City of lost children


(AkiraCorp) #61

Mirror for your map. :slight_smile:

http://www.et-map.com/et-map/accueil.php

Friendly :slight_smile:
Akira.


(]UBC[ McNite) #62

Hm I just found out there are more than 1 versions of pk3’s of this map with the same content. Only difference is that one of them doesn’t contain the campaignfile.

Well what can I say… including a campaignfile is a bad thing to start with, because it forces the clients to download the mapfile even if its just on the server and never gets played.

But making a new version of the same map with same bsp-name and everything, just renaming the pk3 and deleting the campiagnfile from it, is even worse. It is seriously against the naming conventions, and for clients results in lots of “wrong checksum” error messages when playing the map on different servers.

If you ever make a new pk3, you really need to give the bsp (and all the bsp-name related files) a new name, preferably the one of the pk3.


(=PoW= Kernel 2.6.5) #63

Would it still work if you just used a new .pk3 name on each different version even if the .bsp name remained the same?
This is assuming only 1 of the .pk3 files is placed on the server.


(kamikazee) #64

From intuition: that should work if it’s a pure server. The client only loads those used by the server.


(]UBC[ McNite) #65

And that s what fucks it up. I got the old file from a map site, and had to dl the other file (without the campaignfile) from the server…


(kamikazee) #66

That’s strange, because I have once redownloaded my own ET Headshot 2 b1 map because that server admin included my seperate texture fix into the pk3. It just download to etheadshot2b1<random number>.pk3 without problems.


(Flippy) #67

Could you list what “all the bsp-name related files” are? ive come across this problem too with private testing (with clanmembers) but i didnt know exactly which files should have the same name… it was no problem tho because only my clanmembers had the map and i just asked them to delete the old one first…

anyway, the only ones i can think of atm:

  • bsp
  • .script
  • mapname_levelshots.shader (?)
  • folder for lightmaps
  • sounds

im probably missing half of them… but the .shader file does not have to have the same name right?


(kamikazee) #68

The .shader file does not need to be renamed, rather the shaders inside need to be modified.


(]UBC[ McNite) #69

.bsp
.script
.tga
_cc.tga
naming for the commandmap shader and loading pic shader
.arena
.objdata
_loc.dat (location names for ETPro)
_tracemap.tga
.sps (map specific soundsscript /sound/maps)
.sounds (map specific VOscript /sound/scripts)
lightmapfolder (you get it automatically when you compile with the new .map name, only need it though when you store the lightmap outside the .bsp)

I think that s it.
When you do private testing only, you do not need to rename anything. Just have them delete teh old files. For warbell we never had filenames like _b1 _b2 etc. That s too much work lol. Its only important when you actually release different versions.

Do you really need to change shaderpaths and -names? I don’t think so tbh.