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Problem with a freeze a static
http://www.ryandor.com/forum/viewtopic.php?f=19&t=3215
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Author:  Trinità [ Tue Mar 27, 2007 6:35 am ]
Post subject:  Problem with a freeze a static

Hi to all,
sorry for my bad english.
I've a problem with a make a static build on my shard.
The emu is POL97 and I use a version of the WorldForge for POL.
The procedure for make a static is:
- export the house from POL
- import the file into worlforge
- click button "GetStaticIndex"
- insert the coordinates
- click button "GetStaticBlock"
- option "type 255" active
- option "write PAT" disable
- click button "freeze"
When it creates all, update the two static files on the emu, and make to compile all.
But I see the other GM walking under the floor level of the building, and I see me ok! And the other GM see me under the floor level, too.

Can tell me what mistake? I'm going crazy!!!
Attach a screenshot with the image.
Thanks

Image

Author:  Epze [ Wed Mar 28, 2007 2:33 am ]
Post subject: 

You need to send the new made custom static files to the other GMs/Admins/players. Unless it won't work because they have different static files. The files you need to send are staidx0.mul and statics0.mul. And map0.mul if you made any modifications to it.

And if you allow me to comment about your building, it looks fine actually, but I'd myself change the floor a bit, use different planks to make it more lively. If you use DoH or InsideUO you'll find at least 4 different pieces for each floor. You can use them to randomize the floor a bit if you want to.

Author:  Trinità [ Wed Mar 28, 2007 4:28 am ]
Post subject: 

Thanks Epze,
but I've already send the three MUL file to my GM, and the problem remains!

:cry:

Author:  Trinità [ Wed Mar 28, 2007 6:52 am ]
Post subject: 

Ok problem resolved!
Using MULTOOL!

Author:  Xuri [ Wed Mar 28, 2007 1:11 pm ]
Post subject: 

So there is a bug with using the "freeze"-function in WorldForge?

Author:  Epze [ Wed Mar 28, 2007 1:48 pm ]
Post subject: 

Trinità wrote:
Thanks Epze,
but I've already send the three MUL file to my GM, and the problem remains!

:cry:

If its working for you with exactly the same .muls, it _should_ work for him if he is using the same files. I can't realy understand why it does that, but if it works with multool, it doesn't make that much big a difference I guess. :P

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