Page 2 of 4 FirstFirst 1234 LastLast
Results 31 to 60 of 106

Thread: Hot Seat Mod - Beta Release

  1. #31
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
    Join Date
    Feb 2004
    Location
    UK
    Posts
    5,752

    Default Re: Hot Seat Mod - Beta Release

    Certainly not, it just slipped from my mind sorry about that guys...
    I'll upload ASAP (if I don't forget...)

  2. #32
    Blue Eyed Samurai Senior Member Wishazu's Avatar
    Join Date
    May 2002
    Location
    Great Britain
    Posts
    1,679

    Default Re: Hot Seat Mod - Beta Release

    please dont forget :)
    "Wishazu does his usual hero thing and slices all the zombies to death, wiping out yet another horde." - Askthepizzaguy, Resident Evil: Dark Falls

    "Move not unless you see an advantage; use not your troops unless there is something to be gained; fight not unless the position is critical"
    Sun Tzu the Art of War

    Blue eyes for our samurai
    Red blood for his sword
    Your ronin days are over
    For your home is now the Org
    By Gregoshi

  3. #33

    Default Re: Hot Seat Mod - Beta Release

    Myrddraal your a genius!!!!!!!! I have nothing to add else

  4. #34

    Default Re: Hot Seat Mod - Beta Release

    what version does it work with? 1.0? 1.1? 1.2? and when you upload it... where can it be downloaded? btw i think this is a great idea, Hotseat is where i can see people having the time to wait for friends and play fun games.

  5. #35

    Default Re: Hot Seat Mod - Beta Release

    could someone please help me??? i have created the script and done everything right as written in the post abvout setting up the script and it runs the game fine no CTD no error messages BUT!!! when i run the script using the show me how button nothing happens!!! nothing at all it says the multiplayer campaign is now running or whateva but nothing happens u just keep playing single player as normal. One thing i noticed is the Myrddraal posted about the game going through till it gets to player 2's faction. HOW DO U SELECT PLAYER 2'S FACTION??? is there some special way to do this or wot??? please help me im sooo close to getting this working and yet soo far away please help anyone???
    "How come i cant make friends like that"
    "You need to get out more"
    "Im in another galaxy, how much more out can i get"

  6. #36

    Default Re: Hot Seat Mod - Beta Release

    press esc to select faction 2.


    "The mind is everything. What you think you become."

    "The whole secret of existence is to have no fear. Never fear what will become of you, depend on no one. Only the moment you reject all help are you freed."

    Buddha

  7. #37
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
    Join Date
    Feb 2004
    Location
    UK
    Posts
    5,752

    Default Re: Hot Seat Mod - Beta Release

    Swoosh, do you think you could upload the three files your using: export_advice.txt in data\text and export_descr_advice.txt and export_descr_advice_enums.txt in data

    This would save me time as I can't find my files.

  8. #38

    Default Re: Hot Seat Mod - Beta Release

    Quote Originally Posted by Swoosh So
    press esc to select faction 2.
    The game is supposed to halt at the beginning of faction 2's turn, right? My problem is that the game glides straight through all the AI factions. But hopefully that'll be sorted when we get the files.

    Also, just to double-check: to try this out we start as the Julii, then run the script, press end-turn and then it'll stop at the beginning of the German's turn?
    Epistolary Richard's modding Rules of Cool
    Cool modders make their mods with the :mod command line switch
    If they don't, then Cool mod-users use the Mod Enabler (JSGME)
    Cool modders use show_err
    Cool modders use the tutorials database Cool modders check out the Welcome to the Modding Forums! thread Cool modders keep backups Cool modders help each other out

  9. #39
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
    Join Date
    Feb 2004
    Location
    UK
    Posts
    5,752

    Default Re: Hot Seat Mod - Beta Release

    yes thats right.

  10. #40
    Bug Hunter Senior Member player1's Avatar
    Join Date
    Feb 2005
    Location
    Belgrade, Serbia
    Posts
    1,405

    Default Re: Hot Seat Mod - Beta Release

    All I can say is: WOW!!!
    BUG-FIXER, an unofficial patch for both Rome: Total War and its expansion pack

  11. #41

    Default Re: Hot Seat Mod - Beta Release

    have you figured out a way to let the other player see any diplomatic messages or battles that come his way? (and hows that upload coming........ anyone? )

  12. #42

    Default Re: Hot Seat Mod - Beta Release

    ok so i now realised i was getting an error message when running with show_err
    it appearrrs to run the script fine but the ai doesnt stop at the end of the turn and when exiting the pogram i get an error in
    RTW/data/worlds/maps/capaign/imperial_capaign/descr_script.txt

    it say something about not recognising the token
    Help_Campaign_Keyboard_Shortcuts_Scroll_Thread

    please help i really wanna get it working??
    "How come i cant make friends like that"
    "You need to get out more"
    "Im in another galaxy, how much more out can i get"

  13. #43
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
    Join Date
    Feb 2004
    Location
    UK
    Posts
    5,752

    Default Re: Hot Seat Mod - Beta Release

    I realise now there was a typo in the instructions... I think I edited the ones in the several turns a year thread.. Use those sorry

  14. #44

    Default Re: Hot Seat Mod - Beta Release

    still not working redid the whole thing from the instructions in the 2 turns a year post and still get the same error about not being able to recognise that token
    "How come i cant make friends like that"
    "You need to get out more"
    "Im in another galaxy, how much more out can i get"

  15. #45
    Blue Eyed Samurai Senior Member Wishazu's Avatar
    Join Date
    May 2002
    Location
    Great Britain
    Posts
    1,679

    Default Re: Hot Seat Mod - Beta Release

    i think im just gonna wait untill the whole thing is ready :)
    "Wishazu does his usual hero thing and slices all the zombies to death, wiping out yet another horde." - Askthepizzaguy, Resident Evil: Dark Falls

    "Move not unless you see an advantage; use not your troops unless there is something to be gained; fight not unless the position is critical"
    Sun Tzu the Art of War

    Blue eyes for our samurai
    Red blood for his sword
    Your ronin days are over
    For your home is now the Org
    By Gregoshi

  16. #46
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
    Join Date
    Feb 2004
    Location
    UK
    Posts
    5,752

    Default Re: Hot Seat Mod - Beta Release

    Knoddy, send the files to the.mad.toad@gmail.com

    PM me when you send it. Send export_descr_advice.txt
    export_descr_advice_enums.txt
    and export_advice.txt

    Thx

  17. #47

    Default Re: Hot Seat Mod - Beta Release

    Hey Myrddraal this is great!!!
    I dont spend much time over here at .org but i do hang around twcenter a bit. I can safely say this is the most interesting mod at both sites bar none!!!
    Do you think it will be long before you have an initial release?
    I think at the moment this hot-seat mode sounds more promising then the other MP method you guys are exploring in the other thread...
    But good luck and all the best for your projects :)

  18. #48

    Default Re: Hot Seat Mod - Beta Release

    any chance of a downloadable version any time soon? or will the multiplayer campagian take priorty?

  19. #49

    Default Re: Hot Seat Mod - Beta Release

    Myrddraal i sent you the files u requested can u please let me know if u got them or not and if u do have them have u had a chance to look at them yet. sorry if im being impaitient but hell this is the best thing ever so i really wanna know how too make it possible. cheers
    "How come i cant make friends like that"
    "You need to get out more"
    "Im in another galaxy, how much more out can i get"

  20. #50

    Default Re: Hot Seat Mod - Beta Release

    So are the good files uploaded? Where can I download them?

  21. #51
    Bug Hunter Senior Member player1's Avatar
    Join Date
    Feb 2005
    Location
    Belgrade, Serbia
    Posts
    1,405

    Default Re: Hot Seat Mod - Beta Release

    Are instruction needed to set up this 100% accurate?
    BUG-FIXER, an unofficial patch for both Rome: Total War and its expansion pack

  22. #52

    Default Re: Hot Seat Mod - Beta Release

    So is there anyone who has this script running good, please send the files that you had to changed to: viper_tbc@hotmail.com

    If you do, I would be very happy.

  23. #53
    Bug Hunter Senior Member player1's Avatar
    Join Date
    Feb 2005
    Location
    Belgrade, Serbia
    Posts
    1,405

    Default Re: Hot Seat Mod - Beta Release

    Ok, some info about the script.
    There is an error in script code.

    This line:
    monitor_event ButtonPressed ButtonPressed end_turn

    Should be replaced with this line:
    monitor_event ButtonPressed end_turn


    This should make script work, but it is still very buggy.
    BUG-FIXER, an unofficial patch for both Rome: Total War and its expansion pack

  24. #54
    Bug Hunter Senior Member player1's Avatar
    Join Date
    Feb 2005
    Location
    Belgrade, Serbia
    Posts
    1,405

    Default Re: Hot Seat Mod - Beta Release

    Here is a reformatted script:
    (still buggy of course)


    *script deleted to prevent confusion*
    Last edited by player1; 05-02-2005 at 21:39.
    BUG-FIXER, an unofficial patch for both Rome: Total War and its expansion pack

  25. #55

    Default Re: Hot Seat Mod - Beta Release

    It works now!!

    Player1 really thanks for your fix!!

  26. #56

    Default Re: Hot Seat Mod - Beta Release

    Damn, it still gives an error..

    - I play Julii

    - I play Germania

    - I play Julii

    And then it doesn't stop and germania gets the AI turn, then it stops before Julii's turn and you can't do anything. Pressing esc also doesn't do anything.

    It does work if I save the game when I play with the second Julii turn, quit the game (to desktop), load the game and play 2 turns again. Looking at the AI load siege bug that is very bad, and also the time you have to put in it with quiting the game etc.

    Is there any smart man who can fix this ?:)

  27. #57
    Bug Hunter Senior Member player1's Avatar
    Join Date
    Feb 2005
    Location
    Belgrade, Serbia
    Posts
    1,405

    Default Re: Hot Seat Mod - Beta Release

    Well, I got same results too.

    It seems that somwere in transition between germans --> Julii somethings gets bugged, since after Julii turn it never gets to germans again (skipps gremans and gets frerezed at next Julii turn).



    P.S.
    Have you tried instead of exiting the game to just reactivate the script (F1, show me), after you get to Julii turn again?

    Haven't tried myself (yet), but it could be a workaround.
    BUG-FIXER, an unofficial patch for both Rome: Total War and its expansion pack

  28. #58

    Default Re: Hot Seat Mod - Beta Release

    I have tried that yeah, but it doesn't work. You get the same bug..

  29. #59

    Default Re: Hot Seat Mod - Beta Release

    This is the script I use now (in Data\scripts\show_me as descr_strat.txt):

    ;Hotseat script by Myrddraal Beta Version
    script
    ;Set up counters
    declare_counter loop ;Used to keep script running
    set_counter loop 1
    declare_counter faction ;Used to determine who's turn it is
    set_counter faction 1
    declare_counter waitcounter ;Used to stop the script swapping control between
    set_counter waitcounter 1 ;the two factions back and forth
    declare_counter esckeystolen ;Used to check what the escape key is supposed to do
    set_counter esckeystolen 0
    suspend_during_battle on ;Make sure the script doesn't stop working after a battle
    ;---------------------------------------------------------------------
    monitor_event ButtonPressed end_turn ;The user presses the end turn button....
    if I_CompareCounter faction = 1
    console_command halt_ai germans ;Stops the AI at the start of
    end_if ;the German turn if faction = 1
    if I_CompareCounter faction = 2
    console_command halt_ai romans_julii ;Stops the AI at the start
    end_if ;of the Julii turn if faction = 2
    steal_esc_key on ;Stops the escape key from bringing up the menu
    set_counter esckeystolen 1 ;so that it can be used to switch control
    end_monitor
    ;---------------------------------------------------------------------
    monitor_event EscPressed TrueCondition ;Player then presses esc to control the next faction.
    and I_CompareCounter esckeystolen = 1
    set_counter waitcounter 0
    if I_CompareCounter faction = 2
    and I_CompareCounter waitcounter = 0
    console_command control romans_julii ;If currrently controlling the germans, set_counter faction 1 ;switch to the Julii.
    set_counter waitcounter 1
    end_if
    if I_CompareCounter faction = 1
    and I_CompareCounter waitcounter = 0
    console_command control germans ;If currently controlling the Julii,
    set_counter faction 2 ;switch to the germans.
    set_counter waitcounter 1
    end_if
    steal_esc_key off ;Set the esc key back to menu.
    set_counter esckeystolen 0
    end_monitor
    while I_CompareCounter loop = 1 ;Make sure the script doesn't end
    end_while
    terminate_script

    I have putted this in export_descr_advice.txt in Data

    ;------------------------------------------
    AdviceThread Help_Campaign_Keyboard_Shortcuts_Scroll_Thread
    GameArea Campaign

    Item Help_Campaign_Keyboard_Shortcuts_Scroll_Text_01
    Uninhibitable
    Verbosity 0
    Threshold 1
    Attitude Normal
    Presentation Default
    Title four_turns_Title
    Script scripts\show_me\descr_strat.txt
    Text four_turns_Text1
    I have putted this at the bottem of export_descr_advice_enums in Data

    four_turns_Title
    four_turns_Text1
    In export_advice.txt in Data\text I put this at the bottem of the file

    ;-------------------

    {four_turns_Title} Four turns a year

    {four_turns_Text1}
    To finish loading the four turns a year script, click
    on the 'Show me how' button. Remember, you must do
    this every time you load a saved game.
    The file I created as descr_script in Data\world\maps\campaign\imperial_campaign contains this:

    script
    advance_advice_thread
    Help_Campaign_Keyboard_Shortcuts_Scroll_Thread
    select_ui_element advisor_show_me_button
    simulate_mouse_click lclick_down
    simulate_mouse_click lclick_up
    end_script
    The descr_strat.txt file in the same folder contains this at the bottem of the file:

    script
    descr_script.txt

    What can it be that I can only play 1 turn of both factions and then it hangs before the Julii and I have to quit rome to get it working again?

  30. #60
    Bug Hunter Senior Member player1's Avatar
    Join Date
    Feb 2005
    Location
    Belgrade, Serbia
    Posts
    1,405

    Default Re: Hot Seat Mod - Beta Release

    It's obvious that there is some error in base script.
    What it is I have no idea since I haven't made the script.
    BUG-FIXER, an unofficial patch for both Rome: Total War and its expansion pack

Page 2 of 4 FirstFirst 1234 LastLast

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO