Lossing page format when uploading to server

Interesting problem - flash site works fine locally, wether I
play the swf file or open the html page that calls the swf file
into the browser. Upload the site and all associated files, loose
the page format on all pages, headings are lost and files will not
load. The site uses as2 code and I have been publishing as that
from cs3. Not sure how to correct this problem, any ideas would be
helpful.

Rob,
Thanks for reviewing my site. I had intended to post a
comment last night but forgot due to the caos at home. I found the
problem with the pics and loading. I had a typo in the xml file,
the file extensions were capitalized, which ment the as was not
finding the pic files. Lesson learned! It took me forever to find
this!

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    var gdir:Number= 0;                                //goto direction
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    var ctear:Boolean= false;                        //actual page status
    var tear:Boolean= false;
    var teard:Number= 0;
    var tlimit:Number= 80;
    var removedPages:Array= new Array();            //list of removed pages!
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    sx = sy = 0;                                    //startpoint when flipping
    var x:Number= 0;                                //mouse x,y
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    var ax:Number= 0;                                //auto x,y
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    var aamp:Number= 0;
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    function reset()
        pages.p4.page._x = -pw;
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        pages.p1.page._x = -pw;
        pages.p1._x = 0;
        pages.flip.p2.page._x = -pw;
        pages.flip.p2._x = pw;
        pages.flip.p3.page._x = -pw;
        pages.flip.p3._x = 0;
        pages.p0.page._x = -pw;
        pages.p0._x = 0;
        pages.p5.page._x = -pw;
        pages.p5._x = pw;
        pages.pLL.page._x = -pw;
        pages.pLL._x = 0;
        pages.pLR.page._x = -pw;
        pages.pLR._x = pw;
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        pages.p1.page.pf.ph.mask._height= pages.flip.p2.page.pf.ph.mask._height= pages.flip.p3.page.pf.ph.mask._height= pages.p4.page.pf.ph.mask._height= ph;
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        pages.p0.page.pf.ph.mask._height= pages.p5.page.pf.ph.mask._height= ph;
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        pages.flip.p3mask._height = pages.pgmask._height = ph;
        pages.center._height = ph+2*lcaddy;
        pages.flip.fmask.page.pf._width = pw;
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        pages.flip.fmask.page.pf._height = ph;
        pages.mask._width = pages.mask._height = pages.pgrad._height = pages.flip.p3shadow._height = pages.flip.flipgrad._height = 2*Math.sqrt(ph*ph+pw*pw);
        pageNumber = new Array();
        for(i=0;i<=(maxpage+1);i++) pageNumber[i] = i;
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        if(flip && !aflip)
            flipOK = false;   
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            if(sx>0 && pages._xmouse<0) flipOK = true;
            flipOff = true;
            flip = false;
        else if((flipOff || aflip || !canflip) && !preflip)
        else if(!preflip)
            var oox = ox;
            var ooy = oy;
            var osx = sx;
            var osy = sy;
            hit = hittest();                    //hittest
            if(hit)
                startsnd(1);                    //Sound
                flip = true;
                flipOff = false;
                tear = false;                    //not tearing yet
                ox = sx = hit*pw;
                pages.flip.setMask(pages.mask);
                mpx = pages._xmouse, mpy = pages._ymouse;
                oef();
                //_quality = "MEDIUM";            //it is the place to degrade image quality while turning pages if the performance is too low.
        else
        {                                        //if preflipping
            startsnd(1);                        //Sound
            flip = true;
            flipOff = false;
            tear = false;                        //not tearing yet
            aflip = preflip = false;
            mpx = pages._xmouse, mpy = pages._ymouse;
            oef();
    mousecontroll.onMouseUp = function()
        if(flip && !tear)
            if((Math.abs(pages._xmouse)>(pw-afa) && Math.abs(pages._ymouse)>(ph/2-afa) && Math.abs(pages._xmouse-mpx)<afa) || preflip)
                flip = false;
                preflip = false;
                autoflip();
                startsnd(2);                    //sound
            else if(!preflip)
                preflip = false;
                flipOK = false;   
                if(sx<0 && pages._xmouse>0) flipOK = true;
                if(sx>0 && pages._xmouse<0) flipOK = true;
                flipOff = true;
                flip = false;
                if(flipOK) startsnd(2);            //sound
    function hittest()
    {                                            //hittest at mouse clicks, if click is over the book -> determining turning direction
        var x=pages._xmouse;
        var y=pages._ymouse;
        var pmh = ph/2;
        if(y<=pmh && y>=-pmh && x<=pw && x>=-pw)
            var r = Math.sqrt(x*x+y*y);
            var a = Math.asin(y/r);
            var y = Math.tan(a)*pw;
            if(y>0 && y>ph/2) y = ph/2;
            if(y<0 && y<-ph/2) y = - ph/2;
            oy = sy = y;
            r0 = Math.sqrt((sy+ph/2)*(sy+ph/2)+pw*pw);
            r1 = Math.sqrt((ph/2-sy)*(ph/2-sy)+pw*pw);
            pageN = eval("pages.flip.p2.page");
            pageO = eval("pages.flip.p3");
            offs = -pw;
            pages.flip.fmask._x = pw;
            if(x<-(pw-clickarea) && page>0)
            {                                    //>-----> flip backward
                pages.flip.p3._x = 0;
                hflip = checkCover(page,-1);
                setPages(page-2,page-1,page,page+1);
                ctear = pageCanTear[page];
                return -1;
            if(x>(pw-clickarea) && page<maxpage)
            {                                    //<-----< flip forward
                pages.flip.p3._x = pw;
                hflip = checkCover(page,1);
                setPages(page,page+2,page+1,page+3);
                ctear = pageCanTear[page+1];
                return 1;
        } else return 0;                        //wrong click
    function checkCover(p,dir)
        if(hcover)
            if(dir>0)
                if(p==(maxpage-2) || p==0)         return true;
            else
                if(p==maxpage || p==2)            return true;
        return false;   
    function corner()
        var x = Math.abs(pages._xmouse);
        var y = Math.abs(pages._ymouse);
        if(x>(pw-afa) && x<pw && y>(ph/2-afa) && y<(ph/2))
            return true;
        return false;
    function oef()
        _global.mcnt++;                            //main counter incrase (need for some page effect);
        if(!flip && corner())                     //corner mouseover
            preflip = true;
            if(!autoflip())         preflip = false;
        if(preflip && !corner())
            preflip = false;
            flip = false;
            flipOK = false;
            flipOff = true;
        getm();
        if(aflip && !preflip)
            y = (ay += (sy-ay)/(gflip? gs: ps ));
            acnt += aadd;
            ax -= aadd;
            if(Math.abs(acnt)>pw)
                flipOK = true;
                flipOff = true;
                flip = false;
                aflip = false;
        if(flip)                                 //page turning is in progress
            if(tear) {
                x = tox;
                y = (toy += teard);
                teard *= 1.2;
                if(Math.abs(teard)>1200) {
                    flipOff = true;
                    flip = false;
            } else {
                x = (ox += (x-ox)/(gflip? gs: ps ));
                y = (oy += (y-oy)/(gflip? gs: ps ));
            calc(x,y);                            //positioning pages and shadows
        if(flipOff)
        {                                        //terminating page turning effect... (comlplete turning... dropped on the other side)
            if(flipOK || tear)
                x = (ox += (-sx-ox)/(gflip? gs: es ));
                y = (oy += (sy-oy)/(gflip? gs: es ));
                calc(x,y);
                if(x/-sx > 0.99 || tear)        //we are done with turning, so stop all turning issue
                    flip = false;
                    flipOK = flipOff = false;
                    pages.pgrad._visible = pages.flip._visible = false;
                    //_quality = "BEST";        //if quality is decrased during turning effect, you must reset its default value
                    if(tear)                    //if tear: remove page
                        removePage((sx<0)? page: page+1);
                        page += (sx<0)? -2: 0;
                    else
                        page += (sx<0)? -2: 2;    //and tourning pages at pagenumber level...
                    if(gskip)         page = gtarget;
                    setPages(page,0,0,page+1);
                    tear = false;
                    if(gpage>0 && !gskip)         //gotoflip active -> is there another flipping left?
                        gpage--;
                        autoflip();
                        startsnd(0);            //sound
                    else gflip = gskip = false;
            else                                 //terminating page turning effect... (incomlplete turning... dropped on the dragged side)
                x = (ox += (sx-ox)/3);
                y = (oy += (sy-oy)/3);
                calc(x,y);
                if(x/sx > 0.99)                    //we are done with turning, so stop all turning issue
                    flip = false;
                    flipOff = false;
                    aflip = false;
                    pages.pgrad._visible = pages.flip._visible = false;
                    //_quality = "HIGH";         //if quality is decrased during turning effect, you must reset its default value
                    setPages(page,0,0,page+1);    //no change at pagenumbers
    function calc(x,y)                            //positioning pages and shadows by x,y reference points
        if(hflip)
        {                                        //hardflip
            var xp = (sx<0)? -x: x;
            if(xp>0)
                sp2._visible = false;
                sp3._visible = true;
                scalc(sp3,x);
            else
                sp3._visible = false;
                sp2._visible = true;
                scalc(sp2,x);
            pages.flip.setMask(null);
            pages.flip._visible = true;
            pages.flip.fgrad._visible = false;
            pages.flip.p2._visible = pages.flip.p3._visible = false;
            return;
        } else pages.flip.fgrad._visible = true;
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        rr0 = Math.sqrt((y+ph/2)*(y+ph/2)+x*x);
        rr1 = Math.sqrt((ph/2-y)*(ph/2-y)+x*x);
        if((rr0>r0 || rr1>r1) && !tear)
        {                                        // we can tear off pages now
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            if(y<sy)
                var a = Math.asin((ph/2-y)/rr1);
                y = (ph/2-Math.sin(a)*r1);
                x = (x<0)? -Math.cos(a)*r1: Math.cos(a)*r1;
                if(y>sy)
                    if((sx*x)>0) y = sy, x = sx;
                    else y = sy, x = -sx;
                if((rr1-r1)>tlimit && ctear)
                    teard = -5;
                    tear = true;
                    tox = ox = x;
                    toy = oy = y;
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                    toy = oy = y;
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        var vy = y-sy;
        var a1 = vy/vx;
        var a2 = -vy/vx;
        cx = sx+(vx/2);
        cy = sy+(vy/2);
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        //calculating rotation of the page, and the masks
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