Hard Light Productions Forums

General FreeSpace => Multiplayer => Topic started by: 0rph3u5 on February 12, 2011, 03:55:39 pm

Title: Checklist for modded MP mission
Post by: 0rph3u5 on February 12, 2011, 03:55:39 pm
For a super-secret-reason I need to be sure I'm not missing somthing before I can upload a multi-mission using the SoI-mod files....

- own mod-folder with mod.ini CHECK
- all required maps/models/sounds CHECK
- required additional tbls (species-defs, sound, briefing-icons) CHECK
- required tbms (-shp & -wep) CHECK
- Mission CHECK

Am I missing something?
Title: Re: Checklist for modded MP mission
Post by: bigchunk1 on February 12, 2011, 06:31:27 pm
It's surprisingly simple.

As long as you and all other players in your game have 'the mod in question' loaded onto their computer and the host selects a coop, TvT, or dogfight enabled mission made for that mod. That's all you need to play.

In oversimplified terms
Singleplayer mod + Multiplayer mission(s) = Multiplayer mod

If you have any scripts or LUAs in your mod you might want to test it in multiplayer by yourself just to make sure they don't break the game.
Title: Re: Checklist for modded MP mission
Post by: FUBAR-BDHR on February 12, 2011, 06:34:55 pm
Run debug and fix any errors/warning in the mod.
Title: Re: Checklist for modded MP mission
Post by: 0rph3u5 on February 13, 2011, 03:20:07 am
Run debug and fix any errors/warning in the mod.

done,
nothing critical just two complains about effects and one about the icons tbl being too long....

If you have any scripts or LUAs in your mod you might want to test it in multiplayer by yourself just to make sure they don't break the game.

Got none (I know I'm boring)

---

well then I'll wrap it up in a nice clean VP - release will be on Monday ;)
Title: Re: Checklist for modded MP mission
Post by: FUBAR-BDHR on February 13, 2011, 03:59:44 am
Those warnings will crash standalone servers so they need fixed.
Title: Re: Checklist for modded MP mission
Post by: 0rph3u5 on February 13, 2011, 04:13:01 am
This one is not coming from my mod (not even from the cut down version I seperated for early release!) - or at least I don't see where it originates in my mod-files

Quote
Weapon explosion 'Kayer_Impact' does not have an LOD0 anim!
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_12d_INF.exe! SCP_DumpStack + 354 bytes
fs2_open_3_6_12d_INF.exe! Warning + 430 bytes
fs2_open_3_6_12d_INF.exe! weapon_explosions::Load + 296 bytes
fs2_open_3_6_12d_INF.exe! parse_weapon + 7848 bytes
fs2_open_3_6_12d_INF.exe! parse_weaponstbl + 172 bytes
fs2_open_3_6_12d_INF.exe! parse_modular_table + 267 bytes
fs2_open_3_6_12d_INF.exe! weapon_init + 101 bytes
fs2_open_3_6_12d_INF.exe! game_init + 1900 bytes
fs2_open_3_6_12d_INF.exe! game_main + 519 bytes
fs2_open_3_6_12d_INF.exe! WinMain + 330 bytes
fs2_open_3_6_12d_INF.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_6_12d_INF.exe! WinMainCRTStartup + 15 bytes
kernel32.dll! BaseThreadInitThunk + 14 bytes
ntdll.dll! RtlCreateUserProcess + 140 bytes
ntdll.dll! RtlCreateProcessParameters + 78 bytes
Title: Re: Checklist for modded MP mission
Post by: Zacam on February 13, 2011, 04:18:02 am

Somebody typo'd something somewhere. The actual effect should be "Kayser_Impact"
Title: Re: Checklist for modded MP mission
Post by: 0rph3u5 on February 13, 2011, 04:21:12 am

Somebody typo'd something somewhere. The actual effect should be "Kayser_Impact"


note to self: more copy and paste, less typing when making weapons for an alien species

and fixed...

If I could only get that icons.tbl to work proberly...
Title: Re: Checklist for modded MP mission
Post by: Zacam on February 13, 2011, 04:37:57 am

If "getting icons-tbl to work properly" you mean "being able to have more entries" you're going to have to wait for a code change to take place that allows for it to be dynamically manipulated by a TBM. There is a limit to the number of entries you can have, and that number is divided by 3 to carry Terran, Vasudan and Shivan classifications for each type. (The Types would also have to become dynamically expandable). The dynamic expansion would also still have to retain the ability to properly parse the existing retail entries as well, so that isn't going to be a lot of fun for whom ever does it.

If you mean you've altered entries to use your own icons, why not just rename yours to match the already provided names in the appropriate classification at which point they become simple drop in replacements?
Title: Re: Checklist for modded MP mission
Post by: 0rph3u5 on February 13, 2011, 04:44:14 am
If "getting icons-tbl to work properly" you mean "being able to have more entries"

I want to get rid of that:

Quote
Too many icons in icons.tbl; only the first 140 will be used
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_12d_INF.exe! SCP_DumpStack + 354 bytes
fs2_open_3_6_12d_INF.exe! Warning + 430 bytes
fs2_open_3_6_12d_INF.exe! brief_parse_icon_tbl + 657 bytes
fs2_open_3_6_12d_INF.exe! game_init + 1787 bytes
fs2_open_3_6_12d_INF.exe! game_main + 519 bytes
fs2_open_3_6_12d_INF.exe! WinMain + 330 bytes
fs2_open_3_6_12d_INF.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_6_12d_INF.exe! WinMainCRTStartup + 15 bytes
kernel32.dll! BaseThreadInitThunk + 14 bytes
ntdll.dll! RtlCreateUserProcess + 140 bytes
ntdll.dll! RtlCreateProcessParameters + 78 bytes

To accomidate a 4th species I had to expand the icons.tbl a little bit... otherwise I get this:

Quote
The following species are missing icon info in icons.tbl:
Axxxxxxx

kernel32.dll! WaitForSingleObjectEx + 171 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_12d_INF.exe! SCP_DumpStack + 354 bytes
fs2_open_3_6_12d_INF.exe! Error + 229 bytes
fs2_open_3_6_12d_INF.exe! brief_parse_icon_tbl + 1388 bytes
fs2_open_3_6_12d_INF.exe! game_init + 1787 bytes
fs2_open_3_6_12d_INF.exe! game_main + 519 bytes
fs2_open_3_6_12d_INF.exe! WinMain + 330 bytes
fs2_open_3_6_12d_INF.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_6_12d_INF.exe! WinMainCRTStartup + 15 bytes
kernel32.dll! BaseThreadInitThunk + 14 bytes
ntdll.dll! RtlCreateUserProcess + 140 bytes
ntdll.dll! RtlCreateProcessParameters + 78 bytes
Title: Re: Checklist for modded MP mission
Post by: Zacam on February 13, 2011, 05:30:35 am

140/3 = 46 usable icons per species.

If you are trying to add a fourth species on top of the FS2 ones (without removing any) then that cannot currently be done.

Yet.
Title: Re: Checklist for modded MP mission
Post by: 0rph3u5 on February 13, 2011, 05:33:29 am
then I'll have to make them shivan in the -shp.tbm for a work-around....