Mod working on LAN Server but not on FDS? [message #399901] |
Wed, 26 August 2009 13:50 |
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rrutk
Messages: 617 Registered: June 2007
Karma: 0
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Colonel |
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We set up a FDS for the Virtual Westwood Museum Mod.
Unfort. some problems occured.
If I set up the mod through my computer as LAN-Game, all works fine.
If we set it up as FDS, strange things happened.
E.g. parts of the new purchase logic dont work ("Item presently not in stock").
A included scripting zone for character change dont work. Instead of that a strange blue bow of light appeared (like in Glacier_Flying). If I enter the area of the scriptzone, connection to server is lost.
Have no idea. Must be something with serverside scripts...
[Updated on: Wed, 26 August 2009 13:57] Report message to a moderator
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Re: Mod working on LAN Server but not on FDS? [message #399904 is a reply to message #399901] |
Wed, 26 August 2009 13:54 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
Karma: 0
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General (3 Stars) |
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A LAN game (unless on a dedicated server) uses your client scripts.dll, your own game client scripts file.
The FDS probably uses a different scripts.dll file to your client. If your client scripts.dll works fine then you need to install that version on the FDS (probably 3.4.4 maybe?).
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Re: Mod working on LAN Server but not on FDS? [message #400015 is a reply to message #399901] |
Thu, 27 August 2009 00:21 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
Karma: 0
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General (3 Stars) |
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Have you attached scripts to presets in level edit? Or made any changes in level edit? I am beginning to suspect you have your client objects.ddb file set-up for the mod (works in LAN), but not the server...
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Re: Mod working on LAN Server but not on FDS? [message #400021 is a reply to message #400015] |
Thu, 27 August 2009 01:09 |
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rrutk
Messages: 617 Registered: June 2007
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Colonel |
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reborn wrote on Thu, 27 August 2009 02:21 | Have you attached scripts to presets in level edit? Or made any changes in level edit? I am beginning to suspect you have your client objects.ddb file set-up for the mod (works in LAN), but not the server...
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yes, there are a lot of scripts attached to presets in leveledit.
and made hundreds of changes in LE.
so i guess, you are right with the problem...
how to setup the objects.dbb for serverside?
would PM you something, but my PM privileges seems to be removed.
[Updated on: Thu, 27 August 2009 01:14] Report message to a moderator
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Re: Mod working on LAN Server but not on FDS? [message #400022 is a reply to message #399901] |
Thu, 27 August 2009 01:15 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
Karma: 0
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General (3 Stars) |
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Open up your level edit's mod package directory, there is a folder in there called presets (I think it's called presets, my memory is terrible in the morning!). There should be a file called objects.ddb in there. If you have simply set-up a normal renegade FDS then you'll need to copy and paste that file into your servers data directory. If however you're running SSAOW, you'll need to rename it to objects.aow, and if the server is running SSGM 2.00 or 2.01 it has to be called objects.gm (may need you to define it in the ssg,ini file too). For SSGM 2.02 you have to make the file extension entry yourself in the ssgm.ini file.
I actually prefer thing publically anyway, rather than PM. Someone else in the future might read this thread and it helps them too.
[Updated on: Thu, 27 August 2009 01:16] Report message to a moderator
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Re: Mod working on LAN Server but not on FDS? [message #400083 is a reply to message #399901] |
Thu, 27 August 2009 10:36 |
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rrutk
Messages: 617 Registered: June 2007
Karma: 0
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Colonel |
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No, it wasnt the objects.ddb!!!
It was some of the additional server stuff, like BRenBot, BIATCH, SSGM or something.
BIATCH says: "xxx tried to buy a secret unit" while i got "item not in stock" and this made me focus on that.
I had all this stuff installed on my computer's FDS too and got the same problems.
E.g.
- cant puchase some items (found out those i inserted into the secret verhicles list)
- script zone for character change to visceroid didnt work
- second map didnt work at all, because players starts within a script zone
Now I made a plain installation, only FDS + Scripts 3.4.4 + MyMod (no objects.dbb) and it works now!!!
Ok, but now...how to get the FDS AND THE BOT running without bugs??? Is it only biatch???
[Updated on: Thu, 27 August 2009 10:52] Report message to a moderator
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Re: Mod working on LAN Server but not on FDS? [message #400118 is a reply to message #399901] |
Thu, 27 August 2009 13:45 |
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Omar007
Messages: 1711 Registered: December 2007 Location: Amsterdam
Karma: 0
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General (1 Star) |
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In the root folder of your FDS (..\Server\) you'll see a folder called 'cfg'. Go in it and go to the folder 'biatch'. Edit the first option in main.ini and change it to 'no'.
[General]
; Block secret (extra) characters and vehicles from being purchased and send a
; message to the console.
BlockSecretPurchases=no
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NOT NECESARRY IF YOU DONT USE THE STANDARD EXTRA CHARACTERS
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Also if you have SSGM installed click on ssgm.ini in your FDS root and find (near bottom) and remove 'extras' from the 'DisableList=Extras'. Or put a ; in front ^^
; Disable List - Here, you can set up any amount of lists of vehicles/characters/weapons that should be disabled.
; Any vehicles and characters listed here will be removed from the PT and will not appear in the Random Character and
; Vehicle Crates.
; Any weapons listed here will not show up as spawn weapons or in the Random Weapon Crate. Players will still spawn with
; that weapon, however. You must put both the weapon preset and weapon powerup preset in the list to disable it properly.
;
; The DisabledList= key should be defined either in the General or map specific section above, and the value should be set
; to the name of the list you define below. For example:
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[C&C_Field.mix]
DisableList=
;
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; List Extras defined below is a test list. This list disables the extra vehicles/characters.
;
; Note: The sequence in the key values must go in order. When the next sequence is not found, the list will halt.
;
[Extras]
01=CnC_GDI_Mutant_0_Mutant
02=CnC_Nod_Mutant_0_Mutant
03=CnC_GDI_Mutant_1Off_Acolyte
04=CnC_Nod_Mutant_1Off_Acolyte
05=CnC_GDI_Mutant_2SF_Templar
06=CnC_Nod_Mutant_2SF_Templar
07=CnC_Civilian_Pickup01_Secret
08=CnC_Civilian_Sedan01_Secret
09=Nod_Chameleon
[Updated on: Thu, 27 August 2009 13:49] Report message to a moderator
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Re: Mod working on LAN Server but not on FDS? [message #400130 is a reply to message #399901] |
Thu, 27 August 2009 14:57 |
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rrutk
Messages: 617 Registered: June 2007
Karma: 0
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Colonel |
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ok, the extras are working now, thx.
but there is still a problem with 2 scriptzones, which work fine on a plain FDS+scripts3.4.4, but not with SSGM/Bot installed.
- one zone is changing the character of the person who enters it into visceroid. with ssgm/bot nothing happens but connection to server will be lost....?!?!?
- another zone is a zone where the players starts in after the map loaded. it triggers something. works fine on plain FDS, make the map chrashing with SSGM/Bot.
[Updated on: Thu, 27 August 2009 14:57] Report message to a moderator
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Re: Mod working on LAN Server but not on FDS? [message #400228 is a reply to message #400130] |
Thu, 27 August 2009 23:37 |
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rrutk
Messages: 617 Registered: June 2007
Karma: 0
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Colonel |
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The logical question is: what part of serverside software (not FDS) could make a scriptzone not working but crashing the game on entry of the zone???
Zone 1:
- should trigger character purchase (visceroid) on entry. works fine with plain FDS.
- with additional serverside software it doesnt work, but player will losse connection to the game
Zone 2:
- first entry will trigger some events (real mapstart, an explosion and more...)
- works fine with plain FDS
- with additional serverside software it doesnt work, but causes gameplay pending
BIATCH is now DEACTIVATED!
[Updated on: Thu, 27 August 2009 23:40] Report message to a moderator
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Re: Mod working on LAN Server but not on FDS? [message #400359 is a reply to message #399901] |
Fri, 28 August 2009 07:21 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
Karma: 0
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General (3 Stars) |
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Well, if scripts are crashing your server from SSGM, then you need to debug those scripts. Best solution I can think of is to attach the server.dat to the debugger in visual studio (with the SSGM source code open), wait for the crash, and see what info you can get from that...
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