List_Respawnzones Table Structure

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List_Respawnzones Table Structure

Postby hlajr on Fri Jan 08, 2016 9:37 am

The table List_Respawnzones have columns named: id, x, y, map, radius, and type.

Questions:

1) Are the values in the "id" column fix for a particular reference in the server's code? or they can be change?

2) What does the values on the column "type" corresponds to? Most are "0" and some are "1".
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Re: List_Respawnzones Table Structure

Postby PurpleYouko on Fri Jan 08, 2016 3:42 pm

The ID column is set to "auto-increment" which ensures that the values are completely unique.
Other than that they serve no real purpose. They just have to be unique so that we know which respawn location we are referring to in the code. It's just an indexing system. Keep them unique and the code doesn't care what the actual values are.

The type column reads into a variable by the name of "thisrespawnpoint->masterdest" and is never referenced anywhere in the code in most (if not all) server versions. It's kind of pointless.
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Re: List_Respawnzones Table Structure

Postby hlajr on Tue Jan 12, 2016 8:22 am

PurpleYouko wrote:The ID column is set to "auto-increment" which ensures that the values are completely unique.
Other than that they serve no real purpose. They just have to be unique so that we know which respawn location we are referring to in the code. It's just an indexing system. Keep them unique and the code doesn't care what the actual values are.

The type column reads into a variable by the name of "thisrespawnpoint->masterdest" and is never referenced anywhere in the code in most (if not all) server versions. It's kind of pointless.


Thanks for the clarification there PY!

Hope there could be a post that explains, if possible, all the Tables, Columns and those required records for an OSROSE server to run. Then the updates for the various versions, so that all can have an easy reference. :D
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Re: List_Respawnzones Table Structure

Postby PurpleYouko on Tue Jan 12, 2016 3:42 pm

EEwww!!

That would be a HUGE job. lol
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Re: List_Respawnzones Table Structure

Postby hlajr on Tue Jan 19, 2016 9:51 am

PurpleYouko wrote:EEwww!!

That would be a HUGE job. lol


Indeed! :lol:

By the way, have you already tried changing the clients cursor? I have my post here http://forum.dev-osrose.com/viewtopic.php?f=34&t=5765 since I have not seen any discussion about this here in the forum.

I have tried updating the client's file and was successful in updating the files but when run, the displayed cursor is still the old ones.
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Re: List_Respawnzones Table Structure

Postby PurpleYouko on Tue Jan 19, 2016 6:01 pm

No i can't say that I ever tried it.

All I know about it is that the cursor images are stored in DDS files and they are extracted from those files by the TSI file associated with it.
I would start by grabbing a TSI editor from the tools section and finding out how it extracts the cursor from the DDS
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Re: List_Respawnzones Table Structure

Postby hlajr on Fri Feb 05, 2016 10:01 am

Hi PY!

I have already done a decent searching through the DDS Files and were of no way of finding it yet.

I have compared various ROSE Clients (v139, v162, v216, v254, v323, v419, v511, current NAROSE as of 2015) and what I have noticed is that the newest NAROSE client from 511 and up have the new cursor (that I like) displayed in-game. Their RES folder under BASIC.VFS when extracted have ALL the newest cursor files. byt when I try to patch these files to my client, the process is successful but the new cursor does not display in-game although the files are already new, as can be confirmed when you try to extract them.

I have also tried to update the CURSOR.DDS file under 3DDATA/CONTROL/RES as I have noticed that in the Loading Screens, when you specify in the LOADING.STB a NON-EXISTENT or WRONGLY SPELLED File, the client will show the Default LOADING.DDS that displays in-game the wallpaper of ROSE that have various characters in havoc. So thinking that the game client is perhaps using ALSO the DEFAULT CURSOR.DDS that is why it is not being change in-game, I have also tried to edit the CURSOR.DDS file with the graphical equivalent of the NEW CURSOR that I want to use. The update is successful, a new CURSOR.DDS is store in the VFS but still the client displays the old cursor when played.

I have also tried to browsed each STBs, DDS and their corresponding TSI files specially those UI related ones but still up to now cannot make it happen, so I just set this aside for the meantime. :lol:
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Re: List_Respawnzones Table Structure

Postby MightyKai on Fri Feb 05, 2016 10:09 pm

If you wanna change the cursor ingame you can do this with a resource editor

i used Resource hacker link: http://www.pendriveapps.com/resource-hacker-exe-editor/

then over TRose.exe

got to Cursor selec youre cursor to change

click right and select "Replace Resource"

now you can open a file with .Cur .dll .res or .exe

if you wanna put the new cursor from the new rose client you can open TRose.exe from the newest client
and put the new cursor in you're "Old client"

i tryed it and it works
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Re: List_Respawnzones Table Structure

Postby hlajr on Sat Feb 06, 2016 10:46 am

Thanks for the info. I will download the software and try it. I will post here again when this is resolved.

Again thanks to you and also to PY and Vetyst for the assistance.
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Re: List_Respawnzones Table Structure

Postby hlajr on Tue Feb 09, 2016 9:43 pm

MightyKai wrote:If you wanna change the cursor ingame you can do this with a resource editor

i used Resource hacker link: http://www.pendriveapps.com/resource-hacker-exe-editor/

then over TRose.exe

got to Cursor selec youre cursor to change

click right and select "Replace Resource"

now you can open a file with .Cur .dll .res or .exe

if you wanna put the new cursor from the new rose client you can open TRose.exe from the newest client
and put the new cursor in you're "Old client"

i tryed it and it works



Thanks for the link!

I have tested this and it works! I now got the cursor that I like...
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