best bet is to figure it out urself dude no offenceNot enough details to tell where the problem is but this looks to be a different problem from just libs unmatched with maps.
Reminds me of one map that had left half corrupted with right half being completely OK. It was a temple map and that corrupted half used the same lib tiles that the right half used - typical for caves, temple maps since they use the same walls and everything over the whole map, even multiple map floors. Nothing was wrong with the library in question and it must have been the map file itself that somehow was corrupted.
I think I have showed this map here some time in the past. The division between the two halves is along a nice clean vertical line cut when you examine the map at full size.
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This is full size detail of the division.
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I don't remember if I checked at the time if these outdoor tiles with trees were from some other library, maybe the same library had those outdoor areas in it...
I took it as a challenge and rebuilt that left half as a sort of exercise when I worked on the map editor code. It was an opportunity for a real test of the editor, to see what improvements are needed when you really build maps. This was a simple job, or at least it looked like being one at first
Bunch of map editor improvements came from this job, including the slanting grid overlay that was needed for wall alignment across passageway
I can't see what the problem might have been with the map except the corruption of the map file itself. All I did was delete the corrupted mess and extend - keep extending walls into that previously corrupted area.
If the whole map was corrupted in this fashion, I would suspect some 'protection' was in place that scrambled the map in unauthorized use but that didn't seem to be the case here, or was it?
an assortment of tiles flashing mindlessly on the left hand side
That depends on the person, personally I find it satisfying to do it and have a complete map, free of this, dead spots sorted, back spots done everywhere so you can set a map to be able to random teleport safely, lights added to all the flames, but I have an ocd tendency….leaving the glitchy tiles to the left would bug meThat doesn't show or have any effect in game. It is some glitch not easy to fix or even not reasonably fixable and so not worthwhile to spend time on it. I remember when I was quite new to editing maps that I patiently deleted those animated margin tiles on one map only to have them return next time the map was opened in the map editor.
I believe it can be fixed by copying the map onto a new map canvas but why bother. That glitch in the margin is likely a heritage of the original Wemade maps that were converted to Crystal format 'type 100' maps (only those classic maps from the original official client suffer from it).

there was issue in code that caused this, basically the object count was too low...That depends on the person, personally I find it satisfying to do it and have a complete map, free of this, dead spots sorted, back spots done everywhere so you can set a map to be able to random teleport safely, lights added to all the flames, but I have an ocd tendency….leaving the glitchy tiles to the left would bug me
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At the moment I’m going through the new wooma temple, bdd, pt maps and re aligning walls and torch housings to make the flames align, make the experience in game so much more satisfying to have a working “dark” map with flames lighting up the corridors correctly
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Think you probably mean the light value clamp - which is fixed between 0 and 10 currently. I'm guessing some shanda maps have higher lighting / different system as they're colouredthere was issue in code that caused this, basically the object count was too low...
remove the check for >= 10 and they'll work.
cant remember where but I had this fixed a while back when extending my light colours
Yes this,Think you probably mean the light value clamp - which is fixed between 0 and 10 currently. I'm guessing some shanda maps have higher lighting / different system as they're coloured
re aligning walls and torch housings to make the flames align
Alignment is not easy to achieve. I used to fool around with placing a piece of paper on monitor display but that wasn't helping much and also didn't help that I have touch display
Some floor tiles help with alignment, like those you show here, but when the floor can't be used as a guide, most maps are a mess. It doesn't help that perspective on mir maps is very deceiving, for example if you place those platforms visually right, a test in game reveals they are offset from the intended centerline of the passageway leading up to it. Same goes for placing light posts in square formation.
I always found it kind of annoying when say a town gate doesn't align with the street center or with a bridge etc.

where can i download the client
is there a link to the default client
