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ForumsCog Forum → Rewriting the Res2.gob
Rewriting the Res2.gob
2002-01-19, 11:25 AM #1
I'm not sure how this would be a plauseable or worthwhile idea even for large mods or Total Conversions, But i'm still curious about a concept.

I was reading a post about item-syncroniziation, and somebody mentioned that JK refuses to sync anything automaticly unless its in the oringal resources.

What if somebody took and edited the Res Gobs in the Resource Directory, And replaced them? Add some extra templates, slap in a few more cogs, and overwrite the oringals in the directory? Would JK Sync the templates then?

I'm having some troubles with my JK CD right now, So i cant really test it. If anybody knows if that'll work or not, Let me know, Please...
2002-01-19, 11:36 AM #2
I think you misunderstand the problem.

Res2 only holds the static.jkl. The level's JKL contains the templates. Static.jkl templates are not treated the same as templates from the level. Really, the static.jkl wasn't supposed to by used for templates.

If you used FireProjectile() to create a static.jkl template, it would be created only on the computer than ran the command. This is why you have to send triggers to fire the proj locally on everybody's computer, but this system has its flaws.

If you put the template in the level's JKL, its creation would be synced AFAIK. But how are the level authors supposed to know what those templates are? It would only be plausible if a patch was made for a particular level.

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More matter with less art.
Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.
2002-01-21, 4:29 PM #3
What flaws are that SaberMaster? I could forsee flaws in a high ping game, but that's about it.......

BTW, http://www.sfc.keio.ac.jp/~t00214ho/millennium/tutorials/?Custom

Lookie at who Hideki credits. [http://forums.massassi.net/html/wink.gif] [http://forums.massassi.net/html/biggrin.gif]

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-Hell Raiser
Something Wiccan this way comes...
"Free, your, mind." - Morpheus, The Matrix
Cogging Guru for DBZ: TDIR
-Hell Raiser
2002-01-22, 3:31 AM #4
When the thing is created locally, it is given a different thing number on each computer. That makes verbs that would normally sync in MP only work locally - unless another thing happened to be using that thingref. That's what I mean by "flaws".

Yeah, I know you gave him the idea. That's one of the tutorials I read when I got started. [http://forums.massassi.net/html/smile.gif]

[This message has been edited by SaberMaster (edited January 22, 2002).]
Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.
2002-01-22, 7:35 AM #5
Yeah, Constructing a Client/Server SendTrigger Thingymabob was my first step in creating my Dangerous Weapons Mod, But i found it has its limits...

Random Projectile vectors are harder to do, (IE: Strifle style) But i figured i'd make a fixed list of possible vectors (30 or so) and send a random number with the SendTrig. That way, I can still have random, yet syncronized shots.

Whenever it comes to any shot that changes its course during flight though.. Thats when the problems come in. There seems to be no way to keep guided rockets and other weapon syncronized. Which rules out some seriously shweet weapons, Such as seeker missiles, Spider mines, and basicly anything else that moves.

If anyone ever figures out a good way to syncronize these damned things, Let me know.. DW2 got some weapons slated that dont look like there going to work...

(BTW, Those Client/Server cogs are DAMNED Useful! Thanks!)

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