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RUNNING WITH RIFLES Multiplayer

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PostPosted: Mon Aug 27, 2012 1:44 pm 
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Petrenko wrote:
Hi there,

i got a question to the devs:

Is it possible to add 2 kinds of rocketthrowers?

I got a panzerfaust ingame but the panzerschreck isn't spawning at all.

What to do?


It's not possible. The secondary weapon support is still a bit incomplete in that sense, it will only get better.

Currently, the other way to have rocket launchers is to make a primary weapon shoot out rockets, but collecting the rocket launchers becomes a bit tricky then. You may need to resort to having a reloadable launcher, which might not be what you want.


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PostPosted: Tue Dec 18, 2012 9:30 pm 
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Posts: 72
Hey there!

Was off for about three releases xD

I looked at the new file-distribution and stuff and adapted my mod.

Things i've done:
Added a new folder with all my edited textures, maps
Edited my map with the new map_config.xml telling it to load my two new factions. ( RedArmy and Germany )
Edited my weaponsfolder with single files of every of my 35 weapons. (Oh my...)
Added the projectile_speed to every weapon! (Oh my²)
Added a new "all_weapons.xml" loadout-file called "Whole_Stuff.xml" (Working Title)
Loaded the map and got one problem:
I crashes and the log tells me it failed loading assault_rifle1. This makes no sense to me. It should load a whole different loadout without assault_rifle one.

Things to know:
I readded the apc_gun
I added apc's to my map for testing

Also:
Can anyone upload a apc-texture which shows the parts of the apc so i can texture it properly?

Thanks in advance as always!

P.S.: I saw we can add different skins. So i'll add 10 skins for germany and 10 for the red army as soon as my problems get solved. Woohoo!

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PostPosted: Wed Dec 19, 2012 10:08 am 
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Joined: Tue Jan 03, 2012 9:58 am
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Location: Western Europe
Petrenko wrote:
Can anyone upload a apc-texture which shows the parts of the apc so i can texture it properly?


I could send you the source gimp file if you want.


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PostPosted: Wed Dec 19, 2012 10:53 am 
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Petrenko wrote:
Hey there!

Was off for about three releases xD

I looked at the new file-distribution and stuff and adapted my mod.

...

Loaded the map and got one problem:
I crashes and the log tells me it failed loading assault_rifle1. This makes no sense to me. It should load a whole different loadout without assault_rifle one.


Good to have you back, Petrenko :)

Do you have the new package somewhere so that I can take a look at the assault_rifle1 issue? One way that can happen is that one of the weapons doesn't have <model filename="thompson.xml" /> -tag defined at all, but I'd still expect it to not crash as assault_rifle1.xml can be found in the resource path.

You might want to run the game with parameter "verbose", you'd get some extra traces in the log.


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PostPosted: Wed Dec 26, 2012 8:25 pm 
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Joined: Sun Apr 22, 2012 5:19 pm
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Helas,

i'll upload the modfiles tommorrow when i'm back home. Xmas and stuff really annoys me!

Also if anyone want to participate im making the mod, i'd be very thankful. Since i don't got enough time and might want to start another project. Maybe making a real vietnam mod with updated textures, jungle-themed map etc. . But first i need to get the mp40s running and have at least a decent looking tank and jeep for each faction!

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PostPosted: Fri Dec 28, 2012 1:10 pm 
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Joined: Sun Apr 22, 2012 5:19 pm
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http://www.gamefront.com/files/22792380/mp40s.7z

This is it. Hope you find the error pasik. Thanks a lot in advance!

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PostPosted: Fri Dec 28, 2012 11:01 pm 
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Ok, think I got something.

One thing I didn't realize to mention is that nowadays files should be referenced without path, e.g. model xml-files inside weapon specification files just with the filename. This practically enables applying overlay mods as intended.

E.g. in mp40s\weapons\BAR.xml:
Code:
    <model filename="media\models\bar.xml" />
--> change to
    <model filename="bar.xml" />


Once these are fixed (I fixed only the first four of them to test), there's another issue. As folders don't have any meaning once the files end up in the resource management system, unintentional name clashes might happen, so watch out for that. It seems that Ogre's resource system is case insensitive, or at least I have it that way in RWR, so weapons\BAR.xml may actually end up overlaying (overriding) models\bar.xml, and the loader goes berserk finding a weapon specification file when it was trying to find a model file, or vice versa.

To fix it, I'd suggest you to change the .xml extension in all files in weapons\ to .weapon, and update whole_stuff.xml contents accordingly. Changing the voxel model -xml extension doesn't seem to be an option right now, I've got a check for it in the code, although it shouldn't really be needed.


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PostPosted: Sat Dec 29, 2012 8:53 am 
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Joined: Sun Apr 22, 2012 5:19 pm
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Heyho,

thanks a lot, man!

I'll update anything and load up once i got enough time!
Also i'm working on another modproject. And got some ideas poppin up from time to time!

Happyholidays and stuff!

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PostPosted: Sat Dec 29, 2012 9:01 am 
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Joined: Sat May 19, 2012 10:00 am
Posts: 256
Location: Belgrade, Serbia
Petrenko, could you upload the file to another site? Because I am in a country that cannot download from Gamefront.


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PostPosted: Sat Dec 29, 2012 7:37 pm 
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Joined: Sun Apr 22, 2012 5:19 pm
Posts: 72
Traited Revolution:

What it's about:
The Soviet Union is about to get revisioned by Gorbatshov, but most of the population don't want to betray Stalin and the Revolution. This is why they rise.

What you get:
- 2 new Factions (Resistance[with 4 Skins] , Army[with 10 Skins])
- 7 new Weapons (AK47, AK74, PKM, Bizon, Dragunov, RPG7, F1 Grenade)
- 1 new Map (Birsk - SwampDatchas)
- a bit of a new Hud

Everything is still WIP and new Skins, Maps, and Weapons are likely to come!

Installation:
Delete the /Package Folder within your /Media Folder
Unpack the /Media Folder of the .7z and Overwrite
Be sure to make backups
Also change mapsettings to start with Birsk as map!

Download:
http://www.moddb.com/mods/running-with- ... olution-01

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