Max file limit for mods ?


(Hewster) #1

Hello,

This is a cry for help…

As you may, or may not be aware we have a little mod that has been
released foe some months now, namely The-WildWest :slight_smile:
http://www.the-wildwest.co.uk

All has gone well, and have had no major problems, until now :frowning:
I’ll try and be concise…

WE recently did an update, where I updated the base code from 1.33
to 1.41… and included 2 new maps & textures ect…all went ok, except we
seem to have hit some kind of limit.
This is what happens…

If I run the mod, non-dedicated, with the minimum of pk3’s in the Main folder, ie
pak0.pk3, pak01.pk3, pak1.pk3, pak2,pk3, pak3.pk3, pak4.pk3, pak5.pk3
All seems ok, but if I include all the mappaks, and / or other
custom pk3’s; after doing a map change, the game seems to give up
looking through the pk3’s for the files, and starts the map with missing
textures ect.

IF however I run a separate server, and ensure the warm-up time is
greater than the time it takes the client to load the map, all is ok !

If I copy all the textures / sounds / models that our mod still uses from
the original Wolf files, ie explosions / miscellaneous sounds ect, into
a new pk3 in our mod dir, and re-name the main folder, or indeed delete it,
then everything is ok…

So this is gona be the way I have to fix the issue, by including an extra 6Mb
pk3, and tell anyone who runs a server to rename or delete their main folder !!

Now for a question…
can I tell the WolfMP.exe not to look in the main folder for files ?
this would be the easiest way to fix? but I don’t have a clue
weather it is possible … HELP

Thanks in advance for any suggestions

Hewster


(SCDS_reyalP) #2

Possibly related to this
http://www.orangesmoothie.org/cgibin/ib3/ikonboard.cgi?s=3e80f36d1636ffff;act=ST;f=7;t=92
(check the last page if you don’t want to read the whold fscking thing)
Also this
http://www.forumplanet.com/planetwolfenstein/topic.asp?fid=1692&tid=999717


(Hewster) #3

Thankyou reyalP

This really is an problem :frowning:

After a LOT of testing, it doesn’t seem to be the number of maps thats
the problem, nor the number of files, nor the number of pk3’s !

My Guess is that it may be somthing to do with the multiple use of
textures / shaders, ie 1 texture / shader being referenced in > an amount
of times within the maps… like i said its a guess

ne how, thanx for pointing be to those posts, at least its no my fault :slight_smile:

I think we need a pertition to get this sorted… there are several mods
nearing a public release, and this issue is gona kill us all.

Cheers

Hewster


(DJ_Art) #4

Confirm.

I think I encountered this bug when I wanted to make a seperated .pk3 file for each weapon we will add to the Crusade mod. This way, some weapons didn’t exist!

In the end I couldn’t understand what’s going on so I put all the files in one .pk3 and the problems were solved.


(Ghast) #5

Great sleuthing!!! I was having problems last year, and now I can explain it. I had seperated all my skin files etc into separate .pk3s, one for each AI, no wonder I was getting weirdness! I owe some people whose maps I reviewed an apology!


(Domipheus) #6

definately hewster, this is a biggie and this issue must be a priority fix in the next update :confused: