Has anyone had any experience trying to host Marvel4's BF1 Conversion Pack 1.1 mod on the dedicated server software? For me most of the missions crash the server on loading. I'm hoping there is a setting somewhere that I'm missing.
The missions seem to run fine on the game client even when hosting using the game clients dedicated server option.
Hosting Marvel4's BF1 Conversion Pack on a Dedicated Server
Moderator: Moderators
-
PyroJockey
- Private Recruit
- Posts: 22
- Joined: Tue Aug 03, 2010 1:13 pm
- Projects :: Conversion Pack 2.2 dedicated server
- xbox live or psn: No gamertag set
- Location: Pennsylvania
-
Marth8880
- Resistance Leader
- Posts: 5042
- Joined: Tue Feb 09, 2010 8:43 pm
- Projects :: DI2 + Psychosis
- xbox live or psn: Marth8880
- Location: Edinburgh, UK
- Contact:
Re: Hosting Marvel4's BF1 Conversion Pack on a Dedicated Ser
Try removing the sound folder in the host-end mod folder.
-
PyroJockey
- Private Recruit
- Posts: 22
- Joined: Tue Aug 03, 2010 1:13 pm
- Projects :: Conversion Pack 2.2 dedicated server
- xbox live or psn: No gamertag set
- Location: Pennsylvania
Re: Hosting Marvel4's BF1 Conversion Pack on a Dedicated Ser
Removing all the "sound" folders seems to have resolved the issue. Currently I have the server running on a LAN populated with AI and cycling through all the missions in alphanumeric order. At the time of this writing it's in the Kamino missions with no failures. It's looking very, very good.Marth8880 wrote:Try removing the sound folder in the host-end mod folder.
Thanks for the tip.
Edit: Update...
The server "Marvel4's BF1 Conversion Pack1.1" has been running without any major issues and is being tracked on GameTracker.
In case anyone is interested, in the spoiler below is a listing of the 71 missions from Marvel4's Conversion Pack 1.1. To the best of my knowledge all of these missions load without error. I currently have all of them in rotation but in a random order.
Hidden/Spoiler:
Ratio of real players
to AI players
1 / 16
2 / 14
3 / 12
4 / 10
5 / 8
6 / 6
7 / 4
8 / 2
9+ / 0
This happens in real time and does not require a mission to restart. Currently spawned AI players will not disappear when the number of real players increases, but will not be re-spawned once they die off. Until that time the number of AI players will be higher than shown. Additional AI players will spawn in the next spawn cycle once the number of real players drops accordingly.
I originally created this mod because the PS2 version tends to crash when total number of AI and real players nears 24.
Note: There is still a bug in this mod where occasionally it will crash. This will not crash the server but the number of AI will remain constant on the current map and go to the default setting in the server manager on the next map. Currently I have the default at zero.
