MPMPM - Multiplayer Mod DLC-hack (Updated!)

Unfortunately the crash is happening every time, or at least 90% of the time. The weird thing is, when I initially load up the pack as mods, I am able to exit to main menu without a crash, but if I load it as dlc it'll cause a crash.

As for the music, I'm tempted to suggest there's simply a maximum number of custom audio files Civ can handle- and if you go over it breaks. The Touhou Civ thing seems to disprove that theory- and as an amateur programmer I haven't been able to parse the 9000+ line file for any errors with any success. It doesn't seem like there are any broken tags or lines of code. Would an invalid file reference on one of the lines (say, the leader name is wrong or there's a typo in the music type) break the entire file?
 
I am using the most recent version, and it turns out I didn't fix it. I changed the folder name and forgot to reenable it. The mod is super simple btw. Just 3 xml files that alter the settings for the map sizes and a modinfo to import them.

Can I just add them after the modpack is made?
 
I am using the most recent version, and it turns out I didn't fix it. I changed the folder name and forgot to reenable it. The mod is super simple btw. Just 3 xml files that alter the settings for the map sizes and a modinfo to import them.

Can I just add them after the modpack is made?

That's actually likely to work. You can try it. For the folder issue, I'm kind of hoping Chagui2222, who wrote the new folder handling code, will respond at some point. If he doesn't, then I may take a look...

Unfortunately the crash is happening every time, or at least 90% of the time. The weird thing is, when I initially load up the pack as mods, I am able to exit to main menu without a crash, but if I load it as dlc it'll cause a crash.

As for the music, I'm tempted to suggest there's simply a maximum number of custom audio files Civ can handle- and if you go over it breaks. The Touhou Civ thing seems to disprove that theory- and as an amateur programmer I haven't been able to parse the 9000+ line file for any errors with any success. It doesn't seem like there are any broken tags or lines of code. Would an invalid file reference on one of the lines (say, the leader name is wrong or there's a typo in the music type) break the entire file?

The way civ 5 loads them, it would. One mistake ruins the whole file. Ordinarily this isn't a big deal because database errors getting logged into database.log, making them easy to fix, but this is only true for the primary game database, not the separate audio database, for which there is no log...

(And the *rest* of the audio system, at least with touhou, works fine. I.e. you can play as Alexander and get Greek music fine).

My first attempt at finding the problem was just to hand-delete parts of the file and see if it resolves the error, but even paring the entire file down to the music for just one civ which I've seen work in the past (Palace of Earth Spirits) doesn't resolve it. I didn't have time to try and further.

Hmm...I think I'll try making a mod with just Palace of Earth Spirits and seeing if that sound works. If it doesn't, then at least we'll have one specific mod that definitely doesn't work.
 
:king: Apparently, as of the last Civ 5 patch, the Civ 5 Audio core no longer supports music with the LoadType DynamicResident. It's always confused me why the old modding guides all say to make your music that type, because all the in-game music is LoadType "Streamd". Anyway the fix is just to change DynamicResident to Streamed in the AudioDefinesExpansion1.xml file, which you do with find replace. I've also updated the MP maker to overrule whatever the mod says and just always use Streamed.

I will upload the Touhou pack I made for testing shortly (since why not). I'm also going to remake my anime pack...
 
I hope my reports helped somewhat! Cheers man and thanks for the update.


One other thing I have noticed, albeit minor... I don't think modded resources or improvements show up when a mod pack is compiled. It throws am error in the database.log about art defines, and doesn't appear in game. What's weird is the resource icon works fine when turned on, and the resource behaves correctly otherwise.

If you want to check it out, try CL Inuit and their seal resource.
 
I hope my reports helped somewhat! Cheers man and thanks for the update.


One other thing I have noticed, albeit minor... I don't think modded resources or improvements show up when a mod pack is compiled. It throws am error in the database.log about art defines, and doesn't appear in game. What's weird is the resource icon works fine when turned on, and the resource behaves correctly otherwise.

If you want to check it out, try CL Inuit and their seal resource.

Hmm, yes I have heard reports of missing custom resources.

In other news, I finally have a new link for the anime pack:
https://mega.co.nz/#!nIthUA6T!39zcRNG69djBFksvLysmZk12wKA6TzZ6Tqid4aE1UoM

It contains:
Civ Names by Polices
Cthulhu
Miku
Hidamari
Illyasviel von Einzbern
Lyrical Nanoha
Madoka Civ Pack (Rebellion...Not Wish for the World)+Ultra Soundtrack
Railgun
Recettear Civ
Spice and wolf _Soundtrack

Touhou:
Eientei
Evil Spirits
Forest of Magic
Great Fairy Alliance
Human Village
Oni Clans
Palace of Earth Spirits
Probability Space hypervessel
Remilia Scarlet
Touhou Civlizations Pack

Cthulhu just because.
 
I am using the most recent version, and it turns out I didn't fix it. I changed the folder name and forgot to reenable it. The mod is super simple btw. Just 3 xml files that alter the settings for the map sizes and a modinfo to import them.

Can I just add them after the modpack is made?

Are you getting an error like this?
"Failed! Couldn't find folder for mod: {mod_name}"

The new algorithm scans for every folder in the MODS folder, and for each one it scans for a file called "{mod_name} ({mod_version}).modinfo", and then checks if the id and version in that file are the same as the loaded mod.

If there are multiple folders with the same .modinfo information, then the algorithm stops at the first match. I need to add a check for this type of failure (like, "Multiple MODS have the same version: {list_of_mods_which_have_same_id_and_version}").

If the .modinfo file is named differently, then it isn't a valid mod and skips that folder.
 
Are you getting an error like this?
"Failed! Couldn't find folder for mod: {mod_name}"

The new algorithm scans for every folder in the MODS folder, and for each one it scans for a file called "{mod_name} ({mod_version}).modinfo", and then checks if the id and version in that file are the same as the loaded mod.

If there are multiple folders with the same .modinfo information, then the algorithm stops at the first match. I need to add a check for this type of failure (like, "Multiple MODS have the same version: {list_of_mods_which_have_same_id_and_version}").

If the .modinfo file is named differently, then it isn't a valid mod and skips that folder.

Thanks for the awesome explanation! I found the problem because of it! I edited the folder name to reflect the changes I made but never changed the name of the modinfo file. It worked fine, but the algorithm didn't like it. I've got it working now.

Thanks again for the help!
 
Hmm.. Not related directly to your mod, so not your responsibility, but I think the current version of the mod maker broke compatibility with EUI. The old hot fix (copy the cityview.lua from EUI into MPMPM folder's UI folder) doesn't seem to work anymore. City name/label disappears after you click on it once. I can, however, delete CityView.lua in EUI and it runs fine (albeit without EUI's city view)

There's a small chance that it's related to another mod I'm running but I don't think so.


It was a mod conflict. Working fine.
 
Good evening, everyone (though primarily Chagui2222 and cicero225, to whom this is addressed). I'm currently attempting, in parallel, to make the Community Patch Project work via this utility. However, as Chagui seems to be much more knowledgeable and further along than I, I wanted to ask here rather than pointlessly chugging along and trying to do everything myself.

Chagui, you mentioned that removing the 'inactive' folder seemed to fix the problem. Does it actually do so? Can the game be played via multiplayer as the first post seems to imply (as it's under 'needs work' with a work around, as opposed to being incompatible)? If so, may I have access to a copy of the file? Do you know/believe that the EUI-compatible version of the mod would also be usable? Or is that asking for too much from the already-strained work around of Firaxis's obtuse design?

In both of the cases which I attempted (using the EUI compatible version), I got the error from troubleshooting number 3, even when I attempted to remove the .dll files from the base CPP folder and removed the relevant line from the mod info file.
 
Good evening, everyone (though primarily Chagui2222 and cicero225, to whom this is addressed). I'm currently attempting, in parallel, to make the Community Patch Project work via this utility. However, as Chagui seems to be much more knowledgeable and further along than I, I wanted to ask here rather than pointlessly chugging along and trying to do everything myself.

Chagui, you mentioned that removing the 'inactive' folder seemed to fix the problem. Does it actually do so? Can the game be played via multiplayer as the first post seems to imply (as it's under 'needs work' with a work around, as opposed to being incompatible)? If so, may I have access to a copy of the file? Do you know/believe that the EUI-compatible version of the mod would also be usable? Or is that asking for too much from the already-strained work around of Firaxis's obtuse design?

In both of the cases which I attempted (using the EUI compatible version), I got the error from troubleshooting number 3, even when I attempted to remove the .dll files from the base CPP folder and removed the relevant line from the mod info file.

Yeah the inactive folder no longer holds as the mod changed the folder structure.
I tested the mod on multiplayer a while back, but i was a total failure. Nothing worked.
I can give you a temporal link to the modspack, this one i haven't tested on multiplayer. Give it a try.

I havent tested EUI yet.
 
Hey Cicero225,

Great work(around), love it!

Just a quick question/confirmation though, is it safe to rename the output folder ''MP_MODSPACK'' to whatever we want?
 
Hey Cicero225,

Great work(around), love it!

Just a quick question/confirmation though, is it safe to rename the output folder ''MP_MODSPACK'' to whatever we want?

MP_MODSPACK still loads if you rename it, however, the scrollbar in the civ selection is broken, unless you go to advanced setup. Please note that you can only have ONE of these packs in the DLC folder at a time.

While the game did load just fine for me, I don't really recommend changing the name as it also prevents the modpackmaker from deleting it should you leave a copy in the folder.
 
I downloaded the premade DLC pack "Bacon Bomb's Ultimate Civ Modded MP Experience" and placed it in the right place. Now everytime I launch the game, it crashes at the main loading screen before the Main Menu pops up. I on a mac. Please help, ASAP. Thank you!:confused:
 
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