Updated version of the UOX3WorldConverter
- Xuri
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Updated version of the UOX3WorldConverter
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 
-= Ho Eyo He Hum =-
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.
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.
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.
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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Maarc
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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.
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.
- Xuri
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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?).
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?).
-= Ho Eyo He Hum =-
- Xuri
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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
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
-= Ho Eyo He Hum =-
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?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
I may have it confused it with other stuff however, but I could have sworn that was in the works.