Is it possible to play in true singleplayer? (no listenserver)

McTed

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Background: I previously managed to get it working in sven-coops engine without any crashes at least to lvl 15 when, like an idiot I tried to fix what wasn't broken and reduce loading times. In listenserver.cfg I noticed it said LAN was disabled, even tho i previously checked it in-game. After enabling LAN now it un-revertably crashes on every transition after the first entered map no matter what sven/msc reinstalls, option changing and debugging console I tried. It also still has what looks like 2 loading bars at same time for listen server and my player.

Question: So since I've got nothing to lose (since gauntlets are unplayable now), may as well go all in n ask whether I can make a true singleplayer session (like HL1 campaign) without a listen server which could potentially avoid the crashing issue and improve load times.

Bonus question: I know about ms_doubletapdodge 0 but I want to disable dodging entirely because I want to sprint most of the time. Is it possible? Because it ruins the game for me.
 

greatguys1

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In the console, using "map <mapname>" might get the behavior that you're looking for.
It prevents crashing for me, at least on alpha versions, but not sure about sven.
 

Monika's_BFFEx0256

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As far as items dropping, or not dropping, I would really say no. The game is not designed for single player play - after a certain point.
 

Kanta

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Well, you could use the fakehp/players commands. But I don't remember if those work in NOV2015. Open alpha is thing though but I've been told that listenservers/singleplayer will just flat out not work on certain maps.
 

Monika's_BFFEx0256

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Well, you could use the fakehp/players commands. But I don't remember if those work in NOV2015. Open alpha is thing though but I've been told that listenservers/singleplayer will just flat out not work on certain maps.
yeah and it wont work on ANY maps in multiplayer unless you start new characters
 

McTed

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In the console, using "map <mapname>" might get the behavior that you're looking for.
It prevents crashing for me, at least on alpha versions, but not sure about sven.
I've tried that and it still has tab scoreboard saying listen server in name and "connecting to server" on transitions.

However I've tried the default game with the -max_edicts 1500 as suggested in bug thread and its fixed all crashing. As well as improved dynamic lights performance and fixed travelling merchants in Helena. Staying at 8 martial arts also avoids the dodging problem.

Would still be interesting to see if its possible to host a FN server on svengine to see how it goes. A good feature is you can toggle r_dynamic 1/0 to avoid performance issues in areas.

Default FN seems to be going well and the x2 xp made me catch up to my singleplayer character.

As far as items dropping, or not dropping, I would really say no. The game is not designed for single player play - after a certain point.

Originally I was just gonna go on an expedition till I can't do anymore and wait for svengine to be adopted, but max_edicts seems to have fixed issues I had. So I'm enjoying FN servers now :)
 

Thothie

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Would still be interesting to see if its possible to host a FN server on svengine to see how it goes. A good feature is you can toggle r_dynamic 1/0 to avoid performance issues in areas.
That... Might be an option. The alpha server hasn't been up in ages, as we're kinda stuck (due to Lucifer's mentioned issue, among others), and multiplayer/DS testing under Sven has been minimal. I do know it'll break at least one NOV2015 map though - might be able to tweak it without too much issue or causing incompatibility with the non-Sven version.

I suppose, if it goes smoothly for long enough, could switch all the official servers to Sven. Though, I need to talk with someone about that again, and it would mean a lot more downloading, to the point where hosting alternatives may be required (Sven frame+msc = big, too big to put in a single file on my host, at least).

Also, unless something changed in the engine again, r_dynamic 0|1 should work under vanilla MSC, though sometimes it keeps the dynamic light mapping in areas you've already explored, causing janky artifacts.
 

Lark

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(Sven frame+msc = big, too big to put in a single file on my host, at least).
I take it RKS is out of the question for maybe helping to host said file(s)? Also, are you limited by storage size, or a bandwidth cap? Is compression and/or a split archive insufficient?
 

Thothie

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I take it RKS is out of the question for maybe helping to host said file(s)? Also, are you limited by storage size, or a bandwidth cap? Is compression and/or a split archive insufficient?
I think RKS has the space, though with huge files, it hasn't been real reliable - tends to drop mid-transfer. Much faster and more reliable than my backdoor nerfed host, but seems to break in different ways.

For alpha testing, I don't mind split archives so much, but for final releases - really would prefer a simple and direct full installer, even if it is a behemoth for this sorta game. Given how huge even the simplest uncooked Unreal engine game tends to be these days, however, I'm sure we can find something.
 
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