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Battlefield Modding Tutorials BFMODS • View topic - Nitrous in DC_Final

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Thu Mar 31, 2005 9:00 pm 
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Posts: 40
Great!

To ensure your mod works as a "Server Side Mod" (client doesn't have to download your rfa), I would encourge you to follow the instructions posted for setting up a true SSM testing environment:

Basically, you make a complete copy of the game. In one, you have your modded rfa files and run a dedicated server. In the other, you don't have any of your rfa mods and run the game.

Note: I'm not saying what you've done won't work as a SSM. I'm just suggesting a better SSM testing environment.


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PostPosted: Thu Mar 31, 2005 9:14 pm 
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hrmmm...i seem to be out of hard drive space.
grrr...


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PostPosted: Fri Apr 01, 2005 7:29 am 
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Location: 1.80m above the ground

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PostPosted: Sat Apr 02, 2005 4:47 pm 
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Posts: 26
ok I trimmed it up. I made the new stuff and started th eserver, however I can never connect.
I think I see an error message in he command prompt but it closes so fast. not sure how to keep it open. something about a corrupt a file. but it is hard to catch.

here is an imagbe of the layouts I think might be important.

Image

any ideas? did I trim too much?


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PostPosted: Sat Apr 02, 2005 5:43 pm 
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Well you could try to put the bftest besides the bf1942 folder, instead of in it. Also, try to run bf in wondowed mode. SOmetimes an error messagebox will pop up so you can read what is wrong.
YOu can set bf to run in windowsed mode by going into the settingsfolder (located in the bf1942 folder in mods folder) then open VideoDefault.con with notepad ans set fullscreenmode to 0
(try lowering the bf gmae resolution lower tha your desktop becasue
1 you cant see your hud properly and
2 with my saettings the menu gets corrupted (its get so small an desktop icon would be bigger)

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PostPosted: Sat Apr 02, 2005 6:13 pm 
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He needs BF1942, DesertCombat and DCFinal installe din bftest, not just Dc Final. :D


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PostPosted: Sat Apr 02, 2005 6:16 pm 
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trying that now. thakns:)


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PostPosted: Sat Apr 02, 2005 6:58 pm 
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Posts: 26
wellt hat worked. thanks:)
ranted i have a gig total of space left but oh well.
If I understand this right the ObjectSpawns.con tells the game where and in what positions to spawn the items, there is a location for each object in the game.

the ObjectSpawnsTemplate.con file states a name for a type of spawn object and what it will actually spawn depending on the owner of the base at the time. That being said I should be able to change the names of the templates (ie ArtillerySpawner to monkeyBrains) and as long as the name in the ObjectSpawns.con file matches it shouldn't be an issue.

At least that is what I get from looking at the two files. I am still learning though and I have only read a couple tut's and done this for a day or two.


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