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Re: Problems with my mod...

Posted: Sun Aug 14, 2011 4:57 am
by Garnier
"munitions.csv"
How long before modding this will be allowed? I don't know what makes it dangerous, but without it there's very little that can be done with artillery.

Re: Problems with my mod...

Posted: Sun Aug 14, 2011 5:25 am
by norb
I would have to change the layout, remove certain sections to other files. That is the danger. I did split out the sprites in order to allow modding. To be honest, it's not on the short list.

Re: Problems with my mod...

Posted: Mon Aug 15, 2011 3:31 am
by Exoddus
Wow this helps me with a lot of frustration problems ;)

So basicly i can't make a total conversion for multiplayer use.
That's to bad really. Is there no way to make the engine recognize
modded and unmodded files? So if i have a mod activated it would
not allow me to connect to a vanilla server, and vise versa?

Your responses has made it clear to me that the multiplayer part
of my mod won't be happening. But that still leaves the issues with
the timmer and names text in "guitext.csv"
Not sure why you're having problems with the game timer, I see it's misaligned, just fix the coords in the guitext for this...but I'm pretty sure you know this, so I'll shut up for now.
I can edit their values and have two of them, i can even delete them
completly and they are still there. I belive the game is reading these
values from another file, or that it is hard coded.
Simply, the timer and names values in "guitext.csv" are actully copies
being placed exactly on top of already existing ones. So where are
the original values? :huh:

[EDIT]
I will share this little project later on. Once i have fixed some of
the major issues. Thanks for taking an interest :)
[/EDIT]

Re: Problems with my mod...

Posted: Mon Aug 15, 2011 4:17 am
by norb
I am pretty certain that only the server has to make sure about the mods they select. The clients will automatically only load that which is applicable.

At this point you cannot mod every single file for MP. We opened up what we could without causing too much pain. We are just trying to keep the game running smoothly. At some point we will add the necessary checks to verify that a mod exists in the same state on every machine. So that you can load total conversion mods. But our goal right now was to open up most of the MP modding and make sure that was solid.

Re: Problems with my mod...

Posted: Tue Feb 07, 2012 12:46 am
by RebBugler
BUMP...some useful info here regarding MP modding, and, a mod with lots of potential, any progress to report?