Progressive MP game thread

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If I'm correct then it means that NoCustomAssets has to be set to 1 for a save created to be usable by anyone else than on the computer it was created on.

What you just said holds true if I'm mistaken.
hmm... ok, so I changed NoCustomAssets in my Prgrsv MP game mod folder, loaded and entered the next turn. I saved it and committed it to the SVN as Augustus Caesar BC-50000.CivBeyondSwordSave.

Can someone else change their NoCustomAssets to 1 and see if they can load the file?

@Toffer: Though in doing all this it occurs to me that NoCustomAssets is set to 0 so it should be saying that custom assets are fine. Again, I don't think it's going to make any difference.

However, this concept of loading the next turn and saving then sending it to the next person has not been tried. It may be possible that whatever needs reset at a fundamentally deep level can get reset this way by a manual save and pass. The next round we may find that it clears up (if, as I'm hoping, the next player CAN open a manual save as opposed to the automatically saved game.)
 
Well.. this is interesting.

We just ran a test here to see if we could get the handoff to work if the game was generated and played on the core. It worked. So now what I figure we'll try is to copy the core and NOT try to replace the usersettings folder (there may be something going terribly wrong due to THIS step) and name it the same and we'll see if we can repeat the test on that folder successfully. That would eliminate any suspicion that the problem has to do with the mod folder being named other than Caveman2Cosmos.
 
Ok, so we copied the core and renamed it and the game opened fine on both systems after being initialized. However, 2 things we did differently:
1) We did not attempt to rename the savegame - however that did not prove to be a perfect fix as we had an older save that had not been renamed yet and it did not load.
2) I didn't have her replace her usersettings folder. The game maintained the correct settings for this game. However, that older save that had not been renamed yet still did fail to load as well so I'm very very very VERY confused now.

I'm almost beyond theories but to suggest that we simply start again. Make a full copy-paste of the main core mod at 9445, rename the folder (C2C MP Prgsv) - without the (), and pass the save without trying to rename it (at least for one round through.)

To pass the save without renaming it, put the save in the SVN folder, then right-click on it and select TortoiseSVN->add. Then on the old one right-click and select TortoiseSVN->delete. Then commit.

I'll try to get this game restarted and passed between us here successfully, that way, hopefully we can expect the next system will accept it. If we have further problems this way, I'll be even more confused.
 
Make a full copy-paste of the main core mod at 9445, rename the folder (C2C MP Prgsv)

You are including the .svn? You do know that is a 24GB copy/paste.
nvrmnd

JosEPh
 
Ok, so Whisperr was able to take her turn on her system. I've just committed it so Spirictum is up (again.)

I copied the current main mod at SVN#9445 and pasted it into the mods folder and did NOT do ANYTHING with the user settings (the game will enforce the right settings but we still need different folders so they don't confuse each other.) She renamed the folder C2C MP Prgsv. That's all you should have to do.

If you've already set up the progressive folder, I'd suggest to delete it and retake the above 2 steps. Takes 15-45 minutes. Dump the recycle bin afterwards.

The save should run for Spirictum if these steps are taken.

My suspicion is that there's something in the UserSettings folder that is balking at these first rounds we're establishing the players in. Once copied into the assets, the game thinks something fishy is going on.
 
Hmmm.... I wonder what Harrier's is?

And perhaps it should be 1 for us?

JosEPh


Mine is = 0.

Also a file is created in the mod folder with this being the first entry.

So in "C2C MP Cnsrv" mod folder you get a file: "C2C MP Cnsrv.ini"
 
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Well, this is interesting. I did as you two did and deleted the contents of the C2C MP Prgsv mod and replaced with straight 9445. Then I double clicked on the save game file that you currently have in the Prgsv MP Game saves folder on the SVN. The game loads fine, except that it asks if I want to recalc.

Then I went and replaced the UserSettings folder from 9445 with the one from the Prgsv MP Game folder on the SVN. Save game still loads fine, and still asks for a recalc.

Then I went and shortened the save game name to "C2C_MP_Prgsv_Game". Still using altered UserSettings. Save game loads fine, still asks for recalc.

I have no idea what all of this means, except that the game seems to work fine now, for no apparent reason. :dunno::dubious::whew:
 
It's always going to ask if you want to recalc. Just say no.

Well, this is interesting. I did as you two did and deleted the contents of the C2C MP Prgsv mod and replaced with straight 9445. Then I double clicked on the save game file that you currently have in the Prgsv MP Game saves folder on the SVN. The game loads fine, except that it asks if I want to recalc.

Then I went and replaced the UserSettings folder from 9445 with the one from the Prgsv MP Game folder on the SVN. Save game still loads fine, and still asks for a recalc.

Then I went and shortened the save game name to "C2C_MP_Prgsv_Game". Still using altered UserSettings. Save game loads fine, still asks for recalc.

I have no idea what all of this means, except that the game seems to work fine now, for no apparent reason. :dunno::dubious::whew:
ONE other thing we did differently here too was she played her turn on her computer. I don't know... maybe that did the trick somehow? I don't know. Very confusing. I don't think that would account for Joseph's game's problem. Maybe it was the order in which you did things after putting the mod folder together - you loaded the new savegame before you put the usersettings folder in which may have done something to an underlying set of default settings.
 
Ok, so we copied the core and renamed it and the game opened fine on both systems after being initialized. However, 2 things we did differently:
1) We did not attempt to rename the savegame - however that did not prove to be a perfect fix as we had an older save that had not been renamed yet and it did not load.
2) I didn't have her replace her usersettings folder. The game maintained the correct settings for this game. However, that older save that had not been renamed yet still did fail to load as well so I'm very very very VERY confused now.

I'm almost beyond theories but to suggest that we simply start again. Make a full copy-paste of the main core mod at 9445, rename the folder (C2C MP Prgsv) - without the (), and pass the save without trying to rename it (at least for one round through.)

To pass the save without renaming it, put the save in the SVN folder, then right-click on it and select TortoiseSVN->add. Then on the old one right-click and select TortoiseSVN->delete. Then commit.

I'll try to get this game restarted and passed between us here successfully, that way, hopefully we can expect the next system will accept it. If we have further problems this way, I'll be even more confused.

You should rename the ini to C2C MP Prgsv.ini. Otherwise Civ4 generates a new ini with NoCustomAssets = 0 instead 1.
 
@Toffer: Though in doing all this it occurs to me that NoCustomAssets is set to 0 so it should be saying that custom assets are fine. Again, I don't think it's going to make any difference.
Question: is there anyone here who has ever placed files in the CustomAssets folder and used it for C2C or any other mod?
Is there anyone here who understands the technical implications of the boolean NoCustomAssets?

Perhaps the NoCustomAssets boolean could just as well have been named NoCopyProtectionForSavesBecauseCustomAssetsAreNotLoadedByEngine.... ^^
Again, I might be wrong about this, but are there really any good arguments for letting C2C load CustomAssets in any situations?
 
Have a question: Played turn fine. But when I place my save game ( from the Pbem folder) in the Pgrsv folder with the turn list, my turn save game Deganiwida is still in there. Did you all delete the save that comes to you when it's your turn? Or move it out of the folder? Delete it? What?

I can commit what is in there but some clarification on what you all did would be nice to see.

EDIT: I committed from the Pgrsv folder and made sure the New Save Game to Mao (Acularis) was checked when the Commit pop up came up. It and the Turnlist committed. My savegame to play did not. So after the commit I deleted it. The folder's SVN indicator stayed green.

Sooooo Acularis it is Your Turn! Yeah! :)

JosEPh
 
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To pass the save without renaming it, put the save in the SVN folder, then right-click on it and select TortoiseSVN->add. Then on the old one right-click and select TortoiseSVN->delete. Then commit.

Very Important step, the right clicking for TortoiseSVN->ADD and the right click for TortoiseSVN->Delete. Before you commit.

JosEPh
 
@Joe: you seem to have answered your own question. Good.

You should rename the ini to C2C MP Prgsv.ini. Otherwise Civ4 generates a new ini with NoCustomAssets = 0 instead 1.

Question: is there anyone here who has ever placed files in the CustomAssets folder and used it for C2C or any other mod?
Is there anyone here who understands the technical implications of the boolean NoCustomAssets?

Perhaps the NoCustomAssets boolean could just as well have been named NoCopyProtectionForSavesBecauseCustomAssetsAreNotLoadedByEngine.... ^^
Again, I might be wrong about this, but are there really any good arguments for letting C2C load CustomAssets in any situations?
Pretty sure this had nothing to do with our problem here because copying the mod and loading the game, it did come up with an ini with NoCustomAssets=0 and it still loaded the game fine. It really has to be something in the UserSettings folder that tripped this issue. I'm kinda thinking the renaming of the save isn't an issue either but I want to test that on the second round through rather than the first, hoping maybe once this is going we'll be safe to rename the save.

I really don't know what the technical implications of that boolean is and I don't know if anyone ever works with xml or python being placed in the custom assets folder or if that's what it's referring to or what.
 
Acularis next....

JosEPh
 
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