/castles. It would be nice to have an updated feature so I can "freeze" these castles using worldforge or another patch program.

Thanks, especially for whoever wants to tackle this.
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Post by Xuri »

*BUMP* ;D
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Post by stranf »

Is there any documentation on what switched between the versions of Uox3 that converts and the one that dosen't?

How hard would this be to implement? Would we have to re-write the entire converter? Or do we have to just do some basic editing to the code that is in the game.

The only difference between the two versions that I can think of, is UO went with a larger map size in the newer client, and this seemed to throw all the old programs off. If that's the case, then we could probably use the same basic algorithms but update it for the increased map size.

Or at this turning point, did Uox3 completely re-write the way it handled world files? If that's the case, then we would have to re-write the entire program and I couldn't help you there.

If it's a lot of drugery/boring C++ work I could probably help out some.
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Post by Maarc »

I don't know if there's documentation, beyond the code, but I've got a reasonable knowledge of the transition :)

It depends on what you want out of a converter. It probably needs to be updated to deal with modern tags (the first 9x and now are different a little), but by and large, if all you're doing is a conversion and don't want any validation (eg duplicate serials and so forth), then it'd be a piece of cake to do it, really. But if you want anything that's not pure translation, it's a bit more complex.

Honestly, though, I thought the converter I wrote did do both directions. If someone can tell me specifically what's missing (feature wise, not implementation), I can probably take a crack at it.
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Post by Xuri »

It did use to do both directions.

The problem now, is that UOX3 won't read properly the new files you create from old (only works if you first load them in an older verison of UOX3 and re-save there, then reload in a newer version and re-save there) - and it cannot convert from new to old (which would be most useful) since many of the tags have been changed so it doesn't recognize any items to convert to old format. For instance, where it used to look for X, Y, Z. Now, it's Location=1495,1629,10,0 instead.

The only reason why we'd want to convert from new to old now, is for WorldForge compability, so the only tags we need converted to the old system is the ones WF read. SECTION WORLDITEM #, (SERIAL?), ID, X, Y, Z, COLOR, TYPE, (CONT?).
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Post by Maarc »

So basically, no validation, minimal tags for worldforge, and an update to deal with the modern day tag usage? IE a stripped down converter just for WF?
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Post by Xuri »

Basically, yeah. So we can stop pushing people in RunUO's (or old UOX3 + old client) direction for their worldbuilding needs ;P

Though working conversion the other way around as well would help me convert my 110k items 0.70.x worldfile and let me continue working on it in modern UOX3 instead of old =P
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Post by Maarc »

I'll try ot o knock up a quick hack and slash over the weekend for ya, no promises.
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Post by stranf »

Thanks Maarc!

My citizens of Britannia shall throw thee a feast of rejoicing...

And the great part is, is that my PCs on dialup can actually see the chair and table they will be sitting in!! :)
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Post by punt »

Xuri wrote:Basically, yeah. So we can stop pushing people in RunUO's (or old UOX3 + old client) direction for their worldbuilding needs ;P

Though working conversion the other way around as well would help me convert my 110k items 0.70.x worldfile and let me continue working on it in modern UOX3 instead of old =P
Wasn't there a project to update WF to use the current UOX3 file formats? in the long run, wouldn't that be the desired?

I may have it confused it with other stuff however, but I could have sworn that was in the works.
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Post by Xuri »

There was, but it ran into a dead end or something, I guess. :|
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Post by giwo »

I recall taking a peek at the WF source a while back in hopes to update it directly. Unfortunately the lack of both time and knowledge of Delphi got the best of me.

Beyond that, I don't know if anyone else ever took a shot at updating WF.
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Post by Xuri »

Evil gave it a shot too, but ran into a dead end of sorts, not sure what it was, exactly.
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Post by Xuri »

*coughBUMPcough* ;D
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