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VCRuntime140.dll is provided in your BTS_Wrapper_Lib, so I'd say it's not that one. I also tried having it in the BTSWrapper folder and in your BTS_Wrapper_libs folder, no change.
The first time I tried the wrapper I got a message about the missing MSVCP100.dll and MSVCR100.dll, so I installed them as per your instructions in civ wiki, but it didn't work. I tried both the x86 and x64 versions but the files were not installed in the system32 folder. I then installed an old version of Visual C++ 2010 and the files were there in system32, but still no change. I uninstalled everything and tried again, still no change. I suppose it might depend on the version of those 2 files, but I installed and uninstalled different versions, rebooting the pc every time just to make sure, and still no change. I also tried copying those 2 files from my working win10 pc, still doesn't work.
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Nevermind, I don't know how but now it works. I removed everything and copied again my msvcp100.dll and msvcr100.dll from my pc to the problematic one in SysWOW64, restarted again and now it seems to work. Don't aske me why or how, and I wouldn't know how to do it again, but it works. So sorry for bothering you.
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Is there a comprehensive how-to on setting up a pitboss for a modded civ4 game like FFH? Have been setting up a game offsite for a group and been running into issues trying to get pitboss stuff off the ground. Alternatively, if anyone already experienced in pitboss hosting wants to join our game and run it that would also work
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(May 27th, 2023, 09:31)fireblaze Wrote: Is there a comprehensive how-to on setting up a pitboss for a modded civ4 game like FFH? Have been setting up a game offsite for a group and been running into issues trying to get pitboss stuff off the ground. Alternatively, if anyone already experienced in pitboss hosting wants to join our game and run it that would also work
I spent the last few weeks trying to set up a pitboss server for a Realism Invictus game and although I haven't tried it with a real game, I've been able to make it work (I tried with 5 pc connected to the same lan and with 4 pc connected to the same LAN + 1 pc connected via mobile hotspot).
Main things are: I used a virtual LAN program, ZeroTier, which I think is good if you are not all on the same LAN. Host is using Zulan's Pitboss exe, players use the modified Civ4BeyondSword2015.exe which includes Zulan's server reference, plus use Ramkhamhaeng BTS_Wrapper in order to speed up file transfers when connecting. Players need to start their game using a shortcut which loads the mod, something like
"C:\YOURFOLDER\Civilization 4\Civ4\Beyond the Sword\BTS_Wrapper.exe" /ALTROOT="C:\FOLDER\_http_aa.bb.cc.dd" mod= "Realism Invictus" -P 2057
(pay attention to / and spaces, otherwise it won't work).
Of course you specify your mod in the argument, I'm using Realism Invictus; _http_aa.bb.cc.dd is an altroot folder you need to create where the savegames will be stored; aa.bb.cc.dd is the IP address of the pitboss host, that's why I suggested ZeroTier, so you can have a fixed IP for you and your friends. Parameter -P must be different for each player, it's the port where the savegame will be transferred by the BTS_Wrapper. Finally, and this depends on your OS, you need to start a server and create a simlink from the server auto savegame folder to the auto savegame folder in your _http_aa.bb.cc.dd folder. This is necessary so that when joining the game each player will transfer the savegame via the BTS_Wrapper and not using the old painful 10 kb/s transfer system which is built-in in civ4. Then everyone connects to the pitboss host IP. Sounds more complicated that it is; once you've done it, you're good.
May 29th, 2023, 16:30
(This post was last modified: May 29th, 2023, 17:06 by fireblaze.)
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is the zultan pitboss exe referencing the docker files/setup in the git repo? I'm relative novice on all the IDE docker crap and struggling through all of this -- how does the =mod reference to realism or FFH or whatever work when PBMod is also a necessary (?) mod load for PB to work and civ4 can only load one at a time (?). Or does the host computer just run the PB mod and the rest can load in off the actual civ4 mod
this is all very confusing and somewhat depressing to get off the ground, I am definitely regretting my promise/obligation to host a civ4mp session so far lol
e. that being said I am very thankful for everyone ITT that's done the work to even make any of this possible in the first place! just hoping I don't lose multiple weekends to trying to set up a cool and fun game for friends lol
May 29th, 2023, 17:17
(This post was last modified: May 29th, 2023, 17:30 by Ramkhamhaeng.)
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The only reference, I've found is 'Civ4BeyondSword_PitBoss_Zulan2.exe' in 'docker-civ4-pitboss-server/files/run-pb-server'. This file is not required and wasn't published.
We created the docker project with a headless server in mind and this wouldn't work without the pbmod (or a mod which merged the required changes from it.)
Maybe it is usable with other mods, but it I would suggest to setup your Pitboss game without Docker (if not yet done). Finding errors would be too painful if done directly in the docker container, I assume.
Then you could try to use the setup'ed game with the docker image by 'pitbossctl create …'
Please note that I'm also not too familiar with docker. I've created this stuff two years ago, it runs and I will not touch it again if not needed
Quote: Or does the host computer just run the PB mod and the rest can load in off the actual civ4 mod
Host and client needs to load the same mod. (Well you can loose this restriction, e.g by using a mod. That's where the cat bites its own tail )
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(May 29th, 2023, 16:30)fireblaze Wrote: this is all very confusing and somewhat depressing to get off the ground, I am definitely regretting my promise/obligation to host a civ4mp session so far lol
Unfortunately it is confusing For me it was fun to resolve the issues over the years but new PB hosters like you are faced with all the problems at once.
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(May 29th, 2023, 17:40)Ramkhamhaeng Wrote: (May 29th, 2023, 16:30)fireblaze Wrote: this is all very confusing and somewhat depressing to get off the ground, I am definitely regretting my promise/obligation to host a civ4mp session so far lol
Unfortunately it is confusing For me it was fun to resolve the issues over the years but new PB hosters like you are faced with all the problems at once.
You've done a great job Ramk, I wanted to try a pitboss game for years and I spent last month trying to setup a game. It's been a painful try-and-try-again process, but in the end it worked and I learned a lot in the process!
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no sure if this belongs here...
I wanted to log in into PB66, since there is little in the way of reports and when I logged in after my elimination, I still had espionage vision on nearly everyone. However when choosing civ I can't find ours in the list. Is there a limit that you can log in only once after being eliminated or something?
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Yes, just one login for the defeat message is allowed by Civ4.
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