Thread: Player can not access moduls
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January 21st, 2016, 21:12 #11Zealot
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- Mar 2010
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I've been doing a bit more investigation and it appears that, while I can open the modules, they are not opening properly. For example, I have a series of skills with a simple list of specialisations that are supposed to fill a drop down list. These are not being filled, much to my chagrin. I have tried to nuke my cache (not that it should make a difference as I am hosting to the best of my knowledge).
The module that we know they weren't able to access is spell law (a custom built RMU beta module which was working prior to Christmas). I asked the player to nuke their cache, which they did, but there was no joy.
Cheers
Chris
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January 22nd, 2016, 01:39 #12
Hi Chris that was the same issue for me spell law, was it copying about 10-12 bytes?
On a side note the spell law I was sending them had some modifications as well as it had the paladin list included.
Interesting, to fix it I end up sending them the spell law.mod and they put it in there modules that was the only way around it.
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January 22nd, 2016, 02:59 #13
I've just done some testing. It appears that the RM ruleset may not be interacting properly with modules that have the old multiple module data types (common.xml and client.xml) in the same module. This improper interaction results in the module closed/open book icon not appearing in the "Module Activation" window. However, you can still double-click on the module graphic on the left, this won't appear to do anything, but it will kick off the module download into the player cache and once the download is complete the book contents will appear in the library. If you just see the "Rolemaster Classic Essentials" heading, close the module (double-click on the book image in Module activation) then open it again.
I've messed around with the module data types (removed client.xml, then common.xml) but I can't get it to work fully - i.e. the open/close book icon appears. Perhaps there's some trick to it that someone can find...FG Wiki: How to Compile the FG Logs
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January 22nd, 2016, 05:04 #14Celestial Paragon
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Thanks. I was able to replicate the issue. I am trying to track it down so I can fix the issue.
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January 22nd, 2016, 07:11 #15Celestial Paragon
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I have a fixed version that includes a couple other things. I just want to test it this weekend with my players before handing it over to Smiteworks.
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March 30th, 2016, 21:15 #16
Any news on this? It was working OK last week, but now the players cannot see the modules!
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March 30th, 2016, 21:18 #17Celestial Paragon
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The current beta version using the test environment has a fix for this. The players will need to reopen the modules.
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March 30th, 2016, 21:31 #18
We are in the game at the moment, and although the data loads via the "Primary Skill Table" button etc on the character sheet and the module shows as active, the books do not appear in the library window. Are the modules downloaded when a player joins the campaign or when they enable the module?
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March 30th, 2016, 22:42 #19FG Wiki: How to Compile the FG Logs
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March 31st, 2016, 02:04 #20Celestial Paragon
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It can take a bit for them to show up in the library section based on how many modules are being loaded and the network connections. It was fairly quick for my group but we are all locally connected on a LAN when we play.
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