MP Tutorial Scenes Adding custom maps w/ auto-download.

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MadocComadrin

Water-Borne Annelid
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Seeing as the thread where we figured out how to get this feature working is a little cluttered, I thought I might throw this together. In this guide, I'm going to assume you know how to enable edit mode, how to use the scene editor, and how to compile a module.

Step One - Adding your map

First things first, you're going to need the Module System; so if you don't have it, now is a good time to download it.

Next you're going to need to get the terrain code. If you're making a map, you'll need to generate one. This can be done by starting a single-player game with edit mode enabled; then while on the world map, clicking on the 'terrain' button. If you are using a map made by someone else (with their permission of course  :wink:) then make sure they give you the terrain code!

Once you have the terrain code, open up module_scenes.py and look for the multiplayer maps*. Most of them will have names that look like 'multi_scene_#' or 'random_multi_something.' Next you'll have to create a new scene entry. At the top of the file, there is a breakdown on how to do this, but I prefer to simply copy and paste an existing multiplayer map's entry and change the necessary items. You'll want to put this new entry between the entry for 'random_multi_steppe_large' and 'multiplayer_maps_end' Make sure to change the scene's name and put in the terrain code you got earlier (it's the really long hexidecimal number). Below is a sample of what you need to do.

Code:
  ("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"),
###ENTER YOUR NEW MAPS _AFTER_ THIS POINT###

("multi_my_new_map",sf_generate,"none", "none", (0,0),(100,100),-100,"0x000000013002e0b20005154500006e540000235600007b55",
    [],[],"outer_terrain_plain"),

###ENTER YOUR NEW MAPS _BEFORE_ THIS POINT###
  ("multiplayer_maps_end",sf_generate,"none", "none", (0,0),(100,100),-100,"0x00000001300389800003a4ea000058340000637a0000399b",
    [],[],"outer_terrain_plain"),

Once you have your map entry created, take notice of the last part of the scene entry. You'll see in the example it says 'outer_scene_plain.' This describes how the outside of the map will look (the part that is blocked off).

There are a few choices:
[*]"outer_terrain_plain" - the classic green plains everyone knows and loves
[*]"outer_terrain_steppe" - the steppe nomads favorite--a steppe!
[*]"outer_terrain_desert" - hot desert sands; almost as dry as my humor  :wink:
[*]"outer_terrain_snow" - a white, powdery delight reminiscent of the Nordic homelands, ie. snow.
[*]"outer_terrain_beach" - plains on three sides and water on the fourth--perfect for a port or beach map!
[*] 0 - nothing, nada, nil; good for island maps**.


Notes
* - you can quickly find the multiplayer maps by searching for 'multiplayer_maps_end'
** - aside from 0, all other outer terrain flags MUST be surrounded by quotes!

You do not have to start the name of your map with 'multi_' but I like to do it anyway so I can keep things in order.

Step Two - Setting the map's display name
Now you're going to designate the name that will show up in the server browser and the admin panel, so save your module_scenes.py and open module_strings.py. Look again for the multiplayer maps. The entries should have exactly the same name as they did in module_scenes*. You'll want to create an entry between 'multi_scene_15' and 'multi_scene_end.' The first part of the entry is the EXACT name you put in module_scenes, the second part is the name you want to display, surrounded by quotes.  Below is an example of what you should do.

Code:
("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)"),
###ADD YOUR MAPS AFTER THIS POINT###

("multi_my_new_map", "My New Map"),

###ADD YOUR MAPS BEFORE THIS POINT###
("multi_scene_end", "multi_scene_end"),

Notes
*For those of you who already know your way around the module system, take note that you should not put the prefix 'scn_' in front of the map name!

Step Three - Designating game type(s)
Now you're going to tell Warband what game types your maps can be played on. So save module_strings and open up module_scripts.py Look for the script 'multiplayer_fill_map_game_types.'

Now this step is a little complicated. You should see quite a few entries that start with '(troop_set_slot,' separated by  '(else_try),' and an entry checking for game type*. Pick out which game mode(s) you want your map to be played on and copy and paste one of those entries that start with '(troop_set_slot,'  BELOW the last entry for that game type, but BEFORE the entry that looks like '(assign, ":num_maps", some_number). 'Next change the map name of that entry to the one you used in module_scenes with the prefix 'scn_' added to it. Then change the number in the field that looks like 'multi_data_maps_for_game_type_begin + some_number' to ONE MORE than the number in the entry above. Finaly, for the '(assign, ":num_maps", some_number)' entry for that game type, INCREMENT the number there by ONE**.

If you have your map made to be playable on more than one game type, you'll have to repeat this step for that game type. Below is an example of what you should do if you wanted to add your map to the list of Battle maps.
Code:
(else_try),
        (eq, ":game_type", multiplayer_game_type_battle),
        (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_multi_scene_2"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 2, "scn_multi_scene_4"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 3, "scn_multi_scene_7"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 4, "scn_multi_scene_9"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 5, "scn_multi_scene_11"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 6, "scn_multi_scene_12"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 7, "scn_multi_scene_14"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 8, "scn_random_multi_plain_medium"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 9, "scn_random_multi_plain_large"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 10, "scn_random_multi_steppe_medium"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 11, "scn_random_multi_steppe_large"),
###ADD YOUR MAP BELOW THIS POINT###
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 12, "scn_multi_my_new_map"),
###ADD YOUR MAP ABOVE THIS POINT###
        (assign, ":num_maps", 13),
  (else_try),

Notes
* - Deathmatch, Duel, and Team Deathmatch maps are all under the same category.
** - This number should be ONE greater than the number in the entry for the last map of that game type.

Conclusion
Okay Folks, all you need to do now is save your files and compile your module. If you want to see your maps in the admin panel yourself, you'll need to replace your Native module with this one (keep the folder name the same and BE SURE TO BACK UP). Likewise, the name of the module MUST be Native (or whatever mod you're using) on the server! If you need to edit you're scene in-game, now is a good time to do so; otherwise you are set!

Also note, that if you want to add more than one map, you MUST add them in THE SAME ORDER in each file. Doing otherwise can mess up how Warband displays the maps name, mess up what game type the map is on, or even cause all clients to crash after download!

Thank you all for reading this; I hope it was helpful. If I missed something or messed something up, let me know here or via PM. If you have any questions, feel free to do the same.

-Madoc
 
Nice work Madoc! And nice rank up! :grin:

Anyways, in module_presentations you can set-up the picture at the top admin panel when your choosing a map. You don't have to do it, and I haven't tried it before so I can't give advice, but it's good to know for someone who wants to do it.

Search for this in module_presentations:
Code:
game_multiplayer_admin_panel

Like I said, I haven't looked more into it so I can't tell you more about it.
 
I did everything, but the map still won't show up in the admin panel. I can play on the map, but only when it comes up in the rotation. Is there anything else i need to edit to add it to the admin panel?
 
There shouldn't be anything else. Are you using the compiled module client-side as well? You'll need to if you want to see it in the admin panel. (Hand it out to all your other admins too!)

@Arch, I saw that too and I have a basic idea of how it works. I'll look into it some more and post my findings.
 
yea i was using it client side as well. It won't appear on the admin panel. I put a "##New maps##" thing in my code, but i don't think that screwed anything up, because that was the only thing listed in red.
 
Ugh this crap is wrist slashingly annoying.

Ok I did all you said to make it show up on admin. Works fine when I use it with a hosted game but when I try with the server nothing happens. I see the map I click the map I click start game but nothing happens. I rechecked every line in every text I edited and it's all word for word what you and everyone said to put.  Now here is the funny part. When I gave the completed files (.sco, strings.txt, scenes.txt, scripts.txt) to another admin it royally messed up his game. The menu for the admin panel was all distorted and his character model was some shrunken peasent looking thing. WTF.  I tested this by making a clean Native folder and adding the files to it like a 2nd party admin would and I got that distorted menu crap too.  But using my module that I made the map in works fine when I change its name to Native. Except on the server.  I did put some single player items in for cosmetics (weapons, armor), would that somehow effect it? Even so wouldn't it warn me that im using a different module then the servers when I join it? 
 
Well I don't understand your problem 100% but I do know that if you change even one thing from the original Native (add items, change stats) you'll get that warning to switch mods.
 
Mistral said:
Ugh this crap is wrist slashingly annoying.

Ok I did all you said to make it show up on admin. Works fine when I use it with a hosted game but when I try with the server nothing happens. I see the map I click the map I click start game but nothing happens. I rechecked every line in every text I edited and it's all word for word what you and everyone said to put.  Now here is the funny part. When I gave the completed files (.sco, strings.txt, scenes.txt, scripts.txt) to another admin it royally messed up his game. The menu for the admin panel was all distorted and his character model was some shrunken peasent looking thing. WTF.  I tested this by making a clean Native folder and adding the files to it like a 2nd party admin would and I got that distorted menu crap too.  But using my module that I made the map in works fine when I change its name to Native. Except on the server.  I did put some single player items in for cosmetics (weapons, armor), would that somehow effect it? Even so wouldn't it warn me that im using a different module then the servers when I join it?

Oops, then there must be more than the number of  txt file that needs to be move then what I originally told you on vent. For the time being, you'd be better off giving them the entire built module or the module system files (depending on which would be easier).
 
Do we know which extra files we need to transfer yet?  I am trying to beta test this with Dragonhelm and he gets the same error when i transfer the 3 files plus the SCO file.  I am sending him the entire module now to see if that works,  i will get back to you.

EDIT:  Ok I gave dragon the entire module folder,  and it works now like that.  There is obviously a file associated that you are overlooking that is necessary.  Not sure which one.. just wanted to let you know whats going on so far.
 
MadocComadrin said:
Yeah, it looks like the safest bet so far is to send the whole module over.

If you would like,  and want to truly solve this mystery I would not mind taking the time to sit with you and remove one file from the transfer at a time to see which files it is. I can't do it alone for obvious reasons.
 
With the module system, nearly everything is converted to a number for the game to read; so if you add new scene, item, string, or whatever entries anywhere other than the end of the list, a lot of numbers all over the module system are likely to be incremented, requiring you to copy most of the built files for things to work. You can use some sort of revision control tool with the built modules to see this, or simply diff them with the previous version; though you'd want to use a tool which can show per word diffs rather than per line, as the built lines can get very long, especially in scripts.txt.

The reason the clients don't need updating is that for a few things (like scene name on the client) the game sends the strings, rather than their ids.
 
Does anyone know how to fix the constant map changing that I get when I try to host the server with the new map?
 
Hey, so I'm having that constant map rotation problem :S
Here are my module files. I've compiled them, then copied the scenes, scripts, and strings files to the Native folder in my dedicated server files (copy and replace).


Code:
# multiplayer
  ("multi_scene_1",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"),       
  ("multi_scene_16",sf_generate,"none", "none", (0,0),(100,100),-100,"0x00000000d007abd20002c8b1000050c50000752a0000788c",
    [],[],"outer_terrain_desert"),
  ("multi_scene_17",sf_generate,"none", "none", (0,0),(100,100),-100,"0x00000002200005000005f57b00005885000046bd00006d9c",
    [],[],"outer_terrain_plain"),
  ("multi_scene_18",sf_generate|sf_muddy_water,"none", "none", (0,0),(100,100),-100,"0x00000000b00037630002308c00000c9400005d4c00000f3a",
    [],[],"outer_terrain_plain"),
  
  ("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"),

#############New maps#####
  ("death_valley",sf_generate,"none", "none", (0,0),(200,200),-100,"0x00000000d000050000030096000004da000065d300005455",
    [],[],"outer_terrain_plain"),
#########End#########


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

Code:
      (else_try),
        (eq, ":game_type", multiplayer_game_type_battle),
        (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_multi_scene_2"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 2, "scn_multi_scene_4"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 3, "scn_multi_scene_7"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 4, "scn_multi_scene_9"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 5, "scn_multi_scene_11"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 6, "scn_multi_scene_12"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 7, "scn_multi_scene_14"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 8, "scn_multi_scene_17"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 9, "scn_multi_scene_18"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 10, "scn_random_multi_plain_medium"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 11, "scn_random_multi_plain_large"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 12, "scn_random_multi_steppe_medium"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 13, "scn_random_multi_steppe_large"),
        (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 14, "scn_death_valley"),
        (assign, ":num_maps", 15),

Code:
#multiplayer scene names
  ("multi_scene_1", "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_20", "Jameyyed Castle"), #Castle 6
  ("multi_scene_21", "The Arena"),
  ("multi_scene_22", "Forest Hideout"),
  ("multi_scene_12", "Random Plains (Medium)"),
  ("multi_scene_13", "Random Plains (Large)"),
  ("multi_scene_14", "Random Steppe (Medium)"),
  ("multi_scene_15", "Random Steppe (Large)"),
##New maps##
  ("death_valley", "Death Valley"),
##End New maps##
  ("multi_scene_end", "multi_scene_end"),


And then here's my dedicated server files

Code:
#WARNING: Make sure that you change the capital values with proper ones.
#uncomment the line below when you set a valid administrator password
set_pass_admin [censored]
#if you have premium members, set a password for them, otherwise delete/comment out the line below
#uncomment the line below when you set a valid private password
#set_pass_private PRIVATEPASS
#uncomment the line below when you set a valid server name
set_server_name Balion_Map_Test
#uncomment the line below when you set a valid welcome message
set_welcome_message WELCOME MESSAGE
#Steam must be running in order to use valve anti cheat
#Also you must use the Steam version of the dedicated server in order to use this option
#set_enable_valve_anti_cheat 1
#setting battle (multiplayer_bt) mode
set_mission multiplayer_bt
#setting max players, first one is non-premium member limit, second one is premium member limit
set_max_players 32 32
set_num_bots_voteable 0
set_map death_valley
add_map multi_scene_1
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
add_map death_valley


#adding all kingdoms to both sides just to randomize all of them
#adding less kingdoms will reduce the randomization set (used in set_randomize_factions command)
add_factions fac_kingdom_1 fac_kingdom_1
add_factions fac_kingdom_2 fac_kingdom_2
add_factions fac_kingdom_3 fac_kingdom_3
add_factions fac_kingdom_4 fac_kingdom_4
add_factions fac_kingdom_5 fac_kingdom_5
add_factions fac_kingdom_6 fac_kingdom_6
set_randomize_factions 1
#since default team point limit is 300, the line below is necessary for this mode
set_team_point_limit 10
#if the bottleneck is your server's bandwidth, then make sure that you set a correct value for upload limit
set_upload_limit 100000000
#if you are running more than one dedicated server on the same computer, you must give different ports to each of them
set_port 7240
#if you are running the Steam version of the dedicated server, this port must also be set, and same limitations of set_port apply for Steam port
set_steam_port 7241
set_server_log_folder Logs
set_server_ban_list_file Logs\ban_list.txt
start

I also, upon madoc's instructions, recopied my .sco into the client-side native, which didn't seem to help me. :sad:
Any ideas?


Also, I'm not really looking to host myself, more like have a server to show off my maps to perspective dedi hosters. I don't really intend on keeping up the server. I tried just hosting from my computer with those files in a Native module, but it wouldn't show up on the admin panel. So what files would I send to someone who wants to host it? The .sco, scenes.txt? scripts.txt?

Oh, and I just realized that my last bit of code (the one right before the server files actually, says code=scenes for the second time) might not be in the right place. :S Sorry I'm such a noob. Does anyone know where that should go?
 
Okay, since you mentioned you can't see it on the admin panel, that leads me to believe something was messed up with the build.

First, check module_info and make sure the path is alright. Second, build your module for the client first. Then try hosting from in-game. If you can see your map, then just copy that module over to the server files. If not, then tell me what you do see.

As for distributing the map, the easiest thing to do is give them the terrain-code, the outer terrain flag, and the .sco file and let them add the map in themselves. Otherwise, you'd have to give them all of the text files.
 
MadocComadrin said:
Okay, since you mentioned you can't see it on the admin panel, that leads me to believe something was messed up with the build.

First, check module_info and make sure the path is alright. Second, build your module for the client first. Then try hosting from in-game. If you can see your map, then just copy that module over to the server files. If not, then tell me what you do see.

As for distributing the map, the easiest thing to do is give them the terrain-code, the outer terrain flag, and the .sco file and let them add the map in themselves. Otherwise, you'd have to give them all of the text files.

Alright, the path was right and everything, but when I tried hosting from ingame, there was no option for that map. It went straight from Random Steppe (large) back to Ruins. :sad:

Hm. If I give someone the terrain-code, the outer terrain flag, and the .sco file, would they be able to host it without problems? Like, is the problem with my map, or I'm doing some hosting thingy wrong?
 
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