crazy_Baboon Posted June 22, 2020 Report Share Posted June 22, 2020 Hi, I am learning how to make modes and made a simple "learn_modding" that changes the default trade values. It runs fine in single player, but when i go online it stops me from using it: Why won't 0ad let me use the mod online? How do i get it to work? Cheers Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 22, 2020 Report Share Posted June 22, 2020 Every player in this game compute the game state. If you have mods that change the gameplay, you might compute a different hash and go out of sync. This dialogue box is there to warn you about that. Autociv and fgod use a workaround to bypass this limitation. 1 1 Quote Link to comment Share on other sites More sharing options...
crazy_Baboon Posted June 22, 2020 Author Report Share Posted June 22, 2020 Thanks @Stan`! Does anyone know how to get my mod to work online? Cheers Quote Link to comment Share on other sites More sharing options...
Hannibal_Barca Posted June 22, 2020 Report Share Posted June 22, 2020 Download their mods and steal the workaround part. Been there done that 1 Quote Link to comment Share on other sites More sharing options...
crazy_Baboon Posted June 22, 2020 Author Report Share Posted June 22, 2020 (edited) does anyone know which hash is calculated when running the mod? Which .zip files have their hash verified? Thanks Edited June 22, 2020 by crazy_Baboon Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 22, 2020 Report Share Posted June 22, 2020 13 minutes ago, crazy_Baboon said: does anyone know which hash is calculated when running the mod? It's not the mod zip hash that is calculated Sorry for the misunderstanding. The game works in turns, each turn as a hash. Commands like moving a unit around alters the hash of the turn. Mods that changes gameplay, by changing an attack speed for a unit, generate a different hash than someone without the mod, creating an out of sync. Autociv and Fgod just alter the check to ignore their mods. But if they change some stats they will go out of sync too. I'm pretty sure changing the default trade values might get you out of sync with other players. 1 Quote Link to comment Share on other sites More sharing options...
crazy_Baboon Posted June 22, 2020 Author Report Share Posted June 22, 2020 (edited) 10 minutes ago, Stan` said: Autociv and Fgod just alter the check to ignore their mods Is this check disabled inside the mods themselves or is it hardcoded in the engine? Edited June 22, 2020 by crazy_Baboon Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 22, 2020 Report Share Posted June 22, 2020 It's disabled inside the mods 1 Quote Link to comment Share on other sites More sharing options...
crazy_Baboon Posted June 22, 2020 Author Report Share Posted June 22, 2020 8 minutes ago, Stan` said: It's disabled inside the mods Do you know where? Quote Link to comment Share on other sites More sharing options...
badosu Posted June 22, 2020 Report Share Posted June 22, 2020 https://github.com/badosu/badmod/blob/master/gui/common/mod~badmod.js https://github.com/badosu/badmod/blob/master/gui/common/!!!badmod_patchApplyN.js https://github.com/badosu/badmod/blob/master/gui/gamesetup/gamesetup~badmod.js 1 Quote Link to comment Share on other sites More sharing options...
badosu Posted June 22, 2020 Report Share Posted June 22, 2020 As mentioned before, the only thing this achieves is allowing vanilla games to be joined and vanilla players to join modded hosts. If you change the game state in any way, players will still get oos. 1 1 Quote Link to comment Share on other sites More sharing options...
crazy_Baboon Posted June 22, 2020 Author Report Share Posted June 22, 2020 @badosu Thanks! 1 Quote Link to comment Share on other sites More sharing options...
PalmerWilliams Posted September 14, 2021 Report Share Posted September 14, 2021 So I guess Autociv and fgod use a workaround to bypass this limitation? Quote Link to comment Share on other sites More sharing options...
Freagarach Posted September 14, 2021 Report Share Posted September 14, 2021 Since A25 mods can declare themselves compatible with multiplayer, e.g. non sim-changing. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.