Assistance with Package Files
First I have to say, I just recently discovered Doomsday Engine and it bluntly kicks major a** and I really appreciate the time that has been put into it!
I've been reading through the documentation and searching as best as possible, but I think I'm missing something. I have a server set up for deathmatch and I'm trying to get this set up so that all of the mods and packages are served to the client to reduce complexity for players. I've been trying to get this package added:
http://dhmp.hiriwa.com/
Per the documentation, my understanding was that doomsday-server will read zip files as directories and find all package files within if they are in the runtime folder or specified with the -pkg parameter. I've tried launching the following:
However, it fails:
Without the -pkg parameter, the server starts fine. I'm sure I'm either misunderstanding something or it isn't supported. What am I doing wrong? I know the WAD files I specify make it to the client, but for some reason this one won't. I've tried it as a zip and a folder, but nothing works.
Thanks for your time.
~Cap
I've been reading through the documentation and searching as best as possible, but I think I'm missing something. I have a server set up for deathmatch and I'm trying to get this set up so that all of the mods and packages are served to the client to reduce complexity for players. I've been trying to get this package added:
http://dhmp.hiriwa.com/
Per the documentation, my understanding was that doomsday-server will read zip files as directories and find all package files within if they are in the runtime folder or specified with the -pkg parameter. I've tried launching the following:
doomsday-server -file -game doom2 -file ~/.doomsday/runtime/wads/*.wad -pkg ~/.doomsday/runtime/com.hiriwa.dhmp.pack -stdout
However, it fails:
Application path: /usr/bin/doomsday-server-2.2.2
Version: 2.2.2 (stable build 3313)
Server instance ID: *******
Created a new 32.0 MB memory volume.
[Config::read] modules/Config matches version [ 2, 2, 2, 3313 ]
Using system WAD folder: /usr/share/games/doom
Using UnixInfo paths.iwaddir WAD folder: ~/.doomsday/runtime/iwads
Executable: Doomsday Engine 2.2.2 (Stable 64-bit #3313) Jan 28 2020 09:49:24
Command line options:
0: doomsday-server
1: -file
2: -game
3: doom2
4: -file
5: /home/ubuntu/.doomsday/runtime/wads/DoomMetalVol5.wad
6: -pkg
7: /home/ubuntu/.doomsday/runtime/com.hiriwa.dhmp.pack
8: -stdout
Waiting until file system is ready
Identified 307 data bundles in 0.1 seconds
Could not determine which game to start. Please specify one with the -game option. The following
games are playable: doom2, doom1-share, doom2-plut, doom2-tnt, doom2-freedm, doom1-freedoom,
doom2-freedoom, doom1-ultimate
[PackageLoader] Unloading 2 packages
Z_Shutdown: Used 1 volumes, total 33554432 bytes.
Without the -pkg parameter, the server starts fine. I'm sure I'm either misunderstanding something or it isn't supported. What am I doing wrong? I know the WAD files I specify make it to the client, but for some reason this one won't. I've tried it as a zip and a folder, but nothing works.
Thanks for your time.
~Cap
Comments
The -pkg option is used for loading packages by ID, which in this case would be "com.hiriwa.dhmp". So this should work better:
You could alternatively try just getting rid of the option and loading "~/.doomsday/runtime/com.hiriwa.dhmp.pack" with the -file option just like the WADs.
The Doomsday runtime directory has the following:
The package directory within:
I'm wondering if maybe there is a problem with the package from the project site or I have it in the wrong location?
The location in the runtime directory is fine.
Hmm, looks like there is a bug here that is confusing Doomsday: And you have specified "-game doom2"...
However, since DHMP only contains graphics assets it won't even be used by the server, so loading it on the server is unnecessary. Clients are allowed to load additional assets like DHMP locally before joining a multiplayer game.
(Disclaimer: I've done minimal testing with the new model packs in multiplayer games, so there might be a few glitches here.)
The idea being that resource packs may be hundreds of megabytes in size, and if each client downloads that much, it's going to use too much bandwidth and degrade the experience for connected clients. Not to mention potentially taking too long time to connect.