Author Topic: Texture changes requiring a whole new mod?  (Read 10198 times)

Plague Bringer

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Texture changes requiring a whole new mod?
« on: May 06, 2007, 03:47:54 pm »
Hey guys.

My friend Kushi hosts MMD's server (not always up though >.>), {MMD} Homeland. He came up with the idea of making the human uniforms {MMD} uniforms (clan colors with the tag on the sholder plates). Would that be as simple as fucking around with one of the .pk3's and making the Homeland unpure? Or would it require a whole new .pk3 that contains the changed textures (essentially making it a downloadable mod)?
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Evlesoa

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Texture changes requiring a whole new mod?
« Reply #1 on: May 06, 2007, 05:17:01 pm »
Its not a mod, but the client has to have the textures as well as the server, making it a mod because then you would have to have it selectable unless it auto-does it for every person, still making it a mod... If the client needs it, its a mod. (Not always but still...)

Plague Bringer

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Texture changes requiring a whole new mod?
« Reply #2 on: May 06, 2007, 05:45:37 pm »
So the server would have to force a .pk3 download. Okay; easy enough.
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David

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Texture changes requiring a whole new mod?
« Reply #3 on: May 06, 2007, 08:29:21 pm »
go to data-1.1.0.pk3 and find the texture, then change it and save it in a new pk3 in the exact same path and file format.
stick the pk3 in the base folder.

How does the game decide what pk3's the client must have?  is there a way it can be on the pure check allow list, but not required for download?
It would be a small file, so the client download would be done before people have a chance to quit the server...
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
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Plague Bringer

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Texture changes requiring a whole new mod?
« Reply #4 on: May 06, 2007, 09:28:45 pm »
Son of a-

When I open up my tremulous(orij).exe (so I can test without that sv_botfreeclient crap) the mod list is empty, but when I double click on where a mod should be, Trem restarts as if the mod has just been enacted. Is there any way I can know which mod I'm running, I can't seem to get {MMD}.
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benmachine

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Texture changes requiring a whole new mod?
« Reply #5 on: May 06, 2007, 09:38:41 pm »
The client searches folders in this order:

fs_homepath/fs_game
fs_basepath/fs_game
fs_homepath/base
fs_basepath/base

Within those folders it searches in reverse alphabetical order, and uses the first files it comes across. So if you want your pk3 to be recognised, it will have to either be in your home directory or after data-1.1.0.pk3 alphabetically (e.g. data-1.1.1.pk3 or MMD-uniforms.pk3
It's not necessary to replace the whole pk3, because the client can derive its data from several pk3s. So long as the file is where it is expected to be in the pk3 it will be found (e.g. you could have just models/buildables/arm/arm_body.jpg in your zip and only that file would be overridden)
Quote
is there a way it can be on the pure check allow list, but not required for download?

I've had the same idea but I can't think of a way. Perhaps it will be a modding project for me (or someone else): optionalpaks.dat, referencing files on the server that clients are not dropped for missing but are not forced to download. They can still be checksummed to avoid cheaters, but those without can play anyway.

edit: to get your current running mod, read /fs_game in the console. To start up in a mod, run from the command line with +set fs_game mod.
benmachine

Plague Bringer

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Texture changes requiring a whole new mod?
« Reply #6 on: May 06, 2007, 09:52:28 pm »
/fs_game is write protected -.-;;
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benmachine

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Texture changes requiring a whole new mod?
« Reply #7 on: May 06, 2007, 11:33:58 pm »
Quote from: "Plague Bringer"
/fs_game is write protected -.-;;

Yes, you can't modify it from the console, only read it to see if the menu worked. You'll have to start up from a command line to force it without the menu.
benmachine

Plague Bringer

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Texture changes requiring a whole new mod?
« Reply #8 on: May 06, 2007, 11:39:51 pm »
Command line.. oh god, I just went noob on ya guys. D:
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Plague Bringer

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Texture changes requiring a whole new mod?
« Reply #10 on: May 07, 2007, 12:08:45 am »
I know the answer to "wtf is command line o.O" is gonna be real obvious and make me look like an idiot, therefore I r nubcakezorz for the moment.
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benmachine

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Texture changes requiring a whole new mod?
« Reply #11 on: May 07, 2007, 02:10:32 am »
Quote from: "Plague Bringer"
I know the answer to "wtf is command line o.O" is gonna be real obvious and make me look like an idiot, therefore I r nubcakezorz for the moment.

Nah, I overestimated your expertise, sorry. Not many people run tremulous from a command line and there's no reason why you should know how.
If you're that determined, you'll want to Start->Run and type cmd.exe (iirc) then... ok, I don't have a windows machine so I get lost at this point. chdir to your Program Files\Tremulous directory and run
Code: [Select]

tremulous.exe +set fs_gane {MMD}
is my best guess.

And, you've just hit 1337. Uh, congratulations I suppose.
benmachine

n00b pl0x

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Texture changes requiring a whole new mod?
« Reply #12 on: May 07, 2007, 02:37:17 am »
cd c:\program files\tremulous
will sort out my sig, or I will get banned.

HOW DO I SORTED SIG?

player1

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Texture changes requiring a whole new mod?
« Reply #13 on: May 07, 2007, 03:04:11 am »
Quote from: "benmachine"
And, you've just hit 1337.
bringer ist der leetspeaker

Plague Bringer

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Texture changes requiring a whole new mod?
« Reply #14 on: May 07, 2007, 11:51:11 pm »
My mod fails.

Not working.
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Plague Bringer

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Texture changes requiring a whole new mod?
« Reply #15 on: May 08, 2007, 09:16:54 pm »
!help
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benmachine

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Texture changes requiring a whole new mod?
« Reply #16 on: May 09, 2007, 05:47:18 pm »
Try /path in game and search through it for your pk3 to ensure it is being read. If it is, and before the data pk3 (it must be before data or else the default skin will override it), then the likely explanation is that the internal file structure of the pk3 is not properly set. I can't help you much here because it probably depends on what you use to zip (I use command line utilities :| )

If all else fails you could just give me the files and I'll pk3 them for you.

edit: er, before you try all this, you'll need to sort out the mod selection stuff which I completely forgot about... my advice, just drop them in the base folder, it's easier that way. With textures it shouldn't cause you any problems. Make sure that your pk3's name comes alphabetically after data-1.1.0.pk3
benmachine

Plague Bringer

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Texture changes requiring a whole new mod?
« Reply #17 on: May 09, 2007, 09:44:47 pm »
;O

/path-ing isn't bringing it up.

Lovely comes up; so I renamed Lovely to Lovely2 and renamed my mod to Lovely. Nothing. It's not reading the pk3.

;O
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f0rqu3

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Texture changes requiring a whole new mod?
« Reply #18 on: May 09, 2007, 09:55:14 pm »
either you are clueless or trying to increase your post count
but in both cases you cant follow the simple instructions

Plague Bringer

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Texture changes requiring a whole new mod?
« Reply #19 on: May 09, 2007, 10:02:21 pm »
Shit.

I forgot to run it with my mod active.

EDIT; nvm, it does jack.

PS, I just copied data-1.1.0.pk3 and fucked around with it, I didn't unzip or rezip anything.
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