My first Mod for TM2 Canyon

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CoastKid
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Re: My first Mod for TM2 Canyon

Post by CoastKid »

jp100nx wrote:Hi !

I'm sorry and i don't understand why, but today it's not working :cry:
Mod don't load :shock: :?

So confused ... :oops:

:arrow: Coastkid, i have an idea for help all admins server who wants put maps online with your mod :

- make us a normal .zip archive please !

You can add a message on mod topic presentation, example "if you're admin server and you want put mod online, please MP"
And you can check logins they have pay you 100 planets for be sure.

Please ! :thx:
i have another idea for help all admins server who wants put maps online with my mod :
- ask NADEO to fix their Packs system, and release Manual or Guide on how to manage those Packs properly.
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jp100nx
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Re: My first Mod for TM2 Canyon

Post by jp100nx »

Coastkid, it's not my fault, and I did not know there were problems with Nadeo pack system.

My idea was just an idea like that ... to help people, just out of sympathy from you.
So I'm a little disappointed with your answer.

Never mind, do as you want, we, the admins/players are going to languish until :roll: :mrgreen:
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CoastKid
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Re: My first Mod for TM2 Canyon

Post by CoastKid »

jp100nx wrote:Coastkid, it's not my fault, and I did not know there were problems with Nadeo pack system.

My idea was just an idea like that ... to help people, just out of sympathy from you.
So I'm a little disappointed with your answer.

Never mind, do as you want, we, the admins/players are going to languish until :roll: :mrgreen:
I didn't say that it's your fault, i am saying that Pack/Maniacredits system still have problems, peoples do not know why it does not work, and how make it work properly, it is not my or yours or anyone from community fault.
I decided to test Pack/Maniacredits system as Hylis has advised http://forum.maniaplanet.com/viewtopic. ... 1&start=90. And If we have problems with that system that means we need to ask NADEO to do something with that. You say that i need refuse from Pack/Maniacredits system. I say that i like that system and i hope it will be fixed soon, and if more people ask for it then sooner it will be fixed.
Please do not make the EVIL one :twisted: from me, just because i don't follow your idea, and sorry if i really disappointed you.
Anyway thanks for disturbance and searching for way to fix all that, and i hope that things will goes better very soon
:thx:
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jp100nx
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Re: My first Mod for TM2 Canyon

Post by jp100nx »

No problem, i understand your choice.

I've create a post on French Mod section to ask help about this problem... wait & see...
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CoastKid
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Re: My first Mod for TM2 Canyon

Post by CoastKid »

Thank you a lot jp100nx!
At this moment i have found at least one thing that directly targeting on problem with pack managing system:
I've create public internet server (using in-game options),
i've set map with my WhiteRock mod on this server,
my friend download and install my mod and connect to my server,
he doesn't see my mod on this map even after waiting a lot and then making reconnection to server several times,
then he opens map that use my mod in map editor (see that mod works fine), and then close editor
then he connect to my server again and "TaaaaDaa" mods shows and works fine :roflol:
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Re: My first Mod for TM2 Canyon

Post by jp100nx »

LoL but all players can't do this, it's too .... too ... omg you see :D

And if you try with a dedicated server, it's not work, i think it's only with ingame hosting (yesterday i've tested too^^)
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CoastKid
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Re: My first Mod for TM2 Canyon

Post by CoastKid »

jp100nx wrote:LoL but all players can't do this, it's too .... too ... omg you see :D
Absolutely Right! That is why i am "targeting on problem with pack managing system"!
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isamu
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Re: My first Mod for TM2 Canyon

Post by isamu »

Chevron wrote:The map at a server need to be built in the mod.
OK, so I finally decided to install the White Rock mod, and Chevron, it appears you are absolutely correct. This mod only works if the servers have the mod installed for their tracks.

Coastkid the mod is cool and everything but this answer....
CoastKid wrote:
isamu wrote:So just to confirm, can we use this mod in an online multiplayer race?
Yes you can
Is a bit misleading. Yes you can *THEORETICALLY* use White Rock in an online multiplayer race, but you failed to mention that the server needs to support it as well. Otherwise the graphics remain the same.

This is pretty disappointing, as I was all excited thinking I'd be able to see these beautiful White Rock graphics on ALL the maps I enter online. The strange thing is, when you apply any of the graphical mods for TM1/Nations/United, the modified graphics actually *remain* modified indefinitely and can be seen on ANY track you play, until you uninstall it.

CoastKid I realize you made this mod with the best intentions, and I'm not blaming you since this appears to be a restriction that Nadeo has implemented for the modding part of the game, but in all honesty White Rock is more or less useless to me, as there is maybe only 1 or two servers that have this mod applied to its maps. Is there *ANY* possible way you can please make a version of White Rock where, upon loading it, the graphical alterations can be seen on ALL tracks/maps whether online or off? This would be a tremendous breakthrough as I'm sure there are a lot of other people that wish they could see these White Rock modified graphics in all Canyon tracks/maps.

Please let me know if this is possible, because I really do like what you've done here with White Rock.
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Re: My first Mod for TM2 Canyon

Post by Fix »

A mod is associated with a map. If I make a map with the awesome WhiteRock mod, I won't be happy that someone plays it with lego because it was not the inital objective; or vis versa, a map with the lego mod, big Depth of Field miniature effect, 3rd Person top-down view. Everything done in a specific way... everything done to feel like a toy race ; and you throw on it the aliens-giger-organic mod (doesn't exist yet :p).
I think that something would be broken.

If you join a server playing a map associated with a mod, you'll download the mod and play the map modded on that server. If the next map isn't using a mod, you'll go back to standard the canyon settings.

But...
(note : I 'm not good at all concerning the server plugins such as mlepp or xaseco etc...)
I believe I read "force mod" in a thread, so maybe a server can be named "winter server" and force a snowy mod on all maps ?
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CoastKid
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Re: My first Mod for TM2 Canyon

Post by CoastKid »

isamu wrote: Is a bit misleading. Yes you can *THEORETICALLY* use White Rock in an online multiplayer race, but you failed to mention that the server needs to support it as well. Otherwise the graphics remain the same.
Failed ? I can't read your mind (at least for now), i'm just give you a simple answer on a simple question.
isamu wrote: This is pretty disappointing, as I was all excited thinking I'd be able to see these beautiful White Rock graphics on ALL the maps I enter online. The strange thing is, when you apply any of the graphical mods for TM1/Nations/United, the modified graphics actually *remain* modified indefinitely and can be seen on ANY track you play, until you uninstall it.

CoastKid I realize you made this mod with the best intentions, and I'm not blaming you since this appears to be a restriction that Nadeo has implemented for the modding part of the game, but in all honesty White Rock is more or less useless to me, as there is maybe only 1 or two servers that have this mod applied to its maps. Is there *ANY* possible way you can please make a version of White Rock where, upon loading it, the graphical alterations can be seen on ALL tracks/maps whether online or off? This would be a tremendous breakthrough as I'm sure there are a lot of other people that wish they could see these White Rock modified graphics in all Canyon tracks/maps.

Please let me know if this is possible, because I really do like what you've done here with White Rock.
You are not first who ask me to refuse from Maniacredits/Packs system, but my answer is same, i will support Maniacredits/Packs system, just because i believe that NADEO make this system to make game better and not to just clone coppers system.
So if you have problems with packs and servers then go ask NADEO to fix it or someone who make server software/plugins, but not me.
Also i agree with Fix, maps and mods must be together in tm2, for example new lighting system generates lightmap for each track, 98% of this lightmap based on current texture mod state, Global illumination/Color bleeding/ bounces, sun color, sky color, lights color.....
So if you will use my mod with map that have lightmap calculated with standard Canyon textures, you will get anomaly red lighting, because your baked light bounces reflects RED rocks (!) not green or white, and you will get much more anomalies on your map if there will be difference in sun and sky color/brightness between original map mod and wrapped server mod.
So as you see, even if it will be possible,it will cause problems, anomalies and quality decrease.
Also as possible solution you can just take your server maps and assign mod on them in editor + recalculate light after that, no need to move or add a single block. After that you will get your maps with my mod in high quality and without any anomalies.
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