addons in mutiplayer: how do addons work exactly in mutiplayer games
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addons in mutiplayer: how do addons work exactly in mutiplayer games
mutiiplayer is main and likely only reason i played this game
there are many mutiplayer games made currently in this world
but there really arent any made of this type yet
not sure which would come first, if i would know lots of code or a mutiplayer game of this type is made
since we dont know what game companies and game studios are making we have no idea
these are the approved addons with no errors in various tests
color changer
corpse mod
zombie variation
saurian pack
breeze modification
unitmarker
fencing fencer
non fatal wounds extended
these work without any problems in combinations with each other
these were tested in
- more than 1 singlplayer campaigns (aka: 'campaign button in game')
- more than 1 mutiplayer maps (various maps/games in mutiplayer)
there were no errors with these addons
havent tried joining a addon type mutiplayer map hosted by another player after uninstalling all the addons whenever that was
so am not sure how that part is right now
in 'mutiplayer' option of game, when other players do not have addons used installed, often times the map/game breaks
and players arent suppose to be able to join games/maps were they have that map (and/or addons)
but 'mutiplayer' code or something in wesnoth code or i dont know what is causing these bugs and problems to happen
what does anyone need to learn to fix these problems?
in one test i hosted, on addon map 'greatest quest'
other players did not have any of the addons
so what happens when 'non fatal wounds extended' and other addons is affecting things within the game
but the other player does not have it?
does the map eventually break or conflict in some way
since one player has a different version of the game with addons
and the other player has a completely different version
there are many mutiplayer games made currently in this world
but there really arent any made of this type yet
not sure which would come first, if i would know lots of code or a mutiplayer game of this type is made
since we dont know what game companies and game studios are making we have no idea
these are the approved addons with no errors in various tests
color changer
corpse mod
zombie variation
saurian pack
breeze modification
unitmarker
fencing fencer
non fatal wounds extended
these work without any problems in combinations with each other
these were tested in
- more than 1 singlplayer campaigns (aka: 'campaign button in game')
- more than 1 mutiplayer maps (various maps/games in mutiplayer)
there were no errors with these addons
havent tried joining a addon type mutiplayer map hosted by another player after uninstalling all the addons whenever that was
so am not sure how that part is right now
in 'mutiplayer' option of game, when other players do not have addons used installed, often times the map/game breaks
and players arent suppose to be able to join games/maps were they have that map (and/or addons)
but 'mutiplayer' code or something in wesnoth code or i dont know what is causing these bugs and problems to happen
what does anyone need to learn to fix these problems?
in one test i hosted, on addon map 'greatest quest'
other players did not have any of the addons
so what happens when 'non fatal wounds extended' and other addons is affecting things within the game
but the other player does not have it?
does the map eventually break or conflict in some way
since one player has a different version of the game with addons
and the other player has a completely different version
Re: addons in mutiplayer: how do addons work exactly in mutiplayer games
For each addon in your addons folder, wesnoth reads _main.cfg and nothing else. Usually you use preprocessor to tell wesnoth to read additional files.
Re: addons in mutiplayer: how do addons work exactly in mutiplayer games
Your posts would be more readable and more likely to lead to improvements in the game if you organised them into proper sentences instead of having linebreaks apparently at random.
However, if I understand what you're saying correctly, #8088 is part of fixing it, along with any issue that mentions Out Of Sync errors.
However, if I understand what you're saying correctly, #8088 is part of fixing it, along with any issue that mentions Out Of Sync errors.