Planet Descent

Development => Descent Development => Topic started by: Thomas on February 24, 2010, 11:45:15 AM

Title: Exercise with oof files
Post by: Thomas on February 24, 2010, 11:45:15 AM
I would like several D3 players here to go for a little exercise with oof files.

How many oof files (*.oof) have you got in your Descent 3's main folder (C:\Games\Descent3 or C:\Program files\Descent3 or...)?

If you have one or more of these files there, can you also tell me why they are in this folder?

Thanks in advance.
Title: Re: Exercise with oof files
Post by: TechPro on February 24, 2010, 06:26:27 PM
I have 8 file of the oof type in my main Descent 3 folder.  ALL of them are due to custom mods that have been used with some levels and some custom MP games.  Most have not been used in quite a while.
Title: Re: Exercise with oof files
Post by: Thomas on February 24, 2010, 11:11:19 PM
Does that mean you were hosting servers on that machine?
Title: Re: Exercise with oof files
Post by: -<WillyP>- on February 25, 2010, 05:59:40 AM
none for me, at the moment...
Title: Re: Exercise with oof files
Post by: Foil on February 25, 2010, 07:37:31 AM
My dedi server \Descent3 folder is chock full of .oof files.  To prevent crashes when games cycle, of course.  :)
Title: Re: Exercise with oof files
Post by: Thomas on February 25, 2010, 12:48:42 PM
It's perfectly fine if those objects are there to prevent server crashes. ;)

It'd probably be a minor catastrophy if they were there for any other reason. That's why I would like to know if there's anybody who's got object files in their D3 folder to suit other purposes.

Title: Re: Exercise with oof files
Post by: TechPro on February 25, 2010, 06:09:38 PM
Regular users (non-servers) will also have those files.
Title: Re: Exercise with oof files
Post by: Thomas on February 26, 2010, 07:25:12 AM
Maybe, but what for?
Title: Re: Exercise with oof files
Post by: TechPro on February 26, 2010, 09:43:12 PM
I have 8 file of the oof type in my main Descent 3 folder.  ALL of them are due to custom mods that have been used with some levels and some custom MP games.  Most have not been used in quite a while.
Title: Re: Exercise with oof files
Post by: Thomas on February 27, 2010, 02:45:48 AM
Techpro, thanks. I have read that.  ;)

Quote
ALL of them are due to custom mods that have been used with some levels and some custom MP games.
How and what for have you used them? Were you hosting an in-game or a dedi server? Or was it only SP?


Title: Re: Exercise with oof files
Post by: Scyphi on February 27, 2010, 05:57:58 PM
Probably just for having them on the machine to begin with. Techpro doesn't do much hosting (and I would know, seeing that I live with him), and most of those MP levels that require those custom mods aren't hardly played anyway.
Title: Re: Exercise with oof files
Post by: Thomas on February 27, 2010, 07:02:21 PM
As far as I'm aware oof files in the D3 folder are only required when a server is hosted that contains custom objects.

The files are useless in SP and on clients, hence a machine that's not used for hosting servers (either dedis or in-game) shouldn't have any oof files in Descent 3's main folder.

I know that some D3 installations contain oof files, but I have no clue how they got there and why they are there in the first place. I can only imagine that they have been extracted from a mission file because they were included in something that was hosted as a server.

Another explanation would be that they have been misplaced accidentally or for some unknown reason. I'm after the unknown one. ;)

Title: Re: Exercise with oof files
Post by: TechPro on February 27, 2010, 08:25:42 PM
The files are useless in SP and on clients, hence a machine that's not used for hosting servers (either dedis or in-game) shouldn't have any oof files in Descent 3's main folder.

While I'm not an expert, I'm going to say that isn't true.  Most (if not all) of the oof files do more than just provide custom stuff for the server (host).  As you may be aware (no, I'm sure you're aware) most resources and custom items provided by a server for an Descent 3 MP game must be downloaded to each of the client/player computers in order for that custom mod/resource/option will be seen/used by the players (custom ships, custom weapons, custom functions/actions/visuals, custom sounds, etc.).  These oof files provide special custom items not normally provided by the standard copy of Descent 3, therefore it makes complete sense that the clients/players would be either downloading those things, or having them installed in advance of seeing or using those custom features.

For example, when participating with some MP games in connection with the Descent Fan Fiction (http://descentfiction.forumup.org/), there was special custom games setup with custom ships fashioned after custom ships used in some of the stories posted there.  Of the 8 .oof files in my Descent 3, I know for a fact that at least 5 of those .oof files are required in order for me (as a player, not the host/server) to be able to see and/or use those custom ships in game.
Title: Re: Exercise with oof files
Post by: (LL)Atan on February 28, 2010, 02:44:06 AM
I think there is nothing what is to be downloaded from the server.
You own all you need inside your downloaded mission-file.
It seems more to be a server problem and if I remember right, it will hit you if the server restarts first.

IMO, as player you should own no customs inside your d3 main dir.
But if you may use your d3 copy as server, than you should extract the needed customs into your d3 dir to prevent a crash.
But if you don't clean up you may run into trouble i.e. if you own a custom gam inside your dir.
That's  because D3 has some rules (chain) to look for customs (gams).
So if you replace an 'stock' object with an custom one and the custom gam is inside the D3 dir, D3 will show this custom as replacement always.
I can't remember all of that story but we searched for such related problem often. 
Title: Re: Exercise with oof files
Post by: Thomas on February 28, 2010, 03:39:29 AM
Quote
As you may be aware (no, I'm sure you're aware) most resources and custom items provided by a server for an Descent 3 MP game must be downloaded to each of the client/player computers in order for that custom mod/resource/option will be seen/used by the players (custom ships, custom weapons, custom functions/actions/visuals, custom sounds, etc.).

As Atan said, all this information normally resides inside the mission (.mn3) file. An mn3 file is something like an archive, like a zip file, only not compressed. Once the player (client or single) and the server have the same archive there's no need for the client to download anything anymore.

At some point I believed that the scripts in SP/co-op need to be downloaded, but that's wrong. The server is the only participant in the game who executes them, hence no need for any other player to download the dll file. We've tested this.

Quote
These oof files provide special custom items not normally provided by the standard copy of Descent 3, therefore it makes complete sense that the clients/players would be either downloading those things, or having them installed in advance of seeing or using those custom features.

Descent 3 can only auto-download one single zip file. That zip file can contain several files. All of these files are afterwards found in the missions folder. Descent 3 has no feature to download anything into its main folder, but this is where these oof files can be found. All custom items should be in the mn3 file which is placed in the missions folder.

Quote
For example, when participating with some MP games in connection with the Descent Fan Fiction ([url]http://descentfiction.forumup.org/[/url]), there was special custom games setup with custom ships fashioned after custom ships used in some of the stories posted there.  Of the 8 .oof files in my Descent 3, I know for a fact that at least 5 of those .oof files are required in order for me (as a player, not the host/server) to be able to see and/or use those custom ships in game.

That only makes sense if the level designer forgot to put these objects in their mission file. In this case the mission should be fixed. I'm not going to cover this issue in the server tool. It's like selling a beverage without container. I'm not going to take my glass with me to the pub.  :D

I can also imagine that level designers who know about the bug in Descent 3 would not bother with packaging the object files with the mn3 but providing them separately instead to be placed in the main folder manually. This too is not the right way of handling the files, because the bug only manifests when a mission is hosted as a server. Descent 3 handles the files inside the mission file correctly in single-player. It also maintains custum textures, sounds, etc correctly when hosted. The only file type that cause server crashes are custom object files.
Title: Re: Exercise with oof files
Post by: Thomas on February 28, 2010, 03:51:08 AM
It seems more to be a server problem and if I remember right, it will hit you if the server restarts first.
It seems to be absolutely random. Maybe it's got something to do what happens with these objects during the game. I have no idea.

Mission xy contains custom objects. The objects are not extracted into the main folder. Sometimes, the server crashes in the middle of a game with "Could not load object.oof". Most of the time the server crashes when the mission is about to restart. Sometimes it doesn't crash at all and even rolls over to the beginning perfectly at the end of the mission. Bear in mind, all of these variations with the same unchanged mission!  ;)

Other missions tend to crash every single time in the middle of a game and others only crash at its end.

Quote
So if you replace an 'stock' object with an custom one and the custom gam is inside the D3 dir, D3 will show this custom as replacement always.
I can't remember all of that story but we searched for such related problem often.
I reckon quite a lot of effort has been put into that research already. So did we. ;D
Title: Re: Exercise with oof files
Post by: Thomas on February 28, 2010, 04:25:55 AM

Quote
For example, when participating with some MP games in connection with the Descent Fan Fiction ([url]http://descentfiction.forumup.org/[/url]), there was special custom games setup with custom ships...

Can you point me to one of these games? I couldn't find anything there.
Title: Re: Exercise with oof files
Post by: (LL)Atan on February 28, 2010, 07:41:15 AM
Quote
...seems to be absolutely random. Maybe it's got something to do what happens with these objects during the game.
Quote
...in the middle of a game with "Could not load object.oof"
Well, that's the answer about the moment of crash.
If there is an object needed at level-start the server crashes at start.
If the game needs that object later, the crash will occur.. later.
Seems D3 don't load ALL things at level start to handle with memory.
That the server needs this custom oof's seems to be a bug inside the game. There is no problem with textures etc.
Title: Re: Exercise with oof files
Post by: TechPro on February 28, 2010, 10:30:24 AM
Well, it would seem that I didn't describe the download part sufficiently (my bad).  I meant to say that the item (or items) needed to be downloaded to the client's computer beforehand.  Whether that's done by autodownload of a zip, or in advance by the end user, I could really care less.  Either way, a needed resource ... needs to be there.

Should the components have been placed inside the mission file instead of being separate?  I suppose so.  It's also possible the author knew it might be changing frequently, and thus didn't put the resource in the mission file ... with the intention of doing that later when development was completely finished.


Quote
For example, when participating with some MP games in connection with the Descent Fan Fiction ([url]http://descentfiction.forumup.org/[/url]), there was special custom games setup with custom ships...

Can you point me to one of these games? I couldn't find anything there.

Have you gotten yourself a membership with that forum?  Some things are not available unless you are a member of that forum.
Title: Re: Exercise with oof files
Post by: Thomas on February 28, 2010, 11:04:33 AM
Quote
Have you gotten yourself a membership with that forum?  Some things are not available unless you are a member of that forum.
I have now after attempting to get the right captcha code in, 12 million times in a row. ;)
I'll have a look later on.
Title: Re: Exercise with oof files
Post by: Thomas on February 28, 2010, 11:38:22 AM
No, I won't.

"You have exceeded the number of registration attempts for this session. Please try again later."

Nice site, but I reckon it will have to exist without my registration.
Title: Re: Exercise with oof files
Post by: (LL)Atan on February 28, 2010, 02:30:08 PM
Quote
Should the custom (oof!) components have been placed inside the mission file instead of being separate?  I suppose so.
I'm not sure if I get your sentence right here, so if I go wrong with it, please ignore this comment.

Assume the custom oof components are inside the mission, as they should be.
If you play that mission as player in SP or as client in Mp you don't need to extract anything. All is well.
But if this same mission runs on a server -without- extracting that custom oof's into servers d3 main dir, this server may/will crash as soon as the game need one of this cutom oof's.
Clients don't need to extract anything, server only!

This behavior is well known, so the server operator will put this custom oof's into the d3 main dir.
But he doesn't know which ones he should extract or he has no idea how to do that.
That is why i.e. I collect all the needed custom oof's into a different zip file with the comment to extract that contents into the d3 main dir to make life easier.

You are right if you say that if that custom oof's forgotten at all, this mission will not be playable as the level designer wanted.
Or if the client has a different version as the server. That will produce problems too. All, server and client(s) need the same mission file with identical contents, that's right.
But once again, the server has to extract the custom oof into the d3 main dir otherwise -crash-
Title: Re: Exercise with oof files
Post by: Thomas on February 28, 2010, 04:45:05 PM
Quote
This behavior is well known, so the server operator will put this custom oof's into the d3 main dir.
But he doesn't know which ones he should extract or he has no idea how to do that.
That's exactly what this is on about.  :D

The new server tool will hopefully take care of this, but that won't help for in-game servers. In-game servers are another issue to be looked after somehow.

Title: Re: Exercise with oof files
Post by: Foil on February 28, 2010, 11:49:29 PM

Quote
For example, when participating with some MP games in connection with the Descent Fan Fiction ([url]http://descentfiction.forumup.org/[/url]), there was special custom games setup with custom ships...

Can you point me to one of these games? I couldn't find anything there.



Take a look at this thread (http://descentfiction.forumup.org/viewtopic.php?t=44&mforum=descentfiction) when you get a chance.  I don't think I still have it, but OutToLunch had built a mod with a custom ship/tablefile/textures to go along with the story.  I believe it's the "Version 3C" mentioned there, though that link is broken. :(  Any of the DFF guys/gals still have the files for that?
Title: Re: Exercise with oof files
Post by: TechPro on March 01, 2010, 09:47:35 PM
Hmmm... Let me see.

Yup, I still have it ... well, sort of.  I have the 3B version.  Not sure if it is the most recent, but it's the most recent one I still have. Attached to this post is a RAR file that contains the mod... and there are quite a few files in the mod.

To know and understand what a lot of the mods components are about, it helps to read the story it is based upon.

Will try to see if I can find the 3C version.
Title: Re: Exercise with oof files
Post by: -<WillyP>- on March 02, 2010, 04:58:46 AM
What's the difference between a server and an 'in-game' server... are you talking about the server that you can set up through D3 to play on a lan?
Title: Re: Exercise with oof files
Post by: Scyphi on March 02, 2010, 07:52:46 AM
Now I'm lost.

As I recall, the .OOF file name is short for Outrage Object File. That means any and all .oof files are objects to be used in-game, custom or otherwise. Also as I recall, one could easily build an .oof file with a variety of D3 editing tools, and save it as just the .oof file as is, and not have to put it in another file, such as an .mn3, straight away. Granted, you have to eventually in order to finish the mission and get it in working order, but you theoretically don't have to until you've got this .oof ready to your satisfaction.

I also know that many editors, when completing a level and releasing it, will include in the download ALL of the files that were used in it's creation. Copies of certain files such as an .oof, included separate from the .mn3 almost like a spare, are not uncommon among the newbies.

So...in that case, couldn't all these random .oof files be just that? Extra copies that the modder thought it might be a good idea to include, even though, as Atan has clearly stated, it was really necessary? Most likely, they were all just copied and pasted out of their home file (a .zip or other storage-type file) into the directory by the user to just guarantee that they got everything, quick and easy.

And another thing...for things such as custom ships that aren't specific to any one level, meaning you can select them out of the ship selection for MP games and play them in any level...I didn't think the .oof required being in anything like an .mn3 in order to work.

Like Techpro, I most certainly won't profess to be an expert at this, in fact, I'm probably anything but, these are just some observations and logical deductions mixed in with what I DO know about D3 modding to produce these theories. All of that just makes sense to me, so I'm bringing it up.
Title: Re: Exercise with oof files
Post by: (LL)Atan on March 02, 2010, 10:33:54 AM
First of all, I don't think that anyone who is interested into Descent3 editing can call her/himself an expert about.
There may be a few with a good knowledge about single areas about that, but D3 editing is too complex.
There are too many things which can be done and changed, think about textures, ogf, oaf , objects, animated objects, animations, sound, gam entries!, scripting, single play, multiplayer, mp-scripting, terrain, rooms, editing, mn3/hog and so on and so on. Tons of different things and IMO no one can say that she/he can beat all that stuff, has the full knowledge about all.
Sure, during the time we found out some things, most by try and error. Time intensive without end....
I must state for my person that I can't remember all the things I tried out or where the problems exactly were. What I remember is, that I run into trouble without seeing it coming, often.
I'm not that expert, and I would never call me one. So some of my explanations may possible be wrong.
Now let me give some answers, ideas:
Quote
OOF file name is short for Outrage Object File
no doubt.
Quote
That means any and all .oof files are objects to be used in-game, custom or otherwise
No. Not really. Not all objects are used to be in game.
I often build an object and insert it into a level room and -merge- it then into that room. (Merge will insert objects faces as room faces. The OOF is gone this way)
This way I can easy place structures into any room, place them where I want it. Think for example about lamps here.
While I'm editing my level I hold a special gam and a hog from which I take the needed objects etc.
Inside the real mission gam you'll not find that merged object entry(s) neither you'll find that object(s) inside the mission mn3(hog) later.
Quote
and save it as just the .oof file as is, and not have to put it in another file
That's correct. But if you want to own it inside your mission you'll spread to www, then you badly need to place it into that mission file (mn3)
You may see your misson on your computer without a fault if you place that oof's into the d3 main dir.
But the player outside in www will not. He simply hasn't the needed files then. There is no difference if textures or objects, sounds (we talk about customs!)
Stock objects, no problem, they were delivered with the d3-hog(mn3) to all.
Your gam file tells D3 about the things needed inside your mission. D3 looks into that gam-entry, looks for the name of the oof, ogf, oaf, what ever you want..
And if this needed file isn't inside the mn3 (hog) so it simply can't handle it.
Quote
but you theoretically don't have to until you've got this .oof ready to your satisfaction.
Correct, you first need it inside that mn3/hog if you spread that mission. And sure you must place your oof where D3Edit looks into. And you need a gam-entry.
Quote
when completing a level and releasing it, will include in the download ALL of the files that were used in it's creation
This would be a nice feature for D3Edit too!
Quote
Extra copies that the modder thought it might be a good idea to include
This shouldn't be done. Don't place anything you don't need into that mission mn3, or leave gam entries of things you removed inside that mission gam.
WillyP will tell us what happened to him this way.
Quote
for things such as custom ships that aren't specific to any one level, meaning you can select them out of the ship selection for MP games and play them in any level...I didn't think the .oof required being in anything like an .mn3 in order to work.
Any custom must be available, equal if SP or MP. There are two ways to do that.
1. place that file(s) and related things into each single mission mn3. This way everyone will own the needed file without any problem.
2. place that files into a different mn3/gam. Offer that mn3 so it can be downloaded as enhancement. This will not be done automatically.
If the player puts this mn3 into the D3 main dir, it will available if needed, always. (BP)
If D3 don't find needed things, then it will look into the main dir and some other dirs too. So D3 will find you custom ships even if they are not inside your mission file now.
But be careful, due D3 has a chain to search along, it may happen that it take that main dir hog always now.
Let's say you place a newer version of your ship into your mission mn3 and don't change that one which is inside the main dir.., then D3 will not show that new one. (if I remember correctly)

Ok, I hope I didn't talk to much or too loud and make not too much spelling faults here. If so.., sorry!
Title: Re: Exercise with oof files
Post by: -<WillyP>- on March 02, 2010, 01:53:08 PM
In the oldest tutorials, that have not been updated, it was not told to put the oof in the mn3, you had to name them after an existing object, then  place them in the main d3 directory. So then they would 'over-rule' that same named file in the main d3 hog. So some people peobably don't do that. I prefer not to because I know I will forget to remove them when I am done with them.

I think Scy meant to include extra files, for benefit of anyone who wanted to use your work in there own work, particularly it would be nice to see the scripting source in DALLAS sometimes just to see how something is done. But I don't think you can include these file in the mn3, at all,

Dang! Power went out! When it came back on and I opened Firefox, here is my half typed message... Woo Hoo!
Title: Re: Exercise with oof files
Post by: Thomas on March 02, 2010, 01:54:41 PM
What's the difference between a server and an 'in-game' server... are you talking about the server that you can set up through D3 to play on a lan?


You can play all servers in a LAN.  :D

Descent 3 servers can run in two different modes: Dedicated servers and in-game servers.
In-game servers are hosted by one of the players "in-game".

Here's an explanation: http://www.dateiliste.com/en/descent-3/3-playing-descent-3-online/17-hosting-descent-3-game-servers.html?start=3 (http://www.dateiliste.com/en/descent-3/3-playing-descent-3-online/17-hosting-descent-3-game-servers.html?start=3)
Title: Re: Exercise with oof files
Post by: Thomas on March 02, 2010, 02:06:45 PM
To know and understand what a lot of the mods components are about, it helps to read the story it is based upon.
This mod is very dangerous. It is a rar archive that extracts the files, and it suggests to extract all of them into D3's main folder. It further suggests that if you'd like to remove it again you go through 10 000 000 files manually and delete them.

The file TABLE.GAM included in the mod will override your original Descent 3 TABLE.GAM file, and so will others when they create other mods. Very convenient.  ;D

It is like placing a file README.TXT in one of the zips for automatic downloads. Good that the next one with a new README.TXT will wipe out the previous one - very smart.  :D

I've got to admit that I have no clue how this can be done the right way. I know what Aenn did with Pyromania and BPJustice. He copied the file MAIN.EXE and edited it to point to different folders. That way they don't interfere with the original versions. I'm not really sure if this is a better approach.
Title: Re: Exercise with oof files
Post by: -<WillyP>- on March 02, 2010, 02:22:51 PM
If you can edit d3.exe to do so, perhaps it could look in a folder with the same name as the mn3 to find customs. So if you made, say xyz.mn3, in the zip you would also include all the custom stuff in a folder called xyz. You could also put screenshots, readme's, etc there too, to keep them associated with the correct mission.
Title: Re: Exercise with oof files
Post by: Thomas on March 02, 2010, 02:30:30 PM
In the oldest tutorials, that have not been updated, it was not told to put the oof in the mn3, you had to name them after an existing object, then  place them in the main d3 directory. So then they would 'over-rule' that same named file in the main d3 hog.
This is definitely wrong, because these objects take precedance over the ones in the mission files, including Descent 3's original objects. If you extract all objects from Arrilen Po into your main folder amd leave them there, you will always get the Hellion's head as a bright-green and shiny alien.

Quote
Dang! Power went out! When it came back on and I opened Firefox, here is my half typed message... Woo Hoo!
Is that an excuse to have your supper earlier?  ;D
Title: Re: Exercise with oof files
Post by: Thomas on March 02, 2010, 02:38:23 PM
If you can edit d3.exe to do so, perhaps it could look in a folder with the same name as the mn3 to find customs. So if you made, say xyz.mn3, in the zip you would also include all the custom stuff in a folder called xyz. You could also put screenshots, readme's, etc there too, to keep them associated with the correct mission.
That'd probably work, but why would you want to do that?
The custom stuff goes in the mn3 file. This works in SP.

It also works in MP for everything apart from object files (oof). This is obviously a bug in Descent 3. If the objects cannot be found in the main folder, the game (-> the server) crashes at some point.
Title: Re: Exercise with oof files
Post by: -<WillyP>- on March 02, 2010, 02:48:53 PM
In the oldest tutorials, that have not been updated, it was not told to put the oof in the mn3, you had to name them after an existing object, then  place them in the main d3 directory. So then they would 'over-rule' that same named file in the main d3 hog.
This is definitely wrong, because these objects take precedance over the ones in the mission files, including Descent 3's original objects. If you extract all objects from Arrilen Po into your main folder amd leave them there, you will always get the Hellion's head as a bright-green and shiny alien.

Quote
Dang! Power went out! When it came back on and I opened Firefox, here is my half typed message... Woo Hoo!
Is that an excuse to have your supper earlier?  ;D


No, but I lost my train of thought when the power went out for a while.  :o They had to turn it off to re-connect people who had had it out since Thursday night. Over a million customers lost power. Some are expected to be out for much longer.

but, yeah, when you were playing a mission, you were supposed to put your custom oof in the main directory, then take it back out when done playing that mission. Those were the early days. But then somebody found out how to make doors and stuff have their own names and pack them into the mn3.
Title: Re: Exercise with oof files
Post by: TechPro on March 02, 2010, 09:06:44 PM
This mod is very dangerous. It is a rar archive that extracts the files, and it suggests to extract all of them into D3's main folder. It further suggests that if you'd like to remove it again you go through 10 000 000 files manually and delete them.

The file TABLE.GAM included in the mod will override your original Descent 3 TABLE.GAM file, and so will others when they create other mods. Very convenient.  ;D
Please, let's not exaggerate.

Yes, that mod was not at all "clean" in how it did things (you'd already know that was common knowledge for those it was shared with if you bothered to read more of the conversations in that forum  ::) ) and instructions were given on how to easily enable/disable the mod.

Like WillyP said, there were (in earlier days) different methods commonly used than what you seem to be expecting now.

Which brings me to this question ....  Why are you picking apart (criticizing) the hard work of other people that has been willingly shared with you?  We thought you were simply asking about the .oof files people may have and maybe finding out what their purpose was, not picking apart and tearing down what other people have done.  Pardon my frankness, but if that's what you want to do, please do that somewhere else.
Title: Re: Exercise with oof files
Post by: Scyphi on March 03, 2010, 06:13:10 AM
Ok, I hope I didn't talk to much or too loud and make not too much spelling faults here. If so.., sorry!

No, that's quite all right, cleared up a few things for me, actually. Like I said, I won't profess to be an expert at this, so it's nice for someone to straighten out my presumptions out a bit. :)

Quote from: Techpro
Which brings me to this question ....  Why are you picking apart (criticizing) the hard work of other people that has been willingly shared with you?  We thought you were simply asking about the .oof files people may have and maybe finding out what their purpose was, not picking apart and tearing down what other people have done.  Pardon my frankness, but if that's what you want to do, please do that somewhere else.

I, too, am wondering what Thomas's ulterior motive is to all of this, as it seems clear to me he's seeking something, but hasn't gotten it yet, and is therefore trying to press for it...without being clear on just what it is that he wants to know.
Title: Re: Exercise with oof files
Post by: Foil on March 03, 2010, 10:44:32 AM
FYI,

Thomas is working on updates/alterations to the D3Server tool which server-ops use.

In many cases, in order to prevent crashes when games cycle, server-ops have to manually pull .oof files out of the mission, and place them in the \Descent3 folder.  I can tell you from experience that this tends to REALLY clutter that folder.

Thomas is working on a solution to that problem in D3Server.

Title: Re: Exercise with oof files
Post by: Thomas on March 03, 2010, 12:24:03 PM
Quote
but, yeah, when you were playing a mission, you were supposed to put your custom oof in the main directory, then take it back out when done playing that mission. Those were the early days. But then somebody found out how to make doors and stuff have their own names and pack them into the mn3.
If it only worked for object and servers too.

For dedicated servers, I think I found a solution as long as no interferring servers are hosted at the same time.

In-game servers will require a wrapper application, similar to StartSP (or maybe even built into StartSP). That's probably not a bad idea. It would save another wrapper application.
Title: Re: Exercise with oof files
Post by: Thomas on March 03, 2010, 12:45:23 PM
Quote
Which brings me to this question ....  Why are you picking apart (criticizing) the hard work of other people that has been willingly shared with you?

You're right, sorry.

The original oof question was regarding a behaviour in the new server tool D3Server3. It extracts objects from mission files into D3's main folder before the server is started and removes them again when it is stopped. This prevents server crashes with custom objects.

Mzero came up with the suggestion for the server tool to automatically remove all object files from the main folder on startup, because they didn't seem to be required for anything. The same could have been done when no server is running anymore, basically to clean-up the system.

I didn't mean to pick on any mod. I'm trying to collect as many as possible to include them in an automatic installer for new (and old) players. Whenever I find something that sounds like it's a nice-to-have I'm trying to investigate whether it could be included in our Descent 3 installer (http://www.dateiliste.com/en/descent-3/26-descent-3-installation-updates-and-modifications/120-download-the-full-version-of-descent-3.html (http://www.dateiliste.com/en/descent-3/26-descent-3-installation-updates-and-modifications/120-download-the-full-version-of-descent-3.html)). For that to happen it's vital to know how it is installed best. A file table.gam in Descent 3's main folder is a no-go, unless it can somehow automatically be moved in and out.

Ideally, I'm after a Descent 3 that runs without issues but includes all possible features.
Title: Re: Exercise with oof files
Post by: Thomas on March 03, 2010, 01:01:45 PM
Quote
I, too, am wondering what Thomas's ulterior motive is to all of this, as it seems clear to me he's seeking something, but hasn't gotten it yet, and is therefore trying to press for it...without being clear on just what it is that he wants to know.

My vision is to get 1000 Descent 3 players online at any given time and to have the game installed on every third gaming PC on this planet.  :)

The question behind all of this is: What can we do to get as close as possible to this target?  :)
Title: Re: Exercise with oof files
Post by: TechPro on March 03, 2010, 08:08:42 PM
FYI,

Thomas is working on updates/alterations to the D3Server tool which server-ops use.

... describes the problem ...

Thomas is working on a solution to that problem in D3Server.
The original oof question was regarding a behaviour in the new server tool D3Server3. It extracts objects from mission files into D3's main folder before the server is started and removes them again when it is stopped. This prevents server crashes with custom objects.

... discusses what Thomas is working on ...

Ideally, I'm after a Descent 3 that runs without issues but includes all possible features.

Now it all makes sense to me.  Sounds like a worthwhile project.  :)
Title: Re: Exercise with oof files
Post by: Scyphi on March 04, 2010, 06:41:17 AM
Yes indeed, probably would've helped if we knew this sooner, but hey, we aren't going to hold that against ya. ;)
Title: Re: Exercise with oof files
Post by: Thomas on March 04, 2010, 03:25:39 PM
FYI,

Thomas is working on updates/alterations to the D3Server tool which server-ops use.

... describes the problem ...

Thomas is working on a solution to that problem in D3Server.
The original oof question was regarding a behaviour in the new server tool D3Server3. It extracts objects from mission files into D3's main folder before the server is started and removes them again when it is stopped. This prevents server crashes with custom objects.

... discusses what Thomas is working on ...

Ideally, I'm after a Descent 3 that runs without issues but includes all possible features.

Now it all makes sense to me.  Sounds like a worthwhile project.  :)

I wonder how you got all these quotes together in one post. ;) I think I got to play with this a bit more at some point.

Worthwile always sounds good. ;)
Unfortunately, it'd be a full-time job to implement everything, and that wouldn't even include bug-fixing. The more I play with the server tool myself the unhappier I am with it, and that although I consider it as being quite a masterpiece. (DE_)Hunter's put a remarkable amount of effort in this software.
Title: Re: Exercise with oof files
Post by: TechPro on March 04, 2010, 09:32:12 PM
I wonder how you got all these quotes together in one post. ;) I think I got to play with this a bit more at some point.
Trade secret.  ;)  I could tell you but then I'd have to shoot you.