Bf1942 Mod Networking Issues

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professor_smith
Posts: 2
Joined: 2011-03-09 23:15

Bf1942 Mod Networking Issues

Post by professor_smith »

Howdy Folks,
My name is Joshua (known as Professor_Smith on the bf forums, and Grand_Admiral on the servers, though I haven't been on any server for quite some time now due to always having to work on my mod).
For the past 19 years, I have been working on my Battlefield 1942 (not so mini) minimod, HTroop. I have put over 48,000 hours into it, as I am a one-man team, in regards to the editing. I wish I did have a team, that also would be interested in helping me edit, but all I have besides myself, are some loyal play testers, and a pretty large fan base.
I know that Arab is no longer modding, but I noticed he made a thread, in regards to Network optimizations, for bf2, and since BF 1942 and bf2 are somewhat similar in code, and both seem to have networkable info / too many state masks errors, I was wondering if you might be able to help me.
I have modified almost every vehicle in the mod, especially the sea vessels, the airship, and more. These edits have caused me multiple too many state masks errors, and problems with networkable info Scripts. Firstly, in the network optimization thread, Arab mentioned that the maximum number of networkable infos, each vehicle can have, is 12. However I have done research over the years, and have learned from various high-level modders, that the physics file engine of a vehicle, counts as three networkable info Scripts, that the rotational bundles in an object's file, each count as two networkable info Scripts, Etc. Do you know if this is true or not? If it is true, most of my troubled vehicles, count out to anywhere between 22 and 28 networkable infos. I definitely need to decrease this number, but I'm not sure where to really start, as I have tried so many different combinations over the years.

Secondly I had some other questions in regards to these matters:

1. Is it true that if vehicles that use a lot of networkable info Scripts are placed in the custom objects folder in a map file, instead of the regular objects.rfa file, that there are no need for networkable info Scripts? That it will work just fine on both host and client?

2. Is there a patch or program for Battlefield 1942 that would either make it so that the game engine ignores network will info errors over a network, or allows double or more networkable info Scripts, as normal, much like the game engine does in bf2?

3. Is there a better bf1942 debugger than the usual official one, or a program, that will specifically weed out which objects in my mod that are causing these "too many statemasks" errors, and my maps not to work over a network.

4. In the network optimization post, Arab mentioned "Point does not need any network info to run". What is Point?

5. Also, in his Network optimization threat again, he mentioned that there is a list that the debugger comes up with, that shows which vehicles and parts of that vehicle, are causing the networkable info error or the too many state maps error, and puts them into a list like the one below:

[Network] : Object us_trk_support has to many statemasks (16) and will crash the network. Please fix!
0 unique networkableObject:us_trk_support
1 unique networkableObject:us_trk_support_asteeringwheel
2 unique networkableObject:us_trk_support_zMotor
3 unique networkableObject:us_trk_support_whl_BL
4 unique networkableObject:us_trk_support_whl_BLMiddle
5 unique networkableObject:us_trk_support_whl_BR
6 unique networkableObject:us_trk_support_whl_BRMiddle
7 unique networkableObject:us_trk_support_whl_Nav_FL
8 unique networkableObject:us_trk_support_whl_FL
9 unique networkableObject:us_trk_support_whl_FR
10 unique networkableObject:truck_horn
11 unique networkableObject:truck_dummy_weapon
12 unique networkableObject:supply_drop_smalltruck
13 unique networkableObject:supply_small
14 unique networkableObject:supply_drop_light_truck_us
15 unique networkableObject:light_supply_crate_us

I was wondering if anyone could tell me how to make the Bf1942 debugger, come up with that type of list specifically. I think that would definitely help me figure out which vehicles are causing my problems.

Also, I know it's a long shot, but would anyone here, or anyone else you know, be willing to take a look through my entire mod, and say this is your problem, this is your problem, fix this, fix this, fix this, and you'll be all good, to make it successfully run over a network and a dedicated server? I know you folks have your own projects going on, and you are really busy with Project Reality for bf2, but I could use all the help I can get. I don't want to be working on this for the next 10 or 20 years of my life. Any help that any of you can provide me, would be absolutely appreciated. I would love to convert my entire mod over to a higher version of Battlefield, but that's just a whole other project all together, and I'd much rather just finish it for 1942, and be done with it forever, so I can just enjoy playing the mod with other players, instead of editing it all the time.

Thank You,

Joshua
Professor_Smith
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ALADE3N
PR:BF2 Developer
Posts: 577
Joined: 2016-02-13 17:34
Location: Philippines

Re: Bf1942 Mod Networking Issues

Post by ALADE3N »

don't put networkableinfo on all of the springs
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professor_smith
Posts: 2
Joined: 2011-03-09 23:15

Re: Bf1942 Mod Networking Issues

Post by professor_smith »

ALADE3N wrote:don't put networkableinfo on all of the springs
I do appreciate your suggestion, but firstly, if you look at question 5 in my post, I was saying that the Network optimization thread example below the question, was so neatly laid out, each "unique networkableObject:" one after the other, and I was wondering if anyone knew how to get the debugger or other program, to do that; or if it is just a Bf2 debugger feature?

Also, I have already removed all networkableInfo scripts from aircraft landing gears/springs, as well as any spring that Does Not have Engine Grip.

If you or anyone you know, happens to have answers to my other questions in the post, I would truly appreciate it.

Thank You,

Joshua
Professor_Smith
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