Kyp Durron
CP5
Cant figure out the firetuner part of this.
I've edited the OP with more details on that part, let me know if it's enough.Cant figure out the firetuner part of this.
I don't think I'll have enough free time to help on the programming part, but the first step would be to list all needed changes, prioritize them, then ask which ones can be done in a mod.So this looks very interesting for making a MP "DLC" mod. As the Owner of Civplayers I have always wanted to make a mod for the game to customize the settings to make the game more balanced for MP. Unfortunately I am not a programmer at all. Is there any of you keen modder types interested in helping the MP community create a mod that balances the game for competitive style MP?
CS
I've updated the gitHub version with a quick'n'dirty fix for the problem with mods using the same filename than the original gameplay files.
I've edited the OP with more details on that part, let me know if it's enough.
I don't think I'll have enough free time to help on the programming part, but the first step would be to list all needed changes, prioritize them, then ask which ones can be done in a mod.
You're right, I'll correct that ASAP.I believe you made a mistake MPMP_Maker.lua. Your CopyAudioDatabase() refers multiple times to LastGamePlayFileName, a variable you never fine. I believe you mean AudioFileName. It borks the transfer of the audio xml.
That being said, I don't think that's the reason my civ 5 is crashing on startup when I try to use it. Will be back...
thanks for the report.There is still a problem with mods with files like "Civ5Units.xml" and "Civ5Buildings.xml". The only way I could get it to not crash was to rename these irresponsible files in some of the mods I was trying to load...and of course I have to edit the mod pkg as well.
I suppose you could explicitly check for that in your program and fix it, but I would imagine it'd be annoying.
EDIT: To be clear, though, ONLY Civ5Units.xml and Civ5Buildings.xml in mods seem to bother it. There was also a lot Civ5Traits, etc. strewn about that don't seem to crash it.
EDIT: Actually, I take that back. Errors are still showing up in my logs. Just not crashing game. It seems anything named that overrides a game file can still cause problems. However, I've gotten as far as starting a SP game...but the music is broken. Looking into it.
EDIT: Well, I can't get the music working. I think the way the game loads built-in music and mod music is just too different. If only there was some way to force it to reload the audio system like it does for certain mods... ALSO, to be clear, I mean only that custom music is broken. Normal music is fine.
Let me knowFurther reporting: MP appears to work. No time to test rigorously, but we'll try a 3 player game later in the week.
It does require BNW, the DLL used is made using BNW source code. It can be ported to Vanilla or G+K, but see aboveThis looks awesome, but does it require BNW to work? If this worked with all versions, heck, I think you'd have just stolen Jaii der Herr's project out from under his nose.
No offense intended, JdH.
Since I live nearly on top of the Large Hadron Collider, I very much appreciate the warning...but does that mean I shouldn't use this?
Ah, since you're here, I might as well mention that I also spotted some missing text in-game while trying a SP game. Nothing big, but the upgrade unit button doesn't say anything except "UPGRADE UNIT" when you mouse-hover, though the button still works. The text for "You do not have enough money to upgrade" is fine, though. Forgot to check the one for "cannot upgrade unit is outside borders".Abbreviated quote.[/SIZE]
One of the mods had a unit with a unique button action (with its own lua script). That was missing.
I guess that saves me the trouble of testing this myself.
Actually, it was demon Homura. Maybe she's supposed to have normal scouts. I don't recall...
Also, the game crashed on turn 120 when I was clicking the demographics window while a new turn was processing. I'm unsure if that was related to this or it was something with Civ 5 Multiplayer and one of the mods.
Before I performed the procedure in the OP, about two weeks ago, I had the mod manager update everything to latest version. I'm not on the right computer to check explicitly, though.Just noticed this part. Do you have the latest version of the Civpack (v6)? v4 and earlier had CTD issues even in single player.
Yes, there have been multiple discussions on the subject, and to give original credit I think that Nefliqus was the first to release a MP mod using the DLC format.
What has changed now is that the game is "final", and so some of us have lost hope in official mod support for MP. If I could have avoided to make this tool, I would have, it's a lot of time lost for my other mods.
@all: thanks for the test and reports, I'll have a look.
I think I will have to add something to make sure there are no special characters in the texts file, because it could make the whole file ignored (which result in no texts at all from mods, just TXT_KEY_)
I'm not sure that Communitas could work in MP without desyncs, but I'll try at least to see if that part about the initialization of "Game" could be fixed, IIRC the mod try to attach a lot of functions to this.