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Online and mixing Meshes
Posted: Mon May 02, 2011 8:10 am
by Vuler
Allright, so I would like to ask ask about some stuff. First of all I'll ask about Online Compatibillity. I was wondering if I could do following changes and keep the game work online:
1. New sound
I thought, if I'd change sounds for some weapons it's possible that I'm the only person who is able to hear it online and other players hear stock sounds. Does it work like that?
2. New vehicles
I was thinking about changes like putting in Delta-Starfighter from first Battlefront instead of the stock Eta one. However, it could take more space and would need other animations. It wouldn't work online, would it?
Re: Online and mixing Meshes
Posted: Mon May 02, 2011 8:17 am
by DarthD.U.C.K.
2. im pretty sure you can switch the fighters, you can generally switch everything visual but not odfs.
in order to use the delta 7 with all features (engineffects, contraileffects erc.) the name of the hardpoints must be exactly the same as in the normal jedifighter becauseyou cannot rename anything in the odf. (please correct me if im wrong) the animation would also work as long as it is named like the shipped animation.
Re: Online and mixing Meshes
Posted: Mon May 02, 2011 10:10 am
by Firefang
I know that you can change the name of the geometry the odf uses and still play online. So if it uses all_inf_trooper, you can change it to all_inf_sniper without compatibility issues.
Re: Online and mixing Meshes
Posted: Mon May 02, 2011 10:12 am
by DarthD.U.C.K.
well, then everything is easy.....
i thought the server was checking hashes of the odfs though...
Re: Online and mixing Meshes
Posted: Mon May 02, 2011 10:28 am
by Teancum
Firefang wrote:I know that you can change the name of the geometry the odf uses and still play online. So if it uses all_inf_trooper, you can change it to all_inf_sniper without compatibility issues.
I'm not so sure on that one. You can rename your sniper msh to all_inf_trooper, munge and do that, but I'm pretty sure all ODF changes cause a server mismatch and don't allow players to join.
Re: Online and mixing Meshes
Posted: Mon May 02, 2011 10:35 am
by kinetosimpetus
I've used HD clone models, underhand chaingun, including anims, and have played online with it. Even used an add-on msh and custom jet fx. No renaming the mshs.
I don't think it's doable with a vehicle though. Too many hardpoints and collisions that are different.
I think server mismatch happens if you try to make your units run faster, carry different weapons, carry uber weapons, performance changes.
Re: Online and mixing Meshes
Posted: Mon May 02, 2011 10:55 am
by Vuler
Wow, thanks for your help guys! I didn't expect I'll get so many answers in so short time. And yeah, I was thinking the same as Firefang. After all, I think that RepSharpShooter modded many classes in v1.2 Patch using this way, and the patch is Online-Compatible. I had doubts about the Starfighter and unfortunately it appears that I was right.
Too many hardpoints and collisions that are different.
Hmm... I was thinking with a simple example: If someone would jump on the ship, he/she would land in other place. I wasn't sure if that isn't enough to make game crash while playing online. But, if I'd replace BF2 Rebel Marksman with BF1 version, I could still play online, right?
Re: Online and mixing Meshes
Posted: Mon May 02, 2011 12:00 pm
by kinetosimpetus
probably
Re: Online and mixing Meshes
Posted: Mon May 02, 2011 3:19 pm
by THEWULFMAN
I put the BTL-2 Y-wing(new model not stock) in place of the V-Wing and it doesn't crash for others. Just thought people should know. It had a different name, new hard point setup. But what is important is performance values never change. You can change the look of the weapons of others. I use a custom rep.lvl with TCW clones, and new weapons and brand new animations. I even use the loading icon fix. I changed the look of the z6 ord. I tricked it out as much as I could. While keeping it online capable.
Re: Online and mixing Meshes
Posted: Mon May 02, 2011 4:37 pm
by Vuler
Ok, thanks. I'll try swithing the Jedi Starfighter then.

Re: Online and mixing Meshes
Posted: Mon May 02, 2011 7:58 pm
by Dakota
odfs can be changed though i have noticed and still keep online compatablity. modding odfs for something online compatable can have restrictions though. i wouldn't try changing the fire rate of something for online compatable things (i think it can cause mismatch data) but u can change things for damage, push, damage radius, push radius and a few other things that aren't weapon related like: jets and health. in some cases it is online compatable to a point as in the person with the mod can only have the changes when they make the server or just can't join the other server and play. that part usally occurs if u change what units are on the teams in the LUA.
NOTE: for changing what units are used u have to use only units that are already loaded with the map or else it will cause a crash (or noncompatablity). this means that if there isn't already a storm trooper in the clone wars you can't just add one in, but u can use the locals like if it were geonosis you could set up a team to read the geonosian for a unit and replace another, also i think that u can only replace not add for compatablity.
here is a link to a mod a made
http://starwarsbattlefront.filefront.co ... Mod;118451
i am making one that i call "realistic weapons mod" so far it is unreleased but i do host a preview of it on my clan's dedicated server which is called "(DC)Dedicated"
now any questions or corrections anyone?
Re: Online and mixing Meshes
Posted: Tue May 03, 2011 4:03 am
by DarthD.U.C.K.
did you read the posts dakota?
first of all, all your points have been explained in more detail already and second vuler is talking about a sidemod s changing the lua is out of question.
Re: Online and mixing Meshes
Posted: Tue May 03, 2011 3:39 pm
by Dakota
DarthD.U.C.K. wrote:did you read the posts dakota?
first of all, all your points have been explained in more detail already and second vuler is talking about a sidemod s changing the lua is out of question.
the posts above are what made me want to post this. above i kept reading that most (or as some said all) odf changes cause a mismatch. i just wanted to set some things straight about odf changing and online compatablity (these two things are some of my favorite modding types to make).
also the mod i posted is a side mod that is (semi) online compatable so i am just using it as an example (same as the other mod talked about).
Re: Online and mixing Meshes
Posted: Tue May 03, 2011 4:06 pm
by AQT
Dude, Dakota, that mod of yours isn't even "online compatible." Even Mav pointed it out in the review. Sure, you can play it online but only in a server literally dedicated to that mod, and anyone joining that server must have that particular mod installed. If you have a mod installed that changes the game's original files (specifically side .lvl's), and you get problems online in a server with players who only have the purely unmodified stock version of the game, then the mod is not at all "online compatible."
Re: Online and mixing Meshes
Posted: Tue May 03, 2011 4:42 pm
by Dakota
Now i have a question. I know that the mod in the link isn't really compatable if u join but it was just the only example of a mod that i had at the time (anyone got a better one please show me). My question is:
Re: Online and mixing Meshes
Posted: Tue May 03, 2011 4:58 pm
by sim-al2
AQT wrote:Dude, Dakota, that mod of yours isn't even "online compatible." Even Mav pointed it out in the review. Sure, you can play it online but only in a server literally dedicated to that mod, and anyone joining that server must have that particular mod installed. If you have a mod installed that changes the game's original files (specifically side .lvl's), and you get problems online in a server with players who only have the purely unmodified stock version of the game, then the mod is not at all "online compatible."
Well for the record his mod does actually work for dedicated servers, as I do not have the mod and I have been able to play on his server and it works just fine (probably because ammo amount/damage and what-not is server side).
Re: Online and mixing Meshes
Posted: Wed May 04, 2011 7:35 am
by ANDEWEGET
Just wanted to throw that in, info I gathered some time ago. This was all
tested in SWBFI, but I assume it will work similar in SWBFII:
Client Side:
- Crashes:
- Changing the ordnance type of a weapon
- Changing ammo count/bullets fired per shot
- Adding more(additional, in terms of numbers) objects to a map
- Doesnt crash:
- Changing bullet speed, damage(just looks faster, it isnt faster though)
- Appereance changes(model, texture, attached effects/lights), collision is serverside
- Replacing(delete the old object and place a new object[new odf]instead) objects*
- Moving existing objects around*
- Deleting existing objects*
- Having terrain where usually there isnt one(terraincutters, tested that one on cloud city at the carbonechamber entrance(you can stand on the terrain, youll lag through it if you walk straight against it, however I dont know how other people will see it)
Just "invert" what I wrote for the server side to get what will crash the client, the server itself usually wont crash(unless, of course, youve done something completely wrong), itll crash the client instead. Nonvisual changes like collision(even terraincutters!), weapon damage, ordnance speed etc will affect the client side. You could theoretically delete all visual information from the server .lvl files to decrease file size(BattleBelk did this[deleted all textures]).
* = Collision is serverside, you wont see the objects but you cant walk through them, youll lag around but you wont get through
Re: Online and mixing Meshes
Posted: Wed May 04, 2011 11:07 pm
by AQT
Dakota wrote:Now i have a question. I know that the mod in the link isn't really compatable if u join but it was just the only example of a mod that i had at the time
It was rather a false example that did not fit the definition of what was being asked in the original post.
(anyone got a better one please show me).
Why yes, here is a prime example:
http://starwarsbattlefront.filefront.co ... atch;87597
Re: Online and mixing Meshes
Posted: Sun May 08, 2011 12:12 pm
by Vuler
Thanks for your posts! And ANDEWEGET - Could you tell me if after changing sounds (in BF1) the game is still online-compatible? I was thinking about changing some sounds, but I forgot to ask about it.
Re: Online and mixing Meshes
Posted: Sun May 08, 2011 12:14 pm
by DarthD.U.C.K.
i think alls sounds are stored in the sound.lvl and because the sourcefiles for them werent released, we cant rebuild it and replace sounds. we can only add new one as far as i know.