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[PROJECT] MMOSDK (was WoW Factor)
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relaxok:
--- Quote from: "akspa420" ---I cannot get the converter to work for the life of me. I had to edit the python file because I could not get the environment variables to work, so I'm pointing it directly to my MMOSDK folder. This got the script operating, but then mmosdk_converter crashes as soon as it begins processing the data. Here's a dump file for ya: https://mega.co.nz/#!gApHGDzb!TaZhfEcLQ ... sElKRwoe1I
I followed the guide on the data conversion, and have setup mysql with the appropriate config files, so I know that's not the issue (or at least, it doesn't seem to be). I also converted all the Tileset blp's to 256x256 png's - I used xnview, which has support for blp files.
I'm running Windows 8.1 RTM, if that matters, with UAC disabled. --- End quote ---
Thanks for the report!.. looks like you're using build 10 since the dump doesn't have the build number in the filename? Try to keep the build updated since I'm changing a lot of stuff while people are reporting issues to me. Specially, I pop up an error dialog on the crash you got there (i checked your dump) - it's missing the env variable. if you don't go to a command prompt, type set, and see MMOSDK as an env variable.. something's weird..
I added a piece of info that's useful to the wiki today.. make sure the env variable name is MMOSDK and that the path you put as the value has no trailing backslash.. e.g.
Name: MMOSDK Value: E:MMOSDK
Also feel free to email me the dump directly to relaxok at mmosdk dot com - that site is actually blocked by IT where I am right now so I had to get it from someone else.
I'm concerned about changing the py script too much.. see if you can install build 12, get the env variable to show up as valid in your environment (works for me as a system variable, not sure if that matters for you vs user) and run the py from the installer.
Any further dumps, please email... also I PM'd you my skype as a little back and forth to get it going is probably better than this thread. Master674 and I sorted out his issues earlier.
I've never used Windows 8 so there could be a possible issue but i'd like to think it's not..
akspa420:
That new build and adding the environment variable in system properties seems to have resolved my issues. It's converting the data now :D
relaxok:
--- Quote from: "akspa420" ---That new build and adding the environment variable in system properties seems to have resolved my issues. It's converting the data now :D --- End quote ---
Great!
Since you converted all of TILESET to 256x256 png already, when that conversion is done you'll want to edit the py to run on *.png instead of all the other extensions, and point the root to the TILESET folder.
After that, replace the few black files i mentioned in the wiki. There's a couple more actually.. I'll try to make a complete list - i sometimes just have them pop up and never knew about them. tilesetgenericblack.blp is the most common one though - remember to replace them with the Black256.txr (but renamed obviously)
After ALL of that, running the editor should be good to go. If you get a missing key error loading the config, it's probably because i added some settings since build 10 so make sure your conf includes them.
I'm adding graphics recommendations to the wiki now..
akspa420:
It all seems to work quite well, at least through the editor. Do you have to run the databuild before the client/server will work appropriately? I created a player in the playerdb table, but once I try to log in to the client, nothing happens. I'm running databuild right now, to see if that 'fixes' the issue.
Also, when I load up the editor, it seems that occlusion isn't working properly - I can see models that should be obscured by the terrain data. Not sure if this is working as intended, or if something is up with my configuration. I also did no add the two GFX settings that were added in build 12 to my config yet, so that may be something to do with it. I'll email you all my dumps and an image of the occlusion graphical glitch I'm seeing.
relaxok:
--- Quote from: "akspa420" ---It all seems to work quite well, at least through the editor. Do you have to run the databuild before the client/server will work appropriately? I created a player in the playerdb table, but once I try to log in to the client, nothing happens. I'm running databuild right now, to see if that 'fixes' the issue.
Also, when I load up the editor, it seems that occlusion isn't working properly - I can see models that should be obscured by the terrain data. Not sure if this is working as intended, or if something is up with my configuration. I also did no add the two GFX settings that were added in build 12 to my config yet, so that may be something to do with it. I'll email you all my dumps and an image of the occlusion graphical glitch I'm seeing. --- End quote ---
Glad it's working better..!
You should kill the databuild -- that will actually make a giant arc data file like an MPQ (and probably will crash because it'll be too big or something). the datalib currently is hardcoded to work in local mode only. I probably shouldn't actually include it yet. It's meant to be more for distributing data with a game.
There's a few probs for me to fix:
- I just tested with the supplied base sql - There is a test player included but no test character, oops. The client currently receives a numbered list of available characters but since the UI isn't set up to handle that yet it just chooses the first one. In build 13 i'll include a test character in the base sql too, which it will auto login when you use the credentials test/test.
- ... however, i also discovered a problem that occurs when there's no example guilds and the test character isnt in that guild. I fixed that too and will push build 13 tonight to fix that problem as well. I just successfully used the client and server to login as test/test with the current base sql. Thanks for finding this.
BTW make sure you built the client-side databases with clientdatabasebuild.
Havent received dumps/screenshots from you in email yet but will check them out when i do.
If there's a dump when exiting, I already know about that. I'm going to temporarily disable loaded object cleanup on exit since it's really only for me to track leaks.
Definitely add the two GFX options in the editor and see if the problem you're talking about still exists.. I'm not sure what it sets those clip distances to if the config key fails.
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