I sort of semi-know, but its not working totally right. I managed to get 2 custom maps on the duel server but haven't had any luck with 1866 mod. I honestly don't know much about M&B modding so I'm looking for help myself.NaglFaar said:As far as I know only the 22nd knows how to do this. I've also heard rumors about nK knowing about it as well.
scn_pom_castle pom_castle 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x0000000033aaf74900025896000008370000659800000ab1
0
0
outer_terrain_snow
set_max_players 32 32
set_num_bots_voteable 20
set_map pom_castle
add_map multi_scene_2
add_map multi_scene_4
add_map multi_scene_7
add_map multi_scene_9
add_map multi_scene_11
add_map multi_scene_12
add_map random_multi_plain_medium
add_map random_multi_plain_large
add_map random_multi_steppe_medium
add_map random_multi_steppe_large
Yes that is my problem. I can overwrite an existing map no problem, it's just adding a brand new one in. And I'm having issues getting Python to work on this comp, so I can't check it atm. If someone wants to test this, go ahead and tell me what happens. I think these are the files you need to change:Reapy said:Anyone having problems with the taleworlds download servers this weekend? Been trying since friday to get the module system and the dl servers all time out, even for regular m&b.
Ctrl for getting the correct name on the custom map I believe you need the module system to add a new one. If you want to just rename it, open the strings.txt file in /Native and find the corresponding map name, for example:
str_multi_scene_1 Ruins
and change it to
str_multi_scene1 My_awesome_dueling_map
But this just overwrites the ruins string. If you try to add a new one in it'll mess everything up, and I believe you need the module system for a brand new one. I haven't changed the strings.txt but I believe this is how you do it, give it a try to see if you get the new name.
Also, I am willing to bet there is an entry in the 1.125 module system for auto downloading maps somewhere, but I don't have it and can't get it to look. For those trying that might be a good place to start.
ehhh, that still only half fixes the problem. Now you are in the same boat I am BTW, on my server admin stuff (TCAdmin), startup.txt is called Sample.txt. So I hope noone get's hung up on that But we need to find out how to make maps selectable from the poll and admin list.Stryker said:SOLVED!
Creating your own maps and adding them to the server is actually remarkably easy--I was pleasantly surprised. There are four phases to the process:
[list type=decimal]
[*]Create the map
[*]Add the .sco to the Modules/<modulename>/SceneObj folder in the server
[*]Add the scene to the Modules/<modulename>/scenes.txt file in the server
[*]Add the scene to the server's startup list
[/list]
First off, create a map as normal. I named mine pom_castle, as I'm building a castle for my clan. There are plenty of tutorials about how to do go about creating a map, so I won't cover that here. I'd recommend creating a "playground" mod to build scenes in, as we'll be copying strings between .txt files later. Creating a copy also avoids contaminating your Native module.
When you're done creating your map, you'll have two parts: the .sco file and an entry in your scenes.txt file. First, copy the .sco from your playground module's SceneObj folder to <server folder>/Modules/<modulename>/SceneObj/. This .sco (in my case scn_pom_castle.sco) contains item placements for everything on the map, as well as terrain changes from the generator code.
Next, find the entry in your playground module's scenes.txt. The easiest way to find it is to hit ctrl-f to do a search, then enter the name of your map. Copy the map entry to the server module's scenes.txt file. The entry will look something like this:
Code:scn_pom_castle pom_castle 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x0000000033aaf74900025896000008370000659800000ab1 0 0 outer_terrain_snow
Your new map is now installed in the server's module. However, your server won't load it yet, or put it in the map rotation. Obviously, this is a problem. To put the map in the server's rotation, you'll need to modify the startup .txt. Put the map's title (pom_castle is the identifier, in my case) in the map load sequence. The code I used to add the POM castle to the test server's startup routine is below (in context).
Code:set_max_players 32 32 set_num_bots_voteable 20 set_map pom_castle add_map multi_scene_2 add_map multi_scene_4 add_map multi_scene_7 add_map multi_scene_9 add_map multi_scene_11 add_map multi_scene_12 add_map random_multi_plain_medium add_map random_multi_plain_large add_map random_multi_steppe_medium add_map random_multi_steppe_large
IT WORKS!
When you attempt to join the server from another location using an unmodified copy of M&B, it downloads the scene's .sco and generator code automatically. I believe (though I haven't verified) that this should work equally well for any mod you can create scenes for.
Limitations
You can't poll for the newly-added map, and I doubt that you can select it from the remote administrator panel in-game (though I haven't verified this). The map is only available via the server's normal map rotation.
Enjoy! I hope we'll start seeing new maps popping up on the POM servers sometime this week.
You can edit the scenes.txt file with a new map's entry and it still works.Reapy said:Again I'm a newb moder here, I have spent some time thinking about moding which meant I read through the module documentation and examining the module files, but I never actually built anything.
In terms of the name of the sample.txt file for the server, it is literally just a text file of commands that are sent to the server. First of all the best way to play with the server is just download the files, put it on your machine, and run a local server with a password up for yourself to test out. This way you can figure stuff out without messing up your 'production' one that people play on.
But when you run the dedicated server, you get a command panel up that you can type commands into (typing help brings them all up). So when you create this text file, you just are piping each line of text to the server as though you sat down and typed them in. So for example when I was running my small server, I had a text file called "reapy_map_duel.txt" and another one called "reapy_normal_dm.txt" and it was really just which set of commands I sent to the server to configure it the way I wanted.
For adding a map 'correctly' I still have no clue, I haven't tried though in the module system to do so. From what I remember looking at all the files it seems like you have the right ones to add an entry too.
I just wonder how warband reacts to having a moded Native folder on the server and a 'correct' one on the client? I guess we know now that it will download scenes.txt and .scn files that it does not have. I wonder how heavily you could work over your /Native folder on the server and have it still work on the client side. Maybe some wonkey results. But I guess we are safe using standard resources and just adding new maps... Again though I wonder if the presentations.py mod has to be on the client side to see all the menu options as well as on the server side.
Eh, I guess I should stop worrying about it since I'm not running a server and let you guys deal with the headaches P
Well the way I understand it, if you were to try to create a server running a custom map with, say, custom textures on the armor and weapons, any client who did not already have those textures would get a CTD and an error saying that those specific textures could not be loaded (as they do not exist, client-side). That's how it would work in theory. However, maybe TW added a texture autodownloader as well?(unlikely though) If that were true, it should work just as the autodownloader does for the maps.Reapy said:Again I'm a newb moder here, I have spent some time thinking about moding which meant I read through the module documentation and examining the module files, but I never actually built anything.
In terms of the name of the sample.txt file for the server, it is literally just a text file of commands that are sent to the server. First of all the best way to play with the server is just download the files, put it on your machine, and run a local server with a password up for yourself to test out. This way you can figure stuff out without messing up your 'production' one that people play on.
But when you run the dedicated server, you get a command panel up that you can type commands into (typing help brings them all up). So when you create this text file, you just are piping each line of text to the server as though you sat down and typed them in. So for example when I was running my small server, I had a text file called "reapy_map_duel.txt" and another one called "reapy_normal_dm.txt" and it was really just which set of commands I sent to the server to configure it the way I wanted.
For adding a map 'correctly' I still have no clue, I haven't tried though in the module system to do so. From what I remember looking at all the files it seems like you have the right ones to add an entry too.
I just wonder how warband reacts to having a moded Native folder on the server and a 'correct' one on the client? I guess we know now that it will download scenes.txt and .scn files that it does not have. I wonder how heavily you could work over your /Native folder on the server and have it still work on the client side. Maybe some wonkey results. But I guess we are safe using standard resources and just adding new maps... Again though I wonder if the presentations.py mod has to be on the client side to see all the menu options as well as on the server side.
Eh, I guess I should stop worrying about it since I'm not running a server and let you guys deal with the headaches P
Bite Me said:The only reason other clans want this, is so OTHER clans can have their servers fill up, thats not about the community, thats about you doing exactly what you are accusing us of doing! We have a siege server, a battle server, a TDM and a DM server, 1866 mod server and a couple more, people COULD spread out if they wanted, but no, the community wants to play large 200 men battles on our siege server. You will not be helping the community if you tried to take that away, no matter how you say it.
(sorry to the genuine modders here trying to help the community, dont bother reading it, wasnt aimed at you)