Opening the cavern: the challenge

General debates and discussion about the Guild of Writers and Age creation

Opening the cavern: the challenge

Postby Chacal » Wed Jan 23, 2008 11:12 pm

Shorah all explorers!
Remember when you first set foot in the City? The mystery, the thrill of discovering new areas around each corner?

The time has come to start exploring Aegura again, after all this time, for there are new open areas in the City. Places you have always wanted to explore are now open!

I have explained here and here how I came to do this.

Now I present you with this challenge: you must find all the new places I have opened in the City. When you find a new area, you can post (stake your discoverer's claim) in this thread.

Rules, disclaimers and admonitions

- You only compete against yourself, not others. Try to see if you can find all areas, and take your time walking around and taking in the new sights. Remember, new stuff doesn't come to the City that often, so make it last!
- Don't cheat! Sure you can go wherever you want in fly mode, but what's the fun in that?
- Only man-made (artificial) areas are solid ground. The natural island (huge rock stalagmites) is not, and if you jump on it you will fall through.
- You should be able to walk / run / jump to all new areas, following paths that make sense. For instance, a door could very well hide a new passage. A solid rock wall will not.
- I have made no change to visible objects. All new areas existed before and could be seen in flymode, but were not solid. I didn't want to alter Cyan's art.
- Because of this, you may have to walk through some objects such as doors, rocks, barriers, etc. Nothing is perfect.
- Also because of this, some new areas look weird because they lack textures. They were never meant to be seen. Nothing is perfect.
- I have made no provision for your safety. Some of these areas are dangerous, the DRC kept them closed for a reason. If you jump into a pit, you will go splat at the bottom, unless a) it's a bottomless pit or b) you carry your Relto book. I haven't put up any barriers, and anyway you can't trust those anymore as they may not be solid anymore.
- Some areas can only be reached with a well-aimed jump. Expect a few trips back to Relto at first.
- The changes only apply to the City, not the neighborhood. The tutorial lets you change the Watcher's Pub.

Remember, always backup your files first! These are the files to backup for this challenge:

    city.sum
    city_District_canyon.prp
    city_District_courtyard.prp
    city_District_ferry.prp
    city_District_greatstair.prp
    city_District_guildhall.prp
    city_District_harbor.prp
    city_District_KahloPub.prp
    city_District_library.prp
    city_District_LibraryInterior.prp
    city_District_MuseumInteriorPage.prp
    city_District_palace.prp

Making the changes

I have posted a short tutorial here explaining how to apply the changes to your Uru (not MOUL) installation. This will make it easy for you to apply the recipe.

Here's the recipe for the changes. It takes around 8 minutes to apply. The .uof files are in the attached .zip file (see the attachment at the end of this post).

Code: Select all
Delete city/canyon/Generic Physical/CanyonProxyTerrain
Import city/canyon/ph_CanyonProxyTerrain.uof

Delete city/courtyard/Generic Physical/CourtyardCollisionArena
Delete city/courtyard/Generic Physical/CityBlocker15Collision
Delete city/courtyard/Generic Physical/TentCollide
Import city/courtyard/ph_CourtyardCollisionArena.uof

Delete city/ferry/Generic Physical/CollisionNoCamDock
Delete city/ferry/Generic Physical/CAveEndProxy
Delete city/ferry/Generic Physical/FerryCollisionArena01
Import city/ferry/ph_FerryCollisionArena01.uof
Import city/ferry/ph_NewFloor2.uof
Import city/ferry/si_NewFloor2.uof
Import city/ferry/so_NewFloor2.uof
Add "NewFloor2" to city/ferry/Scene Node/city_District_ferry

Delete city/greatstair/Generic Physical/DakotahRoofProxy
Import city/greatstair/ph_DakotahRoofProxy.uof
Import city/greatstair/ph_NewFloor1.uof
Import city/greatstair/si_NewFloor1.uof
Import city/greatstair/so_NewFloor1.uof
Add "NewFloor1" to city/greatstair/Scene Node/city_District_greatstair

Delete city/KahloPub/Generic Physical/kpBackDoor
Delete city/KahloPub/Generic Physical/KpWallsCollision
Import city/KahloPub/ph_KpWallsCollision.uof

Delete city/Library/Generic Physical/LibraryTentCollision
Delete city/Library/Generic Physical/Library2ndFLextCollider
Import city/library/ph_Library2ndFLextCollider.uof

Delete city/LibraryInterior/Generic Physical/Curtain01
Delete city/LibraryInterior/Generic Physical/Curtain02
Delete city/LibraryInterior/LibIntCollider
Delete city/LibraryInterior/LibIntBannisterCollider
Import city/LibraryInterior/ph_LibIntCollider.uof
Import city/LibraryInterior/ph_LibIntBannisterCollider.uof

Delete city/MuseumInteriorPage/Generic Physical/invisibleBarricadeBlocker01
Delete city/MuseumInteriorPage/Generic Physical/invisibleBarricadeBlocker02
Delete city/MuseumInteriorPage/Generic Physical/MuseumInteriorCollision
Import city/MuseumInteriorPage/ph_MuseumInteriorCollision.uof

Delete city/palace/Generic Physical/PalaceCollisionArena
Import city/palace/ph_PalaceCollisionArena.uof
Import city/palace/ph_NewFloor3.uof
Import city/palace/si_NewFloor3.uof
Import city/palace/so_NewFloor3.uof
Add "NewFloor3" to city/palace/Scene Node/city_District_palace



This has been tested with a virgin Uru installation. In case of problems, all you have to do is copy the files above from the backup to your Uru "dat" folder. You did take a backup, right?

If you take the challenge and enjoy it, please spread the word!

Have fun!
Attachments
CityObjects.zip
This zip file contains all the object to be imported using PRPExplorer.
(88.79 KiB) Downloaded 562 times
Last edited by Chacal on Mon Sep 06, 2010 1:15 pm, edited 5 times in total.
Chacal


"The weak can never forgive. Forgiveness is an attribute of the strong."
-- Mahatma Gandhi
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Re: Opening the cavern: the challenge

Postby Nek'rahm » Thu Jan 24, 2008 4:01 pm

So wait... you added WHOLE AREAS to Ae'gura?

...Guild Halls probably not... but I dunno... I'll have to look into this sometime.

This will be REALLY fun.
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Re: Opening the cavern: the challenge

Postby Chacal » Mon Jan 28, 2008 8:55 pm

No, I didn't add new areas such as the Guild Hall. Although it might be interesting to try.
What I did is open areas that were once off-limits. You could see them (from a distance) but you couldn't actually get there.
Some of these areas are quite large, I haven't dome measurements but it could actually double the playable area.
Also some remote areas are quite difficult to get to, there's some precision jumping involved.
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Re: Opening the cavern: the challenge

Postby Chacal » Sat Feb 02, 2008 1:39 am

Added list of files to backup.

In case of problems, rolling back is easy. All you have to do is copy those files from the backup to your Uru "dat" folder.

    city.sum
    city_District_canyon.prp
    city_District_courtyard.prp
    city_District_ferry.prp
    city_District_greatstair.prp
    city_District_guildhall.prp
    city_District_harbor.prp
    city_District_KahloPub.prp
    city_District_library.prp
    city_District_LibraryInterior.prp
    city_District_MuseumInteriorPage.prp
    city_District_palace.prp

How to copy the files (it is easier to do than to explain):

    - Open Windows Explorer by right-clicking the "My Computer" icon on your desktop and selecting "Explore"
    - Browse to the folder where you copied the backup files;
    - Select "View / Details", then make the "name" column wide enough to see the entire names;
    - Scroll down and select the above files by clicking each file while keeping the Ctrl key pressed;
    - Select "Edit/copy";
    - Browse to your Uru/dat folder
    - Select "Edit/Paste";
    - Windows will ask if you want to overwrite the files, just say yes.

Then your game should run alright again.
Chacal


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Re: Opening the cavern: the challenge

Postby Raider7 » Tue Aug 26, 2008 5:05 am

Chacal,
Thanks for posting this it sounds interesting to do. I will try it.
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Re: Opening the cavern: the challenge

Postby Chacal » Tue Aug 26, 2008 7:44 pm

Thanks. Don't hesitate to ask for help if needed.
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Re: Opening the cavern: the challenge

Postby Jahmen » Sat Feb 14, 2009 5:53 am

WOW! This is great new! :D I always wanted to reopen those old areas I had once found. My latest Run of UCC must be incomplete some how. I am still trying to remember how and to find those those places I had once found.
I remebered some areas in the City I had played, yet I haven't been able to find again. The Age Story I wrote could perhaps make use of these areas or new areas. To create or add more features to the city would be the best though. 8-)
Places I know of and found below.
Show Spoiler


Show Spoiler
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Re: Opening the cavern: the challenge

Postby GregW11 » Tue Jun 30, 2009 1:02 pm

*bump*
If you have the Offline KI installed does this mess up the Linking books added with it?
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Re: Opening the cavern: the challenge

Postby Chacal » Tue Jun 30, 2009 4:18 pm

If by "this" you mean the changes to the City described in section "Making the changes" above, then no.
Those changes only affect colliders in the City prp files.
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Re: Opening the cavern: the challenge

Postby DanG » Sat Sep 19, 2009 1:30 pm

Can I just import, without deleting any colliders, or would that break things?
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