Wheel Of Time PC Game

Tutorials

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Creating New Server

Posted by Owen on January 1, 2015 at 6:10 AM Comments comments (3)

The main aspects to setting up a server are as follows


1. Make a copy of your Wot.ini file and rename it to MyServer.ini (or something more descriptive, like "BalePheerServer.ini") Edit this file and change the fields to configure the server. All fields after [Engine.GameReplicationInfo] are most relevant to the server (like server name, game rules, adminpassword etc.). Only a few of the fields before this should be modified, and the following are some of these more advanced fields:


i. Port=7777 (leave this as 7777 if your only hosting one server on this machine, or if you really know what your doing)

ii. MasterServerAddress=wotmaster.wotoni.com (you should only need to change this if you are not connecting to the new master server already)

iii. MasterServerPort=27900 (you should only need to change this if you are not connecting to the new master server already)

iv. Paths=..\Maps (You can change which maps are avaliable to each server, if you have multiple servers hosted on the same machine)

v. ServerActors and ServerPackages may need to be modified/added to to install different mods on the server, depending on the mod. Normally you will need to simply add the mod to the ServerPackages= list (for example if you have the mod balePheerb1.u, just add ServerPackages=balepheerb1 to the end of the list, and vote up a map with that gametype-


"vote open arena_01?game=balepheerb1.gimpbalepheer"


To know the full gametype needed to vote a mod, open up the .u file in notepad and find the line "class (something) extends gimpbattle (or gimparena)". In this example within the balepheerb1.u file you will find "class gimpbalepheer extends gimparena" so you know to open the mod you need the command given above. 



2. Download this batch file, and place it in your game's System folder. This will run your server and restart it when the server crashes. Edit it to set the default map, and gametype, but most importantly replace "Wot.ini " with "MyServer.ini " (or whatever you chose in point 1.) you can also rename your log and crash files if you are hosting multiple servers on the same machine for clarity. 


3. Port forwarding. This is crucial to letting the server be visible online, and depends on the port you decide to use in part 1. The technique for port forwarding depends on your router and there are a number of tutorials online for how to do this, specific to your router. You will need to forward the next 2 ports after the one selected in your ini, so if, in your MyServer.ini you have Port=7777, you will need to port forward ports 7777-7779. If there is an option for TCP or UDP do this for both. 


Once this is completed, you should be able to simply run the batch file and your server will run on the new master server. Feel free to rename the batch file. 


Fixing Brightness Issue

Posted by Owen on January 1, 2015 at 6:05 AM Comments comments (2)

If the game appears too dark to play, please follow the steps below. 


1. Run the program in compatibility mode with windows 7

2. Change from Hardware to Software rendering (In your system folder, shift+right click somewhere that isnt directly on a file and "open command window here", then type in WoT.exe -changevideo


If all this fails, please redownload the game from this website.


Any more questions please contact me here or post on the facebook page (where you will get a faster responce) :)

Binding

Posted by Owen on April 22, 2013 at 7:35 PM Comments comments (0)

There are two main ways to customize your WoT experience. The first is in-game binding, directly through the console, and the second is out-of-game binding - either by editing the User.ini file, or through using programs like THUMB.

 

1. Out of game Binding. 

While programs like THUMB make the process of setting handorder of your weapons a lot easier, editing the User.ini is a lot more effective, and versitile, and will give you a better knowlege of In game binding. Here you will see what all your keys are set to currently, and can switch them around accordingly


2. In game binding.


In game, hit tab to bring up the quickconsole (or open the normal console) and type in the following:


set input x say hello


Once you hit enter this will say "Hello" every time you hit the x key. This is a very basic bind, but commonly used. You will notice that in User.ini this is akin to setting x=say hello in the Engine.Input section. The following formula can be used for every in game bind.


set [section of User.ini you wish to modify, which begins with "Engine."] [command]

To figure out all the commands would require a lot of exploration into the core .u files, however some of the most common are:

say (message)

eg. say Good Game!


teamsay (message)

eg.  teamsay I have the Seal!


usespecifiedangreal (angrealname)

eg.  usespecifiedangreal angrealinvlightning


ceaseusingangreal - stops using the current angreal



You can also bunch commands together using the | character, and specify a command only to be executed when the key is released by preceeding the command with the phrase "onrelease".  for example:

set input x usespecifiedangreal angrealinvlightning | onrelease ceaseusingangreal

This wil activeate the chain lightning weapon if you posess it and stop using it when x is released.


Hope this has been helpful - any questions ask me on this site or on the facebook site, where you will get a faster responce. 



Making Levels in WoTEd

Posted by Owen on April 22, 2013 at 7:35 PM Comments comments (0)

It is a complex procedure, making levels. Ill give you a (very) basic introduction now and if you have any questions ask me. One thing to remember about WotEd is that is not similar to other level designing programs. Instead of building things in an empty void, in WotEd you subtract things away from a full void. Think of it as carving your levels out from the inside of a stone block.

 

1. Interface. You should see 4 main quadrants, 3 of which are grey (top, side and front views) and another black quadrant, which is the 3d screen. You will see tools on the left hand side, and a browser on the right hand side. For tools, the only buttons you will need to begin (and for almost every level) are the first 4 in the 3rd column, and the 7th in the third column. These look like grey and green shapes, and a cube. To pan in the grey quadrants click and drag, to zoom hold down both left and right mouse buttons and move side to side. In the 3d view, left click-dragging moves you horizontally in any dirrection, right click dragging changes where your aiming at, and both mouse button dragging moves you vertically.

 

2. Creating level. To begin with hit the build a cube button. (7th button, 3rd column) Youll see a pink cube in the world - This is your "brush". You manipulate the size, shape and position of this cube as follows: right click the cube button, specify the size you want and hit build a cube again. You will see a new brush form. To move the brush, click the brush to ensure it is selected, and hold shift or control down while you orientate yourself normally. To finally cut the cube out from the void, hit the "subtract brush" button (2nd button 3rd column) and you will see your room built. You continue doing this until you are finished making the shape of your level. One important things to remember, is that to extend a room, say into a corridor, you intersect your small long corridor brush with the already built room, and hit the "brush intersection" button (3rd button in 3rd column) before using the subtract brush. This is to ensure there are no BSP errors, when you build your map. If conversely, you are looking to add something in your room back to the void, say adding a pillar, you hit the "brush de-intersection" button (4th button 3rd column) followed by the add to void button (1st button 3rd column).

 

 

3. Placing objects, changing textures. You will need to change textures as you go along. to do this, once you have built a wall, click on the wall, and you will see the texture is selected. Then on the right hand side, go to textures, and find a texture in a package that you want and click it. The texture will instantly be applied. There are other things you will need to place in your level, before it is able to be played. These include playerstarts, lights and TA. To add a light, simply right click anywhere on the 4 quadrants, and select add light. To add TA on the right hand side where is says "Browse" Find "classes" then expand inventory and expand angrealspawnpool. You should find sucky spawn pool uncommon spawnpool etc. With one of these options selected, right click anywhere in your level and click add spawn pool. Finally for playerstarts, you must find where it says "Navigation Point" and the add playerstarts.

 

4. Rebuilding. You must ALWAYS remember to rebuild before testing your map. Hit F8 and select rebuild geometry, with AutoBSP enabled.

 

5. Final Tips. To make good maps remember to name your map (go to options - level properties - level info - levelentertext) Remember to ensure Fair TA Placement, and have suitable TA for the level. Also attempt to master arena level making before moving on to cit levels. Cit is harder.Finally, and probably the most important thing, work on only one map at a time, and keep going till its perfect. Map making is a very long process - you gotta be readyfor that. Finally; Always name your map something other than what you want it to be when you are finished. Honestly thats so important.

 

Hope thats been useful, contact me if you want something else :)

The New IRC

Posted by Owen on April 22, 2013 at 7:35 PM Comments comments (0)

To get access to the irc channel follow these steps:

 

 1. Download XChat

 2. Install and run XChat (accept all the default settings)

 3. You will receive a list of servers - "Add" a new one, rename it WoT (or something)

 4. With it selected, click edit

 5. Under the servers for WoT section, click edit

 6. Type in irc.freenode.net

 7. Close this box and click connect

 8. When it prompts you to input a channel - input #wotgame and your done!

Fixing WoTEd due to .ocx errors

Posted by Owen on April 22, 2013 at 7:35 AM Comments comments (1)

1. Run woted, it will give you an .ocx file that is missing or not registered correctly

2. go to ocxdump.com and download the correct .ocx file. Put it into your C:\windows\system32 folder (and your SysWoW64 folder if its there)

3. Go to start and type in cmd (or go to the run button if your in xp). Right click and run a command prompt as administrator.

4. Type in the directory of REGSVR32.exe (almost always C:\Windows\System32\Regsvr32.exe)

5. Add a space and type the name and directory of the .ocx file you downloaded (include the file extension - see the example)

6. It should say you have correctly registered the file.

7. Repeat stages 1-6 if, when you re-run the editor, it gives you another oxc file problem. This can happen around 5-6 times.

 

Example of what you write in command prompt:

 

C:\Windows\System32\Regsvr32.exe C:\Windows\System32\threed32.ocx


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