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  #11  
Old April 17th, 2007, 03:04 PM

Romulus68 Romulus68 is offline
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Default Re: SEV: Using custom races on PBW

Would it hurt to put the Race files in the mod and stock folders? Worth a try.
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  #12  
Old April 17th, 2007, 03:53 PM
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Default Re: SEV: Using custom races on PBW

geoschmo said:
"I don't have the images on the server now, and we are having issues with people using custom races."


You don't have the images, but do you have the .txt and .csf files for the custom shipsets installed?
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  #13  
Old April 17th, 2007, 03:53 PM

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Default Re: SEV: Using custom races on PBW

Quote:
Captain Kwok said:
Yes, that's what I was trying to say.

Although I don't think you need the images at all on the server since the game's graphics are never displayed - but if there's a way you can test or confirm this that would be good. As long as the players in the game have the custom race installed in their stock folder or mod folder, the image references should be intact and the correct images displayed in game.

NONONO!!! This is what we've been *****ing about since day one of beta! get with it kwok! - didn't I explain what happens in the BM thread?

and for the record, I've tested this exstencivly.
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  #14  
Old April 17th, 2007, 03:59 PM

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Default Re: SEV: Using custom races on PBW

ok, you might get away with not having the textures, as long as you have the models...

shipsets have the
3d model
this is a .txt file with a .X extension
the texure for the above
this is a .bmp it is called from the .x file
it has flags
which are .bmp
and portrates
these are .jpgs which are an image of the renderd ship 'photos' if you like of the ship.
there's also AI, names and other files.

you may get away without having the textures... but I doubt it SEV will probibly give errors, not sure on this.
you may get away with removing the portrates, might have a little more luck there.
removing the flags will result in the server slecting at random annother flag - permanantly.

but removing all this stuff is going to be more trouble than it's worth just to save a bit of hard disk space.
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  #15  
Old April 17th, 2007, 04:11 PM
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Default Re: SEV: Using custom races on PBW

Look at it this way:

The Balance Mod has folders for all the stock races with a few of the .txt files and no other images besides the small flags. The PBW server runs Balance Mod games using the stock races just fine right? So, any custom set should work just fine if they are setup in the same fashion...

Now, does the server need the custom ship images in order to run correctly? Perhaps. If there's a flag in the code that is set to TRUE when the images are found, it might mean if it returned FALSE (no images found) it would make the game pick a new set to display for that race... we should check that out as this might also be true for the first .gam file generated by the host in a PBW game as well. If it works along those lines, then the custom sets should just need their images on the server (or hosts' install) in the stock empires folder.
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  #16  
Old April 17th, 2007, 04:17 PM

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Default Re: SEV: Using custom races on PBW

Kwok you're confusing things by talking about what goes into the mod folders when geo is talking about what gets installed in the default stock empires dir. (or at least not being entirely clear which you're talking about)

if it's in the stock empires dir then yes, the mod only needs a few of the .txt files, because it can use the models from the default stock empires dir

Geo, There's also a flag in the mod definition.txt that if set to TRUE on the first turn will allow a mod to use the shipsets in the default stock folder. however since the first turn is not run on PBW it doesn't help you a huge amount unless the guy running the first turn knows to switch it.


and for the record kwok - I apolagize if my post was a little... harsh. I tend to overeact when I feel people have ignored what I've said.
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  #17  
Old April 17th, 2007, 06:48 PM
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Default Re: SEV: Using custom races on PBW

I'm not too concerned about the harddrive space issue. We've got space, and if we run out I can add another harddrive. I'm thinking about doing that anyway just for the SE5 stuff.

What I'm trying to do is establish what exactly the process is that I need to go through to put a custom shipset on the PBW server. It sounds like I'm going to be dealing with putting different files in different folders, not even taking into consideration if it's needed for a mod.

Fortunatly to this point we aren't talking about too many mods, but we are starting to get a few custom races. I'm looking forward to the day when we have dozens of mods and hundreds of custom races like SE4 does and I'm not real happy about having to go through a confusing and tedious manual process for every new custom race.

But until we can convince Malfador that it's an issue that needs fixed, I need to do something about all the games that are breaking because of the custom races. So what I need to know is where the files all go. So if someone could explain that I'd appreciate it.

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  #18  
Old April 17th, 2007, 08:40 PM

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Default Re: SEV: Using custom races on PBW

Next PBW game I play I'm sticking with a default race.
Hopefully Aaron will listen and make the change with the next patch.
Thanks for all the hard work you guys are putting in.
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  #19  
Old April 17th, 2007, 11:56 PM
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Default Re: SEV: Using custom races on PBW

Geo,

If the mod has an Empires folder, I'd add a folder for each custom set with at least the set's inventory layout file and its [Empire]_AI_Main.txt file. It might be a good idea to edit the two entries that point to script files to use the default ones.

ie:

From:
AI Script File := [Race Name]\[Race Name]_Main_Script.csf
AI Script Empire Setup File := [Race Name]\[Race Name]_Setup_Script.csf

To:
AI Script File := Default\Default_Main_Script.csf
AI Script Empire Setup File := Default\Default_Setup_Script.csf
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  #20  
Old April 18th, 2007, 02:39 AM

se5a se5a is offline
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Default Re: SEV: Using custom races on PBW

if you want to convince aaron that it's a problem then you need to get everyone to email him about it. the thing is that it's a big code change to fix it properly. which is why he's stalling.
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