Automatic Map Downloading Feature (How does it work)

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Turanien said:
module_scripts.py - Add your map entry to reflect the map name on your admin/poll panel. Example:

Code:
  ("mp_prairie", "Prairie"),
  ("coahuila", "Coahuila"),

module_strings.py - Add your map entry to the correct gametypes. This must be done so that it appears under the various gametypes. Example:

Code:
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 8, "scn_mp_prairie"),
I'm pretty certain that these two file names are mixed up: the '("mp_prairie", "Prairie"),' parts should go in module_strings.py, just above the '("multi_scene_end", "multi_scene_end"),' line; and the '(troop_set_slot, ...' part should go in module_scripts.py, in the relevant sections of the "multiplayer_fill_map_game_types" script.
 
Vornne said:
Turanien said:
module_scripts.py - Add your map entry to reflect the map name on your admin/poll panel. Example:

Code:
  ("mp_prairie", "Prairie"),
  ("coahuila", "Coahuila"),

module_strings.py - Add your map entry to the correct gametypes. This must be done so that it appears under the various gametypes. Example:

Code:
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 8, "scn_mp_prairie"),
I'm pretty certain that these two file names are mixed up: the '("mp_prairie", "Prairie"),' parts should go in module_strings.py, just above the '("multi_scene_end", "multi_scene_end"),' line; and the '(troop_set_slot, ...' part should go in module_scripts.py, in the relevant sections of the "multiplayer_fill_map_game_types" script.

Huh? I don't think they are. It works fine enough? The examples that I've given are just a small selection. They are placed correctly in the module system.  :smile:

Edit: Apologies. I mistyped strings and scripts in my example here. They are indeed the wrong way around despite it being entirely correct in my module system. The rush and excitement of revealing this two nights ago clearly mixed things up for me.  I sincerely hope that this hasn't troubled anyone on part of my typing error. I would also like to point out that it is critical in the module_strings that you increment the multi_data_maps_for_game_type_being + 7 number for every entry in that specific game mode. You also need to increment the final number that sits at the bottom of each game-mode entry.
 
Talesworld should really name the dam lists of every script.
This way you would never have to increase counter every everywhere in script and scripts and scripts.
instead of +7, you would do + LEN(listA) and then you would just have to add anything you want in listA without bothering with crazy counters...
 
Or they could thoroughly document their operations, scripts, and other code. I have no idea how they get the game to work without more comments. Maybe they remove them when they release the Module System to make our lives harder.
 
Turanien said:
Vornne said:
Turanien said:
module_scripts.py - Add your map entry to reflect the map name on your admin/poll panel. Example:

Code:
  ("mp_prairie", "Prairie"),
  ("coahuila", "Coahuila"),

module_strings.py - Add your map entry to the correct gametypes. This must be done so that it appears under the various gametypes. Example:

Code:
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 8, "scn_mp_prairie"),
I'm pretty certain that these two file names are mixed up: the '("mp_prairie", "Prairie"),' parts should go in module_strings.py, just above the '("multi_scene_end", "multi_scene_end"),' line; and the '(troop_set_slot, ...' part should go in module_scripts.py, in the relevant sections of the "multiplayer_fill_map_game_types" script.

Huh? I don't think they are. It works fine enough? The examples that I've given are just a small selection. They are placed correctly in the module system.  :smile:

Edit: Apologies. I mistyped strings and scripts in my example here. They are indeed the wrong way around despite it being entirely correct in my module system. The rush and excitement of revealing this two nights ago clearly mixed things up for me.  I sincerely hope that this hasn't troubled anyone on part of my typing error. I would also like to point out that it is critical in the module_strings that you increment the multi_data_maps_for_game_type_being + 7 number for every entry in that specific game mode. You also need to increment the final number that sits at the bottom of each game-mode entry.
What do you mean by increment the number +7? You've confused me a bit haha.
 
he means like

(troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin, "scn_somemap"),
(troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 1, "scn_somemap2"),
(troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 2, "scn_somemap3"),
(troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 3, "scn_somemap4"),
(troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 4, "scn_somemap5"),
(assign, ":num_maps", 5),

for each game mode
 
MadocComadrin said:
he means like

(troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin, "scn_somemap"),
(troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 1, "scn_somemap2"),
(troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 2, "scn_somemap3"),
(troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 3, "scn_somemap4"),
(troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 4, "scn_somemap5"),
(assign, ":num_maps", 5),

for each game mode
Well I understand that, but I was wondering why he had said 7 for every entry in that gamemode.
 
guilemaster said:
MadocComadrin said:
he means like

(troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin, "scn_somemap"),
(troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 1, "scn_somemap2"),
(troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 2, "scn_somemap3"),
(troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 3, "scn_somemap4"),
(troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 4, "scn_somemap5"),
(assign, ":num_maps", 5),

for each game mode
Well I understand that, but I was wondering why he had said 7 for every entry in that gamemode.

I didn't. It was just an example. Simply increment it inline with everything else.  :smile:
 
Turanien said:
guilemaster said:
MadocComadrin said:
he means like

(troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin, "scn_somemap"),
(troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 1, "scn_somemap2"),
(troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 2, "scn_somemap3"),
(troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 3, "scn_somemap4"),
(troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 4, "scn_somemap5"),
(assign, ":num_maps", 5),

for each game mode
Well I understand that, but I was wondering why he had said 7 for every entry in that gamemode.

I didn't. It was just an example. Simply increment it inline with everything else.  :smile:
That's what I had done, as that was how I assumed it work. I just saw that and was probably too tired or something. ANYWAYS, we tested my custom maps on our rented server today and it worked GREAT! I'm quite pleased that we were able to find this out with only minimal help.
 
Great! There is one problem that I've encountered... When a map is polled by an admin (to a new map), the map name appears as something else for the regular public if they don't have the admin module. It's not a terrible bug but it is rather annoying.



Edit: Can you guys absolutely confirm that this is working properly for you? We have a problem with the Einherjar server now where everyone (or seemingly some) are being forced to redownload maps that are already in the module file (1866)... Hopefully this afternoon we can upload a clean module system since, on this current one, I actually placed the new map in-between two existing maps rather than at the bottom of the list. I also think it's important to keep map-polls disabled...
 
We may or may not have had that problem earlier, as it appeared that I had to re-download two maps; however, it seems to be running without a hitch now. That out-of-order map might be causing the problem. Were there other new maps at the end of the list?
 
MadocComadrin said:
We may or may not have had that problem earlier, as it appeared that I had to re-download two maps; however, it seems to be running without a hitch now. That out-of-order map might be causing the problem. Were there other new maps at the end of the list?

No. It was just the one map that we're trying this with and it was this map that I placed in between two existing maps.
 
I believe Warband references these maps by an ID number in some cases--this might explain why you're having to redownload some maps. Can we check to see if the maps that are being redownloaded are the ones placed after the new map you inserted?
 
Stryker said:
I believe Warband references these maps by an ID number in some cases--this might explain why you're having to redownload some maps. Can we check to see if the maps that are being redownloaded are the ones placed after the new map you inserted?

The maps being redownloaded do seem to be the ones referenced after my original modification. So that we may all learn from this, I'll post an example of the original code and then my new one (which hopefully will be updated this afternoon). The new map will be emboldened.

module_scenes

Current Version

#1866 map by CR#
  ("mp_palouse",sf_generate,"none", "none", (0,0),(100,100),-100,"0x00000000a019143200078de3000005b10000426f0000073a",
    [],[],"outer_terrain_steppe"),
  ("mp_duel_scene",sf_generate,"none", "none", (0,0),(100,100),-100,"0x00000000a019143200078de3000005b10000426f0000073a",
    [],[],"outer_terrain_steppe"),
  ("mp_colorado",sf_generate,"none", "none", (0,0),(100,100),-100,"0x000000003a19106380065192000073c90000493e0000535e",
    [],[],"outer_terrain_plain"),
  ("mp_prairie_ridge",sf_generate,"none", "none", (0,0),(100,100),-100,"0x000000002002c8250004992700006e54000007fe00001fd2",
    [],[],"outer_terrain_steppe"),
  ("mp_prairie",sf_generate,"none", "none", (0,0),(100,100),-100,"0x000000002002c8250004992700006e54000007fe00001fd2",
    [],[],"outer_terrain_steppe"),

  ("coahuila",sf_generate,"none", "none", (0,0),(100,100),-100,"0x000000002002c8250004992700006e54000007fe00001fd2",
    [],[],"outer_terrain_steppe"),
  ("mountain_fort",sf_generate,"none", "none", (0,0),(100,100),-100,"0x000000002002c8250004992700006e54000007fe00001fd2",
    [],[],"outer_terrain_steppe"),
  ("usa_town",sf_generate,"none", "none", (0,0),(100,100),-100,"0x00000000200b8e2400095e0b000014c300001ad500001109",
    [],[],"outer_terrain_steppe"),
  ("canyon_town",sf_generate,"none", "none", (0,0),(100,100),-100,"0x000000003009cde1000599630000423b00005756000000af",
    [],[],"outer_terrain_steppe"),

Planned Version

#1866 map by CR#
  ("mp_palouse",sf_generate,"none", "none", (0,0),(100,100),-100,"0x00000000a019143200078de3000005b10000426f0000073a",
    [],[],"outer_terrain_steppe"),
  ("mp_duel_scene",sf_generate,"none", "none", (0,0),(100,100),-100,"0x00000000a019143200078de3000005b10000426f0000073a",
    [],[],"outer_terrain_steppe"),
  ("mp_colorado",sf_generate,"none", "none", (0,0),(100,100),-100,"0x000000003a19106380065192000073c90000493e0000535e",
    [],[],"outer_terrain_plain"),
  ("mp_prairie_ridge",sf_generate,"none", "none", (0,0),(100,100),-100,"0x000000002002c8250004992700006e54000007fe00001fd2",
    [],[],"outer_terrain_steppe"),
  ("coahuila",sf_generate,"none", "none", (0,0),(100,100),-100,"0x000000002002c8250004992700006e54000007fe00001fd2",
    [],[],"outer_terrain_steppe"),
  ("mountain_fort",sf_generate,"none", "none", (0,0),(100,100),-100,"0x000000002002c8250004992700006e54000007fe00001fd2",
    [],[],"outer_terrain_steppe"),
  ("usa_town",sf_generate,"none", "none", (0,0),(100,100),-100,"0x00000000200b8e2400095e0b000014c300001ad500001109",
    [],[],"outer_terrain_steppe"),
  ("canyon_town",sf_generate,"none", "none", (0,0),(100,100),-100,"0x000000003009cde1000599630000423b00005756000000af",
    [],[],"outer_terrain_steppe"),
  ("mp_prairie",sf_generate,"none", "none", (0,0),(100,100),-100,"0x000000002002c8250004992700006e54000007fe00001fd2",
    [],[],"outer_terrain_steppe"),
module_strings

Current Version

  ("multi_scene_14", "Random Steppe (Medium)"),
  ("multi_scene_15", "Random Steppe (Large)"),
  ("mp_palouse", "Palouse Town"),
  ("mp_duel_scene", "Palouse Town Duel Version"),
  ("mp_colorado", "Colorado River"),
  ("mp_prairie_ridge", "Prairie Ridge"),
("mp_prairie", "Prairie"),
  ("coahuila", "Coahuila"),
  ("mountain_fort", "Canyon Fort"),
  ("usa_town", "Southern Town"),
  ("usa_town", "Canyon Town"),

Planned Version

  ("multi_scene_14", "Random Steppe (Medium)"),
  ("multi_scene_15", "Random Steppe (Large)"),
  ("mp_palouse", "Palouse Town"),
  ("mp_duel_scene", "Palouse Town Duel Version"),
  ("mp_colorado", "Colorado River"),
  ("mp_prairie_ridge", "Prairie Ridge"),
  ("coahuila", "Coahuila"),
  ("mountain_fort", "Canyon Fort"),
  ("usa_town", "Southern Town"),
  ("usa_town", "Canyon Town"),
("mp_prairie", "Prairie"),

module_scripts

Current Version (Battle GameType)

   
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 5, "scn_random_multi_steppe_large"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 6, "scn_mp_palouse"),
    (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 7, "scn_mp_colorado"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 8, "scn_mp_prairie_ridge"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 9, "scn_mp_prairie"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 10, "scn_coahuila"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 11, "scn_mountain_fort"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 12, "scn_usa_town"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 13, "scn_canyon_town"),
(assign, ":num_maps", 14),

Planned Version

       
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 5, "scn_random_multi_steppe_large"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 6, "scn_mp_palouse"),
    (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 7, "scn_mp_colorado"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 8, "scn_mp_prairie_ridge"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 9, "scn_coahuila"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 10, "scn_mountain_fort"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 11, "scn_usa_town"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 12, "scn_canyon_town"),
    (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 13, "scn_mp_prairie"),
(assign, ":num_maps", 14),

As you can see. Although my code is correct, the order of inserting the new scene seems to be important. As it stands right now, some users are having to download maps that they already have, although these seem to be restricted to those maps after the new one. I suspect this is due to the number that is assigned to each map, since, in effect, it is different here than in the original module.
 
Turanien said:
Stryker said:
I believe Warband references these maps by an ID number in some cases--this might explain why you're having to redownload some maps. Can we check to see if the maps that are being redownloaded are the ones placed after the new map you inserted?

The maps being redownloaded do seem to be the ones referenced after my original modification. So that we may all learn from this, I'll post an example of the original code and then my new one (which hopefully will be updated this afternoon). The new map will be emboldened.

module_scenes

Current Version

#1866 map by CR#
  ("mp_palouse",sf_generate,"none", "none", (0,0),(100,100),-100,"0x00000000a019143200078de3000005b10000426f0000073a",
    [],[],"outer_terrain_steppe"),
  ("mp_duel_scene",sf_generate,"none", "none", (0,0),(100,100),-100,"0x00000000a019143200078de3000005b10000426f0000073a",
    [],[],"outer_terrain_steppe"),
  ("mp_colorado",sf_generate,"none", "none", (0,0),(100,100),-100,"0x000000003a19106380065192000073c90000493e0000535e",
    [],[],"outer_terrain_plain"),
  ("mp_prairie_ridge",sf_generate,"none", "none", (0,0),(100,100),-100,"0x000000002002c8250004992700006e54000007fe00001fd2",
    [],[],"outer_terrain_steppe"),
  ("mp_prairie",sf_generate,"none", "none", (0,0),(100,100),-100,"0x000000002002c8250004992700006e54000007fe00001fd2",
    [],[],"outer_terrain_steppe"),

  ("coahuila",sf_generate,"none", "none", (0,0),(100,100),-100,"0x000000002002c8250004992700006e54000007fe00001fd2",
    [],[],"outer_terrain_steppe"),
  ("mountain_fort",sf_generate,"none", "none", (0,0),(100,100),-100,"0x000000002002c8250004992700006e54000007fe00001fd2",
    [],[],"outer_terrain_steppe"),
  ("usa_town",sf_generate,"none", "none", (0,0),(100,100),-100,"0x00000000200b8e2400095e0b000014c300001ad500001109",
    [],[],"outer_terrain_steppe"),
  ("canyon_town",sf_generate,"none", "none", (0,0),(100,100),-100,"0x000000003009cde1000599630000423b00005756000000af",
    [],[],"outer_terrain_steppe"),

Planned Version

#1866 map by CR#
  ("mp_palouse",sf_generate,"none", "none", (0,0),(100,100),-100,"0x00000000a019143200078de3000005b10000426f0000073a",
    [],[],"outer_terrain_steppe"),
  ("mp_duel_scene",sf_generate,"none", "none", (0,0),(100,100),-100,"0x00000000a019143200078de3000005b10000426f0000073a",
    [],[],"outer_terrain_steppe"),
  ("mp_colorado",sf_generate,"none", "none", (0,0),(100,100),-100,"0x000000003a19106380065192000073c90000493e0000535e",
    [],[],"outer_terrain_plain"),
  ("mp_prairie_ridge",sf_generate,"none", "none", (0,0),(100,100),-100,"0x000000002002c8250004992700006e54000007fe00001fd2",
    [],[],"outer_terrain_steppe"),
  ("coahuila",sf_generate,"none", "none", (0,0),(100,100),-100,"0x000000002002c8250004992700006e54000007fe00001fd2",
    [],[],"outer_terrain_steppe"),
  ("mountain_fort",sf_generate,"none", "none", (0,0),(100,100),-100,"0x000000002002c8250004992700006e54000007fe00001fd2",
    [],[],"outer_terrain_steppe"),
  ("usa_town",sf_generate,"none", "none", (0,0),(100,100),-100,"0x00000000200b8e2400095e0b000014c300001ad500001109",
    [],[],"outer_terrain_steppe"),
  ("canyon_town",sf_generate,"none", "none", (0,0),(100,100),-100,"0x000000003009cde1000599630000423b00005756000000af",
    [],[],"outer_terrain_steppe"),
  ("mp_prairie",sf_generate,"none", "none", (0,0),(100,100),-100,"0x000000002002c8250004992700006e54000007fe00001fd2",
    [],[],"outer_terrain_steppe"),
module_strings

Current Version

  ("multi_scene_14", "Random Steppe (Medium)"),
  ("multi_scene_15", "Random Steppe (Large)"),
  ("mp_palouse", "Palouse Town"),
  ("mp_duel_scene", "Palouse Town Duel Version"),
  ("mp_colorado", "Colorado River"),
  ("mp_prairie_ridge", "Prairie Ridge"),
("mp_prairie", "Prairie"),
  ("coahuila", "Coahuila"),
  ("mountain_fort", "Canyon Fort"),
  ("usa_town", "Southern Town"),
  ("usa_town", "Canyon Town"),

Planned Version

  ("multi_scene_14", "Random Steppe (Medium)"),
  ("multi_scene_15", "Random Steppe (Large)"),
  ("mp_palouse", "Palouse Town"),
  ("mp_duel_scene", "Palouse Town Duel Version"),
  ("mp_colorado", "Colorado River"),
  ("mp_prairie_ridge", "Prairie Ridge"),
  ("coahuila", "Coahuila"),
  ("mountain_fort", "Canyon Fort"),
  ("usa_town", "Southern Town"),
  ("usa_town", "Canyon Town"),
("mp_prairie", "Prairie"),

module_scripts

Current Version (Battle GameType)

   
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 5, "scn_random_multi_steppe_large"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 6, "scn_mp_palouse"),
    (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 7, "scn_mp_colorado"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 8, "scn_mp_prairie_ridge"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 9, "scn_mp_prairie"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 10, "scn_coahuila"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 11, "scn_mountain_fort"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 12, "scn_usa_town"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 13, "scn_canyon_town"),
(assign, ":num_maps", 14),

Planned Version

       
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 5, "scn_random_multi_steppe_large"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 6, "scn_mp_palouse"),
    (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 7, "scn_mp_colorado"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 8, "scn_mp_prairie_ridge"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 9, "scn_coahuila"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 10, "scn_mountain_fort"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 11, "scn_usa_town"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 12, "scn_canyon_town"),
    (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 13, "scn_mp_prairie"),
(assign, ":num_maps", 14),

As you can see. Although my code is correct, the order of inserting the new scene seems to be important. As it stands right now, some users are having to download maps that they already have, although these seem to be restricted to those maps after the new one. I suspect this is due to the number that is assigned to each map, since, in effect, it is different here than in the original module.
Tested and confirmed. :grin: I believe this is also the reason that they have numbered all of their maps and put them in numerical order. ANYWAYS, I was able to add new things at the end, and since it changes the map selection in-game from a drop down box to clickable arrows, I think it's also safe to say you can have as many or as few as you want in there.
 
Okay, I'm kinda confused. I think I've done everything right. I've altered my scripts, scenes and strings. I've got the map in my SceneObj folder. When I host a game, everything runs perfectly, when I try to upload it to the server (Nditions Duel) the server breaks.  :sad: I think I've put everything here. Also, if it's important, the map is edited from Ruins. I'd really appreciate any help on this.  :smile:

Scripts:

Code:
(try_begin),
        (this_or_next|eq, ":game_type", multiplayer_game_type_deathmatch),
        (eq, ":game_type", multiplayer_game_type_team_deathmatch),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin, "scn_multi_scene_1"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 1, "scn_frostys_ruins"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 2, "scn_multi_scene_2"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 3, "scn_multi_scene_4"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 4, "scn_multi_scene_7"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 5, "scn_multi_scene_9"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 6, "scn_multi_scene_11"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 7, "scn_multi_scene_12"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 8, "scn_multi_scene_14"),        
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 9, "scn_random_multi_plain_medium"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 10, "scn_random_multi_plain_large"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 11, "scn_random_multi_steppe_medium"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 12, "scn_random_multi_steppe_large"),
        (assign, ":num_maps", 13),

Scenes:

Code:
# multiplayer
  ("multi_scene_1",sf_generate,"none", "none", (0,0),(100,100),-100,"0x00000001300389800003a4ea000058340000637a0000399b",
    [],[],"outer_terrain_plain"),
   ("frostys_ruins",sf_generate,"none", "none", (0,0),(100,100),-100,"0x00000001300389800003a4ea000058340000637a0000399b",
    [],[],"outer_terrain_plain"),
  ("multi_scene_2",sf_generate,"none", "none", (0,0),(100,100),-100,"0x000000012002a0b20004992700006e54000007fe00001fd2",
    [],[],"outer_terrain_steppe"),
  ("multi_scene_3",sf_generate,"none", "none", (0,0),(100,100),-100,"0x000000013002e0b20005154500006e540000235600007b55",
    [],[],"outer_terrain_plain"),
  ("multi_scene_4",sf_generate,"none", "none", (0,0),(100,100),-100,"0x00000001300659630003c8f300003ca000006a8900003c89",
    [],[],"outer_terrain_plain"),
  ("multi_scene_5",sf_generate,"none", "none", (0,0),(100,100),-100,"0x000000023002a1ba0004210900003ca000006a8900007a7b",
    [],[],"outer_terrain_plain"),
  ("multi_scene_6",sf_generate,"none", "none", (0,0),(100,100),-100,"0x00000002300494b200048524000059e80000453300001d32",
    [],[],"outer_terrain_plain"),
  ("multi_scene_7",sf_generate,"none", "none", (0,0),(100,100),-100,"0x0000000130010e0e0005fd84000011c60000285b00005cbe",
    [],[],"outer_terrain_plain"),
  ("multi_scene_8",sf_generate,"none", "none", (0,0),(100,100),-100,"0x0000000020004db18004611400005c918000397b00004c2e",
    [],[],"outer_terrain_plain"),
  ("multi_scene_9",sf_generate,"none", "none", (0,0),(100,100),-100,"0x00000000400032320003c0f300001f9e000011180000031c",   
    [],[],"outer_terrain_snow"),
  ("multi_scene_10",sf_generate,"none", "none", (0,0),(100,100),-100,"0x000000003009cde1000599630000423b00005756000000af",
    [],[],"outer_terrain_plain"),
  ("multi_scene_11",sf_generate,"none", "none", (0,0),(100,100),-100,"0x0000000030015f2b000350d4000011a4000017ee000054af",
    [],[],"outer_terrain_plain"),
  ("multi_scene_12",sf_generate,"none", "none", (0,0),(100,100),-100,"0x000000013003d7e30005053f00003b4e0000146300006e84",
    [],[],"outer_terrain_beach"),
  ("multi_scene_13",sf_generate,"none", "none", (0,0),(100,100),-100,"0x00000001300389800003a4ea000058340000637a0000399b",
    [],[],"outer_terrain_plain"),
  ("multi_scene_14",sf_generate,"none", "none", (0,0),(100,100),-100,"0x0000000040000c910003e8fa0000538900003e9e00005301",
    [],[],"outer_terrain_snow"),
  ("multi_scene_15",sf_generate,"none", "none", (0,0),(100,100),-100,"0x00000000500b1d158005394c00001230800072880000018f",
    [],[],"outer_terrain_desert"),       
  
  ("random_multi_plain_medium",sf_generate|sf_randomize|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x00000001394018dd000649920004406900002920000056d7",
    [],[], "outer_terrain_plain"),
  ("random_multi_plain_large",sf_generate|sf_randomize|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x000000013a001853000aa6a40004406900002920001e4f81",
    [],[], "outer_terrain_plain"),
  ("random_multi_steppe_medium", sf_generate|sf_randomize|sf_auto_entry_points, "none", "none", (0,0),(100, 100), -0.5, "0x0000000128601ae300063d8f0004406900002920001e4f81",
    [],[], "outer_terrain_steppe"),
  ("random_multi_steppe_large", sf_generate|sf_randomize|sf_auto_entry_points, "none", "none", (0,0),(100, 100), -0.5, "0x000000012a00d8630009fe7f0004406900002920001e4f81",
    [],[], "outer_terrain_steppe"),

  ("multiplayer_maps_end",sf_generate,"none", "none", (0,0),(100,100),-100,"0x00000001300389800003a4ea000058340000637a0000399b",
    [],[],"outer_terrain_plain"),

And Strings:

Code:
#multiplayer scene names
  ("multi_scene_1", "Ruins"),
  ("frostys_ruins", "Frosty's Ruins"),
  ("multi_scene_2", "Village"),
  ("multi_scene_3", "Hailes Castle"), #Castle 1
  ("multi_scene_4", "Ruined Fort"),
  ("multi_scene_5", "Scene 5"), #not ready yet
  ("multi_scene_6", "Scene 6"), #not ready yet
  ("multi_scene_7", "Field by the River"),
  ("multi_scene_8", "Rudkhan Castle"), #Castle 2
  ("multi_scene_9", "Snowy Village"),
  ("multi_scene_10", "Turin Castle"), #Castle 3
  ("multi_scene_11", "Nord Town"),
  ("multi_scene_16", "Port Assault"),
  ("multi_scene_17", "Brunwud Castle"), #Castle 4
  ("multi_scene_18", "Battle on Ice"),
  ("multi_scene_19", "Mahdaar Castle"), #Castle 5
  ("multi_scene_12", "Random Plains (Medium)"),
  ("multi_scene_13", "Random Plains (Large)"),
  ("multi_scene_14", "Random Steppe (Medium)"),
  ("multi_scene_15", "Random Steppe (Large)"),
  ("multi_scene_end", "multi_scene_end"),
 
Describe what you mean by "breaks"

Something i noticed in your codes is that your custom map is RIGHT after the regular ruins. That gave me problems earlier on. Try moving it to the bottom of the maps listing in the codes. So instead of frostys_ruins after the normal ruins, put it after all the random_maps. It also needs to be in the same order in ALL of your modifications.
 
guilemaster said:
Describe what you mean by "breaks"

Something i noticed in your codes is that your custom map is RIGHT after the regular ruins. That gave me problems earlier on. Try moving it to the bottom of the maps listing in the codes. So instead of frostys_ruins after the normal ruins, put it after all the random_maps. It also needs to be in the same order in ALL of your modifications.

This.

I had major problems when I tried to introduce a custom map part way through the list. Instead, place it at the bottom of the map list. This way, the map does not destroy any continuation of the scene numbers and allocations. Remember that your clients do not have this updated version so their map list must stay intact as in Native.
 
Turanien said:
guilemaster said:
Describe what you mean by "breaks"

Something i noticed in your codes is that your custom map is RIGHT after the regular ruins. That gave me problems earlier on. Try moving it to the bottom of the maps listing in the codes. So instead of frostys_ruins after the normal ruins, put it after all the random_maps. It also needs to be in the same order in ALL of your modifications.

This.

I had major problems when I tried to introduce a custom map part way through the list. Instead, place it at the bottom of the map list. This way, the map does not destroy any continuation of the scene numbers and allocations. Remember that your clients do not have this updated version so their map list must stay intact as in Native.
On this same note, how far can you change it and keep it Native-compatible? I've been sitting on this for quite some time. Currently it only sends the .sco and the terrain code to other players, right? So things like textures are definitely not going to transfer over. But what kind of stuff does the server feed to players constantly? It might be fun to play around with that stuff.
 
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