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  Click here to go to the first staff post in this thread.   Thread: Getting a Mod Running.

  1. #41
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    Quote Originally Posted by P4nth3r
    hmmm, so my mod probably won't work under linux? =(
    Well, it won't work as you'd want.
    It could be that it still loads the artwork and other changed stuff, but uses the game code of etmain, resulting in errors when a guy using Linux tries to connect to a server.

    As I said, you need someone to compile it under Linux, or do it yourself. But I'd go for the first, since setting up Linux can mess up your Windows if you do it wrong. (If you do it good, no harm is done, but it's best to think worst-case)
    "Respect is everything" - GTA2
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  2. #42
    hmmmm, I'll have a look at that. (i'm no linux guy)
    But I remember that the older msv5 made so files, but I don't have it anymore and can't find it on the web. =(

    Greetz Panther aka Way2Evil
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  3. #43
    *.so (so = shared object) files are Linux *.dll equivalents. Just FYI.
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  4. #44
    i got some pb.
    i dont have the *.so with my mod where can i find them? get after compiling?
    because i only have *.dll, *.lib, *.exp and *.map after compiling.
    thx

  5. #45
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    You've got them to compile them yourself using Linux.
    Have you've got a Linux install or know someone with one?
    "Respect is everything" - GTA2
    "Notheeeeeng is final." - Bongoboy

  6. #46
    i must have *.so to do mymod running or not necesseray if i run it on Windows?
    thx

  7. #47
    To run it on windows you don't need .so files.

    Greetz Panther aka Way2Evil
    Kill 'em all, Let god sort 'em out!
    This Panther is Way2Evil
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  8. #48
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    Well, it will only run on Windows then, not on Linux...
    "Respect is everything" - GTA2
    "Notheeeeeng is final." - Bongoboy

  9. #49
    hmm sorry about this noob question... but what do you mean by...

    mymod/*.dll
    mymod/*.so
    i lost you there :???: :banghead: :banghead:

  10. #50
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    Well, you have to make a new folder in your Wolfenstein:ET directory (The one with etmain IN it) with the name of your mod.
    Then you put all .dll's, and all .so's in that folder. (* actually means: put any text here as long as the whole string is a filename)
    "Respect is everything" - GTA2
    "Notheeeeeng is final." - Bongoboy

  11. #51
    oh im stupid
    :banghead: :banghead: :banghead: :banghead: :banghead: :banghead: :banghead:

  12. #52
    Are you supposed to put in "set fs_game mymod" in the console? I've done that but it doesn't do anything.

  13. #53
    No, you need to put that one on the command line. Ex. et.exe +set fs_game yourmod

  14. #54

    please help me whenever

    hello my name is lilsaint do you know anything about how to play or host in that wolfeinstein game because i download it to my computer and i coldnt host or play the game maybe can you help me wit this problem. [color=#00bf80][/color][color=#00ff40][/color][color=#bfbf40][/color][color=#ff0000][/color] :drink:

  15. #55
    wich one i dont know what command

  16. #56
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    This is a thread on how to start your own mod, afaik. You would have more luck when searching on Google for "enemy territory server setup guide". (including the quotes)

    BTW: Punctuation is a nice thing to learn. It makes sentences more readable.
    "Respect is everything" - GTA2
    "Notheeeeeng is final." - Bongoboy

  17. #57

    doesn't unpack dll's

    I am testing my mod. It runs good when i host it non dedicated windows.
    However when I have a server and a client, The client downloads my pk3 with the dll's in it, but it doesn't unpack the dll's to the mod folder.
    This causes the client to join under etmain.

    The mod works when the client already has the dll's.

    server: 3 dll's in mod folder
    3 dll's in mymod.pk3

    client before: nothing
    client after: mymod.pk3
    hunkusage.dat
    profiles folder


    plz help me with this problem

  18. #58
    Make sure the server is running sv_pure 1
    :nag:=:tapir:?:beer:::moo:;

  19. #59

  20. #60
    Hello there:

    Just having some problems getting a mod running, well but I got the dlls compiled
    I've compiled the DLLs using MSVC 2003 toolkit,
    Created a directory in ET, ETdbg
    Copied the DLLs in there.
    Created a mpbin.pk3 in ETdbg, and put the DLLs in there too

    Made a bat file to run et
    start ET.exe +set fs_game etdbg


    And it crashes
    VM_Create on UI failed

    Can someone please tell me what I'm doing wrong? Cheers

    Raedwulf

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