Master Blaster wrote:
Tremozl wrote:
Hello!
I am new here but I figured I'd sign up as I have some interesting information about your mod...
I enjoy playing it online in co-op but unfortunately it takes a bit of work to do that. Because of the custom animations your mod uses (in it's newest revision, on the current version of RWR) the CLIENT cannot play the game. The server can run fine (which is why it runs great in Quick Match too.)
Using RWR's default animations instead of the custom ones you have will resolve this issue. It does of course come at a cost of that extra bit of detail (such as SMLE bolting a tiny bit faster etc..)
Anyhow hope that helps. In the future I'll have more information for you regarding some... content I made extra for your mod. Here's a teaser: I have Gas Attacks and got your Flamethrower to work acceptably well.
I haven't been able to try playing online, but thanks for the information. Someone will have to ask Pasik about it, because it would be pretty limiting if there's an issue with new animations in online matches.
I'm really interested to see what you've done with gas and flamethrowers. The flamethrower was just a quick test that I decided to abandon until multiple trigger classes were implemented.
As far as I know, such limitation shouldn't exist. Both client and server needs to have the mod installed in the overlays folder, and server have it enabled (dedicated server can do it with using change map XML command). Client should automatically attempt activating it when joining, and failing with resource conflict error if the overlay is not available.