Destination: Custom Map

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Ducky

Super Moderator
May 22, 2011
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Netherlands
Have most of the replication part in place. I used RSTE-OtoriShima_v3 to test it. This is what I put in the RSTE-OtoriShima_v3.ini file.

Code:
[RSTE-OtoriShima_v3 ROUIDataProvider_MapInfo]
MapName=RSTE-OtoriShima_v3
FriendlyName=Otori Shima
GameType=ROGame.ROGameInfoTerritories
PreviewImageMarkup=<Images:ui_textures.menus.HostG ame.ui_hostgame_mapselect_Apartments>
Description=Based On Wake Island
LoadMapMovie=LoadScreen_OtoriShima
MapTips=Stay Low and KISS ***!
MapTips=Defend At All Cost!
MapType16=ROMT_Infantryonly
MapType32=ROMT_Infantryonly
MapType64=ROMT_Infantryonly
Author=-=}WoLvErInE{=-

[OtoriShima_v3 ROUIDataProvider_WorldInfo]
MapName=OtoriShima_v3
Friendly=Otori Shima
PreviewImageMarkup=<Images:ui_textures.menus.HostG ame.ui_hostgame_mapselect_Apartments>
Description=Based On Wake Island

This is what ended up in my client side ROGame.ini file after running the mutator and connecting to the server:
Code:
[RSTE-OtoriShima_v3 ROUIDataProvider_MapInfo]
[COLOR="PaleTurquoise"]MapID=0[/COLOR]
MapName=RSTE-OtoriShima_v3
[COLOR="PaleTurquoise"]NumPlayers=[/COLOR]
[COLOR="Yellow"]FriendlyName=[/COLOR]
[COLOR="Yellow"]Description=[/COLOR]
PreviewImageMarkup=<Images:ui_textures.menus.HostG ame.ui_hostgame_mapselect_Apartments>
[COLOR="PaleTurquoise"]bVehicleOnly=False[/COLOR]
MapType16=ROMT_InfantryOnly
MapType32=ROMT_InfantryOnly
MapType64=ROMT_InfantryOnly
Author=-=}WoLvErInE{=-
[COLOR="PaleTurquoise"]bRemoveOn360=True[/COLOR]
[COLOR="PaleTurquoise"]bRemoveOnPC=False[/COLOR]
[COLOR="PaleTurquoise"]bRemoveOnPS3=True[/COLOR]
[COLOR="PaleTurquoise"]bSkipDuringEnumeration=False[/COLOR]

[OtoriShima_v3 ROUIDataProvider_WorldInfo]
MapName=OtoriShima_v3
[COLOR="Yellow"]FriendlyName=[/COLOR]
[COLOR="Yellow"]Description=[/COLOR]
PreviewImageMarkup=<Images:ui_textures.menus.HostG ame.ui_hostgame_mapselect_Apartments>
[COLOR="PaleTurquoise"]bRemoveOn360=True[/COLOR]
[COLOR="PaleTurquoise"]bRemoveOnPC=False[/COLOR]
[COLOR="PaleTurquoise"]bRemoveOnPS3=True[/COLOR]
[COLOR="PaleTurquoise"]bSkipDuringEnumeration=False[/COLOR]

The fields marked in turquoise are fields that we get for free because they do exist as configs in the ROUIDataProvider_MapInfo class. Not sure if they will cause problems.
The field marker in yellow are fields that I can not save to the ROGame.ini file because they are defined as localized strings and localized strings are constants at run-time.

The above ROGame.ini content resulted in:
attachment.php


I even do get that empty screen if I update the client side ROGame.ini into:
Code:
[RSTE-OtoriShima_v3 ROUIDataProvider_MapInfo]
MapName=RSTE-OtoriShima_v3
FriendlyName=Otori Shima
GameType=ROGame.ROGameInfoTerritories
PreviewImageMarkup=
Description=Based On Wake Island
LoadMapMovie=LoadScreen_OtoriShima
MapTips=Stay Low and KISS ***!
MapTips=Defend At All Cost!
MapType16=ROMT_Infantryonly
MapType32=ROMT_Infantryonly
MapType64=ROMT_Infantryonly
Author=-=}WoLvErInE{=-

[OtoriShima_v3 ROUIDataProvider_WorldInfo]
MapName=OtoriShima_v3
Friendly=Otori Shima
PreviewImageMarkup=<Images:ui_textures.menus.HostG ame.ui_hostgame_mapselect_Apartments>
Description=Based On Wake Island

:(

Any clues why the loading screen stays empty?
 

Attachments

  • LoadScreen.jpg
    LoadScreen.jpg
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Last edited:

Zetsumei

Grizzled Veteran
Nov 22, 2005
12,458
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Amsterdam, Netherlands
at least the gametype info is incorrect
GameType=ROGame.ROGameInfoTerritories

should be

GameType=RSGame.RSGameInfoTerritories

as Otorishima is an RSTE map, not sure if that fixes it though.
 

Ducky

Super Moderator
May 22, 2011
6,358
237
0
Netherlands
at least the gametype info is incorrect
GameType=ROGame.ROGameInfoTerritories

should be

GameType=RSGame.RSGameInfoTerritories

as Otorishima is an RSTE map, not sure if that fixes it though.

I used that configuration as it was posted here. Also with GameType=ROGame.ROGameInfoTerritories. The only change is the version number (because the map version that I used was v3). I used it as a reference to see if I would get it to work that way, because Wolverine did manage to get it to work with excactly the same settings for his _v4 version.

I'm not sure if the client side code is using the GameType property. The details are client side only used for the loading screen (as far as I can tell). If they do use GameType, then we will be having an other problem, because that one is not saved with saving the ROUIDataProvider_MapInfo instance.
Same problem with MapTips and LoadMapMovie. Those are also not saved. I can not even set them to any value, because they only exist in native code.
 

-=}WoLvErInE{=-

FNG / Fresh Meat
Mar 14, 2011
1,793
263
0
Chi-Town
www.wolvy.net
Anyway we can pull the Bink (Movie) file from redirect? At least that way the second time around playing a map it will load the proper info, as long it's been downloaded. because the only problem right now is redirect. For regular download , a provided link by the Author of the map, we can just add the bink file in the folder and that'll solve the problem.
 

Ducky

Super Moderator
May 22, 2011
6,358
237
0
Netherlands
Not sure if a bink file can be loaded over the redirect. Especially since I can't access (neither read nor write) the LoadMapMovie setting. Will need to put some research into that. By the way, do you have any clue why I do not see any of the settings on my load screen? (see 4 posts up)
 

Twrecks

Active member
Dec 28, 2011
1,241
10
38
Ventura, California
There's a rogue space in the PreviewImageMarkup field. "HostG ame" should be "HostGame".

I would like to know what the correct expression is for passing a material, in place of a Bink. Seems any image could be called from the map package, even a timed instance.
 

-=}WoLvErInE{=-

FNG / Fresh Meat
Mar 14, 2011
1,793
263
0
Chi-Town
www.wolvy.net
Not sure if a bink file can be loaded over the redirect. Especially since I can't access (neither read nor write) the LoadMapMovie setting. Will need to put some research into that. By the way, do you have any clue why I do not see any of the settings on my load screen? (see 4 posts up)


I think it's looking for that loading movie file. and since it can't find it, everything is screwed up. I actually made a bik file , so it actually reads it. try changing to default bik file and see if the info will load for you.
 

-=}WoLvErInE{=-

FNG / Fresh Meat
Mar 14, 2011
1,793
263
0
Chi-Town
www.wolvy.net
There's a rogue space in the PreviewImageMarkup field. "HostG ame" should be "HostGame".

I would like to know what the correct expression is for passing a material, in place of a Bink. Seems any image could be called from the map package, even a timed instance.

I don't think that feature even works tbh. That's more for like the ut3 way than RO2.
 

Ducky

Super Moderator
May 22, 2011
6,358
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Netherlands
It was the missing bink file. It worked as soon as I set it to one of the stock bink files. The problem is that I can't write the LoadMapMovie setting to ROGame.ini. It's a native code setting and hidden for the scripting. :(
 

Ducky

Super Moderator
May 22, 2011
6,358
237
0
Netherlands
Question:
Can the next MapInfo properties be set in the SDK?
  • bSearchAllInis
  • IniName

If yes, to which values are they set for the RSTE-OtoriShima_v3 map?
 

-=}WoLvErInE{=-

FNG / Fresh Meat
Mar 14, 2011
1,793
263
0
Chi-Town
www.wolvy.net
Question:

Can the next MapInfo properties be set in the SDK?
  • bSearchAllInis
  • IniName
If yes, to which values are they set for the RSTE-OtoriShima_v3 map?




I don't see anything like that. I wonder if there is something we can do with Kismet? I'm gonna try some stuff, and see if I can come up with something.
 

Ducky

Super Moderator
May 22, 2011
6,358
237
0
Netherlands
I don't see anything like that. I wonder if there is something we can do with Kismet? I'm gonna try some stuff, and see if I can come up with something.

Thanks :)

I managed to write all details to a separate RSTE-OtoriShima_v3.ini file (client side) by using a trick. This is the written file:
Code:
[RSTE-OtoriShima_v3 ROUIDataProvider_MapInfo]
MapName=RSTE-OtoriShima_v3
FriendlyName=Otori Shima
PreviewImageMarkup=<Images:ui_textures.menus.HostGame.ui_hostgame_mapselect_Apartments>
[COLOR="Yellow"]Description=LoadScreen_Betio
LoadMapMovie=LoadScreen_Betio[/COLOR]
MapType16=ROMT_InfantryOnly
MapType32=ROMT_InfantryOnly
MapType64=ROMT_InfantryOnly
Author=-=}WoLvErInE{=-

[OtoriShima_v3 ROUIDataProvider_WorldInfo]
MapName=OtoriShima_v3
Friendly=Otori Shima
PreviewImageMarkup=<Images:ui_textures.menus.HostGame.ui_hostgame_mapselect_Apartments>
Description=LoadScreen_Betio

There is also a "LoadMapMovie" property. I still can't read it at server side, but what I did was putting it in the "Description" property and then at client side wrote the details of the "Description" property to the "LoadMapMovies" property. Not a clean solution, but at least it works (and not visible, because the Description field isn't used client side). The problem is that I can't write it like that in the ROGame.ini file. I need to use the standard SaveConfig() function to do that and that one will only write which is present in the map-info object. But when I did restart my game with nothing in the ROGame.ini file, but with RSTE-OtoriShima_v3.ini present, then the client did actually read out that file. The map details were present in the map info table at client side. But... for some reason not taken over by the ViewPointClient object (the one that displays the details on the loading screen). Will try to sort that out.
 

Twrecks

Active member
Dec 28, 2011
1,241
10
38
Ventura, California
So RS/RO2 only works with the LadMapMovie, and not the PreviewImageMarkup?

Does that mean a map will have a separate bik file to download, and an INI?

Be simpler if we could just drawscreen a PreviewImageMarkup from the map package. If it had a generic name (MapPreview). The string could then be:

PreviewImageMarkup="<IMAGES:insertmapname.MapPreview>"
 

Ducky

Super Moderator
May 22, 2011
6,358
237
0
Netherlands
I'm stuck on this one. Did try several approaches yesterday, but in all cases failed to save the MapLoadMovie property to ROGame.ini. If that one is missing, then the loading screen does not show any info at all :(.
I traced the problem back to the ViewPointClient. It's an object which normally can't be replaced by a mutator, because it's created before a mutator becomes active. Will see if there are some other ways to do it.