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terrains in multiplayer
#93665
10/09/06 09:32
10/09/06 09:32
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Joined: Sep 2006
Posts: 108
Jered
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This has been messing me up. In single player..I have no issues. When I try to load the same level with a terrain in multiplayer, I get a nexus to small error.
It makes no since to me. Is there a way in c-script to change the nexus? I am asking because it does not matter how much I increase the nexus in WED and sav and build the level....when I run the script..same error..nexus to small. Hell even if I jump it as high as 300 it still says it!
in single player it runs fine with a nexus of 70.
that was question number 1 lol
secind question is...how would I go about loading a terrain .hmp file directly from the script? What I want to do is in WED build the sky_box only, then with the script load the terrain into the sky-box...is this even possable?
so question 1) is there a way to change the nexus directly from the script
2) how do I load terrain file directly from script...or is it even possable.
with question number two can I just make a string and the load it? I know load_level to load a level...but I am not sure how the acknex engine views a terrain....in order to load it. Is it an entity? entity_create? or what?
3DGS (6.4) Commercial
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Re: terrains in multiplayer
[Re: Excessus]
#93667
10/09/06 22:48
10/09/06 22:48
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Joined: Sep 2006
Posts: 108
Jered
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Hmm. Why is it that if I run it based on a strictly single player script..the Nexus works fine with the nexus set to 70, but when I use that same terrain ( with no moedles or anything on it) the nexus is to small...even setting it to 300 is to small when i run it from the multiplayer script..any ideas? I wouldn't want to have each person set the -nx in a shortcut in order to get it to run lol...any help here would be great, and thank you Execessus for the info!
3DGS (6.4) Commercial
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Re: terrains in multiplayer
[Re: TWO]
#93669
10/10/06 21:45
10/10/06 21:45
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Joined: Sep 2006
Posts: 108
Jered
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not exactly sure what you mean by map management. Can you explain that a bit clearer? I know about "map properties"...that is where I set the nexus as high as 300 and built the level once again and saved it both...even at a 300 nexus it says the nexus is to small ( my regular single player script works fine set at 70)...can you explain what you mean by map management? That might be the problem right there, but not sure what you mean by that.
3DGS (6.4) Commercial
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Re: terrains in multiplayer
[Re: Jered]
#93670
10/10/06 23:34
10/10/06 23:34
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Joined: Aug 2003
Posts: 7,440 Red Dwarf
Michael_Schwarz
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Posts: 7,440
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not map management, MP management -> MP= MultiPlayer
"Sometimes JCL reminds me of Notch, but more competent" ~ Kiyaku
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Re: terrains in multiplayer
[Re: Michael_Schwarz]
#93671
10/11/06 00:29
10/11/06 00:29
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Joined: Sep 2006
Posts: 108
Jered
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oh ok got you. still messing with it. Works fine when I set the -nx 80. Can't figure out why it wont update when i do it through WED > map properties though.
3DGS (6.4) Commercial
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Re: terrains in multiplayer
[Re: jcl]
#93673
10/15/06 10:34
10/15/06 10:34
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Joined: Sep 2006
Posts: 108
Jered
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@Jcl yea I noticed it works perfect when I set it through the command line paramter, but let me ask you this:
when I go to "publish" the game is there a way to add the nexus command so that you don't have to make a shortcut to the exicutable then add -nx whatever to the command line?
and thanks for replying I didn't have a clue how that was all tied together...thanks a bunch!
Edit**
ok I just read what you said again. are you saying that if i set the nexus in WED and publish it, then the executable itself will have the correct nexus and will work at what it is suppose to without adding the -nx to the commandline?
Last edited by Jered; 10/15/06 10:36.
3DGS (6.4) Commercial
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