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Complex 8 Series, public beta test, starting and rules
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SirTazel

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PostPosted: Thu Dec 09, 2010 1:08 am    Post subject:  
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I need some help, please.
I managed to build a .big file of your sourcecode, using modpackager of your tool package. i added every folder and file, built the .big and wrote a batch file:
Code:

@Homeworld2.exe -mod complex800.big -overridebigfile -hardwarecursor

just as stated in the first posting.

homeworld starts i see the classic game and when trying to start a new game, no complex options are visible. I think it simply ignores the complex800 bigfile, so i took a look into the previous bigfile, complex744.big and it looks almost the same as the file i created. folder and files, called just like in your source code. checking the archive with modpackager returned the archive to be ok.

any suggestion?
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devl122

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PostPosted: Thu Dec 09, 2010 1:18 am    Post subject:  
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did you add "-overidebigfile" at the end of your shortcut properties?
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SirTazel

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PostPosted: Thu Dec 09, 2010 1:31 am    Post subject:  
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i'm not launching the game via a shortcut. i wrote a batch file which resides in the homeworld/bin/release path. i have posted the command in my reply above.
i use the same kind of batch file for the previous version of complex and this works perfect.

true, there is no exact reason why to use a batch file for this instead of using a shortcut. just say, i dont like spreading shortcuts all over my computer.

/edit: now i made a shortcut for testing, added the command switches, same behaviour.
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Hawawaa

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PostPosted: Thu Dec 09, 2010 2:51 am    Post subject:  
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Nevermind, move along nothing to see here...
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PostPosted: Thu Dec 09, 2010 5:37 am    Post subject:  
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Hey, does anyone know how to change the autosave frequency? The game is crashing fair bit, so I'd like to set it to every year so that I can test stuff later into the game. I've poked around in oninit.lua and gametime.lua, which seem promising, but can't find it.
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PostPosted: Thu Dec 09, 2010 9:00 am    Post subject:  
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SirTazel why do you need -overridebigfile if you made a .big of beta?
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Hagen

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PostPosted: Thu Dec 09, 2010 9:23 am    Post subject:  
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I downloaded the zip file, but when I tried to unzip it I see this screen. There is nothing like setup or anything. What must I do?

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PostPosted: Thu Dec 09, 2010 10:38 am    Post subject:  
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You must read first post in this thread.
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PostPosted: Thu Dec 09, 2010 1:53 pm    Post subject:  
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I think i was facing the same Problem than Hagen.

How should i tell homeworld to use the Files from the Zip? Just placing them with all the directories in the data directory?

it was unclear to me what happens if using or not using the command switch "-overridebigfiles". does it tell the exe to ignore the original bigfiles? doesnt seem so.

this evening i will test both:
removing the "-overridebigfiles" while telling to use the bigfile
removing the "-mod", adding "-overridebigfiles" and placing the unzipped files in the data folder.

really makes sense now, i think. why should i tell to use the bigfile and in the same second tell the game to ignore bigfiles. stupid me.

i will repeat what worked.
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PostPosted: Thu Dec 09, 2010 2:57 pm    Post subject:  
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-overrideBigFile Enables the data folder on the disk to be loaded over any data in the .big files.
that's from
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Johnny

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poland
PostPosted: Thu Dec 09, 2010 9:29 pm    Post subject:  
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Hi guys, did somebody upload on rapidshare or other fast server ?
I'm asking beacuse every time i try to download file it stops after a few MB ... with speed 15kb/s
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Chiyo

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PostPosted: Thu Dec 09, 2010 10:12 pm    Post subject:  
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I try to download and I get an error message like 'can not read source file.' or something like that any suggestions.

Also, awesome mod.
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dilandao

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PostPosted: Fri Dec 10, 2010 12:05 am    Post subject:  
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hi all, sorry for my english but i am french.

First, congratulation for your work, i very enjoy tio play whith this extension.

second, i can, i may you suggest some issue and comment :
- Calculationf of current speed il always superior from speed max
- long range missle its to much powerfull, i can easly destroy a mothership with few of them
- energy is a very good idea but i reach so much easly the max power generated of the power core (with 10 magnet) and only with mothership + crewcell + weapon station + shipyard + reasearch ship + chimera station and i have always no power
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DaFranker

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PostPosted: Fri Dec 10, 2010 5:09 am    Post subject:  
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safoolfool wrote:
Hey, does anyone know how to change the autosave frequency? The game is crashing fair bit, so I'd like to set it to every year so that I can test stuff later into the game. I've poked around in oninit.lua and gametime.lua, which seem promising, but can't find it.


safoolfool, look in .\Data\leveldata\multiplayer\deathmatchX.lua - those files control gametypes and their properties and settings, and essentially are the ones that 'load' all the complex features when the match begins. deathmatch.lua (without any numbers) is the one that controls the Complex Custom gamemode, which is probably the one you want. Other gamemodes are spread out in the other files, and you'll have to look in them one by one to know which is which.

To make your life easy, simply look for a block that looks somewhat like this (don't mind the text next to tooltip =, I'm proofwriting most of the text and descriptions for the menus in my version at the moment) :
Code:
---AUTO SAVE--------------------------
  {
   name = "autosave",
   locName = "Auto Save",
   tooltip = "THIS SETTING CONTROLS THE FREQUENCY OF AUTOMATIC GAME SAVES (PLAYER VS CPU ONLY) (Default: Disabled)",
   default = 0,
   visible = 1,
   choices =
   {
    "Disabled",  "0",
    "Every 5 Years",  "5",
    "Every 10 Years",  "10",             
    "Every 15 Years",  "15",
   },
 },


Simply change one of the options at the bottom (or add one) to change how often autosaves happen. Yes, each 'option' is actually two parameters in an array - this is normal and intended, for game settings.
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safoolfool

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PostPosted: Fri Dec 10, 2010 8:43 am    Post subject:  
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That didn't seem to work for me, but I only tested it by changing the "5" after "Every 5 Years" to "1" and letting it run into year 2, and it didn't save.
I dunno about autosave, but many other settings get reinterpreted elsewhere, usually in the oninit file. For example, deathmatch sets choosing rank remuneration on "maximum" (the text in the dropdown) to make the variable (what the game is looking at) "rankremuneration" have value "4". Then oninit makes that value into 3, which is what's finally applied (multiplied by the base remuneration). This means changing it in deathmatch to 10 will make oninit confused: oninit takes the value and does stuff for 0,1,2,3,4,5, and "else", so 10 gets treated as "else", which makes it into 2, the default. Changing oninit, however, has the desired effect.
i.e. changing the lines in oninit
elseif rankremuneration == 4 then
rankremuneration = 3
to
elseif rankremuneration == 4 then
rankremuneration = 10

makes the remuneration in game 10x the base (this I've done, and it has worked).

My guess is there's something taking the autosave variable generated in deathmatch and saying
if autosave == 0 then don't save
elseif autosave == 5 then save every 5 years
elseif autosave == 10 then save every 10 years
elseif autosave == 15 then save every 15 years
else don't save
so changing the deathmatch value to 1 (or anything other than 0,5,10,15) causes it to go to the "else" line, similar to how everything else works.

Then again, gametime.lua has
---Save game
if numPlayerhuman == 1 then
cyclesave = cyclesave + 1
if cyclesave == autosave then
Rule_AddInterval("salvataggio", 10)
end
end
and oninit has nothing talking about autosave, so either something is readjusting autosave between deathmatch and gametime, or that line in gametime doesn't mean what I think it does, or autosaving isn't working well (I dunno, the game has yet to last into the 5th year without crashing).

No biggie though, I'll just manually save every year.
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