Update on current models.
I tried scaling it up by a factor of 10 but that didn't help either. It doesn't seem to be a size problem anyhow, because I can use the original sized avatar on a cargo pod in MP and it shows up with no problem.
Any ideas?
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Why would multiplayer games require an object different from single-player? Do multiplayer objects have some type of information passed to the server that single-player objects do not?
Or, could it be some test to prohibit cheating in multiplayer?
Does Spiff display in a multiplayer game if he's just a part of the scenery (i.e., not a player ship)? Edit: Never mind, you already checked this. Okay... if it's not a size problem, is there a difference between single player game ships and multiplayer? In the ini files or setup scenes?
<font size="1"><font face="Book Antiqua"><font color="black">"Never before in the history of the world had such a mass of human beings moved and suffered together. This was no disciplined march; it was a stampede-- without order and without a goal, six million people unarmed and unprovisioned, driving headlong. It was the beginning of the rout of Civilisation... of the massacre of Mankind."
--H. G. Wells The War Of The Worlds</font id="black"></font id="Book Antiqua"> </font id="size1">
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MP doesn't allow for loadouts. All the ships are prefitted. There could be something in the avatar that the SP game tolerates but isn't acceptable for MP?
In spiffs avatar I noted there is an additional null object between each reference to a .lwo path like this:
LoadObject C:\<your path>\spaceman_spiff.lwo
ShowObject 8 7
ObjectMotion (unnamed)
9
1
0 0 0 0 0 0 1 1 1
0 0 0 0 0
EndBehavior 1
ParentObject 5
ShadowOptions 7
AddNullObject Null
ShowObject 8 7
ObjectMotion (unnamed)
9
1
0 0 0 0 0 0 1 1 1
0 0 0 0 0
EndBehavior 1
ParentObject 1
ShadowOptions 7
LoadObject C:\<your path>\spaceman_spiff.lwo
ShowObject 8 7
ObjectMotion (unnamed)
9
1
0 0 0 0 0 0 1 1 1
0 0 0 0 0
EndBehavior 1
ParentObject 7
ShadowOptions 7
AddNullObject Null
ShowObject 8 7
ObjectMotion (unnamed)
9
1
0 0 0 0 0 0 1 1 1
0 0 0 0 0
EndBehavior 1
ParentObject 2
ShadowOptions 7
LoadObject C:\<your path>\spaceman_spiff.lwo
ShowObject 8 7
ObjectMotion (unnamed)
9
1
0 0 0 0 0 0 1 1 1
0 0 0 0 0
EndBehavior 1
ParentObject 9
ShadowOptions 7
Other ships including the tie fighter look like this
LoadObject C:\<the path>\hull_hi.lwo
ShowObject 8 3
ObjectMotion (unnamed)
9
1
0 0 0 0 0 0 1 1 1
0 0 0 0 0
EndBehavior 1
ParentObject 3
ShadowOptions 7
LoadObject C:\<the path>\hull_lo.lwo
ShowObject 8 3
ObjectMotion (unnamed)
9
1
0 0 0 0 0 0 1 1 1
0 0 0 0 0
EndBehavior 1
ParentObject 1
ShadowOptions 7
LoadObject C:\<the path>\hull_med.lwo
ShowObject 8 3
ObjectMotion (unnamed)
9
1
0 0 0 0 0 0 1 1 1
0 0 0 0 0
EndBehavior 1
ParentObject 2
some other ships do have a null between the .lwo references but they are either declared as a handle or an animation channel.
I don't know what this means from a lightwave point of view but thats the only thing I could find that is apparently different.
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