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Sending Terrain Info to Client?

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Person

Sorceror
Sending Terrain Info to Client?

Does anyone know where in the core it sends the terrain info to the client? ( Maybe possible to "turn off" rocks and brambles by changing the info the server sends to the client when a player hits one. The information to tell the character to rubberband is being sent to the client from somewhere.
 

Zippy

Razor Creator
This information all comes from the client's local map files.... The only exception to this is the server can tell the client which files to use (This is how felucca and trammel have slightly different areas despite being the same base maps). Any change like what you're talking about requires that the client's have new map files.
 

Phantom

Knight
Person said:
Does anyone know where in the core it sends the terrain info to the client? ( Maybe possible to "turn off" rocks and brambles by changing the info the server sends to the client when a player hits one. The information to tell the character to rubberband is being sent to the client from somewhere.

TileData.mul handles the attributes for every static item.

All Items are statics, in a sense, you only have an Item object when create a class for it.
 

psz

Administrator
Note: If the server and the client are running different maps (IE: Server running SE, Client running ML), you WILL come across some spots that will be inaccessable to one or the other (due to the map difference)


Good example is the "Giant Yew Tree Dungeon" entrance on ML.

THe CLIENT will allow access across the small stream to get to the entrance... But if the SERVER isn't running ML, you will rubberband.
 

Phantom

Knight
This is why most likely the next release will require the new patch ( thank god ) no more telling people lies to get them to use the current patch :p
 
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