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Update with changes from Dev #286

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Apr 11, 2024
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f9140b5
Update Accessor access transformer information
budak7273 Feb 2, 2024
94a2f3d
Fix formatting typo
budak7273 Feb 3, 2024
b93ea5c
Reword to place more importance on checking the Branches page to see …
budak7273 Feb 3, 2024
546df45
fix: Correct copy-paste error in link
Th3Fanbus Feb 4, 2024
81d7e45
Fix cheat manager header link
budak7273 Feb 5, 2024
7abe25e
Merge pull request #278 from Th3Fanbus/patch-3
budak7273 Feb 5, 2024
0940c46
Multiplayer tips about checking for authority and when Player Control…
budak7273 Feb 19, 2024
7437665
Fix typo in Recipe creation guide
budak7273 Feb 19, 2024
fae767b
Use instanced static mesh instead of regular. Reminder about adding r…
budak7273 Feb 20, 2024
0ee428e
add examples to abstract instances
Kyri123 Feb 20, 2024
435bfa5
fix typo
Kyri123 Feb 20, 2024
4e0ae39
Talk about how to find the asset path to use for custom levels
budak7273 Feb 21, 2024
3cdc1e9
Explain how to find dediserver details for 3rd-party hosts
Th3Fanbus Feb 21, 2024
fe70830
Merge pull request #281 from Th3Fanbus/patch-3
budak7273 Feb 21, 2024
f62fad3
Hotfix for per-mod docs to build (Stack Overflow 403's the link check…
budak7273 Feb 21, 2024
3a1b78c
Fix heading level
budak7273 Feb 23, 2024
119a7ff
Replicated map workaround information
budak7273 Feb 24, 2024
1d325f4
Fix out of date section about git integration (thanks elenakrittik)
budak7273 Feb 24, 2024
521453d
Remove notice about linker (haven't had reports of problems with it i…
budak7273 Feb 26, 2024
781c63c
WIP working with BP data from cpp page
budak7273 Apr 5, 2024
608130d
Merge branch 'master' into Dev
budak7273 Apr 5, 2024
4ff7c0f
Merge pull request #280 from Kyri123/Dev
budak7273 Apr 5, 2024
210a320
Mention fgcheck in Debugging page asserts section
budak7273 Apr 5, 2024
9a25a10
Grammar+formatting of Kyrium PR
budak7273 Apr 5, 2024
0cf679e
Fix broken links
budak7273 Apr 5, 2024
ced1055
Fix typo
budak7273 Apr 5, 2024
6fe7c9b
Improve visibility of SMM2vs3 info, add info on actually installing m…
budak7273 Apr 7, 2024
e90d8b4
Address comments from code review
budak7273 Apr 9, 2024
02128fa
Reword based on Th3's suggestion
budak7273 Apr 9, 2024
eb1dc0c
New+updated images from Mircea
budak7273 Apr 9, 2024
1b375be
Suggest using GameState for authority check
budak7273 Apr 9, 2024
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Talk about how to find the asset path to use for custom levels
budak7273 committed Feb 21, 2024
commit 4e0ae390111f626ec9019f35617ce46619faf971
53 changes: 25 additions & 28 deletions modules/ROOT/pages/Development/TestingResources.adoc
Original file line number Diff line number Diff line change
@@ -166,6 +166,8 @@ You must load with the `-offline` flag and use a Map Travel URL with the `?liste
For example, `open Persistent_Level?loadgame=NameOfYourSaveGame?listen`.
Remember that Session Settings are stored in the Map Travel URL as well
so the defaults will be used if you don't specify them directly in the travel URL here.

Consider locally hosting your own dedicated server for multiplayer testing instead.
====

Locally testing multiplayer functionality requires running two copies of the game at once.
@@ -191,29 +193,19 @@ The link:#LaunchScript[launch script] demonstrates how to make the game to autom
as opposed to the main menu, cutting down on load time and clicks when testing your mod.
However, you will need to tweak it slightly if the level you want to load is a custom level.

To do this, you'll need to either need to modify the powershell script,
create a file with some configuration settings
or add them to the default game configuration.

To get started, create a `.ini` file in a convenient location
(such as your Satisfactory game install directory)
that contains the following:
Notice that the powershell script's loadLatestSave option creates an ini file on the fly
containing instructions to load into a specific save file and GameDefaultMap.
You'll either need to modify the powershell script to point to your custom level
or create your own ini file for it to use instead.

```
[/Script/EngineSettings.GameMapsSettings]
LocalMapOptions=??skipOnboarding?loadgame=LastLight_autosave_0
GameDefaultMap=/Game/FactoryGame/Map/GameLevel01/Persistent_Level.Persistent_Level
GameInstanceClass=/Script/FactoryGame.FGGameInstance
```
First, you'll need to find the path to use for your custom level.
It's based on the level's asset path.
For example, https://github.com/Nogg-aholic/NogsLevel/blob/master/Content/NogsLevel.umap[Nog's Level's level asset is at the content root],
so its path is `/NogsLevel/NogsLevel.NogsLevel`.
https://github.com/satisfactorymodding/SatisfactoryModLoader/blob/master/Mods/ExampleMod/Content/Maps/ExampleLevel/ExampleLevel.umap[Example Level's is a few layers of folder deep],
it's path is `/ExampleMod/Maps/ExampleLevel/ExampleLevel.ExampleLevel`.

In place of `LastLight_autosave_0` you should put the name of your desired save file.
Note that loading last autosaves of a map works as well if you format it correctly.
The example will load the latest autosave of a save called `LastLight`.

Note that doing this will prevent you from returning to the main menu in that game session -
when you try to do so, you will instead re-load your selected game save.

There are a few other flags you can use as well:
While you're at it, there are a few other flags you can use to customize the loading process:

+++ <details><summary> +++
FG Map Options Switches from Archengius:
@@ -246,13 +238,18 @@ Apparently it disables EOS sockets and makes the game fall back to normal IPv4 s
....
+++ </div></details> +++

You can launch the game with these settings in one of two ways.
=== Option 1: Modify Powershell Script's Automatic ini Generation

Alter the `Add-Content` instruction that adds a `GameDefaultMap` to point to the asset path of your custom level.
Note that this requires you to use the loadLatestSave flag (since that's what causes the script to generate the ini file)
or modify the script to use the ini file under other conditions.

=== Option 2: Use Your Own ini File

=== Option 1 - Custom Configuration with Startup Script
Note how the powershell script uses the EngineINI option to point to an Engine.ini file to use when launching the game.

You can launch the game from command line
with the path to your configuration file
specified in the `EngineINI` command flag.
You can manually write an ini file and modify the powershell script to always launch the game with it,
or, launch separate from the powershell script by writing your own command.

For example, if your file was called `LoadMapEngineConfiguration.ini`,
your launch command could look like this:
@@ -261,12 +258,12 @@ your launch command could look like this:
"D:\SatisfactoryExperimental\FactoryGame\Binaries\Win64\FactoryGame-Win64-Shipping.exe" -EpicPortal -NoMultiplayer -Username=Player1 EngineINI="D:\SatisfactoryExperimental\LoadMapEngineConfiguration.ini"
```

Note that you will have to modify this example command
Note that you will have to modify this example command
so that it points to where you have the game installed.

You might want to save it in a batch file or powershell script for easy execution later.

=== Option 2 - Add to Default Game Configuration
=== Option 3 - Add to Default Game Configuration

Instead of creating a new file for your configuration,
you can edit your default game configuration, found at