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 Post subject: Map Issues on a Shard
PostPosted: Fri Oct 22, 2004 4:52 pm 
I've created a map useing Dragon9+ and WorldForge. Everything works perfectly fine on my own private shard, which is a beta version of RunUO. But when I transfered the map0.mul, static0.mul and stadix0.mul to the shard host problems suddenly arrise. He starts having "boncing" (that rubberband effect) and when you [props anything other then map tiles, like a tree, a gump dosent come up, its like the tree isent there but we can see it. He removed all the diff*.mul's and that effectivly go rid of the OSI left overs but left the bouning. I first thought the files might be currupted but a friend of mine (who has the same RunUO version as the host) got the files from the shard host and they work perfectly fine on his own private shard, no boncing or anything. Can anyone help us out?


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 Post subject:
PostPosted: Fri Oct 22, 2004 5:34 pm 
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Bouncing is a result of the client saying something is ?walkable? when the server says its not. This can be a certain angle you walk past an object (rare in modern emulators), a change in altitude the client thinks is OK but the server says is not (again, rare in modern emulators), or most commonly, an object that the client says is OK to walk over, but the server says is not.

Most servers are released with the initial ?walkability? of each tile set, which is fine, but then EA releases a newer client that says otherwise. Then every tile EA now says is OK to walk on that wasn?t prior to the update will create a bouncing effect on player-ran servers that don?t also update their ?walkability? list.

Long story short, either use an older client or update the host server.

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PostPosted: Sat Oct 23, 2004 4:56 pm 
Nev wrote:
I've created a map useing Dragon9+ and WorldForge. Everything works perfectly fine on my own private shard, which is a beta version of RunUO. But when I transfered the map0.mul, static0.mul and stadix0.mul to the shard host problems suddenly arrise. He starts having "boncing" (that rubberband effect) and when you [props anything other then map tiles, like a tree, a gump dosent come up, its like the tree isent there but we can see it. He removed all the diff*.mul's and that effectivly go rid of the OSI left overs but left the bouning. I first thought the files might be currupted but a friend of mine (who has the same RunUO version as the host) got the files from the shard host and they work perfectly fine on his own private shard, no boncing or anything. Can anyone help us out?


Make sure you have the correct paths set to your mul files in datapath.cs.

- Grim


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 Post subject:
PostPosted: Sat Oct 23, 2004 5:04 pm 
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Joined: Thu Jul 17, 2003 8:54 am
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Also make sure the client and the server are both using the same copies of your map files.

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