ScriptUO
Ultima Online Fan Board => General UO Chat => Topic started by: TrailMyx on April 07, 2012, 05:33:13 AM
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I whipped up a quick .NET utility to convert a fully patched .UOP set back to .MUL. This effectively fixes EUO and its dependency on these files for tileset-based scripts used for lumberjacking and mining.
You may notice that your version might not auto-detect the path to your UO installation. If this happens to you, please open up "regedit.exe" on your computer and locate your registry key for your installation. The three I have currently are:
LocalMachine/SOFTWARE/EA GAMES/Ultima Online Samurai Empire-Folder
LocalMachine/SOFTWARE/Origin Worlds Online/Ultima Online/1.0-InstCDPath
LocalMachine/SOFTWARE/Electronic Arts/EA Games/Ultima Online Classic - InstallDir
If you tell me what your key is with the above format, I'll be sure to add it to the next version of the converter.
Anyhow, hope this helps people out. The conversion was stupid-simple. Cheffe should have no problem making the change in EUO so we don't have to created unpatched files.
Please be sure to close UO and EUO before you run this or else this program will crash.
Feel free to share the download link on other sites
Download Here:
http://www.scriptuo.com/index.php?action=downloads;sa=view;id=6
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wow cheers TM, ill give it a go when im home from work.
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I tested this morning the browse function. wasnt that working anymore?
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I implemented that with the later version in the day so it should work. If you find out what the registry key is you have on your computer, I'll update so you won't have to browse. Most of my UO installations are REALLY old so I'm sure I don't have a later implementation of the registry key locations.
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if you can make it possible to get those files back as well, then uofiddler could work again.
Advantage is you could read\gain Types without need to have em ingame and its a loved kind of art getting for runuo..
verdata.mul
stadif3.mul
stadif4.mul
mapdifl4.mul
mapdifl3.mul
gumpidx.mul
cliloc.custom1
cliloc.custom2
artidx.mul
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Do you know what those file names turned into within the UOP world?
I don't know enough to take merged .mul files into .uop and parse them to recover the .mul files. This program just strips the wrapper off the .uop file.
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1st off... AWESOME..... thx TM.
2nd... I'm I correct in understanding that this is a 1 way conversion from uop to mul ? I thinking of all the "field hack / stump hack" stuff I've done in the past & wondering if it's possible to go uop --> Mul then edit your artwork & convert mul --> uop again?
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Yes, just one way. I don't have any idea what the content of the .UOP header is. If anyone runs across any information regarding this format, please point me in that direction.
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I can not download from the link to test.
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Just goto it directly in the downloads section.
(Edit: fixed link.)
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TM, you are a gentleman and a scholar!
Just a heads up, make sure that your file path is listed in the line next to Browse. I was clicking my file path in the box above and it didn't change in that line so I had to manually correct it. Worked like a charm after that. I'm brain dead today so I couldn't figure out why it was working until I bugged TM. His intellect must have briefly been passed on lol
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Question for computer iliterate persons like myself, If we've already downloaded the original files and moved into the folder will we still need this converter?
Example being will we have to keep moving these map files for future patches?
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You don't have to do anything for this patch then. However, when UO patches again, you'll need to recover the .mul files somehow. With this converter, at least you can keep your .mul files up to date.
So going forward you'd want to run this after each UO patch.
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Ok thanks for the clarification.
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Sweet! Very nice little tool.
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client path
C:\Program Files\EA Games\Ultima Online 2D Client
registrey keys with no values...
HKEY_LOCAL_MACHINE\SOFTWARE\EA Games\Ultima Online 2D Client\5.0.9
HKEY_LOCAL_MACHINE\SOFTWARE\Electronic Arts\EA Games
regkey with loads of values.. (I must have manually added as never installed KR)
HKEY_LOCAL_MACHINE\SOFTWARE\Origin Worlds Online\Ultima Online\KR Legacy Beta\
HKEY_LOCAL_MACHINE\SOFTWARE\Origin Worlds Online\Ultima Online\KR Legacy Beta\exepath
HKEY_LOCAL_MACHINE\SOFTWARE\Origin Worlds Online\Ultima Online\KR Legacy Beta\instcdpath
HKEY_LOCAL_MACHINE\SOFTWARE\Origin Worlds Online\Ultima Online\KR Legacy Beta\patchexepath
HKEY_LOCAL_MACHINE\SOFTWARE\Origin Worlds Online\Ultima Online\KR Legacy Beta\startexepath
HKEY_LOCAL_MACHINE\SOFTWARE\Origin Worlds Online\Ultima Online\KR Legacy Beta\upgraded
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Ok ok Ok so so i ran the de-convolver a few weeks back and today I've been watching my miner and he was bouncing around all over the place not mining, but sometimes was mining...... and Noticed this issue.
-Mines cave floors perfectly.
- fails to mine Mountain Walls (spots it mined fine before the MUL to UOP thing).
Anyone else experienced this, suggestions
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On my Windows 7 VM the file path and registry are as follows. (This was installed about a month ago)
C:\Program Files\Electronic Arts\Ultima Online Stygian Abyss Classic\client.exe
HKEY_LOCAL_MACHINE\SOFTWARE\ORIGIN WORLDS ONLINE\ULTIME ONLINE\1.0
When I run the Deconvolver I get the following error (same error regardless of admin):
(http://img825.imageshack.us/img825/179/errorsu.png) (http://imageshack.us/photo/my-images/825/errorsu.png/)
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HKEY_LOCAL_MACHINE\SOFTWARE\ORIGIN WORLDS ONLINE\ULTIME ONLINE\1.0
This is one of the included keys. So this shouldn't be throwing this error.
What happens when you try and execute in your host OS?
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Looks like it works flawlessly on my host OS. Not sure why it wouldn't work on my VM. Strange.
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Well at least you can now copy the resulting files back over to your VM.
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I can only find HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Electronic Arts\EA Games\Ultima Online Classic for mine. Can't find it anywhere else.
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Lol, what the heck is your UO doing in that directory!?!?
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Hell if i know! LOL Windows 7 and registry has always been weird to me...
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Ok ok Ok so so i ran the de-convolver a few weeks back and today I've been watching my miner and he was bouncing around all over the place not mining, but sometimes was mining...... and Noticed this issue.
-Mines cave floors perfectly.
- fails to mine Mountain Walls (spots it mined fine before the MUL to UOP thing).
Anyone else experienced this, suggestions
yea, I am having the same issue. Patched everything up to date and ran deconvolver and it just recalls from spot to spot
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Ok ok Ok so so i ran the de-convolver a few weeks back and today I've been watching my miner and he was bouncing around all over the place not mining, but sometimes was mining...... and Noticed this issue.
-Mines cave floors perfectly.
- fails to mine Mountain Walls (spots it mined fine before the MUL to UOP thing).
Anyone else experienced this, suggestions
yea, I am having the same issue. Patched everything up to date and ran deconvolver and it just recalls from spot to spot
Hell of annoying isn't it... I just activated ter mur mine mode for everywhere... which works , but can be slower
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So am I correct in the assumption that once you convert the .uop to .mul files you just remove the .uop files and then start? I converted the files because I made a custom map that is a .mul file. However I tried running Razor to access the server as I usually do, and it gave me an error. Anyone know how to fix?
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No, don't remove the .uop files. They can co-exist with the .mul files once you create them. There's a open question at the moment that the newer .uop files don't run well with this converter. Give it a shot, but after a few client spins, this converter doesn't seem to work as well. The assumption that the offset would be fixed probably is wrong. I just haven't found any additional information that describes the actual .uop format. I'm sure someone out there has this information, and once I get it I can quickly fix up this converter.
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Ok. I was able to convert them just fine, no problems. However I am currently trying out the AssistUO to connect to the server. My issue now is trying to load the custom map in. Thanks for the converter and quick reply!
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Ah, ok. I have only just run AssistUO myself, so I don't have any pointers ATM. :)
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So I was able to get it to partially work. The problem I am having is that my custom map (currently map0.mul) is partially loaded and part of the Legacymap0mul.uop is loaded. Im kinda lost as this is my first time using a custom map. Any advice you might have?
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Well I pretty much convinced myself that the deconvolver is broken. I spent a little bit of time looking into the binaries of the files, and things are different. I'll have to look around to see if anyone has investigated this further. I probably won't have much time until the weekend anyhow.
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On my Windows 7 VM the file path and registry are as follows. (This was installed about a month ago)
C:\Program Files\Electronic Arts\Ultima Online Stygian Abyss Classic\client.exe
HKEY_LOCAL_MACHINE\SOFTWARE\ORIGIN WORLDS ONLINE\ULTIME ONLINE\1.0
When I run the Deconvolver I get the following error (same error regardless of admin):
(http://img825.imageshack.us/img825/179/errorsu.png) (http://imageshack.us/photo/my-images/825/errorsu.png/)
I beleive the error if from running the deconvolver while you have the client open.
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So I am here today and finally have a chance to get back into UO, but I am finding some of the same results for tiles. Does anyone currently have a fix or any ideas that they are using to be able to mine or work with tiles?
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So I am here today and finally have a chance to get back into UO, but I am finding some of the same results for tiles. Does anyone currently have a fix or any ideas that they are using to be able to mine or work with tiles?
You have re-install the old map*.mul files. UO wont use them, but euo will. You put then in the client.exe directory. Their is a drop box link further back in this thread and if that copy doesnt work for you i have a different copy that worked for me.
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So I am here today and finally have a chance to get back into UO, but I am finding some of the same results for tiles. Does anyone currently have a fix or any ideas that they are using to be able to mine or work with tiles?
You have re-install the old map*.mul files. UO wont use them, but euo will. You put then in the client.exe directory. Their is a drop box link further back in this thread and if that copy doesnt work for you i have a different copy that worked for me.
I could have missed it, but I hate being wrong so went back through this thread and only found one link which is to the deconvolver. Could you post a link to the ones you are using EN?
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So I am here today and finally have a chance to get back into UO, but I am finding some of the same results for tiles. Does anyone currently have a fix or any ideas that they are using to be able to mine or work with tiles?
You have re-install the old map*.mul files. UO wont use them, but euo will. You put then in the client.exe directory. Their is a drop box link further back in this thread and if that copy doesnt work for you i have a different copy that worked for me.
I could have missed it, but I hate being wrong so went back through this thread and only found one link which is to the deconvolver. Could you post a link to the ones you are using EN?
Well mine arnt on the webz... but heres links to 2 other copies ... try both let me know if neither work for you and i'll get mine on the webz
http://www.scriptuo.com/index.php?topic=9536.msg82000#msg82000
http://www.easyuo.com/forum/viewtopic.php?f=3&t=34941&p=401800&hilit=mulfiles#p401800
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are you all speaking greek? I no understand what you say. My greek is not so good looking : ::)
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Hi TM,
Can you please re-post the .UOP to .MUL converter? The link doesn't seem to work anymore :(
Also...how many bytes did you have to strip off for conversion of artidx.mul?
Thanks in advance,
Mark
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Hi TM,
Can you please re-post the .UOP to .MUL converter? The link doesn't seem to work anymore :(
Also...how many bytes did you have to strip off for conversion of artidx.mul?
Thanks in advance,
Mark
You need to post an intro to see downloadable files.
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Hi TM,
Can you please re-post the .UOP to .MUL converter? The link doesn't seem to work anymore :(
Also...how many bytes did you have to strip off for conversion of artidx.mul?
Thanks in advance,
Mark
I don't think the conversion process is as straightforward as was earlier believed. With regard to the artidx.mul file, I'd be surprised if you can simply 'strip off' the initial uop header (haven't looked at it, however it's not possible with other (map) .uop files due to headers on individual chunks within them).
While TrailMyx might have updated his deconvolver, the download link doesn't appear to point to anything at the moment.
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Ximan is right, the original offset was really only for the initial version after the change to UOP. As UO was patched, the files seemed to become more corrupted. The converter "works", but the resulting files were becoming more and more corrupted.
There probably won' be an update to this; I don't want to become zen with the inner workings of those file formats. Ximan has a great working knowledge of the formats now. Hopefully Cheffe can use his input and expertise to make it so this won't be needed going into the future.
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Why do I picture myself sacrificing stuff on an alter & hoping "the gods" make it all well? = P
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Why do I picture myself sacrificing stuff on an alter & hoping "the gods" make it all well? = P
We must not be using enough goat blood!
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Why do I picture myself sacrificing stuff on an alter & hoping "the gods" make it all well? = P
We must not be using enough goat blood!
Goats !!! Its got to be a lack of celestial virgins.
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Goats !!! Its got to be a lack of celestial virgins.
GAW! That's what we've been doing wrong! *facepalm*
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What other pre-uop files do people need access to, if any? C# or .net would be better suited for a general purpose converter than oeuo (can't read registry or read/write files outside oeuo directory, no zlib) if people need things besides map access (art files or whatever). TM have you considered open sourcing your deconvolver? Worst case I suppose someone could go in and modify UO Fiddler to export converted files.
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heh, the devonvolver is a silly program really. I basically load the uop file into memory, and offset the fixed value and resave as a mul. It's just that simple. Barely a braincell went into making it.
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I'm a lazy bastard, one brain cell of your effort would probably save me a couple of hours of learning about c#/.net ;) ... however I understand your position. Will probably code something barebones in oeuo; won't be able to handle uop files that contain compressed content though.
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I'll send you the project so you can giggle.
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is this gone? i really want to be able to fish again.
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For those looking for a program that actually works correctly these days, please take a look at Neo's project:
http://www.scriptuo.com/index.php?topic=11071.0
I'm going to lock this thread since this won't be updated any longer thanks to Neo's hard work.