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 Post subject: A problem and a question
PostPosted: Wed Jun 09, 2004 7:10 pm 
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Hey, I made a map for my friend's server and we're building for it. However, we've run into a problem (oh and we're using POL btw). The map was originally the UO map, and he replaced it with my new map/statics and stuff and brought the server up with it. However, now we're running to invisible objecs that prevent us from walking on tiles all over the place. I brought it up offline on my server and these invisible blockades arent there. What could be causing that?

Oh, and the question. How do I freeze the items.txt file of my server? I've heard you can do it with dragon, but I have no idea how to do that. Any help would be appreciated.
Thanks.


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 Post subject:
PostPosted: Wed Jun 09, 2004 7:37 pm 
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perhaps you have different map and statics files than the server.

i don't know what santax it has, but you could freeze it with multool or with dragonsp by copying it into the scripts/statics folder


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 Post subject:
PostPosted: Wed Jun 09, 2004 7:59 pm 
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Nope, the server has the same files as me.


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PostPosted: Wed Jun 09, 2004 9:05 pm 
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Joined: Thu Jul 17, 2003 8:54 am
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Arven wrote:
Hey, I made a map for my friend's server and we're building for it. However, we've run into a problem (oh and we're using POL btw). The map was originally the UO map, and he replaced it with my new map/statics and stuff and brought the server up with it. However, now we're running to invisible objecs that prevent us from walking on tiles all over the place. I brought it up offline on my server and these invisible blockades arent there. What could be causing that?


The only things that I know of that would cause this are:

1. The static files your server is using has items in it that aren't in the statics file your client is using. I know you said they are the same, but double check because this is most likely the problem.

2. The same thing could be happening with the static DIFF files.

3. There are invisible dynamic items on the server (i.e., items placed in game).

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