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  1. #1
    Clan Takiyama Senior Member R'as al Ghul's Avatar
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    Default Re: questions of MP construction

    Quote Originally Posted by TechnoMage of Shadows View Post
    but i have not the knowledge to remove the need for the MP11_build file,

    i want to use beta5 startpos, with MP11_unit (with extra factions removed) and with STW_10_build - anyone got/can make please?
    [..]
    I want to be able to use the STW_MP11_unit_prod file with STW_10_build_prod and beta5 startpos.
    Then we can eliminate the unit animations (and controls) entirely from the problem.
    A quick idea:
    1. the 10_build_prod is not listed in the startpos as build file.
    or
    2. the game is bitchy about the numbers, both unit and build file have to have the same number in the file name.

    R'as

    Singleplayer: Download beta_8
    Multiplayer: Download beta_5.All.in.1
    I'll build a mountain of corpses - Ogami Itto, Lone Wolf & Cub
    Sometimes standing up for your friends means killing a whole lot of people - Sin City, by Frank Miller

  2. #2
    through Blood and Fire... Member TechnoMage of Shadows's Avatar
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    Default Re: questions of MP construction

    that method also desynced,

    what changed with the cavalry that required all the changes in action pages?

    and what exactly got changed in the unit file (other than stats of course)?

    (going to recreate from ground up where i am up to now, then run a second set of desync tests before i go any further)
    (ie make a custom build)
    (i want to make sure i have not introduced an error myself)

  3. #3
    through Blood and Fire... Member TechnoMage of Shadows's Avatar
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    Default Re: questions of MP construction

    say R'as - the reason i ask about all the changes to the actions pages for the cav is the beta5 and beta8 download cavalry bifs are the same, identical.
    (just downloaded readbif)

    i am sure i saw screenshots from barocca showing cav archers running with bows, and with quivers on their saddles,
    why did the new cav bifs not make it into the mod?

  4. #4
    Clan Takiyama Senior Member R'as al Ghul's Avatar
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    Default Re: questions of MP construction

    Many things changed with cavalry. The full archer animation of Hatamoto and CavArcher needed more space than was possible with just using the custom folders 0 and 9. Also some HCav and Hatamoto fighting and running anmations were left out. Some weapons (YariCav and NagCav) have changed because there's more space for them now. etc, etc.
    Beta_5 doesn't touch any of the existing vanilla animations and it's still possible to play vanilla. With beta_8 we overwrite the vanilla files and have more space to include all the necessary animations.

    If you can get everything running but the Cavalry animations then we know what the problem is.
    If that is so, I think barocca will be able to solve that and it seems he'll be back soon.

    R'as

    Singleplayer: Download beta_8
    Multiplayer: Download beta_5.All.in.1
    I'll build a mountain of corpses - Ogami Itto, Lone Wolf & Cub
    Sometimes standing up for your friends means killing a whole lot of people - Sin City, by Frank Miller

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    Clan Takiyama Senior Member R'as al Ghul's Avatar
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    Default Re: questions of MP construction

    beta_8 Cavalry uses:
    Armhorse, Bowman, CHHLBOW, Fullplar and Camel animations.
    beta_5 uses:
    Custom_0 and Custom_9

    So, yes, you're right the custom folders are the same, I guess I forgot to delete them or planned to have a failsafe. If you check the other animation files you'll see the difference.

    R'as

    Singleplayer: Download beta_8
    Multiplayer: Download beta_5.All.in.1
    I'll build a mountain of corpses - Ogami Itto, Lone Wolf & Cub
    Sometimes standing up for your friends means killing a whole lot of people - Sin City, by Frank Miller

  6. #6
    through Blood and Fire... Member TechnoMage of Shadows's Avatar
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    Default Re: questions of MP construction

    i see now what happened with cav, learning my way around the unit prod file now

    is there any reason why every troop type is listed as missile, shock, spear, cavalry - even yari ashi?

    progress report :-
    (i have not yet added in any of the packs Puzz has given links to,)

    i just tried the beta unit prod(with excess factions deleted) in beta 5 WITHOUT the beta8 cav animations, and desynced every time (i used the default anims from those locations, so it sure looked weird, knights running on their sides and so on,
    but the point is the problem does not appear to be the cav animation files themselves,
    for they were not used in the last test.


    going to run the unit prod in a pure beta5 copy, (no updates), and see what happens
    (if that desyncs then the culprit looks like the unit prod file)
    back soon

  7. #7
    through Blood and Fire... Member TechnoMage of Shadows's Avatar
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    Default Re: questions of MP construction

    sorry about the delay, wanted to run multiple test just to be safe

    taking beta5 MP and using the MP unit prod from beta8, (removing all entries for factions 1 to 7 and 25 & above),
    and including the "new" unit prod in a the beta5 mp startpos,
    AND NO other updates
    desyncs every time

    the game does not care that the unit prod "calls" the wrong animation files, and thus what you see is all messed up,

    it looks like there is an error in the unit prod file for MP beta8
    and that is not my area of expertise,
    i cannot even imagine an easy way to fix it, you would have to rewrite the unit prod, maybe by simply adjusting the beta5 unit prod and not removing the extra entries for crusader/muslim/viking units??

    i am going to take a break now, if you rewrite the unit prod soon i can test it tomorrow,
    (i am uncertain how long i can keep this lan in place - other people normally live here and it's rather crowded with 6 PC's up and running, wires, cables and extension cords all over the place - a few days at most, everybody will be home by wednesday evening and then we will need the space back)

  8. #8
    through Blood and Fire... Member TechnoMage of Shadows's Avatar
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    Default Re: questions of MP construction

    and as a cross reference test, beta5 stats and startpos files work fine in beta8 - as long as you dont mind the funky sideways floating horses because beta5 points at old style horse bifs, but uses the new style action pages.

    so a new beta8 startpos is required before we can continue debugging

  9. #9

    Default Re: questions of MP construction

    Quote Originally Posted by TechnoMage of Shadows View Post
    taking beta5 MP and using the MP unit prod from beta8, (removing all entries for factions 1 to 7 and 25 & above), and including the "new" unit prod in the beta5 mp startpos, AND NO other updates desyncs every time.

    the game does not care that the unit prod "calls" the wrong animation files, and thus what you see is all messed up,

    it looks like there is an error in the unit prod file for MP beta8 and that is not my area of expertise,
    i cannot even imagine an easy way to fix it, you would have to rewrite the unit prod, maybe by simply adjusting the beta5 unit prod and not removing the extra entries for crusader/muslim/viking units??
    I made the beta8 unit prod file from the beta5 unit prod file using the gnome editor. The gnome editor is known to sometimes introduce junk at the end of the saved file. It's possible that there are other bugs in the gnome editor. In any case, I'll make a new beta8 unit prod file starting with the beta5 unit prod and editing it with a text editor, and I will not remove any MTW/VI units.
    Last edited by Puzz3D; 06-14-2008 at 23:36.

    _________Designed to match Original STW gameplay.


    Beta 8 + Beta 8.1 patch + New Maps + Sound add-on + Castles 2

  10. #10
    through Blood and Fire... Member TechnoMage of Shadows's Avatar
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    Default Re: questions of MP construction

    one small thing needs fixing

    in the unit prod,
    the samhorse entries (last two)
    the faction recolour section needs to be changed from "NO" to "YES"
    otherwise the units lose faction colours during charge and combat.
    Last edited by TechnoMage of Shadows; 06-24-2008 at 15:41.

  11. #11

    Default Re: questions of MP construction

    Quote Originally Posted by TechnoMage of Shadows View Post
    in the unit prod,
    the samhorse entries (last two)
    the faction recolour section needs to be changed from "NO" to "YES"
    otherwise the units lose faction colours during charge and combat.
    Ok. Thanks.

    _________Designed to match Original STW gameplay.


    Beta 8 + Beta 8.1 patch + New Maps + Sound add-on + Castles 2

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