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August 31st, 2007, 22:04 #11
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Originally Posted by Lorddamax
Of course, that does not help with the fact that you have not been able to make your 'common data' file work.
Later.Ram
If I am walking with two other men, each of them will serve as my teacher. I will pick out the good points of the one and imitate them, and the bad points of the other and correct them in myself. -- Confucius
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September 1st, 2007, 13:25 #12
Hmm.. I know I have in the past managed in doing what you're trying to by placing the file as 'common.xml' data and then force-loading the 'book' before the players connect.
Note that it has to be set up and forced before the players connect, once they connect, the changes you make to the permissions will not work, is what I've found.
But I would definitely say common.xml + force-load is what you're looking for, you must be missing a step somewhere along the way.
As far as the 'export' thing, I think that's only done when you want a 'campaign' or 'adventure' type of module. I don't think you need to do it in this case either.
I think some screenshots would definitely help out.
Edit -> Here is the thread where I had (what seems to be) the same problem as you. It includes a step-by-step of everything I did. Maybe it'll help.Last edited by Tropico; September 1st, 2007 at 14:30.
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September 1st, 2007, 15:45 #13
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Originally Posted by Ramza0Tyr
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September 1st, 2007, 15:48 #14
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Originally Posted by Tropico
Running another test now, this time at home on a wireless network instead of wired at work. Either way it's still faster than an internet connection.
Ok at home over a wireless connection it took 4 minutes for the book to appear. Next time I play online I'll see how long it takes over the net for 5 players connected.Last edited by Lorddamax; September 1st, 2007 at 16:03.
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September 1st, 2007, 23:04 #15
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Originally Posted by Lorddamax
Later.Ram
If I am walking with two other men, each of them will serve as my teacher. I will pick out the good points of the one and imitate them, and the bad points of the other and correct them in myself. -- Confucius
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September 1st, 2007, 23:12 #16
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Originally Posted by Ramza0Tyr
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September 3rd, 2007, 03:52 #17
Even then, only the files that got changed will be uploaded, the rest will not be touched.
What will take time is if you put new images in your ruleset everytime.Always keep it in perspective!
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September 4th, 2007, 20:29 #18
Would there be any problems with testing the behaviour of modules using 2 sessions of FG (one as host and one as client) on the same pc? or would it be better to tst with two pcs on the same network?
What if I fired up 2 or more client sessions? Would each client have a separate cached copy of the module data?Work Less, Game More!
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September 5th, 2007, 06:46 #19
Lesser Deity
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I have done a fair amount of module testing by running several copies of FG2 on one machine. The only thing I can see is that it appears to transfer data much faster than normal (I think, effectively, everything is pre-loaded).
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September 13th, 2007, 21:11 #20
Hmm, I think I ran into a problem with user settings (hotkeys maybe) when I had 2 or more client sessions going at the same time. However, was many weeks ago and was working on a partially complete custom ruleset at the time so might have been a ruleset problem or I just confused myself
Work Less, Game More!
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