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RUNNING WITH RIFLES Multiplayer

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PostPosted: Mon Jan 12, 2015 5:50 pm 
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Joined: Tue Sep 17, 2013 12:23 am
Posts: 58
I've updated the mod to work with the latest version and made some small additions. There shouldn't be any problems with vehicles spawning any more. I've added some new RP items, like a gramophone, medals, military rum, and photographs. There are also now proper chat icons.


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PostPosted: Sun Jan 18, 2015 6:11 pm 
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Joined: Tue May 08, 2012 9:57 pm
Posts: 159
HOORAY! :D

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Moderator /u/Myrandall of the RWR subreddit.
http://www.reddit.com/r/RunningWithRifles


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PostPosted: Sun Jan 18, 2015 7:29 pm 
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Joined: Tue Jan 06, 2015 2:43 am
Posts: 3
And now 0.99.2 is out, shall I get the trombone?


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PostPosted: Tue Jan 20, 2015 8:03 pm 
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Joined: Sat Oct 05, 2013 12:19 am
Posts: 635
There shouldn't be any issues with mods from 0.99.1 to 0.99.2 - the animations file wasn't touched and no new vehicles were added.


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PostPosted: Tue Jan 20, 2015 11:38 pm 
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Joined: Tue Sep 17, 2013 12:23 am
Posts: 58
Yeah, everything is working fine with the new version.


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PostPosted: Fri Jan 23, 2015 6:29 am 
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Joined: Fri Jan 23, 2015 6:25 am
Posts: 232
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.


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PostPosted: Sun Jan 25, 2015 7:36 pm 
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Joined: Tue Sep 17, 2013 12:23 am
Posts: 58
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.


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PostPosted: Mon Jan 26, 2015 8:23 am 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
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.


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PostPosted: Mon Jan 26, 2015 4:54 pm 
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Joined: Fri Jan 23, 2015 6:25 am
Posts: 232
The error was something involving a missing animation - either poorly named in one of the weapon files, or missing in the soldier_animations.xml of this mod.

When I fully removed the animations, only then did the mod run properly for my client.


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PostPosted: Tue Jan 27, 2015 5:40 pm 
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Joined: Tue Jan 27, 2015 5:36 pm
Posts: 5
Yes ive been having a problem with joining my friends game Running in the trenches. another friend of his has the same problem. We believe one of ur files is not correctly modified for this new update for multiplayer
Single player works fine. Plz fix this master blaster! Ww1 is so fun


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