Mod client diffrences


(johnnei) #1

Ey,

I’m making a little mod but when I test on my server for all works but for the other players the mod changes dont apply, some do though but most of them dont.

Like I removed the automatic switch after you fired a panzer, that works for me but not for others. But the double jump works for all of us.

server dir (dir is called rwarfare)

cgame_mp_x86.dll
qagame_mp_x86.dll
ui_mp_x86.dll
rwarfare.pk3 (this files contains all changes and the dll's: cgame and ui)
serverStart.lnk (^^)

and some more folder containing source of my mod :slight_smile:

when you join the server you download files and when I watch the dir this comes in them:

cgame_mp_x86.dll
ui_mp_x86.dll
rwarfare.pk3

So anyone got an idea why the mod works for me fully but for other partionally?

If anyone wanna join server:
82.73.117.206:27960
i’ll keep it up as often as possible :slight_smile: (dl-ing goes through my httpserver :P)


(nUllSkillZ) #2

You could try to zip cgame und ui files in mp_bin.pk3.
Are you sure the server is running the mod?


(Cambodunum) #3

… your pk3 contains a folder called “dlls” … delete it
… and dont put the qagame into your client-pk3
… just put in the ui and cgame into your client (without any folder)

rwarfare should be like/contain this:

ui
models
ui_mp_x86.dll
cgame_mp_x86.dll


(johnnei) #4

i placed the 2 dll in the mp_bin now and more things work now but still not all.
like the 2 main things which still dont apply:
Changes in limbo menu (weapons)
Removed panzerswitch

and my shortcut to the server is: “E:\Games\Wolfe - ET - MOD\ETDED.exe” +set fs_game rwarfare

lol, I got a batch file which does that for me, I think i forgot to change that xD but the dll’s are now in mp_bin so :slight_smile: i’ll fix the dll folder xD

edit2: Server is now setup again with the properly made pk3 files


(ailmanki) #5

check if sv_pure is enabled


(johnnei) #6

yes pure is enabled

edit:
I also found some new problem, I had little preview to few players but some of them got Version Mismatch with Jaymod ._o while I did change the game define in the coding to rwarfare (and else it should be etmain so…) Anyone know howto deal with that?


(johnnei) #7

K, I’ve keep struggling on with my mod and I’m making progress and since I changed the compile settings to Release almost all things work but only the UI and Limbo stuff I changed doesn’t work for others but works for me though :confused:

UI - Skillbar, draw 6 instead of 3 (cg_draw.c)

for( i = 0; i < 6; i++ ) { //I basicly just changed the 3 into a 6
		skill = CG_ClassSkillForPosition( ci, i );

		CG_DrawSkillBar( i * SKILL_BAR_X_SCALE + SKILL_BAR_X, 480 - (5 * SKILL_BAR_Y_SCALE) + SKILL_BAR_Y, SKILL_BAR_WIDTH, 4 * SKILL_ICON_SIZE, ci->skill[skill] );
		CG_DrawPic( i * SKILL_ICON_X_SCALE + SKILL_ICON_X, 480 + SKILL_ICON_Y, SKILL_ICON_SIZE, SKILL_ICON_SIZE, cgs.media.skillPics[skill] );
	}

not sure if i changed CG_ClassSkillForPosition() functions though but >.> that works for me but not for the others

I also changed the class names for all the classes with codes like this: (bg_classes.c)

const char* BG_ShortClassnameForNumber( int classNum ) {
    switch( classNum ) {
        case PC_SOLDIER:
            return "HeSol";
        case PC_MEDIC:
            return "HeSol";
        case PC_ENGINEER:
            return "HeSol";
        case PC_FIELDOPS:
            return "HeSol";
        case PC_COVERTOPS:
            return "HeSol";
        default:
            return "^1ERROR";
    }
}

const char* BG_ClassnameForNumber( int classNum ) {
    switch( classNum ) {
        case PC_SOLDIER:
            return "Heavy Soldier";
        case PC_MEDIC:
            return "Heavy Soldier";
        case PC_ENGINEER:
            return "Heavy Soldier";
        case PC_FIELDOPS:
            return "Heavy Soldier";
        case PC_COVERTOPS:
            return "Heavy Soldier";
        default:
            return "^1ERROR";
    }
}

Aslo only works for me.

anyone knows if I like forgot to change things or something or wathever I do wrong?