Recent content by FreefallGeek

  1. cRPG source code for 1.127

    I understand your concerns. Mostly I was just curious. I'm working on a similar projec. Thanks for the source release, very informative.
  2. cRPG source code for 1.127

    Would you please allow us to view the php source for the backend chadz?
  3. OSP Code MP Arch3r OS: Random weather for multiplayer gamemodes (fixed)

    And to verify, this only works if the client is running the modified module as well, correct? Meaning it's impossible to have someone connect with a Native module and see the weather effects?
  4. Scening problems, please help! Getting odd striated shadows.

    I'm creating a custom scene and in some locations where I've edited the elevation the shadows are odd. There are either shadows on flat ground where no shadows should be cast, or (and this applies to the previously mentioned shadows) the shadows cast in other locations look striated and not like...
  5. Adding custom multiplayer map, shows up under all game types...

    Problem resolved. This is what I had to do. Here is my original code:
      .....
      ("multi_scene_14",sf_generate,"none", "none", (0,0),(100,100),-100,"0x0000000040000c910003e8fa0000538900003e9e00005301",
        [],[],"outer_terrain_snow"),
      ("multi_scott1",sf_generate,"none", "none", (0,0),(100,100),-100,"0x00000006300005000004ed3800000bff00002bd300002cf6",
        [],[],"outer_terrain_beach"),
     
      ("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"),


    I had to make it look like:
      .....
      ("multi_scene_14",sf_generate,"none", "none", (0,0),(100,100),-100,"0x0000000040000c910003e8fa0000538900003e9e00005301",
        [],[],"outer_terrain_snow"),
     
      ("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"),

      ("multi_scott1",sf_generate,"none", "none", (0,0),(100,100),-100,"0x00000006300005000004ed3800000bff00002bd300002cf6",
        [],[],"outer_terrain_beach"),
     
      ("multiplayer_maps_end",sf_generate,"none", "none", (0,0),(100,100),-100,"0x00000001300389800003a4ea000058340000637a0000399b",
        [],[],"outer_terrain_plain"),

    I had to move my map behind the random maps in the listing, this caused my map's name to show up correctly instead of being displayed as Random Plains (Medium).
  6. Adding custom multiplayer map, shows up under all game types...

    Got my map to show up, had to host with dedicated, local host was the problem. Now the issue is that while the .sco that loads is my map, it doesnt show up as Scott Test as the map name in the server browser, it shows up as "Random Plains (Medium)"
  7. Adding custom multiplayer map, shows up under all game types...

    Actually it shows up on Battle, Deathmatch, and Team Deathmatch. Not sure why that is happening. The other modes it doesn't appear in.

    Also, it still launches a random map instead of my scene.
  8. Adding custom multiplayer map, shows up under all game types...

    I have a custom multi-map that I've added to module_strings, module-scenes, and module_scripts. I can select the scene from the Scene Chooser (from the tutorial window). If I try to locally host a multiplayer battle map, the "Scott Test" name shows up under all of the available game modes (not...
  9. Moving Ships

    GetAssista said:
    It's done by triggers in mission template doing animate_scene_prop cycles. So you need new code, hence no, it can't be integrated in Native, new module is required

    Thank you GetAssista, appreciate the quick response. A bit disheartening that it would not be possible to incorporate it into Native.
  10. Moving Ships

    I've gotten relatively decent at scening and I'm working on a custom map. I'm a bit clueless on the more advanced portions however. I dont know if what I'm requesting is possible, so I'm seeking advice here. Basically I would like to have either 1 or 2 ship models which move in fixed patterns...
  11. George_Costanza server PW?

    Or maybe he hex edits the displayed number of connected hosts the same way he edits the allowable number of players.
  12. The 22nd NEW Servers 222 player server, join and test please!

    joelturuz said:
    128 people fighting in 1 server? I wish I had been there :lol:
    Just out of curiosity, how horrible was the lag?

    Not terrible, actually. And I'm US based (They're EU). With a continent-side server and a good enough broadband connect, fast enough server, multiple servers running 64-a-side battles should be possible. Hopefully the Devs see the two modded servers and realize they can raise the hard-coded cap.
  13. The 22nd NEW Servers 222 player server, join and test please!

    MaHuD said:
    Highelf said:
    Out of curiousity, the 128 limit is done via the mission templates visitor count? Me and Yoshi had the same idea before but never tested it. Pretty neat that it all works fine. :grin:

    I thought that at first, but according to the other thread, they used a hex editor.

    The server executable wont accept a value higher than 65 for set_max_players regardless of the mission type. However, if you change where it stores the max player data once the executable is running (i.e. hex editor) then you don't have to deal with the executable checking to make sure you're playing by the rules. Start the server with 64, or 2, or 12.. etc, it doesn't matter. Then edit the executable to anywhere between -254 and 254 once it's started.
  14. How do you increase player cap beyond 64 on the server

    Jest said:
    What hex editor do you use?  Would you recommend xvi32 ?

    To be honest it really doesn't matter. You just need a way to analyze the .exe while it's running and locate the specific bits you want to edit.
  15. The 22nd NEW Servers 222 player server, join and test please!

    mr.master said:
    So would it be possbile to increase the cap even further? :shock:
    245 is the highest you can edit it unless the Devs change it server side.
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