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Bouncing when running into bushes and rocks

 
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Author Message
Repsak



Joined: 05 Feb 2006
Posts: 91
Location: Denmark

PostPosted: Tue Aug 01, 2006 4:40 am    Post subject: Bouncing when running into bushes and rocks Reply with quote

POL96.1
Server and Client(s) are running AoS, both patched to 5.0.2g

If you take a run in the forest, and run into a rock or those small annoying bushes, you use to stop right away(with pol95, patch 4.0.4b), but with 5.0.2g you bounce.
I think what happens is that the client thinks if can go to the tile where the rock is located, but the server will not permit it, resulting in a “bounce” effect.
I believe I have experienced this before, a year or 2 ago, but I can’t remember why or what to do to fix it.
My first guess was that the client and server mul files where not the same, but that is not the case. I have tested this with a server and client running on the installations patched with a few hours.

Can anyone tell me how to fix this?

Author Message
Xandros



Joined: 17 Feb 2006
Posts: 76

PostPosted: Tue Aug 01, 2006 5:16 am    Post subject: Reply with quote

The server doesn't use the mul files for walk checks, only the data
extracted from the mul files by uoconvert.
You should run uoconvert again, at least for the tiles.cfg and for the
map data.
What you describe sounds as if those are currently based on mul files
from an older client.

Xandros

Author Message
Repsak



Joined: 05 Feb 2006
Posts: 91
Location: Denmark

PostPosted: Tue Aug 01, 2006 5:29 am    Post subject: Reply with quote

Could be true.

How do uoconvert find the mul files? I it is from the 'UoDataFileRoot=C:\games\Ultima Online 2D' in pol.cfg or what?

Author Message
Xandros



Joined: 17 Feb 2006
Posts: 76

PostPosted: Tue Aug 01, 2006 5:35 am    Post subject: Reply with quote

Yes, it depends on your setting in pol.cfg.

Xandros

Author Message
CWO



Joined: 04 Feb 2006
Posts: 685
Location: Chicago, IL USA

PostPosted: Tue Aug 01, 2006 10:34 am    Post subject: Reply with quote

This is a conflict with tiledata.mul specifically. The newer tiledatas let you run through some small rocks and brambles. You're bouncing probably because the client has a newer tiledata than the server converted. So the client is saying yes you can walk there but the server says no you cant.

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