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Bigworld Game Engine


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5 hours ago, gfj331skjjd said:

感谢你的帮助,我才到了这一步。我最终的目标是希望用BW服务器连接UE5

@freak527 目前还没有使用windows tools,第一步计划仍然是通过vagrant跑通客户端和服务器,然后再去学习使用bw引擎的周边工具。当这一切掌握后,进入到第二步计划,将客户端整体替换为UE5客户端

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Please keep posting updates on your progress :great:

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  • 2 weeks later...
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11 часов назад, freak527 сказал:

I can't use wot client files,  because the missing base and cell scripts, the server would not start correctly. 

 

On the other hand, you need cell and base scripts anyway if you want to run WOT with your own hand-made server :)

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I successfully set up a standalone version of bw2.1 server, version 14 on centos7 server has never been able to pass the mongoDB part, I think it should be a bug that the code link supports the lib part. In short, I think that if you want to do independent development or mod operation, it is best to use the 2.1 independent version, if you want to avoid copyright issues, it is recommended to use version 2.0.1 for in-depth mods, and it is not recommended to use version 14. Of course, if you have completed the 14th version of the server setup, I hope you can share your building experience.

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I also compiled and built successfully, the client and toolset of the bigworld 14 version, but its server part has never been able to break through, and the art files of the client are missing incompletely, the toolset is not very good for graphics support, and the model is displayed incorrectly. There is also a JIT explorer when the client and the tool start, which is annoying, it causes the startup to slow down, because every time it is launched, it proofreads every art document.

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Edited by howarduong
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