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deudodideudeu
I'm New! Laugh At Me!

Registered: Apr 2002
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Posts: 6

Question MP problems with FS Mods

Maybe this is not the right forum to pose such a question, but I don't know a more fitting, so if anyone knows something ,plz gimme a URL.

I've been modelling some new crafts for FS2. Well, all went pretty smooth, it got weapons and shields assigned and worked perfectly in Singleplayer.

But then, I wanted to test it in Multiplayer with a friend.
First, FS 2 itself mocked that the other player got modified files, but I could ignore that.
In game then, there was a massive lag (there was no lag with normal fighters before) and the sync dropped after some minutes.
We both were using the same modified files, so I think it could only be my fighter, but I don't know any good reason why.

Maybe you guys can help me here and forward me somewhere where I can get help on this...

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Old Post 04-14-2002 09:47 AM
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deudodideudeu
I'm New! Laugh At Me!

Registered: Apr 2002
Location:
Posts: 6

Question MP problems with FS Mods

Maybe this is not the right forum to pose such a question, but I don't know a more fitting, so if anyone knows something ,plz gimme a URL.

I've been modelling some new crafts for FS2. Well, all went pretty smooth, it got weapons and shields assigned and worked perfectly in Singleplayer.

But then, I wanted to test it in Multiplayer with a friend.
First, FS 2 itself mocked that the other player got modified files, but I could ignore that.
In game then, there was a massive lag (there was no lag with normal fighters before) and the sync dropped after some minutes.
We both were using the same modified files, so I think it could only be my fighter, but I don't know any good reason why.

Maybe you guys can help me here and forward me somewhere where I can get help on this...

__________________
Smoking is bad for your health <-
That also goes for fighterpilots

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Old Post 04-14-2002 09:47 AM
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F S W
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Registered: Mar 2002
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Posts: 409

This is just a guess but:

Who was server? The server should always have a very fast connection.
Maybe the ships were too detailed.
Was this over PXO or did you enter your friend's IP?
I am not sure, because I have never modelled ships before, but I don't think modded ships are supposed to be used in multi.

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Old Post 04-14-2002 01:23 PM
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F S W
Murdock

Registered: Mar 2002
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Posts: 409

This is just a guess but:

Who was server? The server should always have a very fast connection.
Maybe the ships were too detailed.
Was this over PXO or did you enter your friend's IP?
I am not sure, because I have never modelled ships before, but I don't think modded ships are supposed to be used in multi.

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Old Post 04-14-2002 01:23 PM
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Ashark
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Registered: May 2002
Location: Estonia
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i bellive it is the models maybe something with conn but anyway im not moddeler but chek the models properties again and stuff

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Old Post 04-14-2002 02:58 PM
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FSF Ashrak
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Registered: Sep 2001
Location: Estonia
Posts: 1362

i bellive it is the models maybe something with conn but anyway im not moddeler but chek the models properties again and stuff

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Old Post 04-14-2002 02:58 PM
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deudodideudeu
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Registered: Apr 2002
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Okay:

It was no PXO fight (They tend to make problems with mods anyway). I used a 64k connection , my friend (host) uses cable.
I don't think the connection is the fault here since I tested it on my homenetwork afterwards and there, the client player never saw the battlefield, it simply jumped back to windows.

I really think it's somekind of missing info inside the PoF models.
I compared one of mine and a original FS one, mine is only 1/3 of the size.

Missing info were: Subsystems, LOD models and thrusterfire (maybe some more but don't know for sure).

I don't know why the FS2 Engine would allow models without in SP and denies them in MP. I asked the programmer of "Segeltuch" (a modelling tool for these .PoF models) for help, no reply yet but I hope he can help me solve this problem. (I think there are alot of people interested in a solution for this, e.g. http://www.robotechlan.com/freespace2/ )

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Old Post 04-14-2002 06:02 PM
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deudodideudeu
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Registered: Apr 2002
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Okay:

It was no PXO fight (They tend to make problems with mods anyway). I used a 64k connection , my friend (host) uses cable.
I don't think the connection is the fault here since I tested it on my homenetwork afterwards and there, the client player never saw the battlefield, it simply jumped back to windows.

I really think it's somekind of missing info inside the PoF models.
I compared one of mine and a original FS one, mine is only 1/3 of the size.

Missing info were: Subsystems, LOD models and thrusterfire (maybe some more but don't know for sure).

I don't know why the FS2 Engine would allow models without in SP and denies them in MP. I asked the programmer of "Segeltuch" (a modelling tool for these .PoF models) for help, no reply yet but I hope he can help me solve this problem. (I think there are alot of people interested in a solution for this, e.g. http://www.robotechlan.com/freespace2/ )

__________________
Smoking is bad for your health <-
That also goes for fighterpilots

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Old Post 04-14-2002 06:02 PM
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karajorma
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Registered: Jul 2001
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Try the modding forum on HLP or one of the Fredzone forums. Someone there might know the answer.

Freespace does alter the ships for multiplayer. Maybe that is having an effect.

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Old Post 04-14-2002 07:22 PM
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karajorma
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Try the modding forum on HLP or one of the Fredzone forums. Someone there might know the answer.

Freespace does alter the ships for multiplayer. Maybe that is having an effect.

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Old Post 04-14-2002 07:22 PM
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deudodideudeu
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Registered: Apr 2002
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It alters the ships for MP?

How and where? That might be a breaking point...

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Old Post 04-14-2002 09:59 PM
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deudodideudeu
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It alters the ships for MP?

How and where? That might be a breaking point...

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That also goes for fighterpilots

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Old Post 04-14-2002 09:59 PM
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karajorma
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[V] altered some of the ships balance for multiplayer games so that players could choose almost any ship and still have a chance of a fair fight.

Where the information for these changes lives is a mystery to me.

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Old Post 04-15-2002 12:55 AM
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karajorma
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[V] altered some of the ships balance for multiplayer games so that players could choose almost any ship and still have a chance of a fair fight.

Where the information for these changes lives is a mystery to me.

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Old Post 04-15-2002 12:55 AM
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GalacticEmperor
Murdock

Registered: Aug 2001
Location: Imperial Palace, Coruscant
Posts: 272

quote:
Originally posted by karajorma

Where the information for these changes lives is a mystery to me.



It's in the tables. All they did was make a new set of 'D' variant weapons and let the good fighters have the lousy weapons, and the lousy fighters have the good weapons.

That -may- have something to do with the problem, but only if the new fighter was being used in the multiplayer mission.

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Old Post 04-16-2002 11:47 PM
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GalacticEmperor
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Registered: Aug 2001
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quote:
Originally posted by karajorma

Where the information for these changes lives is a mystery to me.



It's in the tables. All they did was make a new set of 'D' variant weapons and let the good fighters have the lousy weapons, and the lousy fighters have the good weapons.

That -may- have something to do with the problem, but only if the new fighter was being used in the multiplayer mission.

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