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How to join internet matches with self compiled WZ?
Posted: 06 Sep 2009, 18:37
by smallfly
Hi together! I have a very bad internet connection, so it takes long time to download the wz installer. i also have the source code and use svn to keep it updated. my thought: can i just compile the game myself and join internet matches with the self compiled version? so i dont have to download the full install package every time? i tried to, but when i compile it myself it says different version.
Re: How to join internet matches with self compiled WZ?
Posted: 06 Sep 2009, 22:06
by Per
Yes you can. Note that if you build trunk, you can only play against other people who also have trunk, and the same goes for 2.2.
Re: How to join internet matches with self compiled WZ?
Posted: 07 Sep 2009, 15:39
by smallfly
But I assume there are quite less players playing the trunk version online, correct? Why can't you connect to normal games?
What about modifying the game and joining multiplayer games? I would like to use some helper scripts for controlling units, some overlays for radar etc. that i programmed myself? That would count as "cheat", does it? I dont want to do anything unfair, but i really want to make the game more comfortable to play, i.e. with menu extensions etc.
Re: How to join internet matches with self compiled WZ?
Posted: 07 Sep 2009, 16:12
by Per
Warzone uses a peer to peer model for networking, and differences in game rules and code will make the game go out of sync if not played with the same generation client.
The best place to find people who want to play with the trunk version is the development irc channel, probably.
Re: How to join internet matches with self compiled WZ?
Posted: 07 Sep 2009, 16:19
by smallfly
Per wrote:Warzone uses a peer to peer model for networking, and differences in game rules and code will make the game go out of sync if not played with the same generation client.
But the game will not desync if I just modify things like the menus, does it?
Re: How to join internet matches with self compiled WZ?
Posted: 07 Sep 2009, 17:32
by Per
smallfly wrote:But the game will not desync if I just modify things like the menus, does it?
Well, obviously not.
Re: How to join internet matches with self compiled WZ?
Posted: 08 Sep 2009, 14:02
by smallfly
So how do I join a (not-self-compiled) multiplayer match (using the official wz installer) with a self compiled game with modified menus (that will not crash the game as well isnt a cheat) ?!
Re: How to join internet matches with self compiled WZ?
Posted: 08 Sep 2009, 18:56
by Per
smallfly wrote:So how do I join a (not-self-compiled) multiplayer match (using the official wz installer) with a self compiled game with modified menus (that will not crash the game as well isnt a cheat) ?!
Are you asking because you have tried it and it did not work? Because it should.
Re: How to join internet matches with self compiled WZ?
Posted: 10 Sep 2009, 11:05
by smallfly
Per wrote:Are you asking because you have tried it and it did not work? Because it should.
To be honest, i didnt try it. (There wasnt a match online to test if it works). But if I compile wz myself the version is something like "release trunk ..." and NOT "Version 2.2.2" like it should be. I think this string has to be the same to connect (?)
Re: How to join internet matches with self compiled WZ?
Posted: 13 Sep 2009, 20:57
by smallfly
i updated my repository to revision 8043 (that equals 2.2.2) and compiled it successfully. but i cannot join online multiplayer games. it says "wrong game version..." (there is a cross next to the game title)
i expected that. but you said it would function (?) what do i have to change in source code, so that i can join?
2.2.3 -> equals which revision?!
Posted: 15 Sep 2009, 23:23
by smallfly
in the meantime 2.2.3 was published. under the menu point "tags" i can find 2.2.2 and some release candidates but not 2.2.3
the source code explorer doesnt help me. who knows which revision (4-digit-number) equals to 2.2.3? and what about the question of my prior posting? thanks so far
Re: How to join internet matches with self compiled WZ?
Posted: 16 Sep 2009, 00:54
by Zarel
Versions aren't revisions at all. Just use /tags/2.2.3/... the revision number doesn't matter (and you should always use the latest revision).
Re: How to join internet matches with self compiled WZ?
Posted: 18 Sep 2009, 16:26
by smallfly
thats what i want to do:
tags223.jpg
but it doenst work like that. what do i have to do to update my repository to the source code of version 2.2.3?! please help me. im getting frustrated.
ps: i also tried to update my repository to 8044 (trunk). that doesnt work, too. with "doesnt work" i mean, that i can successfully compile the game but cannot join other multiplayer games (version conflict!)
Re: How to join internet matches with self compiled WZ?
Posted: 18 Sep 2009, 17:27
by smallfly
I tried something new:
Windows Context Menu -> TortoiseSVN -> Relocate and then:
relocate.jpg
(I replaced "/trunk" with "/tags/2.2.3")
Dont know if it functions. (There is only one game online and that one is 2.2.2 xD )
Re: How to join internet matches with self compiled WZ?
Posted: 18 Sep 2009, 18:17
by -Kosh-
You must be new to VCS.
All you have to do is checkout trunk to have that, then checkout /tags/2.2.3 to have that.
Relocate is when the url of the project changes.