Staredit Network

Staredit Network -> Modding Assistance -> The Impossible?
Report, edit, etc...Posted by Mp)Excalibur on 2007-01-21 at 02:05:43
As i understand it, if you join a game while running a mod and someone else isnt running the mod it will cause a crash/disc/whatever. A friend of mine was waiting for me to get on my mod, joined a game, played it, and did not crash. How is this possible?
He told me the icon i changed the attack to and the label i gave it were correct to the mod.

Edited, thanks DTBK.
Report, edit, etc...Posted by NerdyTerdy on 2007-01-21 at 02:06:44
If he didn't disconnect I'm guessing he loaded the mod wrong tongue.gif.
Report, edit, etc...Posted by Mp)Excalibur on 2007-01-21 at 02:07:20
QUOTE(NerdyTerdy @ Jan 21 2007, 02:06 AM)
If he didn't disconnect I'm guessing he loaded the mod wrong tongue.gif.
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No. He was running the mod, correctly and completely.
Report, edit, etc...Posted by Corbo(MM) on 2007-01-21 at 02:08:18
It depends on the changes.
Changes like tech tree and stuff will crash inmideately (w/e you spell that) but graphics won't crash for example, some weapon edits will just drop the player when the modification is used, Modding is just.. weird tongue.gif
Report, edit, etc...Posted by DT_Battlekruser on 2007-01-21 at 02:09:00
The result of players running different combinations of stardat.mpq, broodat.mpq, and patch_rt.mpq that contain changes to core game data (graphics and sound changes do NOT count) are that whichever player group is in the minor of the discrepancy will be dropped from the game, as a desync. In the event of an even split, the side without the host will drop.

Simply joining a game won't cause anything either, you have to actually start the map.
Report, edit, etc...Posted by Mp)Excalibur on 2007-01-21 at 02:10:48
QUOTE(Corbo(MM) @ Jan 21 2007, 02:08 AM)
It depends on the changes.
Changes like tech tree and stuff will crash inmideately (w/e you spell that) but graphics won't crash for example, some weapon edits will just drop the player when the modification is used, Modding is just.. weird tongue.gif

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I edited the following dat files:
Units
Weapons
Images

And stat_tbl or whatever, it holds the unit names and such.

ADDITION:
QUOTE(DT_Battlekruser @ Jan 21 2007, 02:09 AM)

Simply joining a game won't cause anything either, you have to actually start the map.

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I edited the post to more clearly state he played a game with it, mod changes were in effect.
Report, edit, etc...Posted by DT_Battlekruser on 2007-01-21 at 02:13:50
Did the changes to units.dat and weapons.dat ever cause a situation to arise in the game where the LocalID data stored by the units (HP and such) would ever be different on a computer running the mod and a computer not running it? If this never happens, no disconnect will occur.
Report, edit, etc...Posted by Mp)Excalibur on 2007-01-21 at 02:14:52
QUOTE(DT_Battlekruser @ Jan 21 2007, 02:13 AM)
Did the changes to units.dat and weapons.dat ever cause a situation to arise in the game where the LocalID data stored by the units (HP and such) would ever be different on a computer running the mod and a computer not running it?  If this never happens, no disconnect will occur.
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The unit had shields, a different attack icon and label for it, the HP was changed, so was the attack speed. It was a game of run ling run i believe, and it was indeed changed.
Report, edit, etc...Posted by Kookster on 2007-01-21 at 02:40:26
Trippy!!!!

I once played my mod online, it crashed as soon as one of the units attacked HEHEHEHE
Report, edit, etc...Posted by DT_Battlekruser on 2007-01-21 at 13:31:36
QUOTE(Mp)Excalibur @ Jan 20 2007, 11:14 PM)
The unit had shields, a different attack icon and label for it, the HP was changed, so was the attack speed. It was a game of run ling run i believe, and it was indeed changed.
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Clearly something must not be as your remember it. It isn't possibly for computers to hold different raw map data and not disconnect. By whatever means, if you zerglings had shields, his must have too, or vice versa.
Report, edit, etc...Posted by SubFocus on 2007-01-21 at 16:39:38
Yeah, I'm with DT. I think you might not remember right or something...
Report, edit, etc...Posted by Mp)Excalibur on 2007-01-21 at 18:01:20
QUOTE(SubFocus @ Jan 21 2007, 04:39 PM)
Yeah, I'm with DT. I think you might not remember right or something...
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I was not in the game, he was, he was on the mod, the changes were in effect, and it didnt disconnect. I dont know how but thats the truth of it.
Report, edit, etc...Posted by DT_Battlekruser on 2007-01-21 at 18:22:32
Without further proof, all I can say is something isn't getting repeated right. For whatever reason, there must never had been a desync between the different sets of unit data, or your friend is lying.
Report, edit, etc...Posted by Mp)Excalibur on 2007-01-21 at 18:35:35
QUOTE(DT_Battlekruser @ Jan 21 2007, 06:22 PM)
Without further proof, all I can say is something isn't getting repeated right.  For whatever reason, there must never had been a desync between the different sets of unit data, or your friend is lying.
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He has no reason to lie about it, and i will be trying to recreate this as soon as i can, probobly sometime this week.
Report, edit, etc...Posted by ShadowFlare on 2007-01-21 at 22:38:23
The only reason I can think of that someone running a mod might not be dropped is if the modified part didn't get used in that game.
Report, edit, etc...Posted by DT_Battlekruser on 2007-01-21 at 23:41:36
Like I said, if any part of the shared map data is not the same on all computers, it will prompt a fatal error and a disconnect/crash. This is the reason why changes like graphics and sound can be run on Battle.net. Since data like unit graphics are not shared (or if they are the most that is shared is the pointer ID), different computers can show different graphics for the same unit without causing a desync.

Whenever most changes are made, however, a data desync occurs. For example, if Zerglings in one stardat.mpq deal 100 damage, and the zerglings in another one deal 10 damage, whenever a Zergling attacks, one computer will register 100 damage, and the other one will register 10 damage, causing a fatal error.
Report, edit, etc...Posted by Kookster on 2007-01-22 at 00:13:43
I wonder if orders or being able to select it would do that, most likely but if not o man!
Report, edit, etc...Posted by DT_Battlekruser on 2007-01-22 at 01:45:44
I doubt changing the order pointers in orders.dat would would cause a disconnect, since it doesn't cause any sort of desync.

Interesting... has anyone ever tried to see if any non-dropping changes via mods could give an edge in melee? Like maybe certain different graphics/sounds, etc.
Report, edit, etc...Posted by Kookster on 2007-01-22 at 03:09:23
lol yeah, i made dt's able to be seen and lurkers, well only seen better you still couldnt target them without a detector. Im seeing if you can make nuclear missiles selectable, cause if you can select them you can guide them to anywhere on the map!!! SCARY!!!!!!!!!!!
Report, edit, etc...Posted by Lord_Jeremy on 2007-01-22 at 07:59:26
QUOTE(Kookster @ Jan 22 2007, 03:09 AM)
lol yeah, i made dt's able to be seen and lurkers, well only seen better you still couldnt target them without a detector. Im seeing if you can make nuclear missiles selectable, cause if you can select them you can guide them to anywhere on the map!!! SCARY!!!!!!!!!!!
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Yeah but then they'd be attackable, wouldn't they? And that would also cause a desync since enemies in your game would attack automatically but wouldn't on everyone else's...
Report, edit, etc...Posted by Ihjel on 2007-01-22 at 08:40:28
no it would only be graphic,
Report, edit, etc...Posted by SubFocus on 2007-01-22 at 09:16:21
Nah... I don't believe it until I see it.

Then again, there are alot of glitchy things when it comes to modding
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