BETA v0.1 Multiplayer Campaign Upgrade
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BETA v0.1 Multiplayer Campaign Upgrade
Here is BETA v0.1 Multiplayer Campaign Upgrade that fixes the CTD when receiveing objects.
We ran successfull eFalcon v1.10 multiplayer flight with this one.
http://www.pmctactical.org/f4/downloads ... pgrade.zip
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Snake Man
We ran successfull eFalcon v1.10 multiplayer flight with this one.
http://www.pmctactical.org/f4/downloads ... pgrade.zip
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Snake Man
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Re: BETA v0.1 Multiplayer Campaign Upgrade
Install instructions:
Make sure ODS is applied from F4Patch, then just unzip this packet to campaign\save directory.
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Snake Man
Make sure ODS is applied from F4Patch, then just unzip this packet to campaign\save directory.
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Snake Man
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- LeadPursuit
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Re: BETA v0.1 Multiplayer Campaign Upgrade
Hi Snakeman
Just out of interest what was the problem?
Later
Chris
Just out of interest what was the problem?
Later
Chris
Chris "Washout" Carter
F4 Balkans Terrain Team
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F4 Balkans Terrain Team
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Re: BETA v0.1 Multiplayer Campaign Upgrade
Mr X-Files you must have some telepathy thing going, I was just about to email you and Schumiquote:Originally posted by Washout:
Just out of interest what was the problem?

There was 4096 objects in ODS campaign (err 4096 is familiar number but I think it was just random it was like that). Mostly there were bridges, so I removed the bridges and voila it works! Now the objects number is about 1400.
I was wondering, is there some limit in Falcon (eFalcon 1.10) that it barfs up when doing multiplayer if there are too many objects to load?
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Re: BETA v0.1 Multiplayer Campaign Upgrade
Snakeman,
Just a brief note to let you know that patch for ODS also works for people running 108i2 and RP5. Thanks for the quickfix, anyway you can come up with a similar fix for Vietnam Multiplayer?
Just a brief note to let you know that patch for ODS also works for people running 108i2 and RP5. Thanks for the quickfix, anyway you can come up with a similar fix for Vietnam Multiplayer?
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Re: BETA v0.1 Multiplayer Campaign Upgrade
Yes I can, if the same bridge removing will work. I'll test it today with Widowmakers help if he has time.quote:Originally posted by Greywolf:
anyway you can come up with a similar fix for Vietnam Multiplayer?
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Re: BETA v0.1 Multiplayer Campaign Upgrade
Sure I'll be setting it up after Work
This time a daymission,,
Widmak
This time a daymission,,

Widmak
Widmak
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- LeadPursuit
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Re: BETA v0.1 Multiplayer Campaign Upgrade
Hi Snakeman
Manfred knows more about this than I do but I believe there are a limited amount of objective (not sure if these are CT entries or not) entries available and that the number has to include missions generated by the ATO.
I also belive that Mnafred had to renumber a block of entries for the Balkans so as not to interfere with what are essentially reserved numbers by the exe.
As I said Manfred knows more on this subject and can probably let you know what blocks of numbers you have to assign to bridges in order to get your campaign working again with all the objectives you placed originally.
Hope that makes sense.
Chris
Manfred knows more about this than I do but I believe there are a limited amount of objective (not sure if these are CT entries or not) entries available and that the number has to include missions generated by the ATO.
I also belive that Mnafred had to renumber a block of entries for the Balkans so as not to interfere with what are essentially reserved numbers by the exe.
As I said Manfred knows more on this subject and can probably let you know what blocks of numbers you have to assign to bridges in order to get your campaign working again with all the objectives you placed originally.
Hope that makes sense.
Chris
Chris "Washout" Carter
F4 Balkans Terrain Team
CO: The Vulture Squadron
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Re: BETA v0.1 Multiplayer Campaign Upgrade
My (nonworking) bridges for ODS start from ID 6000 and continue to 8627
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Snake Man
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Snake Man
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Re: BETA v0.1 Multiplayer Campaign Upgrade
There are blocks of defined ID areas:quote:Originally posted by Snake Man:
My (nonworking) bridges for ODS start from ID 6000 and continue to 8627
4-3999 = Objectives
4000-5999 = Units
6000-9999 = Packages
10000-13999 = Flights
The objective ID's are long variables, this means in theory you can make an objective have the ID number 4.000.000.000 (that's 4 billion

I haven't tested it yet, but it should work.
By default, you have a maximum of 14.000 objectives, units and "volitile units" as the source code describes packages and flights. This means, counting them together, the maximum is 14.000.
This boundary will probably be increased by F4SuperPAK to 32.767, which is a short and the absolute maximum.
Manfred.
Manfred "Schumi" Nelles


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Re: BETA v0.1 Multiplayer Campaign Upgrade
As 128 theaters are coming up we have now ODS which has 5511 objectives, Vietnam with 3779 (well just barely short the limit) and Afghanistan with 7791.quote:Originally posted by Schumi:
4-3999 = Objectives
None of these theaters have bridges placed yet and none of those "special" objectives like nuclear plants, army bases, ewr sites and such. These objectives are four kinds: Villages, Cities, Factories and Airbases. If we add all those other needed objectives and then bridges... we can believe the number goes up almost as two times.
We definitely need a fix for this, no question.
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Snake Man
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- Colonel
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Re: BETA v0.1 Multiplayer Campaign Upgrade
Wont removing the bridges affect the ground war?? I know ODS doesnt yet have a ground war, but VNam does...
wont ground units be 'stuck' on one side of river?
wont ground units be 'stuck' on one side of river?
Daniel "Zaggy" Bell
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Re: BETA v0.1 Multiplayer Campaign Upgrade
I noticed a prob with bridge removal. i had a stike mission to hit a bridge but the bridge was not there. i think it was removed when i added the new mp patch but because it wasnt there i failed the mission. is there a problem somewhere?