Beginning. From start the POL to modify scripts

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Yoda
New User
Posts: 23
Joined: Tue Sep 04, 2007 12:41 am

Beginning. From start the POL to modify scripts

Post by Yoda »

Hello to all the community of POL servers.


I studied engeneering. My passion is Computers and programming. Since i played uo, i started ZH in 2000. I can't play to other system. My target is to learn pol because i would like to make exercises and open a shard for my friends.

I have already studied visual basic and some of C++. The problem is about Escript that i am studying. I would like to use AoS and pol 95 to have a base ZH shard like was ZHC, ZHS, CR, ZHAd.


I have a complete Set of zulu scripts but i don't know how to set POL.cfg and the other starting files to RUn the pol and so the server. I did many try but without succed. A friend of mine said i had to put static.mul in some folder but i didnt understand where exactly. I can't see the results of a script if i don't have pol runned.

My request: can you please help me in this phase ? Which UO i have to install, which files i have to modify and so on.

And if a guy who is at the same point or lvl we should train together.
I'll be happy to help the community if requested to me.

Thank you
Xeno
New User
Posts: 23
Joined: Wed May 09, 2012 9:53 am

Re: Beginning. From start the POL to modify scripts

Post by Xeno »

Hi Yoda, welcome and nice to see around new people interested in EScript... and specially in ZH projects! :D

For your first time my hint is to check inside the full package ZuluHotel Shard ( Fantasia Shard, ZH classic project ), specially reading the read.txt file to have a fresh and simple start. You can download it here: http://forums.polserver.com/viewtopic.php?f=43&t=2607. You'll use POL099 beta, I don't recommend the 095 one ;)
Try also to start using a newer client, Mondain's Legacy could be good for your starting point, AoS is quite obsolete.
Here you can find the documentation about all *.cfg files: http://docs.polserver.com/pol099/config ... hp#pol.cfg
If you need something else we'll have the pleasure to help you.

Cheers! :)

Xeno
README

POL Server
Escript Environment
POL Core099 BETA - POL Distro099


POL is an Ultima Online® emulator that has been in development for over
12 years and supports most of the features that players have enjoyed
from Ultima Online: The Second Age® to Ultima Online: Mondain's Legacy®.
POL is the most flexible and customizable UO emulator around.


=======================================================================
How To Create Your Own Shard by Kirin 12/13/2006
Modifications for POL DIstro099 by Edwards 4/29/2011
=======================================================================

Greetings friends !

Thank you to the community who has helped me create my own Shard, now
I will hope to enlighten all those who seek to create a shard of their
own. This guide assumes you start with nothing, and know nothing.
Questions and/or comments are greatly appreciated though I don't
promise to be prompt on response.

-----------------------------------------------------------------------
Step 1: Creating the Directory and Downloading the necessary files
-----------------------------------------------------------------------

--> Create a folder somewhere easily reached: i.e.: C:\MyShard

--> Make sure to save all of the following in this folder !

--> Download the latest UO client here:
ftp://largedownloads.ea.com/pub/uo/setup-1.46.0.3.exe

--> Download the POL Distro099 project here: link

--> Download UORice here:
http://stud4.tuwien.ac.at/%7Ee9425109/UO_RICE.zip

* Do not unzip/install anything yet.

-----------------------------------------------------------------------
Step 2: Extracting/Installing files and Fleshing out the 'MyShard' Directory
-----------------------------------------------------------------------

--> Unzip the following to your 'MyShard' folder:
- POL Distro099 project
- UORice

--> Make a folder called 'Original Downloads':
Or something as equally bland and obvious. Insert all of
the .zip files into it so you have a reference in case
problems occur ( this is a sure thing my friends! ).

--> Is UO done being a stupidly large download ??:
It is! ok good, go ahead and install it to it's default
path (C:\Program Files). When this is done move the setup file
to the 'Original Downloads' folder for archival purposes.

--> Open the UORice folder and double click the executable:
You've just removed the client side encryption from UO !
awesome work. Navigate to UO directory:

C:\Program Files\EA Games\Ultima Online Mondain's Legacy

and look for two icons 'No_Crypt_Client_2d' + 'No_Crypt_Client_3d'.
if you see them then UORice has done it's job!! Lets clean up
our work space and delete the 'UORice' folder from our 'MyShard'
folder (If for some reason you need it again .. we have the
zip file stored!)

-----------------------------------------------------------------------
Step 3: Compiling, Converting and Perhaps.. Utter Confusion!
-----------------------------------------------------------------------

Ok now lets begin compiling the scripts that will maintain the various
aspects/mechanics of your shard and help setup your 'realm's!

--> Navigate to the 'scripts' folder:
In your 'MyShard/scripts' directory. You'll see a file
named 'ecompile.cfg'. Go ahead and open this in notepad. The
first five lines tell the program 'ecompile' where to look
for the various .src files to compile, it will look something
like this:

ModuleDirectory c:\MyShard\pol\scripts\modules
IncludeDirectory c:\MyShard\pol\scripts
PolScriptRoot c:\MyShard\pol\scripts
PackageRoot c:\MyShard\pol\pkg
PackageRoot c:\MyShard\pol\devpkg
GenerateListing 1
GenerateDebugInfo 1
GenerateDebugTextInfo 1
DisplayWarnings 1
CompileAspPages 1
AutoCompileByDefault 1
UpdateOnlyOnAutoCompile 1
OnlyCompileUpdatedScripts 1
DisplaySummary 1
GenerateDependencyInfo 1
DisplayUpToDateScripts 0

Note: you may want to edit this file if you rename your "MyShard"
directory.

--> Start StartHere.bat:
In your 'MyShard' folder you'll find a file called
'fast compile.bat'. Double click it in order to compile all
the .src files you just told ecompile to look for. Close this
out when it complete, you now have the barebones scripts for
getting your world started !

--> Create a new folder:
In your 'MyShard' folder called 'MUL'. Open it. In a new window
navigate to your primary UO directory and copy the following files:

map0.mul
multi.idx
multi.mul
staidx0.mul
statics0.mul
tiledata.mul
verdata.mul

--> Into your MUL folder. Run the 'starthere.bat' program again
and select 'a' RealmGen tools. A variety of options will come
up this example assumes you're creating an emulated version of
UO MOndains Legacy, and I will not cover how to do the others -
it's straightforward and I'm sure you CAN figure it out. Select
option 'e' for Britannia realm, and then select 'b' for the
Mondains Legacy extensions.

THIS PART TAKES A WHILE SO RELAX AND DONT PRESS ANYTHING!

It will pause at "Initializing files:" so wait a bit then it
will proceed to slowly slowly slowly convert the files we just
put in the MUL folder to something readable by the emulator.
Wait until this is done. After it finishes a 'primary conversion'
some things will scroll and then again it will return to the
'Converting' dialog, this is normal just wait it out again :).
When it says 'press any key to continue... do so !

--> In your 'MyShard' directory:
You'll see a file named 'pol.cfg'. Go ahead and open this in
notepad. Edit the line named 'UoDataFileRoot=D:\Ultima Online'
and change the root to your primary UO directory

UoDataFileRoot=C:\Program Files\EA Games\Ultima Online Mondain's Legacy

--> In your primary UO directory:
Open the file named 'login.cfg' with notepad.
Replace all text by 'LoginServer=127.0.0.1,2593'.


-----------------------------------------------------------------------
Step 4: THE FINALE!
-----------------------------------------------------------------------

--> Get back to your 'MyShard' folder and start pol.exe program:
Lines will scroll and it should end all dandy with a line like:

Listening for HTTP requests on port 5000

This means as it says.. it's waiting for people to login.
Minimize this window.

--> Open your main UO folder:
double click the icon produced by UORice entitled:
No_Crypt_Client_2d.exe

--> The loading screen for UO will appear and when prompted for a
user name and password enter:

Username: admin
Password: admin

Select the 'POL Server or whichever appears' and create a character,
you will load into your barebones shard! Everything is customizable with
the emulator it's just a matter of figuring it out, but hopefully this document
will allow you to get on an even and exciting ground where you can SEE results
in game.

If there are any problems or inquiries I regret to inform you that I doubt I can
help ! But if you feel the need to ask me directly then do so. The POL community
is polite and helpful but we are all busy human beings. Patience and perserverance
are all that is needed to enjoy the enormous work of this community !

Kindest Regards,
Kirin
Yoda
New User
Posts: 23
Joined: Tue Sep 04, 2007 12:41 am

Re: Beginning. From start the POL to modify scripts

Post by Yoda »

Ohh Xeno, thank you a lot, your post is compact and contains all the informations. Sorry for delay in responding.
Tomorrow i'll try to follow all the points of the list and i'll write here the answer.
Tomi
POL Developer
Posts: 478
Joined: Tue Feb 21, 2006 5:08 pm

Re: Beginning. From start the POL to modify scripts

Post by Tomi »

Nice guide for people new to Pol

A few points anyway, could be worth to mention about other map/static files that just felucca while copying to the MUL dir incase someone wants to use other maps aswell.

About UODataFileRoot just make it point to your MUL dir and everything is fine and you wont have to worry if you have to reinstall your Client or change anything in there ( its always good to keep the serverside files separate )
Yoda
New User
Posts: 23
Joined: Tue Sep 04, 2007 12:41 am

Re: Beginning. From start the POL to modify scripts

Post by Yoda »

0)I've created the folder MyShard, i downloaded
-the last client setup-1.46.0.3.exe
-POL distro *
and putted in MyShard folder all together


-fantasia files (which contains config,pkg,regions,scripts,readme.txt), copied in MyShard folder


1)--> Download the POL Distro099 project here: link *

this link it doesnt work. I've taken the POL distro here http://downloads.polserver.com/Core/Windows/099/

is this one correct ?


2) Download UORice here:
http://stud4.tuwien.ac.at/%7Ee9425109/UO_RICE.zip

this link doesnt work. I've taken this http://forums.polserver.com/viewtopic.php?f=40&t=2636

3) 'fast compile.bat

there is not in the folder. i've taken StarHere.bat from pol distro 97

4)
I've started StarHere.bat but multi.cfg is the only part the program doesn't compile. why ? it says type.... not found in uo converter.cfg assuming" house " type

Image

5)
# ListenPort: TCP/IP port to listen
# NOTE, if you change this, you probably need to edit
# servers.cfg
#
ListenPort=2593
#ListenPort=2693

#
ClientEncryptionVersion: The client encryption version
Supported values: 1.26.4 2.0.0 ignition uorice none
ClientEncryptionVersion=2.0.0


how to set here ?
Last edited by Yoda on Mon Oct 20, 2014 7:07 am, edited 3 times in total.
Yoda
New User
Posts: 23
Joined: Tue Sep 04, 2007 12:41 am

Re: Beginning. From start the POL to modify scripts

Post by Yoda »

I've found StartHere.bat in a pol distro97.

It says after running and after the points a,b,c,d, i mean for each of them and for maps too, it cannot find maps, statics etc inside

C:\Programs(x86)\EA Games\Ultima Online 2D Client

I moved the folder in C:\Programs\EA Games\Ultima Online 2D Client and it has started but i am having problems with multi.cfg, it doesn't compile that.

In MyShard\pol\ do i have to put Statics0.mul and staidx.mul ? in MUL there 7 files.
Last edited by Yoda on Mon Oct 20, 2014 6:58 am, edited 1 time in total.
Yoda
New User
Posts: 23
Joined: Tue Sep 04, 2007 12:41 am

Re: Beginning. From start the POL to modify scripts

Post by Yoda »

I tried to run the pol from StarHere.bat and it says

Image
Yoda
New User
Posts: 23
Joined: Tue Sep 04, 2007 12:41 am

Re: Beginning. From start the POL to modify scripts

Post by Yoda »

Guys ? can you help me ?

I've tried many scripts packet and pol but i always have the same problems with multi.cfg

can anyone be more specific to set all folders and files please ? I followed the general instructions but i would need something more.

thank you
Harley
Forum Regular
Posts: 360
Joined: Sat Mar 18, 2006 1:41 am

Re: Beginning. From start the POL to modify scripts

Post by Harley »

This error was because, you don't have needed multi.mul & multi.idx files in your UO package.
To solve this problem, try to find 31 line at config/boats.cfg and copy here it.
Yoda
New User
Posts: 23
Joined: Tue Sep 04, 2007 12:41 am

Re: Beginning. From start the POL to modify scripts

Post by Yoda »

multi.idx and .mul from MUL folder in pol's one you mean ? or ones from client folder ?

this is all my boat.cfg file

# $$
#
# Purpose:
# Defines the locations of all item components for each boat 'facing' graphic.
#
# Structure:
# Boat
# {
# ObjType (int boat multi graphic)
# TillerMan (int item graphic) (x offset) (y offset)
# PortGangplankExtended (int item graphic) (x offset) (y offset)
# PortGangplankRetracted (int item graphic) (x offset) (y offset)
# StarboardGangplankExtended (int item graphic) (x offset) (y offset)
# StarboardGangplankRetracted (int item graphic) (x offset) (y offset)
# Hold (int item graphic) (x offset) (y offset)
# }
#
# Explanation:
# ObjType should be >= 0x4000.
# All the x,y tile distance offsets are from the ship's mast.
# As normal on the map, positive X is east, positive Y is south.
# It doesn't matter what 'facing' of the boat this is for,
# parts of the boat that are east of the mast are defined with positive X values,
# parts south of the mast are defined with positive Y values, and vice versa.

#######################################################
### Small Boat - 0x4000 to 0x4003 ###
#######################################################

# Small Boat Facing North
Boat
{
ObjType 0x4000
TillerMan 0x3e4e 1 4
PortGangplankExtended 0x3ed5 -2 0
PortGangplankRetracted 0x3eb1 -2 0
StarboardGangplankExtended 0x3ed4 2 0
StarboardGangplankRetracted 0x3eb2 2 0
Hold 0x3eae 0 -4
}

# Small Boat Facing East
Boat
{
ObjType 0x4001
TillerMan 0x3e55 -4 0
PortGangplankExtended 0x3e89 0 -2
PortGangplankRetracted 0x3e8a 0 -2
StarboardGangplankExtended 0x3e84 0 +2
StarboardGangplankRetracted 0x3e85 0 +2
Hold 0x3e65 4 0
}

# Small Boat Facing South
Boat
{
ObjType 0x4002
TillerMan 0x3e4b 0 -4
PortGangplankExtended 0x3ed4 +2 0
PortGangplankRetracted 0x3eb2 +2 0
StarboardGangplankExtended 0x3ed5 -2 0
StarboardGangplankRetracted 0x3eb1 -2 0
Hold 0x3eb9 0 4
}

# Small Boat Facing West
Boat
{
ObjType 0x4003
TillerMan 0x3e50 +4 0
PortGangplankExtended 0x3e84 0 2
PortGangplankRetracted 0x3e85 0 2
StarboardGangplankExtended 0x3e89 0 -2
StarboardGangplankRetracted 0x3e8a 0 -2
Hold 0x3e93 -4 0
}

#######################################################
### Small Dragon Boat - 0x4004 to 0x4007 ###
#######################################################

# Small Dragon Boat Facing North
Boat
{
ObjType 0x4004
TillerMan 0x3e4e 1 4
PortGangplankExtended 0x3ed5 -2 0
PortGangplankRetracted 0x3eb1 -2 0
StarboardGangplankExtended 0x3ed4 2 0
StarboardGangplankRetracted 0x3eb2 2 0
Hold 0x3eae 0 -4
}

# Small Dragon Boat Facing East
Boat
{
ObjType 0x4005
TillerMan 0x3e55 -4 0
PortGangplankExtended 0x3e89 0 -2
PortGangplankRetracted 0x3e8a 0 -2
StarboardGangplankExtended 0x3e84 0 +2
StarboardGangplankRetracted 0x3e85 0 +2
Hold 0x3e65 4 0
}

# Small Dragon Boat Facing South
Boat
{
ObjType 0x4006
TillerMan 0x3e4b 0 -4
PortGangplankExtended 0x3ed4 +2 0
PortGangplankRetracted 0x3eb2 +2 0
StarboardGangplankExtended 0x3ed5 -2 0
StarboardGangplankRetracted 0x3eb1 -2 0
Hold 0x3eb9 0 4
}

# Small Dragon Boat Facing West
Boat
{
ObjType 0x4007
TillerMan 0x3e50 +4 0
PortGangplankExtended 0x3e84 0 2
PortGangplankRetracted 0x3e85 0 2
StarboardGangplankExtended 0x3e89 0 -2
StarboardGangplankRetracted 0x3e8a 0 -2
Hold 0x3e93 -4 0
}

#######################################################
### Medium Boat - 0x4008 to 0x400B ###
#######################################################

# Medium Boat Facing North
Boat
{
ObjType 0x4008
TillerMan 0x3e4e 1 5
PortGangplankExtended 0x3ed5 -2 0
PortGangplankRetracted 0x3eb1 -2 0
StarboardGangplankExtended 0x3ed4 2 0
StarboardGangplankRetracted 0x3eb2 2 0
Hold 0x3eae 0 -4
}

# Medium Boat Facing East
Boat
{
ObjType 0x4009
TillerMan 0x3e55 -5 0
PortGangplankExtended 0x3e89 0 -2
PortGangplankRetracted 0x3e8a 0 -2
StarboardGangplankExtended 0x3e84 0 +2
StarboardGangplankRetracted 0x3e85 0 +2
Hold 0x3e65 4 0
}

# Medium Boat Facing South
Boat
{
ObjType 0x400A
TillerMan 0x3e4b 0 -5
PortGangplankExtended 0x3ed4 +2 0
PortGangplankRetracted 0x3eb2 +2 0
StarboardGangplankExtended 0x3ed5 -2 0
StarboardGangplankRetracted 0x3eb1 -2 0
Hold 0x3eb9 0 4
}

# Medium Boat Facing West
Boat
{
ObjType 0x400B
TillerMan 0x3e50 +5 0
PortGangplankExtended 0x3e84 0 2
PortGangplankRetracted 0x3e85 0 2
StarboardGangplankExtended 0x3e89 0 -2
StarboardGangplankRetracted 0x3e8a 0 -2
Hold 0x3e93 -4 0
}

#######################################################
### Medium Dragon Boat - 0x400C to 0x400F ###
#######################################################

# Medium Dragon Boat Facing North
Boat
{
ObjType 0x400C
TillerMan 0x3e4e 1 5
PortGangplankExtended 0x3ed5 -2 0
PortGangplankRetracted 0x3eb1 -2 0
StarboardGangplankExtended 0x3ed4 2 0
StarboardGangplankRetracted 0x3eb2 2 0
Hold 0x3eae 0 -4
}

# Medium Dragon Boat Facing East
Boat
{
ObjType 0x400D
TillerMan 0x3e55 -5 0
PortGangplankExtended 0x3e89 0 -2
PortGangplankRetracted 0x3e8a 0 -2
StarboardGangplankExtended 0x3e84 0 +2
StarboardGangplankRetracted 0x3e85 0 +2
Hold 0x3e65 4 0
}

# Medium Dragon Boat Facing South
Boat
{
ObjType 0x400E
TillerMan 0x3e4b 0 -5
PortGangplankExtended 0x3ed4 +2 0
PortGangplankRetracted 0x3eb2 +2 0
StarboardGangplankExtended 0x3ed5 -2 0
StarboardGangplankRetracted 0x3eb1 -2 0
Hold 0x3eb9 0 4
}

# Medium Dragon Boat Facing West
Boat
{
ObjType 0x400F
TillerMan 0x3e50 +5 0
PortGangplankExtended 0x3e84 0 2
PortGangplankRetracted 0x3e85 0 2
StarboardGangplankExtended 0x3e89 0 -2
StarboardGangplankRetracted 0x3e8a 0 -2
Hold 0x3e93 -4 0
}

#######################################################
### Long Boat - 0x4010 to 0x4013 ###
#######################################################

# Long Boat Facing North
Boat
{
ObjType 0x4010
TillerMan 0x3e4e 1 5
PortGangplankExtended 0x3ed5 -2 -1
PortGangplankRetracted 0x3eb1 -2 -1
StarboardGangplankExtended 0x3ed4 2 -1
StarboardGangplankRetracted 0x3eb2 2 -1
Hold 0x3eae 0 -5
}

# Long Boat Facing East
Boat
{
ObjType 0x4011
TillerMan 0x3e55 -5 0
PortGangplankExtended 0x3e89 1 -2
PortGangplankRetracted 0x3e8a 1 -2
StarboardGangplankExtended 0x3e84 1 +2
StarboardGangplankRetracted 0x3e85 1 +2
Hold 0x3e65 5 0
}

# Long Boat Facing South
Boat
{
ObjType 0x4012
TillerMan 0x3e4b 0 -5
PortGangplankExtended 0x3ed4 +2 1
PortGangplankRetracted 0x3eb2 +2 1
StarboardGangplankExtended 0x3ed5 -2 1
StarboardGangplankRetracted 0x3eb1 -2 1
Hold 0x3eb9 0 5
}

# Long Boat Facing West
Boat
{
ObjType 0x4013
TillerMan 0x3e50 +5 0
PortGangplankExtended 0x3e84 -1 2
PortGangplankRetracted 0x3e85 -1 2
StarboardGangplankExtended 0x3e89 -1 -2
StarboardGangplankRetracted 0x3e8a -1 -2
Hold 0x3e93 -5 0
}

#######################################################
### Long Dragon Boat - 0x4014 to 0x4017 ###
#######################################################

# Long Dragon Boat Facing North
Boat
{
ObjType 0x4014
TillerMan 0x3e4e 1 5
PortGangplankExtended 0x3ed5 -2 -1
PortGangplankRetracted 0x3eb1 -2 -1
StarboardGangplankExtended 0x3ed4 2 -1
StarboardGangplankRetracted 0x3eb2 2 -1
Hold 0x3eae 0 -5
}

# Long Dragon Boat Facing East
Boat
{
ObjType 0x4015
TillerMan 0x3e55 -5 0
PortGangplankExtended 0x3e89 1 -2
PortGangplankRetracted 0x3e8a 1 -2
StarboardGangplankExtended 0x3e84 1 +2
StarboardGangplankRetracted 0x3e85 1 +2
Hold 0x3e65 5 0
}

# Long Dragon Boat Facing South
Boat
{
ObjType 0x4016
TillerMan 0x3e4b 0 -5
PortGangplankExtended 0x3ed4 +2 1
PortGangplankRetracted 0x3eb2 +2 1
StarboardGangplankExtended 0x3ed5 -2 1
StarboardGangplankRetracted 0x3eb1 -2 1
Hold 0x3eb9 0 5
}

# Long Dragon Boat Facing West
Boat
{
ObjType 0x4017
TillerMan 0x3e50 +5 0
PortGangplankExtended 0x3e84 -1 2
PortGangplankRetracted 0x3e85 -1 2
StarboardGangplankExtended 0x3e89 -1 -2
StarboardGangplankRetracted 0x3e8a -1 -2
Hold 0x3e93 -5 0
}
Xeno
New User
Posts: 23
Joined: Wed May 09, 2012 9:53 am

Re: Beginning. From start the POL to modify scripts

Post by Xeno »

You're using the old boat.cfg settings, you need to use a compiled POLCore ( http://downloads.polserver.com/browser. ... Distro/099 ) previous to this commit:
01-21-2012 Tomi:
Removed: Graphic from multis, no graphic entry needed for multis in itemdescs anymore, uoconvert doesnt add a graphic value to multis anymore.
Added: MultiID entry to boats.cfg instead of the ObjType.
Changed: Multi itemdescs now require MultiID to be defined for each multi.
Note: Multi objtypes still need to be > MaxTileID from pol.cfg
Example of a multi entry in itemdesc
Boat 0x10000
{
Name SmallBoatN
MultiID 0x0
}
Added: boats.cfg is now shipped with the core too with boats up to date with HSA so just remove what you dont use.
Note: Reconvert of multis.cfg with UOConvert needed
Make sure you have a itemdesc entry for every boat direction
Surely it's recommended to update the Core with last core changes ( continous development ), you can check source codes for compilation on GitHub, but an update requires a quite good working knowledge, if you are a beginner, start working with the distro base 099, now the beta version.
Yoda
New User
Posts: 23
Joined: Tue Sep 04, 2007 12:41 am

Re: Beginning. From start the POL to modify scripts

Post by Yoda »

-_- i followed the guide but they doesnt work for me. i dont know how to set them
Tomi
POL Developer
Posts: 478
Joined: Tue Feb 21, 2006 5:08 pm

Re: Beginning. From start the POL to modify scripts

Post by Tomi »

Use the boats.cfg that comes with the core

https://github.com/polserver/polserver/ ... /boats.cfg

If you are using the latest core you also need to add MultiID entry to all multis you have defined in itemdescs
Yoda
New User
Posts: 23
Joined: Tue Sep 04, 2007 12:41 am

Re: Beginning. From start the POL to modify scripts

Post by Yoda »

Tomi wrote:Use the boats.cfg that comes with the core

https://github.com/polserver/polserver/ ... /boats.cfg
Ok copy and paste ?
Tomi wrote: If you are using the latest core you also need to add MultiID entry to all multis you have defined in itemdescs
can you explain this better ? i didnt understand what to do. thank you
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