upgrade from 3.7x

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kainflinn
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upgrade from 3.7x

Post by kainflinn »

several years ago I ran a shard under Uox 3.7x. I was thinking of reopening and was wondering if there was any info on converting my world files to this new version or if it was possible.
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giwo
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Post by giwo »

There is a tool out there that converts the old UOX 0.70.x worldfiles into the newer versions. However the conversion is a bit.... iffy....

Best bet is to start fresh, or wait a bit as I believe someone is updating the world conversion tool to function a bit more fluidly.
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Post by Maarc »

Really? Who? A good thing, definitely, but wondering who.

I noticed in trying to convert something yesterday (it's done, can't test yet, as I have no installed client, though working on that) that we write a few unnecessary tags into the new worldfile (DWord0->3, Doorflag, enhanced) and for every time, it prints a debug message on startup ;)
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Post by giwo »

I thought you were.... *sheepish grin*

Yeah, some of those tags were there in the earlier versions of .9x but have been since removed.

Any invalid tags from .9x and up should be automatically fixed by UOX, though.
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Post by Maarc »

Ah, heh, I probably should sometime anyway. IN reality, I think the only problems I ran into were the excess tags. We primarily just reshunt the data into the new format, more than anything.

I should dig up the world repairer tool I started on, and finish that, though.
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Post by Xuri »

I seem to remember that when I tried converting my 0.70.x worldfile to recent UOX3 not so very long ago, I had to 1) Run the worldfile converter, 2) Load & save the files in an older 0.9x version - THEN it would work in the recent versions as well.

When I tried using the converted worldfiles with the newer UOX3 versions directly, it didn't work. :P
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Post by Maarc »

Well, I managed to start up and shut down with a direct convert of a 4.5 year old world file :) Well, I did once I sorted a crash problem with multis (StoreRandomItemValue() is being called in CMultiObj::LoadRemnants, a time when it hasn't been postloaded and needs to be for container reasons. It doesn't make sense as we never use its value, and I imagine it's also already done in CItem::PostLoadProcessing()).

However, I haven't had a valid client until this afternoon (making space to install it). Once that's done, I should be able to have a real look into things again.
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Post by kainflinn »

I'd like to give it a shot anyway. if for nothing else then to not have to put doors and signs back on everything again. So if anyone has a link for that tool I'd appreiciate it.
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Post by giwo »

Try this link:

http://prdownloads.sourceforge.net/uox3 ... p?download

That should go directly to the World Converter download.

If not, head to the UOX3 Sourceforge project at: http://www.sf.net/projects/uox3

And check out the downloads (or files) section for the UOX World Converter.

Hopefully it will do what you need. If you have issues with it, let us know and we'll try to help you out with it. :)
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Post by Xuri »

kainflinn:

Something I've been working on recently, sort of on/off :P

Code: Select all

-= Default UOX3 Worldfile =-

Last Updated: 5. January 2005
Version: 0.06

Done:
-Britain + farmlands
-Skara Brae + farmlands
-Yew + farmlands
-Cove
-Vesper
-Minoc
-Trinsic
-Roadsigns & guard towers inbetween the above mentioned towns.
-Nujel'm
Only doors, signs and general decorations done so far, I won't do NPC spawns and shopkeepers etc until I'm done with the items. Heh. Might take a while to finish it though. ;P So in case the worldfile convertion doesn't go through, this might get you a step on the way:

http://www.xoduz.org/files/uox3/worldfile006.zip
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Post by giwo »

Woohoo!...

That's awesome work Xu! :)

As for monster / world spawns. Hopefully we will be able to use spawn.dfn entirely for that. NPC vendors, of course, would still need to be manually placed or a spawner manually placed.
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Post by kainflinn »

I did my conversions, loaded and saved like was suggested but none of my items are showing up. Any thoughts?
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Post by Gaelion Dragon »

Greetings Kainflinn,

the worldconverter is a somewhat *iffy* piece of software when trying to use the worldfiles created with it on the latest Uox3 release. I myself had problems when, after I converted my world files, a part of the decoration would show up in certain areas of the world (not all of it) until first save. After that just about everything was gone. That's when I've started to try out a few things.

As someone mentioned earlier, you have to do "a step in between", meaning saving the converted world file with an older version of Uox3. Be aware that not all 0.95.x versions will be doing what we need it to do. If I am not mistaken, build 0.95.10.00 Win32 worked. I suggest you download this file from sourceforge.net, run your worldfiles through it (ignore the console spam, it will be fixed automatically once saved with the newer version of Uox3). You don't even have to log in, just save it from the console, shut down the server and transfer the newly saved files over to the Uox3 0.98.x server and crank it up. This should do the trick.

Just be aware that there are a few drawbacks with converted worldfiles. I noticed that custom colored items will not keep their hue; it will be gone, the color that is. If there are any items stored in a container, they will be gone, too. Other than that, I did not seem to have any further problems with it. Oh, and items that had triggers associated with them, they won't work either (unless a new global JS trigger had been assigned to that particular item ID). That's just my two cents, cheers!

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Post by Maarc »

Hmmmm, it shouldn't be misbehaving anywhere near that badly. I compiled and ran the WC only a few weeks ago on a world with 3k NPCs and 20k items, and they all converted fine, barring a few oddities, and that was also with a modern build of UOX3, not an intermediate one. But items still sat in containers, NPCs still existed, colours stayed the same. None of the behaviour you describe should actually happen, because all the world converted does is convert from the old world format to the new one, it doesn't actually do any data manipulation. Sure, it'll keep some tags that aren't supported any more, but none of them should be related to colours or anything so common as that. The triggers, however, as you mentioned, is a valid difference, as the trigger system doesn't exist any more.
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Post by Gaelion Dragon »

You said you've compiled the source a few weeks ago. I haven't tried doing that yet, I've simply downloaded the executable version from sourceforge. I don't know whether the source had been updated in the meantime, hence, I'll give that a shot. As for the errors and oddities, this did happen to me... odd. I'll try compiling the source.
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Post by Maarc »

Oh, I believe you when you said you got those errors, I just can't fathom how the converter did it.

The source hasn't been updated since, the compile I did a couple of weeks ago I had to make some slight tinkerings to get it to work. Unfortunately, I lost those changes when my drive died a little while back, but if need be, I can get the source, get it to compile, and stuff a more modern version of the code in CVS, if need be. I remember mostly the changes I needed to make,
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