voodoo47 on 22/6/2019 at 20:29
ah, it is a genuine bug then, most likely (no time to dig around the docs right now).
FenPhoenix on 22/6/2019 at 20:31
From mp_release_notes.txt:
Quote:
Extracting "mp.zip" will overwrite some original OSM files with multiplayer compatible versions.
These
updated OSMs still work with the singleplayer game. If you're not comfortable with that, you can make
a separate copy of your entire game directory and install multiplayer in the copy instead. That way
you have dedicated single- and multi-player installs.
This seems to imply that using a separate install for multiplayer is optional and that you're supposed to be able to put the multiplayer files into your regular singleplayer install and have everything work fine. So from the wording it looks like a bug to me.
EDIT: oops, ninja'd.
Jax64 on 22/6/2019 at 21:41
Unfortunately, there does not seem to be much documentation available at all for the multiplayer beta. The aforementioned release notes, the GlobalServer instructions, and the networking script documentation seem to be all that supply more than a passing mention to multiplayer.
Niborius on 23/6/2019 at 10:08
Quote Posted by Niborius
Thanks sNeaksieGarrett,
I've been trying to get it to work with Hamachi but to no avail yet. I also noticed that the other player appears to keep going offline/online. Either it's the server or the user, I'm not sure (on his screen Hamachi is always on)
Also how will I know that ThiefMP uses the Hamachi network, or does it always use both networks anyway?
Got it to work! I'm not sure if I had the Hamachi server online, but I also changed the Hamachi network priority in Network adapter options so that it has a higher priority than my own network.
mcmike1489 on 23/6/2019 at 10:18
Good to know that New Dark version 1.27 is still in beta right now, so until then, I should just stick to New Dark version 1.26b for now. T2Fix 1.27 can wait. No hurry.:cheeky:
sNeaksieGarrett on 23/6/2019 at 16:01
So, I tested A Thief's Holiday with two computers in my home and as I suspected, only the host can do certain tasks, due to the custom scripts that this FM uses.
However, I seem to notice a slightly different behavior between this version of mp implementation and Tos'. While the client player cannot use the broom, nor the cookies, he can turn on and off the sink. I think in Tos' version, the sinks were on at all times and you could not turn them off or on.
Maybe I should try another mission that uses NVScript or some other custom script and see if the same problem presents itself. If anyone has a suggestion on a specific FM I should use to test a client's ability to trigger objectives, etc., I'm all ears. I can't think of a specific mission off the top of my head that would be good for this.
Unna Oertdottir on 23/6/2019 at 17:23
I opened multiplayer gen.osm in a hex editor. Compared to original gen.osm, it's very different (and bigger).
However, multiplayer gen.osm works with multiplayer, but not with singleplayer
Solution: Back up your files (original gen.osm) or just copy a T2 installation for multiplayer only (this was also suggested in the multiplayer readme).
Jax64 on 24/6/2019 at 06:39
I may have found a solution that will allow both the singleplayer and multiplayer executables to peacefully coexist in the same installation until this issue is addressed in a future release.
The multiplayer executable loads several files that the main executable ignores, one of these being "dark_net.dml". Using this file to load the multiplayer gen.osm using the "#script" directive will theoretically allow the singleplayer client to use the original scripts and the multiplayer client to load the newly-modified scripts.
To put this into practice, install the multiplayer beta as instructed in the release notes, but do not overwrite gen.osm in your root Thief 2 directory. Instead, copy this file as "mpgen.osm" and add the following line to dark_net.dml, or download the full (
https://drive.google.com/open?id=1LeiDKPwf2kVWmo3Ujd1PzH6b8gZmHD-S) modified file:
From a few brief tests, this seems to behave properly, though I have not conducted an exhaustive analysis. It may be required to take a similar approach with the mission-specific scripts.
Can anyone confirm this to be working on their own installations?
sNeaksieGarrett on 25/6/2019 at 00:17
Wow, that's quite the find Jax! This makes me wonder if I can tag on the custom script name when I install A Thief's Holiday and see how the game fairs.
I will try the above for A Thief's Holiday and report back.
Update:
So, I tried it and no dice. However, come to find out, it
is loading all the scripts anyway. Just to be sure, I removed the line from the DML and Thief 2 still loaded the script!
So I happened to notice a Thief2MP.log sitting right next to the EXE and decided to review it. What do you know, it lists the modules that it loads (snippet of the log below):
Code:
D3DProvider: Enumeration done
: sw framerate cap requested (10000 us)
: D3DProvider StartMode: smode 1920x1080x32 ; mode 640x480x32 (5 9 0 2D) ; 2d_surf_mode: 0
: CreateDevice: res = D3D_OK ; 1920x1080 fmt=22 zfmt=75 cnt=1 ms=0 swap=1 fs=1 hz=0 pres=1 flags=2
: Loaded script module "gen.osm" [FileModDate=2019-Jun-16]
: Loaded script module "convict.osm" [FileModDate=2019-Jun-16]
: Loaded script module "script.osm" [FileModDate=2003-Nov-23]
: sw framerate cap requested (10000 us)
So it appears that it's not that the executable is not loading the script, it's just that the client isn't able to utilize the script for some reason.
Jax64 on 25/6/2019 at 01:05
It looks like the gen.osm module in your Thief 2 directory is the one from the multiplayer beta. What I was suggesting was to keep the original gen script module (which should have been last modified on 27/3/2000) while copying multiplayer's module as "mpgen.osm" so that the singleplayer game can load the original scripts and the multiplayer game can load the new scripts. This is to bypass the issue of multiplayer's gen.osm not functioning properly with the singleplayer game. I do appreciate you taking the time to test this, however.