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Author Topic: SFC3 Client issues with mods  (Read 3800 times)

Offline Xenoshaft

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SFC3 Client issues with mods
« on: 14 August 2009 05:18 AM »
 :startrek027: :startrek004:

When I install any mod for SFC3 it works just fine but i cant join a server with the mod installed on it. It tells me the files are missing. I have tryed different server installing the mods they list in the decriptions.
Any ideas? :startrek081:

Offline Zach

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Re: SFC3 Client issues with mods
« Reply #1 on: 14 August 2009 09:11 AM »
Can you please give an example of which mod you have attempted to install and which server you have been trying to play on, as well as details on the order of your installation.

Thanks


Offline Xenoshaft

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Re: SFC3 Client issues with mods
« Reply #2 on: 14 August 2009 06:15 PM »
Gen at war 2 mod.

I am/was trying to connect to my own dedicated server. I can see the server, along with others in the list. However I am unable to join the server. Also I have trying to install the mods other servers have running on them and, I have the same issue. "MISSING FILES" ; LIST files
Im guessing I am doing this wrong.

Install order

 :startrek090:
SFC3
SERVER LIST PATCH
Patch 534_B
GEN at war 2 PATCH/MOD


Also I have tried
SFC3
534_b
Gen at war 2
Server list patch

Alt try 3
SFC3
Gen at war 2
534_b
server list patch

So far I get the same error.
From what I can tell the 534_b patch is needed. I MAY have tried it with out it. I cannot remmeber, its been a few weeks.



Offline Zach

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Re: SFC3 Client issues with mods
« Reply #3 on: 14 August 2009 06:56 PM »
I will try an installation myself and see if I can recreate the problem.

Offline Xenoshaft

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Re: SFC3 Client issues with mods
« Reply #4 on: 15 August 2009 06:27 AM »
OK i have a fix for part of it.

If i take teh 4 files out of the folder "verfiedclientfiles" and move them in to an "old" file while the server is running. I can get in to it.
However every time i reboot the server I have to start over

also im trying to figure out what file has the game speed in it.
any ideas?

Offline Zach

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Re: SFC3 Client issues with mods
« Reply #5 on: 15 August 2009 10:30 AM »
http://www3.telus.net/NuclearWessels/sfc/sfc3dynaguide.html

Have a read of that Xenoshaft, that should give you some help with certain parts of what you are trying to do:

Quote
Game Speed, difficulty, and time settings

The MissionMatching.gf file allows us to set a number of key variables with regard to speed and time on our server:

[Game]
GameSpeed   =9    // default game speed for the server

// Time to wait for missions selection in milliseconds,
// the countdowns you see before a mission
[SetupProtocol]
ResponseWait   =15000 // wait 15 seconds for a response
ReadyWait      =15000 // wait 15 seconds before launching

[EngagementTimers]
EngagementServerTickRate   = 1000   // time in ms
WaitForBattleStart      = 45000   // time in ms before battle starts and no one else will join (battle is resolved to play/or not at that point)
WaitForMissionReception      = 25000   // time in ms allowing players to acknowledge receipt of mission, ready to start
WaitForBattleResults      = 480      // time in minutes before Engagement server assumes all players failed to report battle and are forfeited.
WaitForRemainingBattleResults   = 480000   // time in ms for remaining battle results to be reported after first was reported

// Adjust the strength of AI opposition based on the server difficulty setting
[Diff]
CaptainDiff   =0.85
CommodoreDiff   =1.0
AdmiralDiff   =1.15


Offline Xenoshaft

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Re: SFC3 Client issues with mods
« Reply #6 on: 16 August 2009 06:18 PM »
Thanks for the help,

I did manage to get my server UP and running.

If anyone would like to join me we are running Gen At War mod 2.1 pass is flavoralphatango1